A playable private military company faction for any scenario or map
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0
Servers
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Rating
100%
2 votes
Subscribers
-
21 downloads
Busiest servers running it 0 in total
No server is running this mod right now.
Players on servers with it
daily, last 30 days
Details
- Author
- Smudge202
- Version
- 8.2.4
- Size
- 72.6 MB
- Licence
- APL-ND
- Game version
- 1.8.0.13
- Likes
- 0 / 0 dislikes
- Published
- 8 Aug 2026
- Updated
- 3 weeks ago
- Workshop ID
- 69D2B6EC95F09D71
Recent adoption
30 days: +1 −2 ↑1
- − THE EVERON WAR (PVP&ACTIVE) 8.2.4 1w ago
- + THE EVERON WAR (PVP&ACTIVE) 8.2.4 1w ago
- − ATG Milsim - Azzholes Tactical Group 8.2.4 2w ago
- ↑ ATG Milsim - Azzholes Tactical Group 8.2.3 8.2.4 3w ago
Requires
47Required by
1Version history
11-
v8.2.4 72.6 MB 23 Sep 2026
ADDED - A tier 5 Signaller preset. - A UH-1H civil livery. - A Ghillie cloak and a Frogman Scrim in MC Arid camo. - A multicam cover for the low-cut ECH helmet. - A tan boonie hat at tier 4. - The Smokeables lighter, in the Stage 1 arsenal's Equipment group. Smokeable Smokes 3.0.0 needs it to light a cigarette. CHANGED - Tier catalogues and presets rebuilt. - Weapon attachments moved out of the weapons list. - Vehicles reviewed and labelled by role. - Antennas answer the two capability questions ATG Signals asks - carries a text device, and on a data network reaching a static antenna. - Balaclava - Tan moves from tier 5 to tier 4. - The loadout save blacklist no longer refuses ATG arsenal items; the Game Master toggles are kept. FIXED - The L85A3 and P90 appear in the arsenal's rifle list. - The AA-CPC Mod.2 plate carrier is no longer listed as a rifle. - Anizay vehicle asset images updated. - PRR is on by default. - Deployed relays no longer disappear, and built antennas show. - A duplicate Vortex Razor optic is dropped from tier 2.
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v8.2.3 61.1 MB 9 Sep 2026
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v8.2.2 61.1 MB 8 Sep 2026
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v8.2.1 59.7 MB 5 Sep 2026
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v8.2.0 59.7 MB 28 Aug 2026
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v8.1.1 59.7 MB 24 Aug 2026
Description from the Workshop
A complete playable faction, not a re-skin: its own identity and callsigns, squads, characters, weapons, vehicles, gear catalogues, flag and branding. Drop it into any scenario, on any map, and it appears as a side players can deploy into. SQUADS Everyone lands in Roster, an oversized holding group, then moves into one of eight five-man teams - Aegis, Bastion, Citadel, Defiance, Enclave, Fortress, Guardian, Stronghold - each on its own radio frequency. Squad armbands are catalogued as ordinary equipment, so a player can wear their squad's colours rather than everyone working out who to follow the hard way. DEPLOY PRESETS Roles on the deploy screen - Operator, Medic, Machine Gunner and Marksman, with a Signaller at stage 5 - each authored for the stage it belongs to. Operator is available from the start. The others appear as the faction reaches them, and every role upgrades: the rifle, optic, plates, night vision and clothing all move up with the stage. Only the newest version of a role the faction has actually reached is shown, so the gallery stays one tile per role. Presets not yet reached are hidden rather than greyed out. GEAR The armoury is split across stages. Clothing, equipment, weapons, characters and groups span stages 1-5; vehicles span 1, 2, 3, 5 and 6. Weapons, attachments and vehicles are listed by what they are for, so the arsenal reads as a kit list rather than a dump. Loaded on its own the faction sits at stage 1. The gating mechanic lives in ATG Faction Progress, which this mod requires; this mod supplies the data. The faction fields its own vehicles in company colours, including a UH-1H in a tan livery. Vehicles belonging to other factions keep their own markings. RADIOS AND RELAYS Since Arma Reforger 1.8 a transmission only reaches anyone within range of a relay on the same encrypted net. The faction is on its own net, so it ships its own relays: a base antenna to author into a world, and a field relay the Game Master can place or an en...