Frozen Assets

by YaoiGagarin
Frozen Assets

Summary

Third World solo extraction with a shifting NATO-Warsaw front, mandatory Snake resupply, stealable intel/accessories, retaliation hunts and persistent contract consequences.

Description

Frozen Assets is a single-player extraction campaign on Arland. Enable the mod and launch Frozen Assets - Extraction from Scenarios. Restart after updating. The older Frozen Assets - Arland heist scenario remains separate. Base-game dependency only.

Command Third World through native Missions, Campaign Map, Loadout / Banked Items and Snake Intel menus. No controlled operator stands in the battlefield at base. Select owned equipment and an assignment, then arrive by vehicle into the live conflict. Eight assignments unlock through completed objectives and successful extraction; free operations are available immediately.

NATO and Warsaw recruit infantry and vehicles, fight and capture twelve locations. The base map shows ownership, forces and budgets. Each sortie advances campaign time by two hours by default, using the same fast fixed-step model. The player has no raid countdown.

The Brotherhood of the Snake is an independent PMC with no permanent base. Funded squads of 5-10 operatives enter with decent mixed NATO/Warsaw equipment and head for their temporary dead drop before their original objective. The drop contains orders, native accessories and sealed high-tier weapon supplies. Operatives physically reach the drop to receive their upgraded weapons and expert skill. Supplies are included in the paid deployment budget.

Steal the accessories and intelligence, or destroy the sealed weapons. Cache firearms never spawn as public loot; issued cache weapons also reject player pickup and banking, including after an operative dies. Ordinary insertion equipment remains lootable. Stolen accessories are denied to the squad instead of regenerated. A compromised drop redirects the squad into a retaliation hunt, searching its last confirmed information rather than receiving the player's live position.

Both armies initially tolerate the Snakes. Attacks and witnessed theft provoke the affected military side; two minutes without further sight/engagement clears its alert. Snakes prioritize a confirmed player target over military opponents. Their original assignments are outpost assault, valuable recovery or hunting Third World. They attempt native helicopter extraction and announce their pickup grid in chat. Losses and recovered assets affect their persistent economy.

When the player is defeated with Snakes still deployed, their original contract is resolved once. A full-strength, fully supplied squad succeeds. Full strength with denied supplies has a small failure chance. Casualties relative to insertion strength and remaining objective opposition worsen the odds. A completed objective awaiting extraction counts as complete; retreating from an unfinished job does not grant automatic success. The debrief reports the result.

Accepted missions carry an abandonment fee of half the promised payout, minimum $250, if you extract without completing them. The briefing shows the fee. Unpaid fees persist as debt and are collected from later extractions. Free operations add no fee; completed contracts and engine deployment failures are exempt. Death retains the existing gear loss and 10% bank penalty.

Carry a powered Snake receiver for nearby chat intercepts. Distance and terrain garble inaudible fragments; clear goal traffic records only transmitted information. Read current and next-sortie orders to retain the text through death. Carry documents for temporary pins; extract them to preserve planning pins at base. Revealed next contracts remain consistent across loss, restart and campaign catch-up, with underfunded operations explicitly postponed.

Each raid activates 1-3 of six fixed extraction sites. Use a marked beacon, survive interception or clear the blocking objective, and physically board a surviving pickup. Extracted manifests sell for $250 each; sponsored success builds faction reputation and unlocks rifle kits. Forgiving player damage retains native armor, anatomy and wounds. Knockouts recover after 20 seconds at 75%, 50%, then 25% maximum health; a fourth or a finishing attack fails the raid.

Early playable prototype with scripted vehicle arrivals. Full human raid balance and emergent AI behavior still need playtesting. Weapon chamber state and partially used medical charges are not fully serialized. Soldier recruitment and upgradeable base facilities are design proposals, not implemented features in this release.

License

Arma Public License (APL)

Version
0.6.0
Game Version
1.8.0.13
Version size
261.01 KB
Downloads
9
Created
09.10.2026
Last Modified
15.10.2026
ID
7F1A9C2E4B6D8035