The Viewage Presents

SPYRAIDERS

Welcome to Topside, Raider. ARC Sympathizers have infiltrated our ranks. Your mission: expose and eliminate these traitors before they sabotage our operations.

View Loadout Read Rules

You've undoubtedly visited these territories many times, executed many successful raids, but none like this. Now we face a new threat... ARC Sympathizers! These spies seek to thwart our Civilian Raiders' efforts at every turn, and will even execute raiders in order to gain favor with their ARC overlords. Your job is to expose and eliminate these traitors!

Standard Loadout

Augment
Looting Mk 1
🛡️
Shield
Light Shield (Green)
🔫
Weapons
  • Anvil I
  • Hairpin I
  • Hairpin II (no mods except Level 1 Light Extended Mag)
📦
Ammo
  • 1 Stack Heavy
  • 1 Stack Light
🎒
Quick Use Items
  • 5x Bandages
  • 3x Shield Chargers
  • 3x Lil' Smoke Grenades
  • 10x Adrenaline Shots
  • 2x Defib (3x if possible)
  • 3x Light Impact Grenades
  • 1 Red Light Stick
  • 3 Green Light Sticks
Loadout Reference
⚠️ Weapon Restrictions
Hairpin II — Spy Only
Light Impact Grenades — Spy Only
Hammer Tool — Spy Only
Civilians must only use Hairpin I
Yellow Origin Skin

Yellow Origin Skin

ALL players must use the Yellow Origin Skin for easy identification during gameplay.

  • OutfitOrigin
  • ColorYellow
  • HelmetOFF
  • BackpackAny Unique
  • Back BlingYour Choice

Game Flow

Game Start

Queue & Role Assignment

All players attempt to "queue-snipe" Ceez's game. Once loaded, Ceez provides the server code. Move to the SpyRanza voice channel. The SpyRaider Bot will DM you your role: Civilian ("Civ") or Spy. If you don't make it into Ceez's game, you can immediately extract and save your resources.

IMPORTANT: The stream is paused if you are in Ceez's game.

Immediately After Role

Red Light Stick Placement

Civilians: Put your red light sticks in your safe pocket — never touch them again.
Spies: Keep your red light sticks in your normal inventory.

The Red Light Stick is the indicator of who the Spy/Spies are.

15:00 - 13:00

Meetup Point

Immediately move to your closest "Meetup" point. No looting or unnecessary fighting. By time of arrival, all players should have been given their roles.

13:00 - 7:00

Rendezvous Point

Players gravitate towards the "Rendezvous" point. Work to earn points by killing ARC, looting containers, etc. The Spy is considered 'active' and can perform any Spy actions as soon as they receive their role.

7:00 - 5:00

Final Extract

All players must arrive at the Final extract point between the 7min - 5min mark. Prepare for extraction and final confrontations.

2:00

Game End

Everyone calls "2 MINUTE, END!" on voice comms. ALL activity must immediately stop (except looting nearby bodies for resources). Post-game wrap-up begins topside with remaining players.

Scoring & Winning

🔴 Spy Victory

  • Kill Requirement: Spies need a total of 2 Civ kills to win
  • Tie Breaker: If one Spy has 2 kills and another has 1, only the Spy with 2 kills wins
  • Spy Team: If Spies discover each other's identities, they become a "Spy Team" and must eliminate ALL Civs to win
  • Both must extract with their kills to claim victory

🟢 Civilian Victory

  • Primary Goal: Execute all Spies before they complete their objectives
  • Competition: Civs also compete with each other for the biggest haul/score
  • Score Calculation: Total experience + end value of total loadout (cannot discard starting items)
  • Spy Penalty: If Spy is NOT eliminated, all Civilian scores are considered "0" — they have lost
💡 Bonus Points
Red Light Stick — Worth +1,000 points at game end if looted from a Spy

Spy "Tests"

Identifying a Spy can be difficult, and you are not allowed to shoot other players based on mere suspicion. However, you have some actions you can take to test and expose potential traitors.

Detection Method
Firing Squad Vote

If a player believes they have probable cause to suspect another player as a spy, they can call an "FSV" with the other players. FSV can only be called at the Rendezvous (15min - 13min mark) or the Final Extract (5min - 3min mark).

How to call: Throw a Green Light Stick in the air and yell "FSV". Cannot call FSV if there is any active combat taking place.

Voting: All players stand in a horseshoe formation around the accused. Vote by turning flashlight ON for "Yes" or crouching (no light) for "No". If majority votes guilty, they may execute the convicted via hairpin bodyshots until downed.

⚠️ You cannot call an FSV if there is any active combat taking place
Last Resort
Trial By Combat

If an FSV is called at the Final Extract and the accused is found guilty and killed, but is revealed to be a Spy (still crawling on the ground), that Spy can demand a Trial By Combat!

Process: The Civs must Defib that Spy, allow them to be healed to full (once only), then the Civs will determine the line-up of Civs who will battle the Spy to the death 1v1.

Rules: The fight must take place in the open (no cover), and the Spy only gets to use ONE bandage after each fight (no shield). This allows the Spy one final, desperate chance at Victory!

Mutual Testing
Trust Test

At any time, a player can challenge another player to a "Trust Test". Both players will go somewhere with no other players in Line of Sight, and stand face to face with their Anvils drawn and pointed at each other's heads.

The Test: Players take turns counting Mississippis until they reach "6" (e.g., "One Mississippi", "Two Mississippi"...). The game stops when either player reaches "6 Mississippi" or until a player shoots the other.

Key Rule: A Civ can NEVER shoot in a trust test, even if they think the other is a spy. The Spy can only use ONE shot from the Anvil, then must switch to hairpin(s) or hammer tool.

🏆 Reward: Both players earn +1,000 points for completing a trust test
Penalty: Declining a trust test costs 1,000 points to the challenger

Rules & Restrictions

🚫
NO "Gangbanging" — No players in Spy Raiders may "team up" on "Regs" (Regular Raiders). You may fight Regs with any weapon you have or have looted, but no 2+ v 1s. First player to yell "SHOTGUN" gets the 1v1.
🚫
NO Metagaming — Please immerse yourself into this world, and keep the 'external/player' observations and demands by the door before we play. This game is more about fun than min-maxing 🍋
⚕️
Ceez Revival Rule: If Ceez is downed, he must always be revived, but you need to wait until he specifically requests you to do so, as he could possibly be the spy. If he is dead, he will likely no longer talk, as he is now acting as the ghost cameraman capturing all the action.
🛡️
You can use any "Defensive" equipment you find (heals, shields, etc) at any time. However, you can only use Offensive equipment you find on ARC or non Spy Raider players.
🔨
Only a Spy can use the hammer tool on players.
💀
When downed ("knocked", on hands and knees), Civs must INSTANTLY hold spacebar to full die. No talking, no crawling anywhere, but immediately DC from the game.
🚫
You cannot shoot someone on suspicion of being a Spy. You must either see a blatant Spy activity (such as shooting another player), or you need to call an FSV.
⚠️
If a Civ accidentally shoots another Civ (or unsuspected/unconfirmed Spy), they will incur a 500pt penalty and must give that player the heals to restore to full.
☠️
If a Civ kills another Civ, that player automatically loses, and must immediately extract.
🐍
When downed ("knocked", on hands and knees), Spies must stay alive as long as they can. They can crawl, talk, perhaps be res'd if there are two spies in the game, etc.
🤝
If you are a Spy, and another Spy shoots you, you must yell "I'm A Spy!". These two players are now considered a "Spy Team". As a "Spy Team", their win condition is now to eliminate ALL Civs.
🔢
Spies will be told the total Spy count at the start of the game, but will not know the identities of other Spies.