Arma 3
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Tactical Dreadnought Armoury
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Data Type: Mod
File Size
Posted
Updated
1.560 GB
3 Apr, 2023 @ 3:32pm
25 Feb @ 4:10pm
34 Change Notes ( view )

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Tactical Dreadnought Armoury

Description
What is this mod?

After months of work, endless nights, long streaks of 12-hour days modding and the hell that is Arma... They are here.

Arsenal & Drip

At release, you'll have access to at least:

Primary



Assault Cannon → The Assault Cannon is a ballistic six-barreled, self-loading rotary auto cannon, effective against infantry targets and light vehicles at close to medium range.
Ryza Pattern Plasma Blaster → A type of archaic, dual chamber Plasma Weapon dating back to the Great Crusade era of the 30th and early 31st Millennia.
Storm Bolter → The Storm Bolter is a double-barrelled version of the standard .75 calibre bolter. Storm Bolters are the standard weapons employed by Space Marine Terminators.

Launcher


Black, Blue, Green, Ivory, Red, White & Yellow

Cyclone Missile Launcher → The Cyclone Missile Launcher is a Missile Launcher variant specially designed to be fitted on Terminator Armour. Loaded with a multitude of missiles, the Cyclone consists of two cube-shaped missile boxes, twin-linked, with a targetter and sensor array. The missile and sensor unit is fixed on the back of standard terminator armour, allowing the Space Marine to use a Storm Bolter and Power Fist with the Cyclone.

This launcher has SACLOS guidance → SemiAutomatic Command to Line Of Sight. In other words, it functions like a BGM-71 TOW, NLAW. You can't lock, but you can guide the missile to its target manually (mouse).

With the following ammo types:



Frag → Cluster High Explosive, disperses 12 bomblets that explode shortly before impact.
Krak → Standard anti-tank krak missile.
Super Krak → More penetration and damage compared to standard krak missile.
Plasma → Combines both anti tank and anti personnel capabilities, jack of all trades, master of none.
Vengeance → Standard High Explosive.

Facewear



NVG



But, can they teleport?

Why, yes!. There are two methods to initiate teleportation and two types of teleportation.
You can either Ace Self Interact → Teleport Options and pick one of the options or use the Controls → Configure Addons - Key binds for ease of use.


What is the difference between the teleports?

For the simple teleport, the terminator (you), will kneel, a progress bar will appear. Upon completion, you will have access to the map screen, where you can click anywhere to be teleported.

For the group teleport, it gets fancier… This teleport is only available to the squad leader.
They can initiate a group teleport only for members of their squad that are:
Terminators;
Within a 5-meter radius (elevation isn't taken into account);
Every player/unit that passes that check will kneel and teleport alongside their squad leader.
AI can't initiate teleport by themselves, but they will be dragged alongside.



Ok, but how do I customize the settings?

Glad you asked. We have built-in teleport randomization in the module for each axis. Unfortunately, you can't go below ground, but you can teleport inside vehicles and structures or fly!.
The cooldown of the teleport (time until next teleport is available) can also be changed.
Module can be placed both on EDEN and while on ZEUS. The newest placed module overrides previous settings.


Input is treated as meters for X/Y/Z Variance and seconds for Teleport Cooldown. No need to sync module to units. Place it once, change settings and enjoy.

This is fantastic! How does their health work?

For the end-user, they work just like any other Space Marine.
Behind the scenes, we've had to adapt due to current engine constraints – characters taller than 2 meters do not have collision above that height, only below. This is why it became de facto common knowledge that you can't hit a Space Marine on their Head if they are standing upright, since when at such stance, they are taller than the 2-meter tall hitbox - which led players to adapt and teach others that you should hit their shoulder pads instead.

We've solved that by a hybrid approach, inspired by Webknight's Dreadnoughts. Each Terminator has three hitboxes, which only function to receive damage and collision for the areas affected by the previously mentioned limitation. One for each shoulder and upper arm, one for the upper torso and head. For each shot received, its penetration value is used to determine damage via ACE to each limb. So, The Terminators are compatible with ACE Medical.

Does this “workaround” impact performance or anything?

Performance – Most likely not. We have done extensive testing on our end within our unit (The Black Templars), alongside a multitude of other units. If you have any trouble, reach out to us on our discord https://discord.gg/5x5hmh58Yz

Originally posted by JCaleb:
Arma3 scripting is black magic, and I'm only an apprentice wizard after spending two months on this, if you find any issues, let me know.

Wanna discuss the mod, or you don't want to miss out on upcoming updates?

Join our discord: https://discord.gg/5x5hmh58Yz

Known Issues
  • TFAR – Due to the hitboxes, communication can become muffled. They function exactly like the dreadnought hitbox, where it can block sound due to occlusion of the source and receiver. This only happens when, for example, there are two players trying to communicate with each other, but there is a Terminator exactly in between them.

Credits

Full credits list in the discord.
46 Comments
Rastek 24 May @ 1:25am 
They should make an ACE variant where every single thing ACE adds is stripped from it except for the interaction system
Viscerion 21 Feb @ 10:24pm 
Everytime i load this mod and put all the terminator equipment on it just shows it on my regular soldier and everything it massive but on my little arma 3 stock character
Forge 25 Jan @ 4:36pm 
Hi im having the issue with your mod where its asking for addon 'Seb_SM_Melee_Mod' but it doesn't exist anywhere
Trauma 11 Oct, 2024 @ 8:09pm 
Looks like this mod is currently causing an error that I could not figure out: No entry 'bin/config.bin/CfgGlasses/SM_Visor_1_5.identityTypes' . Any idea if this may get fixed up or if there is a workaround?
☢GAMMA☢ 10 Oct, 2024 @ 10:20pm 
they seem to not be properly shot at by ai when the player is in the terminator armor
SKYKID 25 Sep, 2024 @ 12:33pm 
adding Cataphractii armor, more melee for terminators ?
matsgudmunds 11 Aug, 2024 @ 3:48am 
do you have to use ace
Perfect_Time 19 Jul, 2024 @ 8:15am 
I cannot find Tactical Dreadnought Armoury units in Zeus
Rei 2 May, 2024 @ 4:45pm 
While the recent update added the bisign, there is no bikey for the new update.

TDA_Wolf.pbo.TDA_Wolf.bisign is not keyed.
Rei 17 Apr, 2024 @ 5:38pm 
There was an error in the most recent update, signature mismatch.