Summary
Unarmed FIA spies face US capture teams on Arland. Complete random objectives, scavenge gear and recover teammates while Soviet patrols threaten both sides. Up to 42 players.
Description
OGC ON THE RUN
Stay hidden. Stay moving. Stay free.
An asymmetric pursuit across Arland, where survival takes more than firepower.
PLAY AS FIA
Begin unarmed with a private, randomly selected mission: contact HQ, sabotage infrastructure, reach covert extraction, or evade capture.
Search homes, lockers, safes and toolboxes for clothing, medicine and equipment. Six recovery phones offer limited shared teammate recoveries. Stay free, complete your mission, and help your team escape custody.
PLAY AS US
Deploy from the carrier, form a four-person squad and hunt the operatives. Secure surrendered or unconscious spies with handcuffs, escort them or transport them in vehicles, then extract every surviving spy alive.
You have one US extraction opportunity per round.
Each squad with an assigned leader shares one helicopter slot. Any squad member can request aircraft at the deck terminal and return an empty helicopter from the bridge. There is no automatic abandonment timer.
A CHANGING HUNT
Soviet forces threaten both sides. Civilian activity, varied loot, random objectives and recovery-phone locations keep the island unpredictable.
Automatic round resets restore the fight. An in-game faction guide introduces your role and provides access to your current mission brief.
JOIN THE OPERATION
Join in progress is supported. Capacity starts at two FIA and twelve US, expanding as places fill to a maximum of six FIA and thirty-six US.
FIA reconnect reservations last five minutes. New FIA arrivals after a US extraction call enter the next round.
REQUIREMENTS
Requires OGC Carrier. No additional gameplay-mod dependencies.
TEST BUILD
Hosted multiplayer testing is in progress. Please report issues with the round, faction, location and relevant server or client logs.
License
Arma Public License No Derivatives (APL-ND)