Arma 3 – NR6 HAL: RHQ Modules Quick Reference

Arma 3 – NR6 HAL: RHQ Modules Quick Reference 1 - steamlists.com
Arma 3 – NR6 HAL: RHQ Modules Quick Reference 1 - steamlists.com
A quick reference guide for the RHQ modules in NR6 HAL.

 
 

What do the RHQ Modules do?

In a nutshell, units sync’d to an RHQ module have their classnames added to an “RHQ array” behind-the-scenes. These arrays tell HAL what each unit is capable of, which in turn is used to determine what tasks are appropriate for groups under his command. 
 
Syncing the units to the correct modules in the editor is very important, otherwise units will likely receive inappropriate orders.Many of these RHQ modules are obvious, but some are not and, without having read the orginal HAL PDF manual, you’d have no idea what they’re supposed to be used for. 
 
Let’s use the “Recon” module as an example; you have a light car you’d like to use for recon orders, so you’d sync it to that module, right? Wrong. According to the original HAL manual, “Recon” module is actually for recon infantry units and drones. 
 
I’ve decided to write up this quick reference guide on what units you should sync to each RHQ module. This is knowledge based on the original HAL manual and how the “Auto RHQ” setting works, as well as some experimentation of my own. 
 
If I’m wrong, please let me know in the comments so I can correct this guide. 
 
 
 

Infantry Units

Infantry units only use these modules: 
 

  • AA Infantry 
  • All Infantry 
  • AT Infantry 
  • Crewmembers 
  • Forward Observers 
  • Recon 
  • Snipers 
  • Spec-Ops

 
AA infantry is any infantry unit carrying an anti-air launcher (MANPAD). You should also sync any anti-air vehicles, such as a Cheetah or Tigris, as there isn’t a dedicated AA vehicle module. 
 
All Infantry is exactly as described. If the unit is a human with 2 legs, it belongs in this array and should be sync’d to this module. 
 
AT infantry is any infantry unit carrying an anti-tank launcher. 
 
Crewmembers is for pilots, as well as helicopter and tank crews. 
 
Forward Observers is for spotters in ghillie suits, JTACs or troops with laser designators. (I’m not 100% sure about this one, so if anyone knows for sure please correct me in the comments.) 
 
Recon is for scout infantry, scout drones (e.g. AR-2 Darter) and ghillie spotters. 
 
Snipers is for any infantry equipped with marksmen or sniper rifle, with or without ghillie suits. 
 
Spec-Ops is for special forces infantry units. Units like CTRG, Viper, Delta Force, Spetsnaz, SAS etc. 
 
 
 

Static Weapons

Static weapons only need these four modules: 
 

  • Artillery 
  • Static AA 
  • Static AT 
  • Static Weapons

 
Artillery is for all artillery units of any description, static or mobile. 
 
Static AA is for fixed anti-air emplacements, such as the Titan AA launcher emplacement. Doesn’t have to be strictly missile weapons — you could sync a static ZSU anti-aircraft gun. 
 
Static AT is for fixed anti-tank emplacements, such as the Titan AT launcher. Again, it doesn’t strictly have to be missile weapons — you could sync a static recoiless rifle or D-30 AT gun. 
 
Static Weapons is for all static weapons of any type. If it’s a fixed, stationary weapon, it belongs in this array and should be sync’d to the module. 
 
 
 

Vehicles

This is the big one. Vehicles use these 15 modules: 
 

  • AA Infantry 
  • Ammo Supports 
  • Artillery 
  • Boats 
  • Cargo Vehicles 
  • Fuel Supports 
  • Heavy Armor 
  • Light Armor 
  • Light AT Armor 
  • Medical Supports 
  • Medium Armor 
  • Repair Supports 
  • Rocket Artillery 
  • Soft Vehicles 
  • Supports 
  • Unarmed Cargo Vehicle

 
AA Infantry is for infantry and land vehicles that can engage aircraft, despite what the name of the module implies. 
 
Ammo Supports is for any vehicle capable of resupplying ammo to another vehicle, such as the HEMTT, Tempest or Zamak ammo trucks. 
 
Artillery is for all static and mobile artillery units. 
 
Boats is for all naval vehicles. 
 
Cargo Vehicles is for any vehicle that has 1 or more passenger seats. 
 
Fuel Supports is for any vehicle capable of refueling another vehicle, such as the HEMTT, Tempest or Zamak fuel trucks. 
 
Heavy Armor is for main battle tanks. Slammers, Varsuks and Kumas belong here. 
 
Light Armor is for all APCs, IFVs and armored cars like the Russian BRDM. Tracked anti-aircraft vehicles like the Cheetah or Tigris should also be added here. 
 
Light AT Armor is for any APC, IFV or armored car with a dedicated AT weapon, such as an ATGM or TOW launcher. 
 
Medical Supports is for any vehicle that infantry units can heal at. 
 
Medium Armor is for aged armor like Russian T-34s, or for light armor vehicles with “significant firepower”. Arguably you could sync units from the Light AT Armor category too, but unfortunately the original HAL manual isn’t clear on this one. 
 
Repair Supports is for any vehicle capable of repairing another, such as the HEMTT, Tempest or Zamak repair trucks. 
 
Rocket Artillery is for any artillery unit with rocket ordinance, such as the Zamak or Sandstorm MLRS. 
 
Soft Vehicles is for any non-armored vehicles, regardless of their role or weaponry. Doesn’t matter if it’s a quad bike, a Hunter MRAP with a grenade launcher, or a repair truck – if it’s a “car” or “soft vehicle”, it should be sync’d to this module. 
 
Supports is for any vehicle capable of refueling, rearming, repairing or healing other units. 
 
Unarmed Cargo Vehicles is for any vehicle with 1 or more passenger slots, but no dedicated weapons. Firing-from-vehicle (FFV) slots and helicopter “door gunner” slots do not count. 
 
 
 

Aircraft

Aircraft share some of the modules from the vehicle category, but mainly use these ones: 
 

  • Aircraft 
  • Cargo Vehicles 
  • Ground Attack Aircraft 
  • Recon Aircraft 
  • Unarmed Aircraft 
  • Unarmed Cargo Aircraft

 
Aircraft is for all planes, helicopters and drones. 
 
Cargo Vehicles is for any vehicle with one or more passenger seats. For aircraft, you would assign this to any transport helicopter, such as the Ghost Hawk, but you could also assign it to the Kajman which, like the Russian Hind-D, has passenger seats. 
 
Ground Attack Aircraft is supposed to be for bombers, but it doesn’t seem to work as intended. I usually put fixed-wing CAS aircraft or heavy gunships, like the Blackfoot or Kajman. 
 
Recon Aircraft is for all recon drones. 
 
Unarmed Aircraft is for any plane, helicopter or drone which doesn’t have a dedicated weapon. “Door gunners” do not count as dedicated weapons, so a Ghost Hawk could be sync’d to this module. 
 
Unarmed Cargo Aircraft is for any unarmed aircraft (see above) that has one or more passenger slots. 
 
 
 

Tips, Tricks and FAQs

Do you have a question, tip or trick that’s not listed here? Post it in the comment section and I’ll add it here when I get time. 
 
Can’t I just use the auto-RHQ setting? 
 
This only works with vanilla NATO, CSAT or AAF units. Anything else outside of that will need manual configuration. 
 
Can I sync a unit to multiple RHQ modules? 
 
Yes. Let’s say you want to configure a vanilla NATO Marshall or Panther for use with HAL. You’d sync it to a Light Armor module and a Cargo Vehicle module, because it’s an APC/IFV with passenger slots. 
 
Another example would be the NATO Ghost Hawk. You would sync it to an Aircraft, Cargo Vehicle, Unarmed Aircraft and Unarmed Cargo Vehicle module
 
Can I sync these modules to units sync’d to an asset compiler? 
 
Yes. The asset compiler will delete those units at the start of the mission, but not before the unit class-names are added to the appropriate RHQ arrays. 
 
Can I place the same RHQ module multiple times? 
 
Yes. 
 
Are boats classed as vehicles? 
 
Yes. Boats are treated as “sea vehicles” so they use the same modules. A NATO minigun speedboat would be sync’d to a Boat and Cargo Vehicle module, as it’s a naval unit with one or more passenger slots. 
 
However, I don’t know if NR6 HAL knows how to use boats. I’m pretty sure the original HAL didn’t support naval units. Caveat emptor. 
 

Written by Mr Elusive

I hope you enjoy the Guide we share about Arma 3 – NR6 HAL: RHQ Modules Quick Reference; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!
 
 
 
 


Be the first to comment

Leave a Reply

Your email address will not be published.


*