CHERNARUS PVE - HQC CONQUEST
Cooperative PVE scenario on Chernarus. Players fight as US forces (RHS / WCS) against a dynamic Russian AI commander (RHS AFRF) that defends, resupplies, hunts and counter-attacks.
OBJECTIVE
Hold all 5 towns at the same time:
Elektrozavodsk, Berezino, Novomitravsk, Soapograd, Bonzievka Petrovka.
START
US Main Operating Base at Chernogorsk harbour.
DYNAMIC ENEMY
The Russian commander scales with the number of connected players: more players means more events, convoys and escorts. Enemy activity never fully stops.
- Supply convoys between enemy bases, shown on the map. Destroy or steal them to stop reinforcements; stolen supplies can be used.
- Hunter patrols go after players operating far from their bases.
- Temporary roadblocks on roads between US and Russian territory.
- Mortar strikes on US bases. Kill the gunner to stop them.
- Counter-attacks far from players are simulated, then switch to real AI when a player comes close.
- Out-of-sight enemy bases slowly replace their losses.
ALLIED AI - BATTLEGROUP COMMAND
Every player builds and commands their own AI force with the Battlegroup Command mod.
- Management page (Ctrl + B): tactical map and organisation view of your groups.
- Recruit single soldiers or ready-made groups in any base that has a barracks.
- Orders: move, attack, defend, patrol, suppressive fire, follow, board / dismount, with an order queue.
- Assign vehicles to a group: all in, crew + escort or all out.
- In-game wheel (hold Ctrl + C facing an AI) to take a soldier into a group or move them.
- Enemies spotted by your AI appear as contacts on the map, shared with the whole faction.
- Groups keep moving and fighting far away from any player.
LOGISTICS
- Automatic supplies: Chernogorsk, Elektrozavodsk and Berezino harbours, North-West airfield.
- Aircraft spawn: North-West airfield, North-East airfield, Balota airstrip.
- Strategic bases (airfields, military bases) extend your radio network but do not count for victory.
- Helicopter transport: H-47, H-60, UH-60, MH-60 Supply, UH-1Y, with sling loading.
- Carry crates worn on the back to move supplies on foot.
BASE BUILDING
- Instant construction: one shovel hit completes a build.
- US services: armory, light / heavy vehicle depots, helipad, fuel, repair, medical, recruitment (barracks), supplies, vehicle and helicopter gadget boxes.
- Base signs (Aviation, Helicopters, Drones, Motor Pool, Armor, Artillery, Barracks, Command Post, Field Hospital...) and a furnishing tab with desks, tables, radio stations and storage.
- AI groups placed in build mode: up to 400 per base.
- Clear trees and bushes with the shovel.
FEATURES
- In-game welcome briefing (map, AI, building), French / English.
- Map cursor panel: M777 grid, altitude, distance and azimuth.
- Reduced radio ranges: relay antennas matter.
- No rank requirements: every vehicle, loadout and composition is available from the start (supply cost kept, no XP cost).
- Multi-Use Drones: MUD tablet available in the arsenal.
- All friendly vehicles shown on the map, even empty ones.
- Desert / tan vehicle variants hidden from the request list.
SERVER ADMINS
Scenario settings, created on first start: $profile:ChernarusPVE/CPVE_Settings.cfg
(radios, vehicles per player, construction budget, enemy density, garrisons, counter-attacks, convoys, hunts, roadblocks, mortars, performance log). Restart the server after editing. An existing file is not overwritten: delete it to regenerate it with every key.
Allied AI settings (quotas, group size, recruitment cost, active AI limit): $profile:BGC_Core/config.json
Admin chat command /ennemi: enemy AI status, force a counter-attack, convoy, hunt, roadblock or mortar strike.
REQUIREMENTS
All dependencies are downloaded automatically, including Battlegroup Command.