published · approved · 123 KiB
Workshop mod by AmIMuted
Modul Intelligence Arma Reforger Mod
A realistic PvE intelligence framework featuring dynamic enemy surrender, prisoners, HVT capture, civilian HUMINT, recovered intelligence, Intel Officers, ROE consequences, civilian aid, & more.
6A4E1C2D0B93F571
Ranking
Popular#743573.1Falling#123078.1
3Serversrunning this mod
1Observed players nowon servers reporting this mod
187Estimated player-hours (7d)7-day data
DeploymentTop 22%77.8ahead of 78% of tracked mods by servers running it
ActivityTop 34%66.2ahead of 66% of tracked mods by play on those servers
Popularity73.1deployment and activity combined
How those 3 installs happen100% traced
- Not identified as a dependency3
Last 30 days
3 latest6 peak, 11 Oct0 low, 27 Oct
Servers reporting the mod in each hourly observation. Last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.
Daily values
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 10 Oct | 5 | 5 | 4 | 23 |
| 11 Oct | 5 | 6 | 4 | 24 |
| 12 Oct | 4 | 5 | 4 | 24 |
| 13 Oct | 4 | 4 | 4 | 24 |
| 14 Oct | 4 | 4 | 4 | 24 |
| 15 Oct | 4 | 4 | 3 | 24 |
| 16 Oct | 4 | 4 | 2 | 24 |
| 17 Oct | 4 | 4 | 3 | 24 |
| 18 Oct | 4 | 4 | 3 | 24 |
| 19 Oct | 3 | 4 | 3 | 24 |
| 20 Oct | 3 | 3 | 3 | 24 |
| 21 Oct | 4 | 4 | 2 | 24 |
| 22 Oct | 2 | 4 | 2 | 24 |
| 23 Oct | 1 | 2 | 1 | 24 |
| 24 Oct | 2 | 2 | 1 | 24 |
| 25 Oct | 1 | 2 | 1 | 24 |
| 26 Oct | 1 | 2 | 1 | 24 |
| 27 Oct | 2 | 2 | 0 | 24 |
| 28 Oct | 4 | 4 | 1 | 24 |
| 29 Oct | 3 | 4 | 3 | 24 |
| 30 Oct | 3 | 3 | 2 | 24 |
| 31 Oct | 3 | 4 | 3 | 24 |
| 1 Nov | 5 | 5 | 3 | 24 |
| 2 Nov | 4 | 4 | 3 | 24 |
| 3 Nov | 4 | 4 | 3 | 24 |
| 4 Nov | 5 | 5 | 3 | 24 |
| 5 Nov | 1 | 5 | 1 | 24 |
| 6 Nov | 3 | 3 | 1 | 24 |
| 7 Nov | 3 | 3 | 2 | 24 |
| 8 Nov | 3 | 3 | 2 | 21 |
| 9 Nov | 3 | 3 | 3 | 1 |
1 latest15 peak, 10 Oct0 low, 10 Oct
Sampled player counts on servers reporting the mod; not unique players. Last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.
Daily values
| Day | Last | Peak | Low | Obs. |
|---|---|---|---|---|
| 10 Oct | 8 | 15 | 0 | 23 |
| 11 Oct | 0 | 12 | 0 | 24 |
| 12 Oct | 1 | 9 | 0 | 24 |
| 13 Oct | 1 | 11 | 0 | 24 |
| 14 Oct | 2 | 12 | 0 | 24 |
| 15 Oct | 1 | 11 | 0 | 24 |
| 16 Oct | 2 | 2 | 0 | 24 |
| 17 Oct | 3 | 7 | 0 | 24 |
| 18 Oct | 0 | 6 | 0 | 24 |
| 19 Oct | 0 | 3 | 0 | 24 |
| 20 Oct | 1 | 10 | 0 | 24 |
| 21 Oct | 8 | 15 | 0 | 24 |
| 22 Oct | 8 | 13 | 0 | 24 |
| 23 Oct | 7 | 9 | 0 | 24 |
| 24 Oct | 8 | 15 | 0 | 24 |
| 25 Oct | 2 | 13 | 0 | 24 |
| 26 Oct | 0 | 4 | 0 | 24 |
| 27 Oct | 2 | 10 | 0 | 24 |
| 28 Oct | 0 | 15 | 0 | 24 |
| 29 Oct | 2 | 14 | 0 | 24 |
| 30 Oct | 0 | 4 | 0 | 24 |
| 31 Oct | 0 | 5 | 0 | 24 |
| 1 Nov | 1 | 1 | 0 | 24 |
| 2 Nov | 0 | 9 | 0 | 24 |
| 3 Nov | 0 | 12 | 0 | 24 |
| 4 Nov | 6 | 14 | 0 | 24 |
| 5 Nov | 0 | 2 | 0 | 24 |
| 6 Nov | 1 | 2 | 0 | 24 |
| 7 Nov | 0 | 1 | 0 | 24 |
| 8 Nov | 1 | 2 | 0 | 21 |
| 9 Nov | 1 | 1 | 1 | 1 |
Calculated Nov 9, 2026, 12:56 AM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.
Summary
A realistic PvE intelligence framework featuring dynamic enemy surrender, prisoners, HVT capture, civilian HUMINT, recovered intelligence, Intel Officers, ROE consequences, civilian aid, & more.
Official Workshop description
MODUL INTELLIGENCE
Modul Intelligence is a realistic PvE intelligence and HUMINT framework for Arma Reforger.
The system connects battlefield combat, enemy surrender, prisoner handling, HVT capture, recovered intelligence, civilian relations, and intelligence reporting into one operational workflow.
COLLECT -> CAPTURE -> TRANSPORT -> PROCESS -> ASSESS -> ACT
DYNAMIC SURRENDER
Enemy AI may surrender when battlefield conditions deteriorate.
Factors can include:
Wounds
Suppression
Being surrounded
Being badly outnumbered
Squad leader loss
Heavy friendly casualties
Isolation
Low ammunition
Loss of nearby support
No viable escape route
Surrender is based on battlefield morale and weighted conditions rather than a simple health threshold.
Surrendered soldiers are not automatically prisoners. Players must secure or restrain them before they enter the prisoner system.
PRISONER INTELLIGENCE
Captured enemy soldiers can be restrained, transported to a FOB/MOB, delivered to an Intelligence Officer, and processed for information.
Prisoners may provide limited intelligence they could realistically know, including:
Nearby patrol activity
Checkpoints
Defensive positions
Convoy movement
Supply activity
Possible caches
Local enemy strength
Prisoners do not instantly reveal intelligence when captured.
HVT CAPTURE
Enemy officers, commanders, intelligence personnel, logistics leaders, and other important personnel can become High Value Targets.
Capturing an HVT alive may provide higher-value intelligence such as:
Command locations
Supply caches
Convoy routes
Defensive networks
Force concentrations
Important installations
Other HVT activity
INTELLIGENCE OFFICER
FOBs, MOBs, and headquarters can contain an Intelligence Officer used to process:
Prisoners
HVTs
Documents
Radios
Maps
Orders
Other recovered intelligence
INTELLIGENCE REPORTS
All intelligence sources feed a shared reporting system.
Reports can contain:
Source
Location
Age
Suspected activity
Confidence
Expiration
Confidence ranges from Unconfirmed to Confirmed.
Intelligence becomes less useful as it ages, and multiple reports about the same activity may improve confidence.
INTEL MARKERS
Processed intelligence may temporarily reveal approximate:
Patrol areas
Enemy positions
Checkpoints
Caches
Defensive areas
Convoy routes
Vehicle sightings
Force concentrations
HVT activity
Markers are intentionally imperfect.
Low-confidence intelligence may create a large search area while stronger intelligence can narrow the suspected location.
Enemy forces are never intended to become permanently GPS tracked.
CIVILIAN ROE
Civilian casualties and other incidents can affect local cooperation.
Where possible, the system distinguishes between friendly-caused casualties, enemy-caused casualties, collateral damage, and unknown attribution.
The system is designed to work with Ci5 favor logic rather than replace it.
CIVILIAN AID
Players can also improve local cooperation through meaningful positive actions.
Potential actions include:
Treating wounded civilians
Rescuing civilians
Evacuating civilians from danger
Protecting populated areas
Defending settlements
Delivering humanitarian or medical supplies
Aid provides limited benefits with cooldowns and diminishing returns to prevent reputation farming.
CIVILIAN INTELLIGENCE
Local civilian support can affect HUMINT availability.
High local favor may produce useful reports about:
Enemy movement
Patrols
Checkpoints
Suspicious vehicles
Convoys
Supply activity
Possible caches
Unusual activity
Low favor produces fewer, less detailed, or no reports.
Civilian intelligence remains limited to information civilians could realistically observe.
GAMEPLAY LOOP
Fight enemy forces.
Enemy morale collapses.
Enemy soldiers surrender.
Secure prisoners.
Transport them to a FOB or MOB.
Process them through the Intelligence Officer.
Recover documents and battlefield intelligence.
Maintain good civilian ROE.
Provide meaningful civilian aid.
Build local cooperation.
Receive imperfect intelligence.
Investigate and corroborate reports.
Conduct follow-on operations.
DESIGN PHILOSOPHY
Modul Intelligence is designed around realistic uncertainty.
It avoids:
Permanent enemy GPS icons
Omniscient tracking
Arcade-style intel points
Guaranteed surrender
Instant prisoner intelligence
Reputation farming
Intelligence should have a source, age, confidence level, geographic uncertainty, and operational value.
How players conduct operations directly affects how much they know about the battlefield.
PVE FOCUS
Designed primarily for persistent PvE, cooperative, milsim, liberation-style, and Combat Ops gameplay.
Modul Intelligence is intended to complement Ci5 and other campaign systems rather than replace them.
Developed by Modul Development.
Servers running this mod
33 currently listed servers report Modul Intelligence in its mod list. Showing the 3 with the most players.
- JSOC Taskforce BlueOnline · Game Master - Kunar Province1 / 50players
- [FR] les crocs de fenrirOnline · #AR-Campaign_ScenarioName_Everon0 / 16players
- TFSOnline · TFS VERSION - Camp Neptune Training Complex0 / 64players
Versions
41.0.3Game 1.8.0.10 · 123 KiB · Aug 31, 2026
Dependencies: 0Scenarios: 0PublishedApproved
No changelog text is available for this version.
config.json entry
{
"modId": "6A4E1C2D0B93F571",
"name": "Modul Intelligence",
"version": "1.0.3"
}Use Modul Intelligence on your server
Add Modul Intelligence to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.
Fetch this mod from the API
The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.
GET https://api.reforgermods.net/v2/mods/6A4E1C2D0B93F571
GET https://api.reforgermods.net/v2/mods/6A4E1C2D0B93F571/versionsData is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.