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Table

of Contents
Introduction 1.1

Set-Up 1.2
System Requirements 1.2.1

Game Installation 1.2.2

The PR Launcher 1.2.3


In-Game Menu Navigation 1.2.4

PR Mumble 1.2.5

Troubleshooting 1.2.6
Default Game Controls 1.2.7

Game Modes 1.3


Advance and Secure 1.3.1
Vehicle Warfare 1.3.2

Skirmish 1.3.3
Command & Control 1.3.4
Co-Operative 1.3.5

Insurgency 1.3.6
The Basics 1.4
Kit selection & spawning 1.4.1

In-game interface 1.4.2


Health Management 1.4.3
Ammunition 1.4.4

Logistics 1.4.5
Score 1.4.6

Mortars 1.4.7
Close Support Bridges 1.4.8

Battlefield Navigation 1.4.9

Basic Vehicle Information 1.4.10


Weapons & Equipment 1.5

General Weapons & Equipment 1.5.1

Back Up Iron Sights 1.5.2


Altering Sighting Range 1.5.3

Kits 1.6

Kit Limitations 1.6.1


Kit Request Procedure 1.6.2

Kits Overview 1.6.3

The Squad Leader 1.7


Guiding Squad 1.7.1

Spotting Enemies 1.7.2

The GTL Designator 1.7.3

2
Rally Points 1.7.4

Requesting Support 1.7.5


Construction Work 1.7.6
Deployable Structures 1.7.7

Operating Vehicles 1.8

General Vehicle Information 1.8.1


Armored Vehicles 1.8.2

Helicopters 1.8.3

Fixed Wing Aircraft 1.8.4


Commander 1.9

Leading the Troops 1.9.1

UAV 1.9.2

The Civilian 1.10

3
Introduction

Project Reality: BF2 Manual - Updated for v1.5


Project Reality: BF2 has been in development by countless developers over a period of more than 10 years.
Extensive modifications and improvements were made during this time. After thousands of changes, it gets harder
and harder to recognize that PR is a Battlefield 2 modification. We hope this manual provides you with a good start
into the challenging world of PR:BF2. If you have any feedback or unanswered questions concerning this document
feel free to contact us on the forums. This manual has been updated for version 1.5 of PR:BF2.

The PR-Team

Introduction

This introduction will give a brief overview into what you can expect when you begin playing the Project Reality modification
for Battlefield 2. This modification has a level of complexity and teamwork that you won’t find in most modern first person
shooter games, while it still finds the balance between simulation and gameplay. Due to the steep learning curve, we highly
recommended that all new players read through this manual thoroughly prior to joining an online game.

The primary core ethos of Project Reality is teamwork. Coordination within your squad, between squads and throughout
your team is paramount. The role of squad leader and the commander is essential to success in PR and the direction of the
game is dictated by those in leadership positions and carried out by the players. PR:BF2 contains a multitude of gameplay
mechanics which differentiate roles within a squad and the team. It also gives squad leaders and team commanders the
ability to deploy emplacement assets such as foxholes, machine gun nests and mortar pits to fortify the defence of spawn
locations known as FOBs. In addition, the role of players within a squad has been greatly diversified, and is reflected in an
expanded selection of standard and limited specialty kits for various infantry load outs alongside unique kits for operating
mechanized and aviation vehicles.

Another core fundamental aspect of PR is how players communicate. Communication in PR is an essential element of
gameplay and we recommend that all players are microphone ready when they begin playing online. To ensure enhanced
communication, an integrated version of PR Mumble voice communication software gives players abilities not available with
built in BF2 voice-over-IP, such as the ability to talk to other players within the local vicinity, regardless of which squad they
are in, as well as transmit to squad members over the squad radio no matter where they are on the battlefield. No
additional installation is required, which means every player on the battlefield will have the same communications setup
and can communicate effortlessly.

This mod was made by players, for players so don't be afraid to ask for help in-game or on the forums at realitymod.com.
Again, welcome to PR and a totally new gaming experience!

4
Introduction

5
Set-Up

Set-Up

System Requirements
Operating System: Windows XP, 7, 8 or 10
Processor: 2.4 Ghz Dual-Core minimum. 3.2 Ghz Recommended
Memory: 3 GB RAM. 4 GB recommended
Hard Disk: 10 GB free Hard Drive Space
Graphics Adapter: Graphics Card with 128 MB RAM. 512 MB recommended.
Sound: DirectX 9 compatible sound device. Dedicated sound card with EAX support recommended for best
experience.
Internet: 256 kbps or faster connection required for online play
Software: .NET Framework 4
Input: Mouse, Keyboard
Optional: Joystick, Headset, microphone (strongly recommended for voice communication)

Game Installation
With PR:BF2 it is no longer required to have Battlefield 2 installed. PR:BF2 v1.3 and beyond works as a standalone
game. If you have a version of PR:BF2 installed you will need to uninstall this before you install PR:BF2 v1.5. There is no
patch available from and older version to v1.3!

You have to download the full PR:BF2 installer from our website. There won’t be a requirement to have Battlefield 2
installed.

Download Full PR:BF2 v1.5 Installer

The installer download uses the Torrent Protocol which can be used with free software such as qBittorrent. The download
comes in the form of an “ISO”-file. To install it depends on your operation system:

Windows 8 and beyond feature mounting as part of the Operating System. Right click the ISO and select Mount or
double click the ISO. This will start the installer.
If you are on windows 7 or below your best option is to Extract the ISO file using free software such as 7-Zip or
WinRar.

A few more points:

With the new standalone version there is also no longer a requirement to install it in the Battlefield 2 folder. Feel free to
install PR:BF2 in a drive and folder of your choosing.
If you have BF2 installed you can continue to play it and player other BF2 modifications as well. PR:BF2 does not
interfere with them.
PR:BF2 features an auto-updater. So once you have installed PR:BF2 you can use the updater to automatically
update your game to newer versions when they are released.
PR:BF2 v1.3 and beyond includes PR Mumble in its installation. So there is no need to download this separately.
If you don’t want to use Torrents you will find mirrors for direct HTTP downloads through our forums.

The PR Launcher
After installation a shortcut for Project Reality:BF2 v1.5 will be provided on the desktop, double click on this icon to open
the Launcher. When the launcher appears you will be greeted with a player profile setup, here you can either create a new
account, retrieve or import a pre-existing PR player profile. To import your profile select the desired profile from the list and

6
Set-Up

then click import. Since DICE and EA removed support for BF2 in May 2014 we now use our own account-service for
PR:BF2. All your old BF2 accounts (before PR:BF2 v1.2) are no longer retrievable. We share our account service with the
Forgotten Hope 2 modification for BF2.

If you are new to BF2:PR and have never made a profile before, just click ‘Create New Account’ and fill in the required
details and pick a sensible, easy to pronounce username. To play on PR multiplayer servers you need to create an online
profile. You can alternatively create an offline profile if you choose to.

After creating a profile and logging in, you are presented with the main menu of the PR launcher. All options are displayed
on the right.

Play: This will start the game. If you click the down arrow to the right, you have the option to check for updates or
select a different profile. If there is an update it will be automatically displayed if you press the play button. This update
will then automatically be downloaded and installed. Progress of the update and installation will be displayed whilst it is
in operation.
Options: In this menu you can edit your video, graphics, and audio settings. Also some other options are available as
well as configuring PR Mumble keys.
Support: This is handy for when you are running into issues. It offers many utilities such as clearing cached folders or
giving you a detailed information display of your computer specifications. This comes in handy when contacting our
support team.
Credits: Here you can see the entire PR:BF2 team who worked on this mod for many years.
Donate: A direct link to our online donation page.
Exit: Use this button to close the PR Launcher and return to Windows

The launcher’s main menu also provides a news ticker at the bottom highlighted in blue with announcements of
upcoming events, developmental progress and developer blogs from the PR:BF2 community.

In-Game Menu Navigation


Co-operative: Allows you to play PR:BF2 with computer controlled AI soldiers on the teams. This mode is very useful
for getting to know the game mechanics and equipment before joining competitive online battles.
Deployment: The main mode of play in Project Reality. Here you will find intense battles with up to 100 human
players.
Barracks: This menu gives you access to replays using Battlerecorder.
Options: Here you can configure the audio options as well as the keyboard layout. Video options have to be changed
in the PR Launcher.
Exit: Use this button to exit the game and return to Windows.

PR Mumble
In game, Mumble is the program which we use to communicate to each other in PR:BF2, which replaces BF2 vanilla’s
Voice-Over-IP (VOIP) system. The main unique feature of PR Mumble is that its primary method of communication is
transmitted within 3D space, which is directional and proximity based. This is called Local. What this means is that all

7
Set-Up

players on your team can talk to each other if they are nearby, and you can hear in what direction they are speaking from,
similarly you can judge how far away they are, just like in real life.

After joining a squad you gain access to that squad’s Radio Net, which allows you to transmit to other players in your squad
no matter where you are on the map. Squad leaders also have access to an additional Radio Net that allows them to
communicate directly to the commander, globally to all other squad leaders, and directly to an individual squad leader.
When using a radio net, a transmission cue will be heard when activating and deactivating the radio (which can be
activated in the launcher audio options). The default keys for transmitting over mumble are as follows:

Local speech (H): you talk to players in the 3D radius space around you.
Squad Radio (Num 0): you talk to your squad, no matter where you are.
Squad Leader to all other squad leaders radio (*): you talk to all squad leaders at the same time. This radio net is
also available to the commander to use with the same shortcut.
Squad Leader to specific squad leader radio (Num 1Num 9): you talk to one specific squad leader in your team.
These channels on the net are also available to the commander to use with the same shortcut.
Squad leader to Commander Radio (/): you talk to the commander in private.

PR Mumble comes installed together with PR:BF2. It runs alongside the game installation and does all client side tasks
automatically for you such as starting and connecting you to the right mumble-server. Players have the choice to configure
their communication settings to their satisfaction just like the previous version. This includes input and output devices,
volumes and the keyboard shortcuts. The two most important keys are default: Local channel (H) and squad radio net (0 on
the numpad).The main keyboard shortcuts can be edited in the PR Launcher also via the options menu under the PR
Mumble tab.

It’s recommended that you also check the main settings panel directly within the mumble application to make sure it’s all
correctly set-up. To do this, locate the PR Dogtags in the system tray next to the Windows system clock (PR has to be
running), click on the icon to open the mumble interface then locate settings at the top. After that the settings panel will
appear and you can configure your input and output audio devices and alter more keyboard shortcuts and other settings.

PR Mumble also integrates with BF2’s HUD display. During the game you will see the names of players talking, each colour
depicting over which channel they are transmitting, which is displayed in the lower left hand corner of your screen. In the
lower right hand corner mumble also indicates over what channel you are transmitting with a different colour depending on
the channel you are using. It also shows whether your microphone or speakers are muted, and if there’s linking issues with
the mumble client.

Transmitting Mic / Muted Speakers / Muted / Disconnected

Troubleshooting
PR:BF2 has its own file verification before you start the game. You will not be able to play online with modified files.
You can still use them offline.

8
Set-Up

PR:BF2 needs to be started using the PR Launcher. Launching BF2.EXE or PRBF2.EXE will not work.
In addition to the built-in server browser you can use the web-based PRSpy to browse and join PR:BF2 servers.
PRSpy also features a friend-list which makes locating your friends much easier.

Direct link link to PRSpy : http://www.realitymod.com/prspy/

There is also an Android-app of the same name. This app allows you to see server information, current map, online
players and a map gallery with detailed description of the assets presents in every layout. Besides this, you can enable
notifications that will inform you when a server is playing your favourite map or game mode. You can find it here.
If the server you want to join is full you now have the option of using Auto Deploy. Select the server, click on “SERVER
INFO” and then “AUTO DEPLOY”. A dialog will open that explains the remaining steps. Then simply sit back and wait
to be connected once a slot opens up.
The Support Menu in the PR Launcher can come in very handy. It can gather all system information of your computer
for you to copy and paste into our Support forums for when you need assistance. It can also provide you with your CD-
Key Hash.

Here are a couple of forum links from realitymod.com to use for various common reasons:

PR:BF2 Bugs sub-forum to report bugs.


PR:BF2 Feedback sub-forum to post your feedback about PR:BF2.
PR:BF2 Support forums for all your problems regarding running and installing the game and errors you are getting.
General Technical Support for all your technical questions.
PR In-Game Tactics and Strategies will help you further then this manual to master all elements of PR:BF2 with
community written guides and tutorials.

Default Game Controls


General Controls

Caps Lock/Home Kit selection, squad selection and Map menus

Tab Show scoreboard

Print Screen Take Screenshot

M Show/hide Map overlay

N Switch zoom level of minimap

Q Display main radio-rose

T Display secondary radio-rose

Left alt Show/hide 3D markers (only visible within 50m)

C Toggle BUIS / Change camera

End/grave Console

Weapons

G Pick up a kit

Left Mouse Fire

Right Mouse Alt Fire or Toggle sights

R Reload

F Cycle Weapons

1-9 Select Weapon

9
Set-Up

Movement

E Enter / Exit vehicle or emplacement

WSAD Basic movement

Left Ctrl Crouch (hold)

Z Toggle prone

Space Jump

Left Shift Sprint / Vehicle Boost

Vehicles

F1-F8 Switch Vehicle Position

X increase zoom magnification / flares

6-9 Camera Positions (helicopters and aircraft only)

R Reload

F Cycle Weapons

1-9 Select Weapon

Communication

J Chat for all players

K Chat for your team only

L Chat for your squad only

Page Up Accept request

Page Down Deny request

H PR Mumble Proximity Local Channel

0 (numpad) PR Mumble Squad Radio Channel

1-9 (numpad) PR Mumble Individual Squad Leader Radio Channel

*(numpad) PR Mumble All Squad Leader Radio Channel

/(numpad) PR Mumble Commander Radio Channel

Mumble Keys

10
Set-Up

11
Game Modes

Game Modes
Project Reality:BF2 features 6 different game modes with different objectives. The common goal of all game modes is to
reduce the enemy team's reinforcement points (also referred to as tickets) to zero. In most game modes this is achieved by
wounding and killing enemies, destroying their vehicles and by capturing their control points. Colored map markers indicate
your current objectives in each game mode.

PR:BF2 features over 50 maps with over 300 different layers. You can find all maps and their specific map information on
http://www.realitymod.com/mapgallery/.

Most game modes feature 4 layer variations to it with different assets and support available. The layers include:

Infantry (16): This layer usually consists of just transport and light armed vehicles, with a focus on infantry fighting.
Alternative (32): This is the alternative layer which features a big or small difference from standard.
Standard (64): This layer usually involves the entire map and all assets, as applicable to the map. This is the standard
layer that can be played at all times.
Large (128): This layer is designed for longer 2 hour rounds and usually contains all of the assets from the standard
layer with small variations and higher ticket counts.

Advance and Secure (AAS)


The AAS game mode is the closest to the original BF2 Conquest mode. The objective is to capture all of the control points
(CPs) while maintaining more tickets than the enemy. CPs can only be captured in a linear order to simulate a shifting front
line and focus engagements. CPs that are in play to be captured are indicated by an orange attack marker while those that
need to be defended against enemy attacks are highlighted with a purple defend marker. If your team reaches its last blue
defensible flag and that is captured by the opposing force, you will start to bleed tickets until you recapture your flag by
force. In a similar fashion the opposing forces last CP is indicated by a red attack marker and will cause them to bleed
tickets if your team captures it in the same manner.

At least a minimum of 2 players need to be within the CP capture radius in order to seize the flag. It can take more than a
minute to secure a CP depending on the ratio of attackers to defenders within the flag radius. Although you cannot capture
CPs out of order, you can begin to neutralize or capture the next CP forward before the current CP has finished
capturing/neutralizing, even if you lose another position during the capture period. If a CP controlled by one team is
neutralized and captured by the enemy, the team will lose 30 tickets. One of the key-features of AAS is that each time the
same layer is loaded, it could be a different flag-layout thanks to our randomized flag-layouts.

If the attacking team doesn't have a 2 to 1 ratio to the defending team on the flag they will start losing the capturing
progress.

The map-markers for AAS are:

Defend Marker

Defend Marker (with ticket bleed)

Attack Marker

Attack Marker (with ticket bleed)

Vehicle Warfare, Skirmish & COOP use similar map markers for attack and defend.

Vehicle Warfare (VW)

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Game Modes

Many heavy vehicles battle for control of the map in this game mode. Players are limited to spawning with crewman kits.
Only officer and pilot kits can be requested. Tickets are only influenced by how many CPs a team controls. Vehicles that
are already destroyed respawn after 5 minutes. It takes at least 6 players (inside vehicles) to take control of a CP. Capturing
works much faster than in AAS.

Skirmish
This game mode operates on smaller scale map versions of the Advance and Secure game mode, intended for around 12-
16 players. It is perfect for clan matches and small infantry engagements. Skirmish has the same rules as AAS but with
smaller combat zones, usually no vehicles or deployable assets as well as fewer tickets. If a team loses a CP to the enemy
they will be penalized by 10 tickets.

Command & Control (CNC)


This game mode features large freeform battles. There are no capturable CPs, but instead each team must place a single
forward operating base (FOB) (see Deployable Structures)
somewhere on the map. The objective is to defend the team's FOB while trying to find and destroy the enemy FOB. When
a team loses their FOB they will suffer a huge ticket penalty and continue to lose tickets until they build a new one. The
FOB must be placed at least 200m from the map's borders. Building your team’s FOB closer to the map's center increases
the ticket loss that the enemy will suffer while their FOB is down. Both teams can build more defenses in a bigger radius
near their FOB than in other game modes.

Co-Operative (COOP)
In this mode it is possible for one or more human players to march into battle alongside and against AI-controlled bots. This
mode is ideal for practicing with equipment and vehicles before using them in full-scale battles with human players. To
accommodate the use of bots some rules and items have been modified in this mode. Most of our maps have dedicated
COOP layers.

Insurgency (INS)
This mode is very unique in comparison to others within PR. The objective of the coalition force is to find and destroy five
insurgent weapons caches hidden throughout the map before running out of tickets. The coalition forces lose tickets for
every player death or asset destroyed, while the insurgency team only loses tickets when a weapons cache is destroyed.

A weapon cache

The Coalition troops are required to gather intelligence by killing insurgent fighters or capturing insurgent civilians (see The
Civilian)
. To capture a civilian, a Coalition player must be within a meter of the civilian and must either use a restrainer, which
consists of a pair of ziptie plastic handcuffs, accessible by selecting the number 1 on your keyboard, or alternatively using
a shotgun. This simulates immobilizing the civilian with a rubber buckshot. The coalition wins if they manage to destroy a

13
Game Modes

certain amount weapons caches before they run out of time or tickets, otherwise the insurgent team wins the game.
Insurgent Engineers can also repair damaged caches. The amount of caches is shown on map load and with scrolling
messages on the server.

To reveal the approximate location of insurgent weapons caches while playing Insurgency, intelligence has to be gathered
by the coalition forces. The Coalition team needs 50 intelligence points (IP) to have the cache reveal itself after 5 minutes.
The following list shows the amount of intelligence points gained or lost due to different actions.

Insurgent killed: +1 IP (within 300m)


Civilian or insurgent arrested: +10 IP
Civilian killed (violating rules of engagement): -5 IP
Destroying vehicles with civilian close (within 50m for the last 60 seconds) : -50 IP
Destroying unused civilian vehicles : -5 IP

Jets, tanks and helicopters can't gain IP through these methods. The approximate location of the first cache is shown about
5 minutes into the round. Additional locations will be revealed 5 minutes after enough IP is gained by the coalition. There
can be up to 2 active caches at the same time. The new location is revealed when reaching 50 intelligence points. If there
are less than 32 players on the server the IP needed to reveal a cache is halved. A team can only have a maximum of 50
and a minimum of -50 IP.

The map markers for insurgency are:

Known Coalition Weapons Cache: This icon will be visible on the map of the coalition forces which indicates
the cache’s approximate location when sufficient intelligence has been acquired. The marker can be offset up to 75m.

Known Insurgent Weapons Cache: This icon will be visible on the map of the insurgent forces which indicates
that the cache has been located by the coalition forces.

Unknown Insurgent Weapons Cache: This icon will represent the position of the cache where it will spawn on the
battlefield. They are only visible to the insurgent forces so that they can co-ordinate their defenses while the coalition
forces are gathering intelligence. The cache will not be physically spawned yet until it is revealed to the coalition
forces.

The caches can be destroyed by small or large packs of C4. Other weaponry will only do no or light damage to a cache.

Once it is destroyed the coalition team gains 30 tickets and a message will inform the team about how many caches remain
to be destroyed. Caches can be repaired by wrench or shovels.

The caches will only show on the map 30 seconds before round start to avoid exploiting this information beforehand.

14
The Basics

The Basics
Most importantly you should join a squad. Some servers even enforce it up by kicking solo players after a warning period.
The game is by far the most fun to play in a functioning squad. If you need any help, just ask players in your squad what
to do. If possible use Mumble. It is commonly used in PR. Playing PR:BF2 without a microphone will not give you the full
experience so it’s a wise investment. If no one answers, try joining another squad or use general chat. There are many
helping community members around who welcome new players and give them a hand. We expect you to have some basic
understanding of BF2 when it comes to navigating the menu’s in-game such as scoreboard, map and kit selection. You can
always start up BF2 and do the tutorial there to get acquainted with its interface. This manual will focus on the differences
with BF2.

Kit selection & spawning


When you begin playing, it is recommended that you only spawn as a rifleman with a sight of your choice. This way
you can better learn the fundamental basics of gameplay.
After learning infantry basics you can ask your SL to assign you a specialized kit when you feel up to the task. If you
want to try out new equipment or a vehicle, you can do so easily in the co-op mode without inconveniencing your
squad members or risking your team's assets.
Kits that are specialized and more difficult to operate are generally limited and can only be obtained if certain
conditions are met within a squad. These reserved kits are of limited supply to the team and you should always ask
before requesting one.
Kits can be requested from the main spawn menu (like BF2), a supply crate (see Logistics)

or the rear of an APC / IFV. To have the ability to request a kit from a supply crate or vehicle, you must be a part of a squad.

In PR:BF2 you cannot spawn at every control point that your team controls. Spawn points available in PR:BF2 are:

Your squad's rally point (RP) is a green circle surrounding a spawn point with your squad’s number adjacent to it.
Depending on the location of your squad’s RP in relation to a team’s FOB will determine its longevity. Note: If you
spawn on another squad’s rally point, you will automatically spawn at your own rally point, or any nearby FOB. If none
available you will be moved to the main base of your team. If overrun by the enemy, your squad’s RP will disappear.
RPs are only available to conventional forces. (see Deployable Structures)

A rallypoint.

Map-specific team rally points. These usually expire 5 minutes after the round starts and can be used by the whole
team. These also only allow maximum 12 people to spawn on it until it disappears.
The commander rally point. This RP can only be placed by the commander, provided multiple squad’s leaders are in
the vicinity of the CO. On the map this will be a rally point with a “C” next to it.
Deployable forward operating base (FOB) or hideouts can be used by the entire team to spawn at, but must be
constructed before becoming operational. On the map it will show as a spawn point with a green triangle. It comes
online 90 seconds after being build. It becomes unspawnable for 30 seconds if 1 enemy is within 10m, 2 enemies
within 50m, 4 enemies within 100m or 8 enemies within 150m. (see Deployable Structures)

In the insurgency game mode, the defending insurgent team may spawn at the weapons caches that hasn't been
revealed to the enemy, this is called the unknown cache. This spawn is also disabled if enemies becomes to close
similar to the FOB.

15
The Basics

FOB, Hideout & weapon cache.

Your team's headquarters, main base or permanent FOB. This is the only spawn point that is always available.

Armored Command Vehicle (ACV) found in mainbases only.

Some maps feature parachute spawns where a airborne assault is simulated. These will be visualized by moving
spawn markers on the minimap. Choose one and don't forget to press 9 to deploy the parachute!

In-game interface (HUD)


In the PR:BF2 in-game HUD, players are notified by player-specific messages that can only be seen by that player.
They are used to give players feedback about different in-game events for example:

The reason why the player is not issued the kit being requested.

The reason why the deployable asset that the player requested could not be built.

That the player must exit the vehicle or the current seat to avoid punishment.

PR also uses HQ Notifications which is displayed large orange type at the top left of the screen. These notifications
give you updates on the current objectives, mission progress and other essential messages.

Firing cross-hairs have been removed from the screen. If you want to shoot precisely, you need press the alternate
firing key to aim down your weapon's sights, or use the BUIS for close quarter fighting (see the weapons chapter).

Name tags have been removed for all players. It is vital to ID your targets before engaging to avoid friendly fire.
Learning the distinction of different camo, flags and the profile shape of the factions infantry helps you ID an enemy
faster. As an example, to locate a Squad Leader, look for a radio antenna extending upwards from his backpack.

No health status bar indicating your vital status. When you lose more than 25% of your health, you will start to see a
red bloody screen which pulsates as you hear wounded sounds of pain. You will continue to lose health as you bleed
out until you receive medical attention, if you do not you will die. If however your health drops very low, your screen will
lose all color, your vision will become very blurred and you will be unable to move at speed. You will have
approximately a few minutes to reach medical attention or you will die.

The ammo counter only displays the weapon's fire mode and the number of remaining magazines.

To estimate the amount of rounds left in your magazine you can open the communication rose(Q) and see a visual

indicator of the amount of ammo left.

The medic can see how far he is done healing a soldier with the HUD in the bottom right corner. Infantry can watch the
same way how long until deployable is finished shoveling.

16
The Basics

There are no kill messages (friendly fire is an exception). Even the scoreboard will not show who is alive or dead on
the enemy team. If you need to know whether someone is dead, you should look for his body.

Only vehicles use a permanent mini-map on the HUD. The full map overlay is available for everybody.

The current map & layer can be viewed on the top of the screen when opening the map.

Using the little arrow will show you the current map asset info overlay of all vehicles that are on the map including
the spawn times of friendly vehicles.

Current map asset info overlay.

The remaining tickets of your team and the time left can only be viewed from the squad screen. The enemy tickets
are not displayed.
Suppression happens when you are under close fire by rifles, heavy weapons or nearby explosions. The screen will
appear darker and become blurred like it is shaking. This effect simulates the reduced capability to return effective fire
while being suppressed by the enemy.

normal view of the game (left) and suppresion effect in action (right).

When a player is dead, he will not be not revivable and black screen with the words dead will be displayed instead of
seeing their surroundings.
Your weapon will deviate and become inaccurate to shoot based on the amount of movement you make. To have an
indication of this inaccuracy there is a deviation indicator right above the compass. The wider this indicator is, the
more deviation you have.

17
The Basics

The automatic map spotting system has been removed from infantry. Air vehicles can still be spotted.
Officers can send a contact report to the commander or use their radio to manually place a marker on the team's map.
Normal soldiers can only shout a generic warning when they spot enemy units.

The Radio Commo-rose (default: Q & T) contain items with two functions. Left-clicking “RELOADING / CEASE
FIRE” tells the people around you that you are changing magazines, while a right click tells them to stop shooting. The
same principle applies to “GO, GO, GO / FALL BACK” and other such menu items.

You can orientate yourself on the map using the direction element that you will find around your player icon.

Whilst equipped with particular weapons or equipment the main radio communication-rose is replaced by a small
context-sensitive menu. When holding a field dressing or the medic bag you can use the “FIRST AID” command to
inform nearby players that you want to heal them. Many pieces of equipment and some weapons use context-sensitive
menus.

Commo-rose when pressing Q.

Health Management
Weapons in Project Reality are highly lethal and it is only a matter of time until you are shot and start bleeding. Although the
HUD in PR doesn’t contain a health bar, once your health drops below 75% there will be audible and visual cues to warn
you such as a bloody vision whilst coughing or screaming.

Healing
If your injuries are not treated, you will slowly bleed to death. To prevent this you have two ways of healing yourself. Almost
every kit includes a field dressing which is selected by pressing the appropriate key or cycling through your weapon
selection. Pressing fire throws it onto the ground. Within a second or two, the field dressing will disappear and the player
standing next to it will regain 25% of their total health.

Since most kits only have one or two field dressings, a better way to regain health is to be treated by a medic. Medics are
able to completely heal a player by using a first aid kit and can be called to your position by using the “Q” radio key and
then selecting “Need Medic”. The medic will select the first aid kit by pressing the appropriate number key or cycling
through their weapon selection. However, unlike in BF2, the medic can’t just throw the first aid kit on the ground but instead
must hold it in their hands, be touching the player to be healed, and then hold down the left mouse button. A sound
simulating bandages being ripped will designate that first aid is being applied. To be fully healed takes about 15 seconds,
so be sure to do this in a safe spot.

18
The Basics

Field dressing, first aid kit & epipen.

Reviving
If you are unable to be healed in time, you will become unconscious and the screen will say you’ve been critically wounded.
This does not mean you are dead! When you become critically wounded a medic can still revive you for up to 5 minutes,
saving your team valuable tickets. You can utilize Mumble to coordinate the medic to your location by using the Local
channel (H) or squad’s Radio Net (0 numpad). In order to revive you, the medic select the epipen from their weapon
selection and with the epipen in hand, inject and administer the epinephrine shot to the central mass area of the
unconscious players torso by clicking and holding down left mouse button. The player will then become conscious but
unlike in BF2, will only be at about 10% health and will still need healing. The medic and the recently revived player should
find a safe area and continue the healing process there. If the player is stuck (inside a wall, tree, etc.) or is on uneven
ground (hillside) it can help to resuscitate the body first. This will move the ragdoll body and it might become un-stuck.

Video link

Death
Sometimes players will not be revivable, such as when a player is killed in a vehicle. If you were recently revived and you
become critically wounded again within 2 minutes, you will not be revivable the second time. If you are wounded and you
are not revived within 5 minutes you will also go dead. If there is no chance of being revived, left click on Give up/Call
Medic on the spawn screen. Now the screen will show that you are dead and you can prepare to respawn. The time you
spent waiting to click give up counts toward your total respawn time.

Re-spawning

19
The Basics

A player's respawn time is at least 45 seconds and at most 60 seconds plus temporary penalties. Time spent while waiting
for a medic is subtracted from that time. Once a player dies he has to wait at least 5 seconds before spawning. These
actions influence the respawn time:

Player death: +3s


Capturing CP or destroying objective: -3s
Doing a defensive action: -1s
Squad built forward outpost: -10s

A temporary spawn time penalty which only affects the next time you die (building up to 5 minutes) is added by these
actions:

Teamkill: 15 seconds per teamkill


Suicide: 15 seconds
Civilian getting captured: 90 seconds
Civilian killed violating ROE: 120 seconds per civilian
Own weapons cache destroyed: 300 seconds

To select a spawn point, bring up the spawn map and select an applicable location. Once you’re happy with that spawn
location, you must click on the Done button in the lower right corner of the map screen to re-spawn into the game. Just
waiting for the timer to expire or hitting the <enter> key will not automatically respawn you. If you see a very large number
on the timer, such as 5999, then you haven’t clicked Done.

Logistics
Whether your running low on ammunition and need to rearm, want a new kit or simply want to build deployables, logistics
keep your team alive.

Ammunition
To be able to rearm yourself, you'll need to get closer to one of several sources of ammo, which will then automatically re-fill
your weapons. These sources are:

Ammo bags - These can be found in the rifleman, militant, warrior and some insurgent kits and must be thrown (left
click) on the ground, for you or other soldiers be able to rearm, or on deployables (tow, aa, mortars) to rearm them.
Ammo boxes - Dropped by light transported vehicles, APCs and IFVs.
Light/Heavy supply crates - More information in the next section

Weapons caches - Available only for insurgents


Vehicle depot - Present in all main bases, it also heals you

Ammunition bag, Coalition forces ammo crate, Insurgent forces ammo crate, weapon cache & Vehicle depot.

Be aware that with the exception of Weapons caches and Vehicle depot all other ammo sources are limited. Eventually
these sources will deplete and disappear.

It is even possible ammo sources deplete before you're completly rearmed.

20
The Basics

Another thing to take notice is that resupplying is not instant but takes a few seconds, depending on the ammo source as
well with the ammount of ammo you need to ressuply. Additionally if you're not rearming, confirm that the Light/Heavy
supply crates is indeed yours, rearming from enemy supply crates is not possible.

Supply Crates
There are two types of supply crates in PR:BF2 - Light Supply Crate and Heave Supply Crate. While both allow to ressuply
players and build deployables a Light crate is the equivalent of half of the Heavy Supply Crate meaning that you will need
2x light supply crates where only 1x heavy supply crate is needed. To learn more about deployable emplacements see the
Deployable Structures chapter.)

Here you can see the heavy supply crate on the left and the light version on the right.

Just like rearming, requesting kits from crates will deplete the supply crates. Each kit will cost 200 points, with light crates
having 1500 (7x kits) and heavy ones 3000 (14x kits).

Requesting kits from a crate that does not have enought points will still grant you the kit but the crate will be
destroyed in the process.

Light Supply Crate can be transported by:

Light Helicopters such as the Huey, Lynx and Zhi-9B (One Crate)
Transport trucks (One Crate)

While, Heavy Supply Crate can be transported by:

Medium Lift Helicopters such as the Black Hawk, Mi-17 and NH-90 (One Crate)
Heavy Lift Helicopters such as the Chinook, Zhi-8KA and MV-22 (Two Crates)
Logistic trucks: (Two Crates)

The ownership of the crate is depicted by the flag display on top of the crate.

Repair Drop
Logistic trucks also have the ability to drop a repair station. They are necessary for field repairs to vehicles that are heavily
damaged and cannot move.

Repair drop.

Score

21
The Basics

A player's score is divided in teamwork points and individual points. It speaks for itself that doing team related activities
(building, driving vehicles, defending/attacking flags) contribute to the first and individual actions (killing players) contribute
to your personal score.

The total score of a player can never go below 0 but the teamwork score can become negative. There are also score
multipliers for when you are for example in a vehicle or a squad leader. Here are some other score additions and
deductions. These are not all but give you a good idea on what you can achieve.

Capturing a civilian: +100


Killing a civilian (outside ROE): -100
Destroying your own objective: -100
Destroying enemy objective: +150

Mortars
A fixed mortar position that can provide indirect fire support over long distances. All factions can fire high-explosive rounds.
Conventional forces and the militia can also use air-burst and smoke rounds. Mortars cannot be constructed on maps
smaller than 2km.

High Explosive (HE) (press 1 to select): Most common type of mortar round. Does the most damage directly to the
target. Ideal for light armored targets and emplacements.
Airburst (press 2 to select): Explodes in the air above the ground. Covers a larger area but does less damage overall.
Ideal for engaging infantry inside buildings and on uneven terrain.

Once mortars are needed you can use the mortar’s calculator (press 3 to select). The distance to the target and the
difference in elevation can be entered into the calculator by clicking on the numbers in the “Range” and “Height” fields. To
get the range make sure you SL’s marker is on the target, then open the map and you’ll find the range listed under the map.
Once you are done just click the “Calculate” button to display the required barrel elevation. The elevation can be adjusted
with the W and S keys while the deflection is changed using the A and D keys. When both values are set, just select the
required rounds and fire. There are both Air-Burst and Impact rounds available that share ammunition.

The mortar calculator interface.

Close Support Bridges (CSB)


When in need to cross small rivers or damaged bridges, conventional forces can deploy CSBs using their logistic trucks -
which carries two of them. In Project Reality CSBs can only be used to fill the gaps of destroyed bridges and in
predetermined locations identified by (obvious) small heaps of sand positioned across a natural obstacle, like a river.

CSBs are very narrow, so drive carefully when crossing them.

The deployment process for CSBs is very simple:

22
The Basics

1. Drive a logistics truck to the position where the CSB will be deployed.
2. Position the front or back of the truck as close as possible to the deployment position.
3. Select the CSB as active equipment of the truck.
4. Press alternate fire to deploy the bridge.

CSB from truck being deployed.

In some cases multiple CSBs are required to span the complete distance. In such situations, you're required to drive to the
end of the incomplete bridge and deploy a new CSB and repeat untill its finish.

Video link

Battlefield Navigation
It is pretty easy to get lost on the large maps of PR:BF2. The slow pacing and team coordination also requires players to
communicate locations in a clear and concise manner. PR:BF2 offers 4 tools to aid players with this.

1. Squad leaders can use their squad order marker to communicate locations to their squad and the commander. The
direction to the marker is indicated by a chevron above the compass. If you are within 75m of the marker you'll also
see a 3D icon which shows the location in front of you. The marker will also be visible on the map.
Target
Build
Observe
Defend
Demolish

23
The Basics

Move
2. A precision degree compass to the bottom central area of your screen. The compass can be used to give exact
bearings of nearby spotted enemies. The 8 Cardinal Directions are clearly indicated along with the degree bearing
labels which incrementally increase every 15° with major divisions every 5°. If you just want to communicate a general
direction it is best practice to say the cardinal direction, followed by the degree and in some situations the distance if
appropriate. For example “Enemy spotted NE 75° degrees 200 meters out”.
If the target is visually in line with a numbered bearing on your compass when you are facing that direction, you
simply communicate that number.
Remember that all large compass notches equal 5 degrees. If the target is in line with a notch to the right of a
labelled notch along from 75° then right you add 5°. So the target is at 80°.

3. The maps in PR:BF2 contain grid reference labels and keypad subgrids. The Grid labels are found on the upper
and left border of the map. The map is divided into 169 grid squares starting with A1 in the upper left corner and
ending with M13 in the lower right corner. Each grid square is divided in 9 subgrids. Those are labeled from 1 to 9 in
the same manner as a computer's numpad are arranged. (Top row from left to right 7, 8, 9). You can communicate
locations by giving out a grid reference. For a rough location you only say the main grid field (e.g. D6). For precise
locations you also add the subgrid location (e.g. D6-2). Grid references are mostly used to communicate locations
between squads. When using Mumble the first letter of the Grid reference is usually annunciated using the NATO
phonetic alphabet. The codewords are Alpha, Bravo, Charlie, Delta, Echo, Foxtrot, Golf, Hotel, India, Juliett, Kilo, Lima,
Mike, November, Oscar, Papa, Quebec, Romeo, Sierra, Tango, Uniform, Victor, Whiskey, X-ray, Yankee and Zulu
4. The scale of each grid square is displayed in the bottom right hand corner of the map. A 1km map will be indicated by
a 75m grid squad, 150m for a 2km and 300m for a 4km map. You can easily estimate distances on the map using the
grid squares. The squad leader's squad screen also displays the approximate distance to your current squad marker
below the map of the battlefield.

Basic Vehicle Information


Many vehicles behave quite differently compared to BF2 and require more advanced knowledge to operate. Since they also
have very long spawn times (up to 20 minutes) it is vital to know how to keep them away from problematic situations. This
part will focus on explaining vehicle types and how they influence the team. For more details on operating vehicles see
further in this manual in the Operating Vehicles section.

There are many vehicle types in PR:BF2 used as classification. This isn’t always directly in line with their Real Life
counterpart due to gameplay reasons. The following list shows you the main classes of vehicles in PR:BF2:

24
The Basics

Jeep: small transport vehicles that not always fill the entire squad. Can always drop small ammo crates. Sometimes
are fitted with machine guns nests.

Civilian vehicles: PR:BF2’s insurgent forces have access to a range of civilian cars and technicals mounted with
machine guns, rocket-pods and SPG-9 recoilless rifles. They also have a flatbed with a mounted AA-gun, bomb trucks
and bomb cars in their arsenal.

Truck: come in both transport and logistic variants. The transport variant is capable of dropping 1 light supply crate
and can fit an entire squad. The Logistic variant can only fit 2 soldiers and can drop 2 heavy supply crates, repair
stations and Close Support Bridges (more on this later).

Armored Personnel Carrier (APC): large armored vehicles more often than not armed with heavy weaponry. Often do
not possess the force to defeat other heavy armored targets such as IFVs and tanks but are the best of all vehicles
types at assisting infantry. Can fit 2 crewman (driver and gunner) and up to 6 soldier passengers.

Infantry Fighting Vehicle (IFV): Better armed and stronger than most APCs with often capabilities to defeat heavy
armored targets using AT-Missiles. Are not always capable of transporting infantry. Under this category often also fall
the recon-vehicles.

Anti-Tank Missile Mounted Vehicle (ATM): The name speaks for itself. These are vehicles armed with AT-missiles to
destroy other armored vehicles. Cannot transport infantry.

Tank: Our heaviest of armored vehicles. They come equipped with AP, HE and COAX weaponry.

25
The Basics

Anti-Air Vehicle: These are usually light armored vehicles with only the ability to take out enemy aircraft and
helicopters. They can use missiles or/and heavy guns.

Boat: PR:BF2 has a variety of boats both armed and un-armed.

Transport Helicopter: These helicopters usually come equipped with door-guns for the mounted infantry to use.They
are also capable of dropping heavy supply crates. There are light, medium and heavy transport choppers. See the
section on Supply Crates to read on which variant has which crates available to it.

Attack Helicopters: These helicopters come equipped with machine-gun pods and a variety of rockets and missiles.
There are light, medium and heavy variants. Recon helicopters with the ability to laze targets and use their thermal
cameras also fall under this category in PR:BF2. They are not always armed.

Jets: PR:BF2 has a wide variety of jets. There are light and heavy attack jets, fighter jets, bombers and fighter-
bombers.

All friendly vehicles are marked on the map with unique icons for easy identification.

26
The Basics

If a team vehicle asset is destroyed it incurs a ticket penalty:


Jeep or truck: 2 tickets
Transport helicopter: 5 tickets
APC/AAV/RECON: 5 tickets
Tank or IFV: 10 tickets
Jet or attack helicopter: 10 tickets
Vehicles are Team Locked and you cannot operate enemy vehicles of any kind.
Vehicles can only be entered from appropriate positions on the hull.
Normal soldiers are allowed to drive small unarmored vehicles such as jeeps, trucks and boats without the need for
any specialized kit. If you require a crewman or pilot kit to operate a vehicle position, you will receive a warning
message upon entering it and the screen will fade to black. If you do not exit the vehicle position within a few seconds,
you will die.
When exiting a moving or burning vehicle you will become wounded and possibly die. The faster the vehicle moves
the greater the chance of death.
Destroying vehicle wrecks does not influence score although a warning message states otherwise when shooting
friendly wrecks.
When manning stationary or vehicle weapons it takes a specific warm up time before they have the ability to fire:
MG: 5 seconds
Anti-Air Missile: 5 seconds
AT-emplacement: 10 seconds
Armor main cannon: 30 seconds
Most Stationary AT-Weapons have optics with fixed zoom capability. Some of them even offer thermal optics.
Exiting vehicles in mid-air and falling into water from high altitudes will injure you and may result in your death.
Players can request kits from a APC’s/IFV’s entry position.
Armored vehicles are more vulnerable when attacked from their flanks. The armor on the rear of the vehicle is the
weakest. A single well-placed anti-tank projectile can disable or take them out.

27
The Basics

Vehicle entry points can differ per vehicle. Look for hatches.

28
Weapons & Equipment

Weapons & Equipment

General Weapons & Equipment


Weapons after prolonged movement sometimes take a moment to gain precision and accurately fire at long range targets.
Engagements at short distances will be unaffected by movement based deviation. This allows players to make small
positional corrections without suffering weapon inaccuracy. Going prone greatly reduces the player's accuracy for a few
moments but provides the highest accuracy for engaging long distance targets once the player's aim has recovered.

Most weapons are set to semi-automatic operation by default.

Weapons need to be reloaded manually (default: R). Weapons deviation is not affected by having optics or iron sights
equipped. Weapons are classified into categories in PR:BF2, often connected to the kits they are used by:

Assault rifles are usually available in several variants with different sights. Sighting in with magnified optics has an
accuracy advantage but hindered by greatly reduced peripheral vision compared to reflex sights or iron sights.

Kits: All kits that do not use another primary weapon or are unarmed

Underbarrel grenade launchers (UGL) are attached to the underside of assault rifles and are used against groups of
enemies or individuals that can't be hit by direct fire. They are also effective against unarmored vehicles and can be used
effectively at ranges well beyond 200m. The grenades need to travel 28m before they arm or they will not detonate. UGLs
can also fire smoke grenades that are used to obscure the enemy's view. The launcher range can be set by using a ladder
sight attached to the weapon. While aiming down this sight, the main radio menu (default: Q) can be used to set the range
to target distance (see Altering Sighting Range). When engaging targets higher or lower than the predefined distances, it is
important to compensate for this. On night maps the grenadier will also have access to flare rounds.

Kits: Grenadier

Side arms are traditionally used by squad leaders of conventional forces as a backup and a sign of authority. Snipers are
also equipped with a side arm for self-defense while relocating. Some insurgents that don't have a primary weapon use a
side arm instead.

Kits: Officer, Sniper, Pilot, Cell Leader, Vietnam Grenadier, various Insurgent kits

Shotguns are deadly when used in close quarters. They can also be used to breach locked doors and gates. Insurgent
Civilians can be arrested with buckshot rounds which simulates incapacitating an informant with rubber buckshots. The
British semi-automatic shotgun, the L128A1 can also fire sabot solid slugs which are effective at long ranges. Some
shotguns use breaching slugs which can only be used to breach locked doors.

Kits: Rifleman Breacher on conventional forces. Various Insurgent / Hamas / Taliban / Militia kits

Designated marksman rifles (DMR) are used to engage distant priority targets with paced accurate fire. They can be
deployed to greatly increase their accuracy at the cost of mobility. A player's stance does affect the long range accuracy
while the DMR is deployed, and its optimal firing position is in prone. When firing at targets up to 600m away you are
required to compensate for the bullet drop. It is still vital to compensate for moving targets at range. To maximize accuracy
the marksman should wait about one second per round fired.

29
Weapons & Equipment

Kits: Marksman

Sniper rifles are used to engage high-priority targets at long ranges. Their rate of fire is slow since they operate using bolt
action. The player's stance does influence the sniper rifle's long range accuracy. Bullet drop compensation is only needed
at ranges exceeding 600m. Maximum accuracy is obtained by waiting for about 8 seconds after movement and 4s after
shooting. The "switch fire mode" key (default 3) can be used to steady your breathing which lasts for about 8 seconds. This
sound can help you estimating the time needed to regain accuracy. Keeping the fire button pressed after shooting will allow
you to track your shot before rebolting the rifle.

Kits: Sniper

Sub machine guns (SMG) are used in close quarter situations at short range. Their rate of fire is rapid and they primarily
fire pistol ammunition such as 9mm rounds, although there are exceptions to the fact. Some submachine guns fall under
the classification of personal defense weapon (PDW) which usually have a shorter barrel length giving them increased
maneuverability and portability. These weapons can be used on the move with little to no movement deviation but are
restricted by their effective range.

Kits: Crewman, Rifleman AT, Heavy Antitank, Squad leader, Rifleman Breacher on unconventional forces

Light machine guns (LMG) are used to suppress the enemy and can devastate an enemy squad when used at medium
range or in ambush situations. They can be deployed to greatly increase their accuracy, stability and range. When using the
deployed LMG, accuracy is increased but only when mobility is minimal and is not suitable for use when mobile. The
player's stance does affect its long range accuracy, and its optimal firing position is in prone. In this position you will yield
the highest accuracy at long ranges. The undeployed mode is used for when a player is mobile and needs to return fire
without delay at shorter ranges.

Kits: Automatic Rifleman

Medium machine guns (MMG) are a medium class version of the machine gun. They use a larger 7.62mm caliber round
which can have devastating effects in certain situations and are excellent for suppressing enemy at long range,
subsequently they are limited to only having a deployed mode and require a 10 seconds to setup and settle before they
reach optimal firing accuracy.

Kits: Machine Gunner

Fragmentation grenades have a large blast radius but they are not accurate when thrown whilst moving or jumping and
their range is relatively short. It takes about 5 seconds until they detonate. Some grenades like the RGO and RKG
grenades explode on impact. The RKG is also an example of a grenade meant for usage against vehicles. The stone only
causes minor injuries when striking a player but several hits can still be lethal. To warn your allies before throwing a
grenade you can use the main radio key (default: Q) while holding the grenade to shout out a warning, or alternatively use
mumble.

Kits: Grenades: most Infantry kits, especially Officers and Riflemen | stone: civilian and several insurgents

Knifes & Bayonets are instantly lethal if they strike the enemy. Enemy insurgent combatants killed by knife counts as an
arrest. Unarmed melee attacks take about 5 hits to kill an enemy.

Kits: Armed Melee: all except for Pilot, Civilian and Unarmed | Unarmed Melee: Pilot and Unarmed

30
Weapons & Equipment

Light anti-tank launchers (LAT) are used against unarmored and lightly armored targets. They are not effective against
medium or heavy armor. The operator needs to prepare the launcher by standing still to settle the aim which takes about 4
seconds before you reach optimal firing accuracy. Depending on which particular launcher you are using, is dependent on
how they operate. Some launchers are ranged to the reticule, others are adjustable, but generally they are accurate to
about 500m. Effectively hitting a target at range requires skill and timing to be successful. A launcher’s range can be set by
using an adjustable range sight mounted on the weapon, while aiming down this sight. To perform this operation, hold down
the main radio commo-rose (default: Q) and select the range to your target. (see Altering Sighting Range) When engaging
targets between the set ranges, you can manually compensate the angle of attack by either elevating your aim or de-
elevating to maintain an effective hit on target.

Kits: Rifleman AT, Militia / Taliban / Hamas Anti Tank

Heavy anti-tank launchers (HAT) are used to engage armored vehicles. They can destroy light and medium armor with a
single hit, while main battle tanks (MBT) take multiple hits to destroy. The effectiveness of the heavy AT is dependent on
where you hit the MBT. The armor of a tank is at its weakest at the rear of the vehicle and on the top of the turret.
Conversely the strongest side of the tank is the front. To prepare the weapon for firing you first have to settle the weapon
for a substantial amount of time, around 10 seconds. To effectively track the target you have to be at a long range,
otherwise the weapon becomes inaccurate whilst tracking. Once the reticule markers settle in the centered position you are
ready to fire. Particular launchers are equipped with guide by wire which allows you to guide the warhead directly to the
target. To track a moving target, hold down the primary fire button until the missile fires and continue to track the target until
impact. Some HATs are unguided and fire straight and a few display no reticule markers. Prior to firing make sure the target
is more than 30m away from you, otherwise the warhead will not arm, and will not detonate.

Kits: Conventional forces Anti Tank

Surface-to-air missiles (SAM) are used to take down enemy aircraft. To achieve this you need to visually acquire the
target by tracking it through the air. Once tracking is established you will hear a low tone, after a few seconds when lock is
achieved you will hear a secondary high tone, at this point you can fire. Countermeasures such as flares will prevent you
from effectively destroying your target, so your angle of attack in relation to the vehicle’s travelling direction is paramount to
achieve a hit. Enemy pilots will receive a warning sound a few seconds after they have been locked-on by a SAM giving
them time to maneuver away from the threat. Some older factions like the Falklands factions with the Blowpipe will not have
locking AA weapons and will need to be manually guided.

Kits: Anti Aircraft

Remote detonated explosives are explosives that are detonated by a remote device trigger by the individual who placed
the explosives and are generally used for ambushes and defence. Anti-Personnel Mines (Claymores) take 5 seconds to
arm after placing. When arming the detonator a sound will indicate when this time has elapsed. If explosives are triggered
prematurely, they won't explode at all. IEDs don't have this safeguard. Most explosives have to be setup whilst in the prone
position. A player can place up to 4 AP mines and 5 C4 packs or IEDs simultaneously. Some soldiers can place two
independent groups of explosives which can be triggered individually. These explosives can all be diffused by the Combat
Engineer’s wrench. During placement you can place a marker on the map for friendly forces by pressing Q. You can place
up to 3 markers in total.

Kits: AP Mines: Rifleman AP | Mine, Mortar, TNT IEDs: Sapper | Water Container IED: Sapper and unconventional
Engineer

31
Weapons & Equipment

Time detonated explosives are explosives on a timer that detonate shortly after they have been placed and are mainly
used for taking out stationary assets such as enemy firebases, ammo caches and abandoned enemy vehicles. The two
main types of Timed Explosives are the Large and Small C4 charges. The Large C4 is just a bit over twice as powerful as
the Small C4 and only available to the Conventional Forces Combat Engineer Kit while the Small C4 is carried by both the
Conventional Forces Combat Engineer and Breacher kits. You only need to place one charge of either the Large or Small
C4s in order to destroy a firebase, but a single Small C4 charge will not destroy a firebase right away, instead the firebase
will collapse a few seconds after the charge has detonated, giving the opposing team time to repair the firebase. To destroy
the foundation of a firebase or other deployable asset, simply place another Small C4 charge on the foundation and it will
destroy it shortly after detonating. The Small C4 can also be used to take out stationary vehicles, with 1x Small C4 to take
out light armored vehicles (Land Rovers, Civilian Cars, Technicals, lightly armoured HMMWVs, etc.), 2x Small C4s to take
out Armoured Jeeps and Trucks (Up-Armoured HMMWV, Panther CLV and Support & Logistics Trucks such as the M-35,
etc.), 3x Small C4s to take out APCs. These charges can be diffused by the Combat Engineer’s Spanner/Wrench.

Kits: Small C4: Conventional Forces Combat Engineer & Breacher | Large C4: Conventional Forces Combat
Engineer

Mines are contact explosivesthat Combat Engineer classes have access to. These can be played anywhere on the terrain
and will visibly stick out. During placement you can place a marker on the map for friendly forces by pressing Q. You can
place up to 3 markers in total. Mines can be removed with the wrench of a combat engineer.

Kits: Combat engineer

Field dressings restore 25% health. They are thrown onto the ground to heal the player standing closest to the dressing.
Field dressings are selected by pressing the 8 or 9 key. The first aid kit can fully heal a player and is used by keeping the
fire button pressed while aiming at the person to be healed. First aid kits are no longer dropped and take some time to fully
heal a heavily injured player. A medic can heal himself by using the patches provided. Players inside a vehicle with a medic
will heal automatically over time. Resuscitate is used to prepare a wounded player prior to administering an epinephrine
shot. The epipen is then used to revive them. Freshly revived soldiers need immediate medical treatment to prevent them
from bleeding out.

Kits: Field Dressing: all soldiers | First Aid kit,Resuscitate, Epipen: Combat Medic / Corpsman / Insurgent Medic

Extra Ammunition can be used when a player is running out of rounds. A single ammo bag will usually provide a few
magazines and a grenade or two. The ammo bag can also be used to rearm deployable weapons like MGs, antitank
launchers and mortar emplacements.

Kits: Rifleman and various Insurgent rifleman kits

Entrenchment tool is used to construct deployable structures for the team. It can't be used offensively. To construct a
structure you need to point towards it and hold the fire button until the digging animation stops. The alternate commo-rose
option allows squad leaders to demolish friendly foxholes and razor wire road blocks.

The Wrench/Repair Kit is used to disarm and remove explosives such as land mines, IEDs, trip flares and grenade traps.
It can also provide repairs to particular light vehicles when they have sustained damage. It can also be used to build razor
wire. Both the shovel and the wrench are capable of repairing a cache.

32
Weapons & Equipment

Kits: Entrenching Tool: all except for Officer, Combat Medic / Corpsman, Sniper, Pilot, Cell leader and Hamas Civilian

Wrench: Conventional forces Combat Engineer

Smoke Grenades are used to conceal troop movement or to signal friendly aircraft. Smoke screen generally take
about 30 seconds to augment and fill out. The cover lasts for more than one minute before dissipating. Kits: Smoke
Grenade: most kits | Signal Smoke: Officer, conventional forces Sniper, Pilot

Binoculars allow soldiers to spot distant enemies and identify unknown contacts. Officers and cell leaders can also use
their binoculars to request mortar strikes. The ground laser target designator (GTLD) is used to mark targets for
engagement by friendly aircraft and mortar sites.

Kits: Binoculars: Crewman, Sniper and most kits on unconventional factions | GTLD: Officer and Spotter for
conventional forces

Radios and Cellphones are used to report hostile contacts to the rest of the team. They can also be used by squad
leaders to request support from other units and to place deployable structures.

Kits: Officer, Cell Leader, Spotter, Civilian

The Grappling Hook is used to traverse over walls, buildings or to gain access to the top of structures to allow key squad
member to have the advantage of high. After the hook has successfully attached itself to a surface, any player can accend
up the rope by pressing the “enter/exit” key (default: E) and moving forward to climb and backwards to slide down the rope.
They remain in position for 3 minutes and can be retrieved by the player using the pickup kit key (default: G).

Kits: Rifleman Breacher, Scout, Civilian

Parachutes are used by pilots and paratroopers. They are deployed by hammering the 9-key frantically. Parachutes need
to be opened an ample time before reaching the ground to avoid injury or a mild case of death. After your Squad Leader
has reached the ground on a map supporting paradrops, a special supply crate appears next to him. This crate can only be
used to request kits.

Kits: Pilot, any spawnable kit used by a team with a paradrop spawn point

Back Up Iron Sights (BUIS)


Back up iron sights (BUIS) are designed to provide the operator with an alternative method to acquisition a target
depending on situation. Provided the weapon has BUIS equipped, a player will able to switch between backup sights and
optics using the pre-existing Cycle Camera key (C). The player can toggle between the sight modes which is indicated by
the BUIS letter in the lower right hand corner. S for scope, B for BUIS. The BUIS mode can be toggled at any time whether
you are aiming down the sight or not, but you must re-aim to change between the modes.

33
Weapons & Equipment

Altering Sighting Range

Video link

34
Kits

Kits
Kits in Project Reality define your class, equipment and your role in the team. PR features a wide selection of kits that you
can take. Generally speaking, there are 2 kinds of kits in Poject Reality:

Standard Kits, which are the standard infantry squad roles and can be selected directly from the spawn screen
Specialist Kits, which are more specialised roles and can only be obtained through a special request procedure

Where to Start
As a new player, you should always join an infantry squad and take the Rifleman kit. The Rifleman represents the basic
infantry grunt and can be used without restrictions by as many people as desired in a squad/team. All other kits are
associated to more specialised roles and have rigid restrictions regarding the number of them that can be simultaneously
used in a squad/team.

Due to these restrictions, and in order to avoid negatively affecting your team performance by misusing a limited kit, it is
strongly recommended that you start playing with the Rifleman kit. As you get more experienced and learn the basics
of infantry gameplay, if you feel up to the task, you can ask your Squad Leader to assign you a different role. In any case,
you should ALWAYS ask your Squad Leader before changing kits.

Standard Kits
The Standard Kits are the 7 kits shown in the spawn screen and they represent the roles that typically make an infantry
squad. In the following table you can see an overview of the 7 standard kits as well as information regarding how many kits
of this type can be in a single squad and how many people need to be in the squad in order to be able to spawn with them.

Kit Limitation Minimum Squad Size

Officer 1/Squad 2

Medic 2/Squad 2

Automatic Rifleman 1/Squad 3

Breacher 1/Squad 3

Grenadier 1/Squad 6

Light Anti-Tank 1/Squad 4

Rifleman Unlimited 1

Having these limitations in mind, it can be said that the typical 8-man squad usually has the following composition:

# Kit

1x Officer

2x Medics

1x Rifleman

1x Automatic Rifleman

1x Breacher

1x Grenadier

1x Light Anti-Tank

35
Kits

Note that each kit in the selection menu of the spawn screen has two buttons: "Standard" and "Alternative". This is
because there are two variants of each kit. Depending on the faction, this typically affects the choice of optics (scope,
reflex or none), although in some cases, the Standard and Alternative variations simply come equipped with different
weapons.

Note as well that, for playability purposes, in addition to the squad limitations above, the Grenadier and the Light Anti-
Tank kits are also limited to a maximum number of them per team, depending on the number of players:

Kit 1-7 Players 8-15 Players 16-23 Players 24-31 Players 32- 50+ Players

Light Anti-Tank 1 2 4 5 8

Grenadier 1 2 4 5 8

DESCRIPTION OF STANDARD KITS

Rifleman. Unlimited kit, representing the standard infantry grunt. Typically, it is equipped with an assault rifle,
fragmentation and smoke grenades. Lacking a specialized role, the rifleman is ideal for more aggressive positions and
maneuvers. It is also the only class with an ammo bag, which allows him to resupply teammates.

Officer. Limited to 1 per squad and only available to the Squad Leader. In addition of the standard fighting
equipment, this kit comes with a side weapon, an officer radio and binoculars. He can have direct voice communication
with the other officers in the team, place markers on the map, build emplacements and fortifications, and request
support missions (artillery, mortar fire, armor or air support, etc). You can find more detailed information about this
crucial role in the Squad Leader section of this manual.

Medic. Limited to 2 per squad. He is responisble of providing medical assitance in the battlefield, and therefore, it
is one of the roles that affect squad performance the most. Battle-awareness and a survival instinct are essential for
this role. In addition to an assault rifle, it comes equipped with several smoke grenades, a first-aid kit, epipens and field
dressings.

Automatic Rifleman (AR). Limited to 1 per squad. Equipped with a light machine gun, the Automatic Rifleman (or
AR), is a less mobile and less versatile (it has no frag grenades) rifleman who provides, on the other hand, superior
firepower. His speciality is an accurate and deadly suppressive fire, which is also very effective to restrict the
movement of enemies.

Breacher. Limited to 1 per squad. He is a demolition specialist who also acts as pointman in the breaching of
buildings. His equipment includes an assault rifle, a grappling hook to climb over obstacles, a shotgun and a few loads
of C4 explosive for tactic demolitions.

Light Anti-Tank (LAT). Limited to 1 per squad and to 8 per team. The LAT is a rifleman equipped with an assault
rifle and a handheld light anti-tank weapon system. His main role is to act as an ultra-light anti-tank element, with
capacity to deter and neutralize light vehicles and vehicles with light armor. It is however NOT effective against
Heavy Armored Vehicles or Tanks.

Grenadier. Limited to 1 per squad and to 8 per team. Usually equipped with an underbarrel grenade launcher
attached to its assault rifle. His main job is to hostigate low visibility areas where enemy presence is suspected as well
as to harass light vehicles. It is specially useful for long distance engagements and to fight enemies digged up inside of
buildings.

Specialist Kits

36
Kits

In addition to the above described Standard Kits, in PR there exists a wide selection of Specialist Kits capable of highly
specialized tasks. Some of these kits include the Heavy Anti-Tank, the Combat Engineer, the Marksman, the Sniper or the
Anti-Air Rifleman, among others.

It is not possible to directly spawn with one of these highly restricted, specialised kits. In order to get them, a player needs
to request them from allied supply crates or vehicles following a procedure described below. Furthermore, depending on
the number of players in the team, each one of these kits are limited to a specific number of them per team. In the
following table, these restrictions are summarized:

1-7 8-15 16-23 24-31 32- 50+


Kit
Players Players Players Players Players

Machine Gunner 1 2 3 3 4

Marksman 1 2 3 3 4

Anti-Personnel
1 2 3 3 4
Rifleman

Spotter 0 1 1 2 2

Combat Engineer 0 1 1 2 2

Anti-Air Rifleman 0 1 1 2 2

Sniper 0 1 1 2 2

Heavy Anti-Tank 0 1 1 1 1

Due to the highly restricted nature of these kits, it is strongly recommended that new and unexperienced players DO NOT
use them. If they do, they risk wasting and losing these crucial team assets, leaving the team in a notable disadvantage.
Remember to ALWAYS ask your Squad Leader before taking any of these kits.

DESCRIPTION OF SPECIALIST KITS

Machine Gunner (MG). Although a heavier and more cumbersome version of the Automatic Rifleman (AR), thanks
to his greater firepower, the Machine Gunner is a lethal soldier cappable of pinning down entire squads and is
unparalelled in long-distance engagements.

Marksman. The Marksman excels providng his squad with low rate but high accuracy fire. He is a proficient
shooter while engaging objectives or enemies beyond the rifleman range.

Anti-Personnel Rifleman (AP). The AP Rifleman comes with powerful anti-personnel mines equipped with remote
detonators. He is most useful preparing ambushes or using his explosives to defend tactical objectives.

Sniper. The sniper shines while in reconnaissance missions and providing the team with intel regarding enemy
movements and positions. Equipped with a high precision sniper rifle, he is also capable of engaging enemies from
very long distances. Due to its limitation of 2 per team, in PR, taking the sniper kit for arcadish solo missions is highly
frowned upon.

Spotter. Issued with a grappling hook and binoculars, the Spotter is able to position himself in vantage points in
order to gather key intel from the battlefield. He is also capable of using his laser designator to set targets for air
strikes. His role typically involves supporting Armor and Close Air Support elements, as well as snipers.

Combat Engineer. Specialist in explosives and demolitions. Equipped with Anti-Vehicle Landmines, he is the
designated person to establish mine fields or to defuse them. Be mindful that mines are activated by both allies and
enemy troops! He also comes with several explosives for demolitions and can repair light vehicles.

37
Kits

Anti-Air Rifleman (AA). He comes equipped with a handheld Anti-Air weapon system, making him the person to
deter and take down enemy air elements. His restriction to 2 per team makes him a highly critical asset. Do not waste
this kit!

Heavy Anti-Tank (HAT). The HAT is a highly effective threat against armor and can destroy vehicles with extreme
prejudice even at long ranges. The high limitation of this kit (1 per team) makes this an absolutely critical kit. Losing or
wasting it can change the course of a battle. For this reason, players without the required experience are emphatically
asked to stay away from it.

Other Kits
In addition to the kits already described, there are some special kits that have special rules. These are the Crewman, the
Pilot, the Civilian and all the Insurgent kits. The Civilian and Insurgent kits pertain to the Insurgency Game Mode and are
thus described in the corresponding section of the manual {#Insurgency}.

Regarding the Pilot (Air Vehicles) and the Crewman (Armored Vehicles), both are needed in order to operate the
corresponding vehicles. As they are a type of Specialist Kit, it is not possible to directly spawn with them and must be
requested as usual {#kit_request}. They have, however, no restriction about the number of them that can simultaneously be
in a team and thus can also be considered unlimited kits.

Pilot. The pilot is the only kit capable of operating helicopters and fixed-wing aircrafts. It comes equipped with a
side arm, a parachute and a signal smoke grenade. Do not attempt to operate aircraft without proper experience.

Crewman. It is the only kit capable of operating armored vehicles. The crewman is equipped with a compact
weapon for self-defense and with binoculars to study the battlefield. Normally, both the driver and the gunner in an
armored vehicle need the crewman kit.

How to Request Kits


Once spawned, and if certain conditions are met, it is possible to request a new kit (both Standard or Specialist) from an
allied supply crate or armored vehicle. Usually, in order to request a kit, these 3 conditions need to be met:

Permission. You have the Squad Leader's permission. He gets to decide who gets what
Location. You are in the right place to request a kit - next to an allied supply crate or armored vehicle
Required Numbers. You are part of a squad with the required minimum number of members

The following actions can temporarily restrict your right to request kits:

Condition Time Penalty

You either spawn, or request and get granted, a limited kit Unable to request a kit for 2 minutes

You change squads Blocked for +2 minutes

You kill a teammate (teamkilling) carrying a limited kit Blocked for +3 minutes

You spam several kit requests in a short time Blocked for +30 seconds

You kill a civilian violating the Rules of Engagement (Insurgency) Blocked for +10 minutes

KEY SEQUENCE TO REQUEST A KIT


To request a kit a specific key sequence needs to be followed:

38
Kits

Key Sequence to Request a Kit

1. Press and hold the Secondary Radio key /(T/) (it will bring up a Comm Rose),

2. With the mouse, select the central option of the Comm Rose (REQUEST / DROP KIT") and left-click on it. This will
open a menu list with all kits in it

3. Move your mouse to highlight the desired kit and left-click on it for the standard version OR right-click for the
alternative one

4. If all conditions are met, a yellow text will appear saying “Your kit has been ALLOCATED and is at your feet”.
Pick it up by pressing the G key

If your request is denied, you will see a yellow text message explaining why:

If you requested the kit in the wrong location:

“You need to be close to a friendly SUPPLY CRATE or APC to request this kit”, OR
“You need to be close to a friendly SUPPLY CRATE or VEHICLE to request this kit”

If the squad that you are in fails the squad requirements:

“Unavailable due to squad limitations”

If all allowed kits have already been granted to the team:

“All of these kits have been issued”

Other possible reasons:

“Unavailable for your forces”


“You can't get another limited kit so soon after your last”
“You are new to this squad, request again in a minute”

How to Drop your Kit


In certain situations, you might want to drop your kit. Most typically:

You intentionally or unintentionally picked an enemy kit (which will kill you after 30 seconds unless you drop it),
You are a wounded medic and want to give your kit to someone else so that they can heal you,
You wish to swap kits with someone more experienced or skillful than you,
You want to become a Civilian while playing in Insurgency mode.

KEY SEQUENCE TO DROP A KIT


Simply follow this sequence:

Key Sequence to Drop your Kit

1. Press and hold down the Secondary Radio key /(T/)

2. Select the middle option of the Comm Rose (REQUEST / DROP KIT") and to right-click in it. This will drop below
you an invisible Unarmed Kit

3. Pick it up by pressing the pickup key (G)

Note that a kit on the ground will disappear after 5-10 minutes and will then become available to the squad/team again.

39
The Squad Leader

The Squad Leader

Guiding Squad
As explained in the Battlefield Navigation section, the Squad Leader can place markers on the map for his squad members
to follow. They will find a marker on their compass to follow as well as an icon on the map. The Squad Leader should use
these as often as possible and can also use this to easily get the distance towards a target. He can do this from the mini-
map by right clicking it and placing the marker or by pressing the secondary radio key (T) and point at the target and
using one of the buttons to place the marker.

Target
Build
Observe
Defend
Demolish
Move

The commander can also order you. If you accept the order (PAGE UP) your marker will be replaced with the commander’s
order.

Spotting Enemies
The Squad Leader in PR:BF2 has many functional abilities. He is able to mark enemy units on the map and forward
contact reports to the team's commander with the ability to mark a target on the team's map. To perform these functions
follow these steps:

1. Set a target position order with the commo-rose to acquire an approximate distance to the contact.(open the map to
see the range to target listed under the map).
2. Select the radio from your inventory and use the alternate fire key (RMB) to activate it.
3. Now hold down the main radio key (Q) and select the SET CONTACT DISTANCE button, then select the target's
distance from the list.
4. Re-open the main radio menu and select the type of target contact to mark on the map. Each player can place up to 3
markers which stay for 5 minutes.

40
The Squad Leader

Video link

The GTL Designator (GTLD)


The Squad Leader kit and Spotter kit used by conventional forces are equipped with GTLD (Ground Target Laser
Designator). This piece of equipment has better zoom then the regular binoculars, includes a range-finder and allows you
to paint enemy targets which can be targeted by friendly (and enemy) air unit's bombs or missiles.

With the GTLD equipped, you can right-click to increase the zoom level and left-click to toggle the on/off state. While on,
the GTLD will emite a laze, represented with a small green square and the distance to it, that you must keep on your target
untill the bomb/missile hits it, unlike previous versions where the laze would "stick" to the target even without line of sight.

Due to engine limitations, there may be situations where the laze representation won't appear on top of the target.
This won't have any effect in-game, you can reliable keep the center of the sight on target untill the

Additionally, while observing with the GTLD you can access the main radio menu (Q) to request close air support (CAS) or
call fire mortar missions. Doing so will automatically transmit a text message to your team detailing the request and add a
target marker to the map. (You need to specify the distance to the target using the same method as described for spotting
enemies.)

41
The Squad Leader

Video link

Rally Points
A Squad Leader has the ability to set Rally Points (RP). This allows fallen squad members to regroup in a safe area with
the rest of their squad. To place a RP you need to press the secondary radio key (T) and select PLACE RALLY POINT.

The following conditions must be met for the RP to be placed successfully:

You are the leader of your squad and are equipped with the officer kit.
You need to have 2 squad members close to you.
Enemy is further than 50m away on 1x1km maps or 125m or 2x2km and 4x4km maps.

The rally point automatically disappears after 60 seconds unless:

It is within 2x large map grid squares of a friendly FOB


It is within 2x large map grid squares of a friendly APC or IFV. Only those of which you can request kits.

An enemy that comes within 50m on 1x1km maps or 125m or 2x2km and 4x4km maps from the rally point will disable it. On
larger maps it is 600m.

A rally point rearms every 1 minute. Unless it has become overrun. In which case you need to wait 5 minutes.

Requesting Support
The squad leader can also use his radio to request support from other squads. To do so he must activate his radio and then
press the secondary radio key (T). This will open up the menu for requesting support and deploying team assets. The
lower five commands starting with “NEED ...” will place a map marker at your position. They also transmit a radio message
to your team to alert them of your request. The “NEED AREA ATTACK” request behaves a bit different from the rest. On
some maps conventional forces can use this command to request an artillery barrage. If your request is approved by the
team's commander, the attack will strike after about one minute. After loading a new map or executing an area attack it
takes 30 minutes until it is available again. Similarly unconventional factions have access to a mortar barrage every 20
minutes on most maps.

42
The Squad Leader

Requesting support through radio

Construction Work
Constructing assets is an essential functionality of the Squad Leader which the team's Commander also possesses. When
deploying and constructing a Forward Outpost (FOB) a Squad Leader needs to have an officer kit and a heavy supply crate
within a 50m radius of his vicinity. 2 light supply crates offer the same capabilities as 1 heavy supply crate to achieve the
same goal. Insurgents, Taliban and the Hamas can only deploy hideouts, mortars and anti-tank positions for their team
which do not require supplies to build these structures. To perform this function either a cell leader or collaborator kit is
necessary.

Building assets through radio

To deploy a structure follow these steps:

1. Select and activate the radio / cellphone.


2. Look in the direction where the structure should be positioned. It will be placed 10m in front of you.
3. Once you deploy it, press the secondary radio menu key (T).
4. Left click your mouse on DEPLOY / REMOVE ASSET.
5. Select the structure you want to build from the list.

Shovel needed to build up deployables.

Players currently standing where the deployable is being placed will die. So make sure your squad knows where you intend
to build. Soldiers need to use the entrenching tool to build assets. Construction is complete once the digging stops.

43
The Squad Leader

Place the deployables on open terrain non obstructed area to avoid undesirable effects and unwanted placement locations.
The deployable will only appear if its placement location isn't too far above or below your position.

To dismantle a built structure, squad members must use the entrenching tools right click to destroy an emplacement, then
the Squad Leader is able to right-click DEPLOY / REMOVE ASSET menu whilst pointing towards the object no more than
5m away, to completely remove it.

Deployable Emplacements weapons can be rearmed by dropping ammunition bags next to them. Several bags are needed
to completely rearm an emplacement.

Unbuild and build examples of a foxhole.

Deployable Structures
Here is a list of the deployable structures and the requirements for building them. Deployable assets can be either
dismantled with a shovel or alternatively destroyed with C4, IEDs, tank shells, APC shells, or any over forms of heavy
ordnance. Deployables can also be completely destroyed by continuing to damage the base of the emplacement. Forward
outposts and hideouts can be destroyed as well by ordnance or C4 plastic explosives and TNT. Squad leaders can remove
unbuilt deployable emplacements with the radio in a similar way to how they were deployed, by alternatively using the right
click to remove the deployable base. The alternate fire mode for the entrenchment tool also has the ability to dismantle
unbuilt deployable emplacements. An important note on the requirements and limitations listed below is that all values
about distance to an FOB and the maximum amount of assets per FOB are doubled on the CNC gamemode (except for the
amount of mortars). Also remember that 2 large supply crates can also be replaced by 4 small supply crates or 1 large and
2 small crates. To learn more about logistics and crates see the logistics chapter..

Forward Operating Base (FOB): The forward operating base, also known as a forward outpost serves as a defensive
spawn position for the team. It comes online 90 seconds after being build. It becomes unspawnable for 30 seconds if 1
enemy is within 10m, 2 enemies within 50m, 4 enemies within 100m or 8 enemies within 150m. Requirements and
limitations:

Must be constructed within 50m of a friendly large supply crate.


The team may have a total of 6 forward outposts at the same time.
Must be constructed at least 200m from other forward outposts and the team's HQ.
Must be constructed at least 10m away from the map border (200m on CNC).

Hideout: Insurgents use hideouts as a spawn location. If 2 or more enemies are close by (within 50m), spawning is
disabled until 90 seconds after they leave or die. Requirements and limitations:

Requested further than 200m from the closest hideout and the insurgent HQ.
The team may have up to 6 hideouts at the same time.
Must be constructed at least 10m away from the map border.

44
The Squad Leader

Heavy MG: A deployable heavy machine gun. Requirements and limitations:

Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from
Vehicle Depot.
2 large supply crates must be within 200m.
Only 2 MG’s per FOB and within 200m radius.
The team can have up to 24 heavy MGs.

Anti-Tank: A deployable anti-tank missile launcher. This weapon features thermal imaging and 1 fixed level of
magnification. Reloading takes 20s. Requirements and limitations:

Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from
Vehicle Depot.
2 large supply crates must be within 200m.
No other anti-tank emplacement may be within 200m distance and on that FOB.
The team can have up to 3 anti-tank positions at the same time.

Anti-Tank (unconventional forces): The SPG9 AT-launcher only has a narrow range of traverse. It can shoot two types of
ammunition and takes 15s to reload. Requirements and limitations:

Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from
Vehicle Depot.
2 large supply crates must be within 200m (only for the militia and Syrian Rebels).
No other anti-tank emplacement may be within 200m distance and on that FOB.

The team can have up to 3 anti-tank positions at the same time.

Anti-Air: A deployable surface-to-air missile launcher. Requirements and limitations:

Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from
Vehicle Depot.
2 large supply crates must be within 200m.

45
The Squad Leader

No other anti-air emplacement may be within 200m distance and on that FOB.
The team can have up to 6 anti-air emplacements.
Unconventential forces get a DShK machine gun on a tripod as anti-air emplacement.

Foxhole: A sandbag fortified foxhole provides cover against small arms and artillery strikes. Requirements and limitations:

Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from
Vehicle Depot.
2 large supply crates must be within 200m.
A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB.
The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total.

Sandbag-wall: A sandbag wall is a small 5m long wall made of sandbags to hide behind and use as cover against small
arms. Requirements and limitations:

Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from
Vehicle Depot.
2 large supply crates must be within 200m.
A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB.
The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total.

Razor wire: A 10m wide road block of razor wire and tank traps. Requirements and limitations:

Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from
Vehicle Depot.
2 large supply crates must be within 200m.
A maximum of 9 other foxholes, sandbags or segments of razor wire are within 200m and on that FOB.
The team can have up to 60 foxholes, sandbag-walls, segments of razor wire in total.

Roadblock (unconventional forces): A 5m or 10m (right or left click) wide road block of garbage. Requirements and
limitations:

Must be placed 200m away from the team's CO-Post and 50m away from Vehicle Depot.
A maximum of 9 other roadblocks, razorwires, foxholes and sandbags can be within 200m.
The team can have up to 100 roadblocks in total.

46
The Squad Leader

Mortar: A fixed mortar position that can provide indirect fire support over long distances. All factions can fire high-explosive
rounds. Conventional forces and the militia can also use air-burst and smoke rounds. Mortars cannot be constructed on
maps smaller than 2km. Requirements and limitations:

Must be placed within 200m of a FOB / hideout and at least 200m away from the team's CO-Post and 50m away from
Vehicle Depot.
2 large supply crates must be within 200m (only needed for conventional forces, militia and Syrian Rebels).
The team can have up to 2 mortar positions at the same time.
Both mortar positions must be placed within 50m of each other.

47
Operating Vehicles

Operating Vehicles

General Vehicle Information


Light vehicles, trucks and boats & most jeeps (except light armored ones) can be operated by any soldier. Armored
vehicles, helicopters and aircraft need specified vehicle kits to operate. Players not using the correct kit will not be able
to steer the vehicle or use the weapons. You can't enter or use enemy vehicles. For ground vehicles you then require a
Crewman kit. For aircraft & helicopters it’s the Pilot kit. These are either requestable by the vehicle or by a supply
crate.
External views for vehicles have been removed. But for certain vehicles there are custom cameras like the trucks can
watch behind them (C).
You can aim down the sights of static and vehicle-mounted MGs by pressing the change camera key(C).
Vehicle-mounted automatic weapons often have overheating. Watch the heat-HUD element on the lower right corner.

Vehicle-mounted MGs use ammunition belts. They are reloaded automatically but are limited in number.
Vehicles can be resupplied & repaired at the supply depot. Or use the repair drop that any logistics truck can drop.
Aircraft and Helicopters are automatically repaired and rearmed at their spawn location.
Insurgents have suicide vehicles like an orange dumpster truck or small civilian cars packed with C4. You can
detonate these with the alternative fire key.
When exiting a moving ground vehicle you’ll take damage depending on its speed. You’ll be severely wounded if you
exit a burning vehicle.
When vehicles take much damage they may become unable to move or traverse their turret until fully repaired.
Vehicles that fire wire-guided missiles need to be stationary for about 7 seconds before they can fire their weapon.
Switching vehicle-weapons (ammo type) will usually cause a delay before you can fire.
You can use Left CTRL+Mouse movement to freelook when operating most vehicles such as helicopters, jets, jeeps,
boats and trucks. APCs and IFVs do not have this feature as they use dedicated cameras.

Armored Vehicles
Tanks and IFVs have separate driver & gunner seats. To use the gunner's position a driver or cupola gunner must be
present. After switching to the gunner seat you must wait 30 seconds before you can aim the cannon.
The driver and gunner in a vehicle must be in the same squad.
Tank drivers and certain APC/IFVs have a commander view mode which provides a 360° view around the turret. This
can be accessed by pressing 2.
Drivers and gunners can zoom their view by pressing the pop smoke key (X). Some tank drivers must first change to
the commander view.
Most tanks and IFVs can use thermal optics in addition to their normal views. You can switch to the thermal mode by
using secondary radio menu (T) and selecting “DAY / THERMAL”. Some will also allow you to switch between thermal
variations like WHOT/BHOT.

Thermal Vision

Armored vehicles have no warning sound when they are targeted by rocket launchers or when missiles are fired at

48
Operating Vehicles

them.
Armored vehicles have realistic materials. This means that front and turret armor is stronger than the one in the rear
and top of the vehicle. Sides of vehicles and the tracks usually have the middle ground when it comes to armor
strength.
Tanks and IFVs usually have up to 4 types of ammunition:
Armor-piercing (AP): For attacking enemy armored vehicles.
High Explosive (HE) (loaded by pressing 2): Effective against soft targets (jeeps, houses, helicopters, covered
infantry, etc.)
Anti-tank missiles (loaded by pressing 3): Used against heavy armor.
Co-axial MG (fired using the alternate fire key): Used against infantry.
Tank drivers or gunners (depending on vehicle) and certain other vehicles can deploy smoke by pressing the alternate
fire key.

Tank & IFV gunners deploy it by selecting its weapon slot (usually 3) and pressing the fire key to launch a volley of smoke
bombs. Each of them can fire 2 volleys (the gunner has to wait 60s between volleys).

For certain vehicles the smoke will be IR-blocking meaning it will also block on thermal vision. For other (older
vehicles) you will be able to see through the smoke on thermal vision.

Vehicle deployed smoke

Helicopters
Helicopters have a warm-up time of around 30 seconds. If too much thrust is generated while the rotor blades spin up,
the pilot will lose control and crash. To start the helicopter you have to leave the throttle at idle for at least 30 seconds
before trying to lift off.
Helicopter pilots can look in other directions while flying by pressing the 6, 7, 8 and 9 keys which you can map to a
joystick POV HAT Switch. To look forwards again press 1 or select any other weapon your aircraft has.
The rudder controls are mostly effective at low speeds. At higher speeds you need to bank the helicopter to turn.
Players using the pilot kit cannot occupy any of the passenger seats of an aircraft. This is to stop players using the
pilot kit as some kind of SF paratrooper assault kit because it has a parachute. If you have had to bail out of your
aircraft and then receive a pickup from another aircraft, ensure you drop your pilot kit before entering the aircraft’s
passenger seat otherwise you will be killed.
The pilot of Heavy Attack Helicopters aka Gunships can fire the unguided rockets while the gunner controls the
cannon and guided missiles.
Gunners in attack helicopters can zoom their weapons camera by pressing the cycle camera key (C) or by pressing
the F9 to F11 keys. They can also switch to a thermal imaging mode by using the secondary radio menu (T) and
selecting “DAY / THERMAL” to toggle between the two.
The attack-helicopter's gunner has 4 different modes to choose from:

First-person view in the cockpit

Gun-camera which controls the helicopter's gun

Laser-guided fire mode (LG) allows a semi-manual targeting mode, where you can click on the target and the missile
will guide itself towards it and click again to update the targets location to the missile in flight.

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Operating Vehicles

Laser-targeted fire mode (LT) (fire-and-forget) locks the missile onto a laser target provided by ground troops or a
scout helicopter. The laser targeted mode is the best choice if a spotter can designate the target. It allows minimal
exposure of the helicopter. The laser guided mode allows the best tracking of moving targets. However if the target
hasn’t been “lazed” correctly or badly, or simply for some reason the missile can’t see the target after launch like if a
building gets in the way, the missile may miss.

Helicopter crews need to be in the same squad.

Helicopters must return to the helipad and land to be rearmed/repaired. On Carriers you can only reload on the
“ramp” of the carrier, off the runway, this doesn't include the lifts.

To successfully drop supplies from a transport helicopters the pilot needs to conduct the drop from an altitude under
5m / 15 feet by pressing the alternate fire key.

Countermeasure flares are limited and need to be rearmed when expended. Every time you deploy flare(X) one flare
will be deployed. You can hold down for deploying multiple.

Fixed Wing Aircraft


Aircraft have a warm-up time of 30 seconds before they can take off from the ground.
Jet pilots can look in other directions while flying by pressing the 7, 8 and 9 keys which you can map to a joystick POV
HAT Switch. To look forwards again press 1 or select any other weapon your aircraft has.
To slowly taxi on the ground keep the throttle neutral and push the stick forward or press the up arrow key, to slowly
move in that direction. Pull the stick back or press the down arrow key to reverse. To steer left and right use the rudder
controls (A & D).
Your maximum altitude is 10km.
To take off you need to put the throttle on maximum and then wait a little for the plane to start accelerating. When you
are down 2/3 of the runway gently start pulling on the stick and maybe add some afterburner.
Most aircraft come equipped with a cannon and several external weapons. The primary fire key will fire the cannon
(if your aircraft has one) while the alternate fire key will fire the currently selected weapon such as bombs and missiles.
To re-arm and repair you do need to land the aircraft at your airbase and taxi to the “ramp” or on some very few maps,
on the runway. It takes quite some time to rearm completely. On Carriers you can only reload on the “ramp” of the
carrier, off the runway. This doesn't include the lifts.
Air-to-ground weapons in single seat aircraft need an established laser lock to hit a target. The recommended
procedure for an attack with them is explained below:

1. Ground troops find a suitable target for an air attack.

2. The troops contact the pilot either directly through mumble/text chat and/or by placing a CAS marker.

3. The pilot informs the ground troops of his approach using the “ON THE WAY” command from his main radio
menu and/or through mumble/text chat.

4. As the pilot approaches the target, the ground troops mark the target with a GTLD laser designator, if the laser is
slightly off from the target, the missile may miss.

5. When the target is locked-on the pilot receives a sound cue. He may now release the bomb/missile.
Two-seater aircraft allow the weapons systems officer (WSO) to identify and engage targets by himself while using
the TV targeting mode. The targeting modes work in the same way as in attack helicopters.

The commander can place a laser target from his map. Since this method is not very precise it should only be used to
bomb static targets.

Aircrafts don't have a nose camera but you can still look back by pressing the cycle camera key (C) or F11 to look
back, and F9 or a weapon key to look forwards again.

50
Operating Vehicles

Flares are triggered individually(X) and need to be rearmed after all of them have been dropped. Since the warning
sound is only played once the enemy has already locked onto your aircraft for half a second, it is recommended to use
them while on an attack run to reduce the chance of the enemy establishing a lock. Just like with helicopters you can
hold the key down to deploy multiple.

To land in PR:BF2 you need to plan ahead much longer than in BF2. Here are some tips on how to make your first
landings easier:

You need to reduce your speed in advance until you can just stay level without falling out of the sky (about 40% power)
with the stall airspeed being different for each aircraft. (You can find the stall speed of your aircraft yourself by just
going up high and slowing your aircraft down until it starts to lose control and fall, but doing it up high will mean you
can regain control by opening up the throttle and pointing your nose down, then just stay above that stall speed while
landing, until your wheels hit the ground.)

When you are at this speed you should start your approach.

Imagine a point on the map by extending the runway by about 1km.

Fly to this point and turn towards the runway.

When you are about 200m from the runway cut your throttle.
Once you have touched the ground pull back on the stick to slow down the planes all handle individually.

51
Commander

Commander

Leading the Troops


The primary task of the commander is to coordinate the team and to give guidance and direction to those operating under
his command. His role is to monitor situations and engagements and the overall scope to the battlefield to effectively
determine a strategy. He can also grant or deny requests sent by Squad Leaders. These include contact reports and area
attacks.

Transmit directly to a specific Squad Leader the commander can use the Direct Squad Radio Net using the keyboard
numpad digits 1 - 9 by holding down the squad number on the numpad.

The Commander can confirm or deny request of area attack. If a Squad Leader calls in a request for artillery, the
commander can right click the icon and accept or deny it. After which the order will be confirmed to the team. The area-
attack is available every 30 minutes. For insurgents and their similar mortar strike it is usually 20 minutes between possible
strikes. To see when artillery/mortars are available again you can look at the top left in the commander window and see the
bar with “AREA ATTACK” in it.

To keep the team cohesive it is the commander’s sole focus to deliver orders to each squad. He can alternatively assist
team members by keeping them well informed of situations outside their area of operations (AO) confirming intelligence on
the map using a variety of markers by right clicking the map:

Commands
Destroy: Remove friendly FOBs.
Remove Marker: Remove unwanted friendly markers from the map.
UAV: Deploy reconnaissance drone at the position.
Waypoint: Place a waypoint marker. You can place up to 7 of them. Each one is identified with a letter. These do
not disappear.
Request Mortars: Request the mortar crew to bring mortar fire to this position.
Target laze: This spawns a lazer object on the position it was placed. This can be used by CAS to attack certain
locations.

Possible commands, squad orders and icons commander can use.

Squad Orders
Same markers are available to Squad Leaders. When you select a squad in the left menu you can order them. If
they accept (PAGE UP) it will replace thats squad’s marker.

Build

Observe

Defend

52
Commander

Demolish

Move

Infantry | Vehicles | Emplacements | Misc.


Various markers that can be placed to mark enemy infantry, assets and deployed assets.

Markers cannot be placed all the time. At the top left there is a bar showing “MARKER” how you long it takes until the next
marker can be placed.

If the Squad Leaders believe the Commander is not efficient in his duties, then they have the option to start a mutiny. If it
succeeds, a new player can take this position.

The Commander Rally Point can be used by the entire team. To establish this RP the Commander needs at least 6
players near him (one of them must be a squad leader) to place the RP. This RP is not available in the skirmish mode and
at least 12 players must be on the commander's team. The RP will stay active as long as the commander is within 100m
radius of the rally point. All other rules described in the Squad Leader chapter about rally points also apply for the
commander rally point.

UAV
The Commander of conventional forces and the militia are able to control an Unmanned Aerial Vehicle (UAV) from his
team's command post or armored command vehicle (ACV). The UAV in PR:BF2 does not reveal enemy positions
automatically but gives the commander the means to observe the battlefield visually from a bird’s eye point of view. The
commander can control the UAV's camera while it cruises at a constant altitude.

The UAV is launched by placing the UAV marker on the command map. This can be done by pressing the UAV icon on the
top left of the commander screen or by right clicking on the map and placing the UAV icon. Then to operate it you have to
enter the ACV vehicle at the main-base of your team.

Armored Command Vehicle.

The UAV won’t be up forever. The UAV loses 0.2% fuel/sec while travelling, 0.1% fuel/sec while operating and refuels at
0.2%fuel/sec at base. You can monitor the fuel by watching the “FUEL” bar on the top left of the commander screen.

The UAV can be sent back to base at any point to refuel. Returning to base does not consume any fuel. You can do this by
right clicking the UAV icon on the top left side of the commander screen.

The time it takes to deploy the UAV depends on the travel distance. It travels at 50 m/s.

The UAV takes 45 seconds to start/land.

The UAV camera has three levels of magnification with thermal vision capabilities. The Militia’s UAV only offers two zoom
levels with no thermal vision.

The UAV can be relocated instantly by assigning it a new position on the map. The UAV only operates on 2km and 4km
maps due to it being too powerful for small maps.

53
Commander

The commander’s UAV Camera.

54
The Civilian

Civilians
When playing on the Iraqi insurgent or Hamas faction, players can choose to play as the Civilian. This role’s primary focus
is to gather intelligence on Coalition forces and to run interference for the insurgent Cell Leaders. This kit does not come
equipped with any weapons but has a wide variety of equipment and tools. Civilians can use their cellphones to spot enemy
troops for their team by placing a marker on the map.

A civilian

Civilians are bound by particular rules of engagement (ROE). Coalition forces cannot fire agains't civilians that are outside
the rules of engagement, risking heavy penalizations. Instead they must arrest them or wait untill they're a legit target.

In order for a player to arrest a civilian, it must use the restrainers or the Shotgun with a buckshot round.

Civilians that decide to commit suicide are also counted as an arrested.

If you shoot a civilian outside the ROE, you will face several penalties:

After your next death you will respawn 120 seconds later per civilian shot (stacks up to 5 minutes additional delay)
You will not be able to request any kits for 10 minutes
Your score is reduced to 0 and the kill will not be listed on the scoreboard
Your team loses 10 intelligence points

In the other hand, shooting a civilian inside the ROE will cause:

The civilian to have an additional 120 seconds in the respawn time


Your team gains 10 intelligence points

Running over civilians in a vehicle or killing them while climbing ladders or ropes will also result in a penalty if done outside
of the ROE.

Rules Of Engagement (ROE)


A civilian is considered inside the ROE and therefor can be killed if any of these conditions are met:

Spawned...
Have picked up a kit with a weapon...
Used a vehicle...
Used a shovel or epipen...
Resuscitate someone...

...less than 2m priour to the engagement. Or he must have an armed insurgent next to him, within 5m horizontally or 1.5m
vertically.

55
The Civilian

Becoming a civilian
For you to become a civilian you must first either spawn as a non-armed soldier or to simply drop your kit (Press T and then
G). Secondly, has mentioned in the previous section, you must wait 2 minutes after you spawn or dropping your kit.

Civilian vehicles
Non armed-vehicles, including ammo techies and "Fake Garys", must not be destroyed by Coalition forces.

A vehicle is considered civilian and therefor cannot be destroyed if:

Is empty
Does not have a gun
Was last use more than 1 minute ago
Has no enemies nearby (3 meters)

Failing to comply to this ROE will result:

Loss of 5 intel points for the team


Loss of 50 points for the player

56

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