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Standard Operating Procedures

From Charlie-Mike


Standard Operating Procedures & Policies



Contents


Preface

Charlie Mike Actual (CMA) is a MilSim group dedicated to riding the line between fun and immersion. It is a spiritual successor to the original Charlie Mike, which began years prior and enjoyed multiple years of success and community before eventually disbanding.

CMA’s first operation took place on February 26th, 2020. This date is regarded as the official “birthday” of Charlie Mike Actual.

We strive to create immersive experiences without sacrificing enjoyment. For that reason, we identify as a semi-serious MilSim group. Training is not mandatory—aside from the initial indoctrination session—but it is available to all members. Real-world tactics are implemented when appropriate, but are often adapted or adjusted to maintain fun and fluidity for the group as a whole.

Like training, attendance is not required. Once a Recruit has completed their first operation, they will never be removed due to inactivity.

Charlie Mike Actual aims to be the ideal Arma group for quality players who enjoy immersion and roleplay, while also understanding that most players are here to have fun. At CMA, real life comes first.


100 – Operations

101 – Overview

Charlie Mike Actual operates under a structured chain of command. No single person holds absolute authority over the group. Officers and Master Sergeants (MSgts) make up the Council, which votes on major decisions affecting the unit. NCOs assist with training and help maintain order during operations. Enlisted personnel are simply expected to follow the rules and enjoy themselves.

Operations are held on a regularly scheduled day each week — Wednesdays at 2000 EST. Additional operations may be scheduled throughout the week at the discretion of leadership.

The objective of every operation is to have fun and foster immersion by simulating the challenges and excitement of combat. At CMA, we recognize that realism is enjoyable only to a point — our goal is to create as realistic an experience as possible without sacrificing fun.

Some operations may be difficult. Sometimes the odds may feel stacked against us. In those moments, it’s important to remember that the most memorable and rewarding experiences often come from overcoming those challenges together.

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102 – Admin

Charlie Mike Actual is administrated by the Council, consisting of all Officers and MSgts. Each council member has an equal vote on matters affecting the unit.

The command hierarchy is as follows:

  • Major – Overall unit leader
  • Captains – Heads of departments
  • First Lieutenants – Lead assistants to department heads
  • Second Lieutenants – Supporting assistants to departments
  • Master Sergeants – Veteran members recognized for their exceptional contributions of time and effort

While the Major is the designated unit leader, they do not have unilateral authority. They may act independently when needed, but the Council always retains the right to raise concerns or challenge decisions that overstep boundaries or negatively affect the unit.

> The Major shall never assume a tyrannical or dictatorial role within the unit.

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103 – Player Base

Charlie Mike Actual emphasizes the quality of our player base over quantity. To ensure this, every potential member undergoes a brief interview process. After acceptance, new recruits participate in indoctrination training to help familiarize them with how CMA operates and prepare them for their first operation.

While CMA rarely removes players, those who display toxic, disruptive, or disrespectful behavior may be removed at the discretion of leadership. Our rules are straightforward, easy to follow, and designed to maintain a healthy community.

Promotion requirements are detailed in Section 200. As players meet the requirements, they may be promoted. Some ranks may also come with additional responsibilities, and in such cases, players will be asked if they are ready to take on that role.

104 – Events

Charlie Mike Actual hosts a variety of events. Some—like Standard Operation Nights—are regularly scheduled and consistent. Others—such as Alternative Operation Nights—are more flexible but still announced in advance.

All of the events listed below are considered regular events and will count toward your operations count.

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104a – Standard Operation Night (SON)

Standard Operation Night is held every Wednesday at 2000 EST, even on holidays.

These events always take place within the overarching story of CMA—typically within the current Chapter (see Section 600). Occasionally, there may be "break" operations between or during Chapters. These break operations may be unrelated to the story and occur for reasons such as:

  • The scheduled OpCom or Mission Maker is unavailable
  • Leadership feels a break from the Chapter is needed
  • A "side" story is being progressed

Only approved Mission Makers are allowed to create operations for SON.

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104b – Alternative Operation Night (AON)

Alternative Operation Night is typically hosted on Sundays at 2000 EST, though its frequency and exact day can vary. Ideally, AON occurs every other week, but this is flexible based on availability.

Key details:

  • AONs may fall on any day of the week, not just Sunday
  • Events should be announced at least two days in advance, when possible
  • AONs are open to a wider range of scenarios—not all need to follow CMA’s main storyline
  • Lore-based missions are welcome, but not required

Role requirements are enforced but less strictly than SON: > For example, if an operation requires a helicopter pilot, a trained player should fill that role. If none are available, the slot may be filled by an untrained player.

Anyone can submit a mission for an AON. However:

  • If you are not an approved Mission Maker, you must be present during your mission
  • You may request a different day of the week for hosting
  • Missions from non-approved creators must be submitted to the Major (or a delegated officer) for review and approval
  • Missions must be approved before being officially announced

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104c – Exclusive Operation Night (EON)

Exclusive Operation Nights are special events that should be announced well in advance. These include:

  • Siege Operations
  • Joint operations with other units
  • Other unique cases (handled individually)

EONs are rare and treated as high-priority or large-scale events.

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104d – Training Operation Night (TON)

Training Operation Nights are unit-wide training events. These do not follow a set day or time, and may vary based on topic or availability.

TONs should be announced 1–2 weeks in advance and may or may not relate to the current Chapter.

105 – Rules

The following is a list of rules for Charlie Mike Actual. It is the responsibility of each individual player to recognize that the list of things not to do extends beyond what is written here. Failure to follow these rules may result in warnings, demotions, suspensions, or removal from the unit.

We are all here because we enjoy Arma and gaming in general. Charlie Mike Actual does not tolerate players who seek to ruin others’ experiences or act like they are the center of the universe.

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105a – Overall Rules

  • Political discussion is allowed — until it ceases to be a discussion.
  • No insulting others beyond joking banter.
 > (This is subjective—it's how it's received, not how it's intended.)
  • No misuse of servers, games, TeamSpeak, or Discord.
  • No bigotry of any kind.
  • No disrespect toward other members.
  • Always respect and follow the chain of command.
  • Your Discord, TeamSpeak, and Arma names must match.
  • Do not engage in behavior that a reasonable person would find offensive or disruptive.
  • No lying or being deceitful toward leadership or members.
  • Offer constructive criticism — not insults — if someone makes a mistake.
  • Light teasing is fine only if the person is also okay with it and having fun.
  • Do not interrupt ongoing operations in TeamSpeak.
 > If you’re late or crash, wait in the Lobby or Arma 3 lobby, and reach out to an admin via Discord.
  • Reserve members must follow the requirements for their reserve status.
  • Remember: there’s a long list of things you shouldn’t do — not everything can be listed.
 > If it seems rude, disruptive, or intrusive, use your best judgment or ask an officer first.
  • Be humble. Have fun.

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105b – In-Operation Rules

  • If arsenals are provided, use only your assigned arsenal unless the mission maker explicitly authorizes otherwise.
  • Just because you think you should have something doesn’t mean you do — when in doubt, ask.
  • No looting unless authorized by the chain of command.
  • No use of enemy weapons or vehicles unless approved by the chain of command.
  • No talking, drawing, or disrupting the mission briefing.
  • No firing weapons in the starting area, unless required by the mission or within a designated firing zone.
  • Respect and follow the chain of command at all times.
  • Absolutely no use of in-game text chat during missions.
  • Use of Discord or TeamSpeak chat is allowed — preferably within the designated operations room.
  • Discord, TeamSpeak, and Arma usernames must match.
  • No intentional killing of civilians or non-combatants, unless explicitly required by the mission.
  • No intentional sabotaging of the mission.
  • Follow your assigned role requirements.
  • Keep your weapon on safe, holstered, or slung while at base.
  • Do not interrupt briefings.
  • Be humble. Have fun.


106 – Reserve Status

A player will be moved to Reserve status after missing one full month of events listed in Section 104. Their Discord rank will be replaced with "Reserve," and their actual rank will be stored and reinstated after they attend an event.

A full month is defined as the same calendar day on the following month. > For example: If a player’s last attended event was on January 15th, they will not be placed on Reserve until they have missed all events through February 15th.

Additional notes:

  • A player who is absent for the entire duration of a chapter will lose one rank upon returning.
  • This demotion is compounding if it occurs across multiple chapters, but no player will ever be reduced below the rank of Private First Class.
  • Reserve members cannot occupy "Specialist" slots during their first operation back (see Section 300 for slot definitions).
  • After attending one event, they will be reinstated to their stored rank.

> No player will ever be removed from Charlie Mike Actual due to inactivity. > There is no limit to the amount of time a player may remain in Reserve status.

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107 – Interviews

Every new player who joins the Discord must undergo an interview. These interviews are conducted by the Major and take place via private DM.

Once the interview is complete, the recruit will be scheduled for an Indoc (indoctrination training). If the recruit passes the interview, the Major will introduce them to the Council in the Recruitment Office.

Interview Details:

  • Interviews are considered informal
  • The purpose is to confirm the player is a good fit for Charlie Mike and understands the rules
  • If a candidate demonstrates they are not a good fit, they may be asked to leave or be removed from the server

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108 – Returning Players

Players may leave Charlie Mike for personal reasons and return later. While players are encouraged to remain in Reserve status if inactive, we understand some may leave completely and come back.

Return conditions:

  • Players who return within one month may be reinstated to their previous rank, qualifications, and ribbons
  • After one month, their player file is deleted, and a Council vote is required for their return
  • Players returning between one and three months must receive a Council vote to determine whether their rank is preserved
  • Players returning after six months will rejoin as a Recruit, and must also pass a Council vote

Ribbons and qualifications are stored for one month. After that:

  • Campaign ribbons are lost permanently
  • Qualifications must be re-tested and re-earned

108a – Month Definition

For all intents and purposes regarding Section 106 and Section 108, a "month" is defined as thirty (30) consecutive days.

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109 – Ownership Rights

All training documents, scripts, and other written materials are, first and foremost, the property of their original authors. No material may be withheld from its creator by Charlie Mike Actual. However, CMA reserves the right to continue using and updating any documents, scripts, or other written materials that were submitted for use by the unit.

Credit must always be given to the original author—regardless of whether they are a member of Charlie Mike or the content originated from an external source.

Regarding media content (videos, screenshots, etc.):

  • The time and effort involved in creating media is fully recognized and respected.
  • Creators retain ownership of their media.
  • Any media posted to official CMA channels (YouTube, Odyssey, Twitter, etc.) will be taken down upon request by the original creator.
  • If any formal revenue is generated from a piece of content, the creator maintains full authority over how and where that revenue is directed.

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110 – Client-Side Mods

Charlie Mike does allow client-side mods. However, the general rule is this:

> Mods that make gameplay significantly easier or give unfair advantages are not allowed.

If a Council member requests that you stop using a specific mod, you must comply. Unless stated otherwise, you should finish the current operation and disable the mod before the next session and all subsequent ones.

Examples of disallowed mod types:

  • Mods that adjust stamina or fatigue systems
  • Mods that change ACE medical settings
  • Mods that significantly alter carry weight or inventory balance

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110a – Blacklist

The following client-side mods are explicitly blacklisted:

  • Salmon’s Buttstroke – Misuse; allows knocking out other players
 > (Includes any similar mods that grant melee knockout functionality)
  • ACE Infinite Stamina – Immersion breaking
  • Bloodlust – Creates extreme server load
  • Ammo Casings – Adds unnecessary load to the server
 > (ACE already provides a similar feature natively)

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These client-side mods are recommended for quality-of-life improvement, and are allowed by CMA:

  • Better Inventory – Revamps the inventory UI for a cleaner experience
 > Allows viewing all pouches at once while keeping the vanilla look
  • Blastcore – Enhances sound and explosion effects for greater immersion
  • ACE Animations – Adds extra stances and fun flavor animations
 > Includes things like relaxing animations or even a "potty break" animation


200 – Rank Structure

The Charlie Mike Actual rank structure is designed to reward both participation and contribution. Each tier of rank comes with different expectations and responsibilities—some purely in-game, others organizational. All promotions are earned through a combination of attendance, conduct, and initiative.

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201 – Enlisted

The enlisted ranks are the foundation of Charlie Mike. These members carry little to no responsibility beyond showing up, playing, and having fun. There’s no expectation beyond participating and enjoying the experience.

201a – Enlisted (Enl)

Upon joining the Charlie Mike Discord, players are assigned the “Enlisted” rank. This indicates interest in joining but means the player has not yet completed indoctrination. The entrance interview is conducted by the Major while the player holds this rank.

201b – Recruit (Rct)

After completing both the entrance interview and indoctrination training, players are promoted to “Recruit” until they complete their first operation. Recruits are assigned a Corporal (or higher) as a Battle Buddy for their first operation to help answer questions and assist with immersion and SOPs. Multiple Recruits may be assigned to a single Corporal.

Recruits are allowed to attend any Basic Infantry Training (BIT) events.

201c – Private (Pvt)

After completing their first operation, a Recruit is promoted to Private. Privates can now attend Advanced Infantry Training (AIT).

201d – Private First Class (PFC)

After completing three additional operations (four total), a Private is promoted to PFC. PFCs may now request role-specific training (e.g., Medic, Pilot, etc.).

201e – Lance Corporal (LCpl)

After twelve additional operations (sixteen total), players earn the rank of Lance Corporal. Lance Corporals, alongside Corporals, form the core of Charlie Mike’s enlisted force. These are the experienced, reliable members who carry the spirit of CMA.

201f – Corporal (Cpl)

After twenty-four more operations (forty total), a Lance Corporal becomes eligible for promotion to Corporal.

This promotion must be nominated by a member of leadership who believes the player has earned it through consistent performance and reliability.

Responsibilities:

  • Corporals are expected to act as Battle Buddies for Recruits during their first operations.
  • Corporals do not have to do this every time; it is a shared responsibility.
  • Corporals should assist with in-game guidance, immersion, and SOP—but they are not babysitters or enforcers.

Perks:

  • Corporals have access to the NCO chat for coordination and class support.
  • While not required to host or teach, they may assist in training events if desired.
  • There is no penalty for Corporals who choose not to participate in training-related duties.

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202 – Non-Commissioned Officer (NCO)

NCO roles are voluntary and come with added expectations. Any player may decline an NCO promotion without penalty, judgment, or stigma.

If a player accepts and later feels the role is not a good fit, they may step down. If performance issues arise, the council may vote to demote them respectfully, and the action will be delivered by the Major or HR in a private conversation.

NCOs are held to a higher standard and are expected to:

  • Help maintain discipline and focus during operations
  • Demonstrate leadership, even when not in command roles
  • Contribute to training and planning efforts as needed

202a – Sergeant (Sgt)

Eligible Corporals who demonstrate a strong desire to help Charlie Mike grow—both during gameplay and in training—may be promoted to Sergeant.

Responsibilities:

  • Must assist in training classes
  • Can solo teach one-on-one sessions
  • Expected to show professionalism and leadership during operations
  • Help guide others during downtime and briefings

Perk:

  • Sergeants get first pick of roles in persistent campaigns.

202b – Staff Sergeant (SSgt)

Promotion to Staff Sergeant occurs when a Sergeant shows exceptional commitment to helping others and ensuring operational smoothness.

Responsibilities:

  • Must design and run their own Advanced Infantry Training (AIT) course
  • Take a greater leadership role in and out of game

Perk:

  • Gain admin access to Arma and TeamSpeak servers.

202c – Master Sergeant (MSgt)

This is a unique rank. MSgts are members of the Council, but without its full duties. They retain the training responsibilities of a Staff Sergeant but benefit from their experience and respected status.

They are included in the Council for their insight, reliability, and community presence.

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203 – Officer

Officer roles are also voluntary and come with both in-game and out-of-game responsibilities. Officers handle the backend operations of the unit and are expected to act with professionalism, ensuring player focus and immersion during events.

Officers form the bulk of the Council and help guide the direction of Charlie Mike.

203a – Second Lieutenant (2LT)

The first Officer rank. 2LTs are assigned to a department and may work under a Captain. They begin assisting with organizational duties, task tracking, and planning.

203b – First Lieutenant (1LT)

Promotion from 2LT comes after showing initiative and reliability in completing out-of-game tasks without reminders.

203c – Captain (Cpt)

Captains are department heads. They direct their team, oversee performance, and assign tasks to Lieutenants. Captains are responsible for their department’s success.

203d – Major (MJR)

The Major is the overall unit leader. While they don’t have unchecked authority, they are entrusted with final decisions when necessary.

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204 – Discipline & Removal

Charlie Mike uses a three-strike system for discipline. The process can be initiated by the Major or HR, and the entire Council will be informed. The Council may also vote for immediate removal in extreme cases.

204a – Step One

An initial warning delivered via Discord text chat by any Council member. This should be a respectful conversation where the individual has a chance to respond.

204b – Step Two

A formal warning held in voice chat (Discord or TeamSpeak), with two Council members present (one must be from HR). This may result in a suspension from CMA events for 1 week to 1 month.

204c – Step Three

Permanent removal from Charlie Mike Actual. A member may be eligible to reapply after 6 months, depending on Council vote.

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205 – Non-Member Ranks

Players from approved external units may participate in Charlie Mike operations without going through indoctrination or the internal ranking system.

These players will be given the role of Mercenary and:

  • May attend Basic and Advanced training
  • May NOT take Specialist roles (e.g., Sniper, Pilot)
 * Exception: Medic role is allowed if medically trained in their home unit and systems are compatible
  • Will have lower priority in slot selection for persistent campaigns

Important Notes:

  • Mercenaries must still read and agree to all CMA rules
  • They are subject to the same disciplinary process (see Section 204)
  • Mercenaries may apply to formally join CMA at any time
 * Upon joining, they are promoted to Private and begin accruing operation credits
 * They gain eligibility for Specialist training and normal slot selection priority


300 – Events

Charlie Mike Actual organizes a variety of recurring events, each with specific expectations and structure. Participation in these events contributes to a player's operational count and their integration into unit activities and storyline progression.

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301 – Standard Operation Nights (SON)

Standard Operation Nights are announced every Sunday in the Discord channel SON Announcements. Once a player RSVPs, they are assigned the Operator role, granting access to Operations Room 1 for discussion and planning.

Standard Time: Every Wednesday at 2000 EST

Pre-Mission Procedures:

  • Briefings may be posted in advance to allow OpCom time to develop a mission plan.
  • If roles are visible early, only Specialist and leadership roles may be reserved.
  • Role requests are handled by the council on a case-by-case basis.
  • Pre-operation events may begin as early as 1945 EST. If time allows, multiple preops may be run.
  • Players who miss the preop may still participate in the main mission briefing.

Slotting:

  • Once on the slotting screen, reserved roles are claimed first.
  • OpCom or the Mission Maker will then call slots for others.
  • Players must be qualified for any role they take.
  • JIPs (Join-in-Progress) will be guided to available roles via Operations Room 1.

In-Mission Conduct:

  • Arsenal use is strictly limited to the one assigned.
 Only the Mission Maker can authorize arsenal changes—not OpCom.
  • If something seems missing, ask—don’t assume. Missing gear may be intentional.

Briefing Behavior:

  • Players must remain quiet and respectful during the Mission Maker’s briefing.
  • Only leadership (OpCom, SLs, etc.) may draw on the map.
  • Non-leadership players should wait for their turn and avoid interrupting.
  • Light joking is allowed, but not if it distracts or causes in-game injury.
  • Climbing on objects and getting hurt is considered a rule violation.

Immersion Protocol:

  • Once Game Faces On is called, the mission is considered live.
  • Focus shifts to in-game performance.
  • Minimize meta-gaming (e.g., “X seconds on bleedout,” or “That tank isn't WW2!”).
  • Banter is fine if it doesn't disrupt the mission or immersion.

Respawn Policy:

  • Some missions allow respawns or reslotting; others do not.
  • This will be clarified during the briefing.
  • Crashes or disconnects may be treated as exceptions.

Post-Op Debrief:

  • A short debrief will follow the operation, either in-game or in Discord/TS.
  • Players will be asked for feedback in three areas:
 - Architectural Feedback – Mission design and execution
 - Leadership – Effectiveness of OpCom and team leaders
 - Mission Outcome – General player/team performance

> Feedback should always be constructive. We are here to learn and improve—not to insult.

All SONs are canon and contribute to Charlie Mike’s ongoing storyline and campaign world.

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302 – Alternative Operation Nights (AON)

Alternative Operation Nights are typically held every other Sunday at 2000 EST, though they may occur on different days or times.

Key Details:

  • AONs are announced 1–3 days in advance in the AON Announcements Discord channel.
  • Once RSVP’d, players gain access to Operations Room 2 for planning.
  • AONs follow the same procedure as SONs for slotting, briefing, and debrief.

Differences from SONs:

  • AONs do not have to follow CMA's main storyline and can vary in setting.
  • They may use alternative modsets or feature historical scenarios.
  • With Arma Reforger released, AONs may be hosted in either Arma Reforger or Arma 3.

Slot Requirements:

  • Specialist roles (e.g., sniper, medic, pilot) still require proper qualifications.
  • Exceptions may be made for extenuating circumstances, but the Mission Maker must approve.

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303 – Training Nights

Training nights occur twice per chapter and are scheduled by the Training Department.

  • One session will focus on Basic Infantry Training (BIT)
  • The other will cover Advanced Infantry Training (AIT)

> If not enough players RSVP, the event will be canceled.

More details on BIT vs. AIT are provided in the training section of this SOP.

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304 – Siege Operations

A "Siege Operation" is defined by its extended duration, often lasting six or more hours. These events are:

  • Hosted on weekends
  • Announced well in advance
  • Designed to test player endurance and coordination

Historical examples include:

  • Twelve Hours in Hell
  • The Siege of Zarzibash (both roughly 3 hours in length but classified as siege ops)

Sieges are usually used to conclude chapters or act as major story events.

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305 – Joint Operations

Joint Operations involve Charlie Mike working with one or more outside units. These are typically grander in scale than internal missions and require early planning.

Joint ops may fall into two categories:

305a – Hosted Joint Operations

CMA invites another unit to join our server.

  • CMA is responsible for planning and hosting.
  • Events count toward the ops count for CMA members.
  • Guest units are not required to join our Discord.

305b – Invited Joint Operations

CMA is invited to another unit’s operation.

  • Announced in CMA's Discord.
  • Players may or may not be required to join the host unit’s Discord.
  • These operations may not count toward CMA ops count unless approved by leadership.

400 – Training

Training in Charlie Mike Actual is designed to ease players into MilSim gameplay, develop tactical skills, and qualify members for advanced and specialist roles. While most training is optional, one course is required for all new players: Basic Indoctrination Training.

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401 – Basic Indoctrination Training (Indoc)

Basic Indoctrination Training (BIT), also called Indoc, is the only required training for all new members of Charlie Mike. All Enlisted members must complete this before attending their first operation.

Duration: 30 minutes to 1.5 hours (may vary based on player experience)

Indoc is designed to:

  • Introduce players to CMA's operations and expectations
  • Assist with mod setup (including TFAR and TeamSpeak)
  • Provide guidance on how to RSVP to events
  • Demonstrate briefing etiquette and general behavior
  • Walk through gameplay-specific conduct and SOPs

Topics covered:

  • Mod Setup & Event Participation
 - Installing mods, joining TeamSpeak, setting TFAR
 - How to RSVP via Discord reaction buttons
 - Role assignment and access to the correct "Operations Room"
 - What happens if you fail to RSVP (missed communications)
  • Mock Briefing Etiquette
 - No drawing on the map unless you're OpCom
 - Respect the Mission Maker and briefers
 - Hold questions until asked
 - Don’t alt-tab during loading
  • Game Conduct
 - Keep weapons on safe or slung when not in use
 - Rebind grenade key to “Double G” or use ACE’s “Shift + G”
 - Communicate effectively (TFAR: SR = 200, LR = 50)
 - Control your voice volume — enemies can hear you
  • ACE Features
 - Self and group interaction
 - Digging trenches, team joining, passing magazines
 - Shoulder tap, medical basics, and loadouts
  • Vehicle Conduct
 - No firing from vehicles without approval
 - Don't use onboard systems without permission
  • Formations
 - Line, File, Wedge, Staggered Column, Diamond
  • Map Reading & Land Navigation
 - Read maps left to right, then top to bottom
 - Triangulate position
 - Understand markers and common symbology
  • Firing & Squad Roles
 - Suppression tactics and short-range optics
 - Roles: Rifleman, Grenadier, AT, AR, MG, Marksman
 - Responsibilities of each, and when to engage

The session ends with Q&A, and the player is promoted to Recruit upon completion.

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402 – Advanced Infantry Training (AIT)

AIT is divided into two paths: Role-Specific Training and Unit-Type Training.

402a – Role-Specific Training

This is 1-on-1 training for players taking specialized combat roles. Only available to players ranked Private First Class (PFC) or higher.

Process:

  • Request training via the “Training Requests” channel in Discord
  • Sessions do not count toward operation count
  • Upon completion:
 - Player gains qualification for persistent campaign slots
 - Discord role and TeamSpeak badge are granted

Roles Offered:

  • Marksman / Sharpshooter
  • Autorifleman / Machine Gunner
  • Light / Heavy Anti-Tank
  • RTO / JTAC / FATC
  • Grenadier
  • Explosives Specialist / EOD
  • Team Lead / Squad Lead

402b – Unit-Type Training

These group-based training sessions simulate full unit tactics.

Key Points:

  • Do count toward ops count
  • Do not grant Specialist access
  • Completing an entire course earns a Charlie Mike Unit Patch, wearable in-game

Unit Types:

  • Airborne
  • Mechanized
  • Armor
  • Aerial Gunnery
  • Infantry
  • Pathfinder
  • Urban
  • Stealth

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403 – Specialist Training

Specialist roles require qualification before players can slot into them. These roles demand extra skill and responsibility and are limited for immersion and gameplay balance.

403a – Medic / Doctor

To be a Medic or Doctor in CMA is to put others first. Instead of laying down fire, you're reviving and stabilizing teammates using Arma’s complex ACE medical system.

  • Available to PFCs and above
  • Covers wound management, CPR, morphine/epi use, splints, etc.
  • Offered regularly by medical instructors

403b – Mortarman / Artillery

Artillery is not point-and-click. CMA uses manual calculation for distance, elevation, wind, and other variables—no artillery computers allowed.

  • Available to PFCs and above
  • Must learn bracketing, map reading, and firing tables

403c – Sniper

Being a sniper is more than marksmanship—it's math, stealth, and responsibility.

  • Available to Lance Corporals and above
  • You are expected to:
 - Stalk targets undetected
 - Coordinate with spotters
 - Make one shot count
  • Failure can jeopardize entire squads

403d – Pilot

Two pilot categories exist: Rotorwing and Fixed-wing.

  • Extensive training required
  • Only open at specific times depending on unit needs

> Flying in CMA is not cinematic showboating. Crashing with a full bird is not just failure—it’s avoidable disaster.

500 – Departments

The internal departments of Charlie Mike Actual are responsible for the upkeep, training, administration, and growth of the unit. Each department has its own duties, structure, and authority within CMA’s leadership framework.

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501 – Recruitment

The Recruitment Department is responsible for bringing in new players—from initial outreach to final promotion to Recruit. Recruiters represent the first impression of Charlie Mike, and their goal is to prioritize quality over quantity.

501a – Requirements

To join CMA, a player must:

  • Show respect toward the Council and other players
  • Demonstrate a willingness to learn—skill is not required
  • Be 18 years or older or show maturity appropriate to that age level
  • Own a legal copy of Arma 3 (Apex Edition)
  • Have a working headset/microphone
  • Agree to follow all rules outlined in Section 105

501b – Indoc

The Recruitment Department conducts Basic Indoctrination Training (Indoc) for new players. This ensures a consistent experience—from first contact to first operation—by having the same recruiter introduce, train, and guide the player. Members of the Training Department may also perform Indoc as needed.

501c – First Buddy

Recruiters are responsible for assigning each new Recruit a Battle Buddy (usually a Corporal or NCO) for their first operation.

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502 – Training

The Training Department oversees the creation, hosting, and documentation of all CMA training programs. Their responsibilities include:

  • Scheduling regular training events (Basic and Advanced)
  • Conducting Role-Specific and Unit-Type training
  • Ensuring training materials meet CMA standards
  • Maintaining the Training Requests and Training Reports systems

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503 – Human Resources

The Human Resources Department (HR) functions as CMA’s internal affairs and social wellness office. Their responsibilities include player conduct, morale, and coaching.

503a – Returning Members

HR manages the return of players who have been away for extended periods. While the Council votes on the return process, HR plays a leading role in recommending the manner of return.

503b – Intergroup Issues

When behavioral or interpersonal issues arise (inside or outside of operations), HR is responsible for:

  • Determining the appropriate coaching or warning
  • Assigning the most suitable council member to deliver that coaching
  • Acting as a mediator when necessary

503c – Unit Morale

HR monitors unit morale and immersion. They are responsible for:

  • Notifying the council of emerging issues
  • Proposing solutions when morale is low
  • Ensuring immersion isn’t enforced in a way that restricts enjoyment
  • Providing feedback if any council member becomes overbearing

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504 – Community Affairs

The Community Affairs Department (CA) manages relationships with other groups and the public. This includes:

  • Organizing joint operations
  • Overseeing the unit's public image
  • Reviewing and managing media shared outside the unit

504a – Discipline Outside CMA

If a player behaves inappropriately outside of CMA spaces (e.g., using the CM tag while spreading hate speech in another server), the CA and HR departments will jointly:

  • Investigate the incident
  • Create a disciplinary plan of action

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505 – Media

The Media Department manages CMA’s online content and brand, including:

  • Maintaining official accounts on platforms like YouTube, Twitch, etc.
  • Creating and uploading content on behalf of CMA
  • Reviewing and organizing promotional or event-related footage

505a – Unauthorized and Unofficial Content

“Unauthorized” or “unofficial” content is not prohibited. CMA members are encouraged to create and share their own content independently—so long as it doesn’t misrepresent the group. All concerns about media should be directed to the Media Department.

600 – Story

The story and lore of Charlie Mike Actual are woven into every operation we conduct. From immersive fictional wars to real historical recreations, our narrative helps ground missions in context and consequence.

Multiple members of CMA contribute to the development of our in-universe world, including factions, nations, political dynamics, and historical records.

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602 – Campaigns

Campaigns differ from chapters. While a chapter represents a larger narrative arc within the CMA universe, campaigns are smaller, self-contained storylines that may:

  • Be part of a chapter
  • Exist in a completely different theater
  • Explore historical scenarios or alternate history

To be officially considered a campaign:

  • Missions must take place sequentially, week to week
  • Campaigns award a ribbon, which can be displayed in TeamSpeak

602a – Persistent Campaigns

Persistent Campaigns require players to sign up for roles in advance.

  • These roles are locked in for the duration of the campaign—unless the character dies.
  • If a team leader (TL) dies, the next in line will be promoted to take their place.

This creates continuity, character development, and tactical stakes across each mission.


602b – Chapter Campaigns

Chapter Campaigns are mini-stories embedded within the larger arc of a chapter.

  • They may focus on a specific battle, operation, or theater
  • Designed to zoom in and add detail to major events within the chapter

602c – Historical Campaigns

Historical Campaigns are immersive, time-travel operations that allow players to experience:

  • Fictional events from CMA's alternate history
  • Real-world wars or conflicts such as WW2, Vietnam, or the Cold War

These campaigns typically take place on Wednesday nights and serve as a break from the main narrative while still supporting immersion and realism.

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603 – Geo-Political Simulation

Behind the scenes, Charlie Mike maintains a simulated world environment featuring nations, factions, and organizations.

  • Members take on the roles of countries, PMCs, and political parties
  • The simulation drives the creation of chapters, missions, and global conflict dynamics
  • Players are presented with events and scenarios to respond to diplomatically or militarily

This Geo-Political simulation is the engine that powers CMA’s evolving story universe. It ensures our missions are more than just combat—they're decisions in a living world.