Summary
A realistic PvE intelligence framework featuring dynamic enemy surrender, prisoners, HVT capture, civilian HUMINT, recovered intelligence, Intel Officers, ROE consequences, civilian aid, & more.
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.
License
Arma Public License Share Alike (APL-SA)