Frozen Assets

by YaoiGagarin
Frozen Assets

Summary

Third World solo extraction with a shifting front, elite rival PMC squads, garbled radio intercepts, lootable Snake orders and persistent next-sortie intelligence.

Description

Frozen Assets is a single-player extraction campaign on Arland. Enable the mod and launch Frozen Assets - Extraction from Scenarios. Restart the scenario after updating.

You command Third World, an independent organization. The native sortie interface has Missions, Campaign Map, Loadout / Banked Items, and Snake Intel sections. The battlefield pauses at base. Choose an assignment and your owned gear, then deploy through vehicle insertion into the live war. An external launcher is not required.

Eight assignments unlock through completed objectives and successful extraction. Start with First shipment, branch into supply sabotage, sponsored capture and independent valuable recovery, then unlock Snake hunting and headquarters operations. The final cargo challenge requires six extracted manifests. Mission payments range from $700 to $1,900 before faction-reputation bonuses. Free operations are available immediately. Assist NATO or Warsaw, or operate independently; capture jobs require a sponsor.

The campaign map shows current ownership, soldiers, vehicles, army supply points and Brotherhood finances. NATO and Warsaw recruit infantry tiers and vehicles, fight and capture twelve locations. Strategic force information stays in the base menu. Each win or loss advances two hours by default using the same fixed-step campaign calculations; 30-minute and six-hour options remain available.

The Brotherhood of the Snake is a rival independent PMC with no permanent map base. When funded, a squad of 5-10 elite operatives deploys with mixed NATO and Warsaw weapons and gear. It attacks an outpost, steals physical valuables, or hunts Third World. Ordinary operations tolerate you until provoked; dedicated hunters target you. Both armies and the PMC share the physical AI budget.

The Snakes attempt a helicopter extraction and announce their extraction grid through native in-game chat. Intercept the squad, loot its equipment, or destroy its pickup to deny its payout. Surviving operatives physically board before departure. Recovered gear and carried valuables fund future operations; casualties and failed pickups drain its economy. Independent contracts also provide income during campaign time.

Snake intelligence lets you plan around the Brotherhood. One owned powered receiver is issued to new and existing campaigns; replacements cost $125. Carry it to intercept nearby Snake traffic as native chat subtitles. Clear reception confirms the transmitted goal and location; distance and terrain obstruction garble inaudible fragments with hash characters, and traffic stops beyond one kilometer. Courier messages can reveal a temporary dead drop. No voice acting is required.

Dead squad leaders and one temporary roadside dead drop carry current orders and the next-sortie contract briefing. Read them to retain the text even after death. Carry them for temporary current/future objective and pickup pins; extract the evidence to preserve next-contract pins on the base map. Dropping papers removes unbanked pins. The Snake Intel menu retains briefings and recent intercepts. The queued next plan remains consistent across loss, restart and war catch-up; insufficient PMC funding postpones it, while changed ownership is annotated. Hunters deploy from their declared staging area before searching your insertion area.

Select owned equipment and stored containers in the loadout submenu. Items that cannot fit during deployment remain banked. Successful sponsored missions earn separate faction reputation and unlock faction rifle kits. Supply manifests weigh 2 kg and sell for $250 each only when physically extracted.

Each raid activates 1-3 of six fixed extraction sites and marks its active exits on your map. Travel to an active beacon and hold Request extraction for three seconds. Survive interception or clear the blocking objective, then physically board a surviving pickup. There is no H-key extraction shortcut. Consecutive exit sets differ, including across restarts.

Forgiving player damage retains native anatomy, armor and wounds. Knockouts recover automatically after 20 seconds with maximum-health ceilings of 75%, 50%, then 25%; the fourth fails the raid. Military units usually prefer their military foe while you are down. Dedicated hunters and unengaged soldiers can finish you. Armies initially tolerate you; attacks and witnessed theft provoke the affected side.

Death loses deployed gear and 10% of banked funds. Campaign state, equipment, ammunition, condition, mission unlocks, reputation, exit history and PMC finances persist. Interrupted committed deployments settle as a loss. The older Frozen Assets - Arland heist scenario remains separate.

Early playable prototype with scripted transport arrivals. Weapon chamber state and partially consumed medical-item charges are not fully serialized. Full raid balance and emergent AI behavior still benefit from human playtesting. Base-game dependency only.

License

Arma Public License (APL)

Version
0.5.1
Game Version
1.8.0.13
Version size
248.25 KB
Downloads
8
Created
09.10.2026
Last Modified
14.10.2026
ID
7F1A9C2E4B6D8035