{"id":20212,"date":"2024-05-24T09:13:24","date_gmt":"2024-05-24T09:13:24","guid":{"rendered":"https:\/\/xgamingserver.com\/blog\/?p=20212"},"modified":"2026-06-15T19:24:28","modified_gmt":"2026-06-15T19:24:28","slug":"the-best-mods-for-arma-reforger-in-2024","status":"publish","type":"post","link":"https:\/\/xgamingserver.com\/blog\/the-best-mods-for-arma-reforger-in-2024\/","title":{"rendered":"The Best Mods for ARMA Reforger in 2024"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Mods are what turn Arma Reforger from a sharp tactical shooter into whatever your community wants it to be: a hardcore milsim, a chaotic open-world insurgency, or a cross-platform sandbox where PC, Xbox and PlayStation players fight side by side. But Reforger does mods differently from older Arma titles, and that difference trips up a lot of new server owners. This guide covers the best Arma Reforger mods in 2026 by category, and just as importantly, it explains how the modding system actually works on a dedicated server so your picks load cleanly and don&#8217;t quietly lock out half your player base.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">How Arma Reforger mods work (read this first)<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The single biggest thing to understand: Arma Reforger mods do <strong>not<\/strong> come from the Steam Workshop. They come from the in-game <strong>Reforger Workshop<\/strong>, which is also browsable at <code>reforger.armaplatform.com\/workshop<\/code>. This is Bohemia&#8217;s own platform, built so that consoles can use mods too \u2014 something the Steam Workshop could never deliver.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">On a dedicated server, mods are <strong>auto-downloaded<\/strong>. You don&#8217;t manually drop files into folders. Instead you list the mods you want inside your server&#8217;s JSON config, and when the server boots it pulls each one (and its dependencies) from the Workshop automatically. Clients then download the same mods when they connect. This makes deployment clean and repeatable, but it also means your config has to be exactly right.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Each mod is referenced by a <strong>modId<\/strong>, which is a <strong>16-character hexadecimal GUID<\/strong> \u2014 not a name, not a number. The human-readable name is optional and purely cosmetic. Here&#8217;s the shape of a single mod entry inside the config&#8217;s <code>mods<\/code> array:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>\"mods\": [\n  { \"modId\": \"591AF5BDA9F7CE8B\", \"name\": \"Capture & Hold\", \"version\": \"1.0.3\", \"required\": true }\n]<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">Three things to note about that entry. The <code>modId<\/code> is mandatory and case-sensitive. The <code>name<\/code> is just a label for your own sanity. And <code>version<\/code> is <strong>optional<\/strong> \u2014 if you omit it, the server pulls the latest published version, which is usually what you want so you&#8217;re not chasing manual updates every week. The <code>required<\/code> flag controls whether clients are forced to download the mod to join.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Finding a mod&#8217;s 16-character modId<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Open the mod&#8217;s page in the Reforger Workshop and copy the 16-character hex GUID straight from the page URL. The same ID also lives in the mod&#8217;s <code>ServerData.json<\/code>. Many host control panels and community tools will auto-resolve the GUID and its dependency tree for you, which saves a lot of error-prone copy-paste. If you self-host on raw infrastructure, you&#8217;ll be copying these by hand, so double-check every character \u2014 one wrong digit and the server fails to download the mod.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Dependencies and load order matter<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">This is where a lot of modded servers fall over. Most serious mods depend on other mods, and those dependencies can have dependencies of their own. <strong>Every one of them must be present<\/strong> in your <code>mods<\/code> array, or the stack won&#8217;t load correctly.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Load order matters too.<\/strong> Frameworks and dependencies must load <em>before<\/em> the content that builds on them. As a rule of thumb:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Core frameworks first (for example, an ACE core before any ACE extension modules).<\/li>\n<li>Base game modes before their add-on packs (base Overthrow before its faction or map packs).<\/li>\n<li>Content and cosmetic add-ons last.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Two config switches govern whether players are forced to install mods. The top-level <code>modsRequiredByDefault<\/code> flag (default <code>true<\/code>) sets the baseline, and the per-mod <code>required<\/code> flag overrides it on a case-by-case basis. If you want an optional client-side cosmetic that doesn&#8217;t gate joins, that&#8217;s where you set it.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The console-compatibility warning every admin must read<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Arma Reforger is cross-platform across PC, Xbox and PlayStation 5, and mods are part of that promise \u2014 but with a catch that determines your entire mod strategy. The rule is about <strong>scripts versus data<\/strong>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Since Update 1.4 (May 2025), PS5 players <strong>can<\/strong> join modded servers \u2014 but only mods that ship <strong>data and assets only<\/strong>. Any mod containing <strong>script code is blocked on PSN<\/strong> by Sony policy. Mod authors flag each mod&#8217;s platform compatibility (PC-only, PC+Xbox, or all-platforms) based on whether it contains scripts. Xbox follows a similar spirit: console mod support depends on each mod&#8217;s declared platform compatibility.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The practical consequence is blunt: a heavy scripted modpack \u2014 and most realism and gameplay frameworks are heavily scripted \u2014 will <strong>silently exclude PS5 players<\/strong> from your server even if you&#8217;ve listed <code>PLATFORM_PSN<\/code> in your config. Nobody gets an error explaining why; the platform just can&#8217;t load the mod. So before you commit to a stack, decide who your audience is:<\/p>\n\n\n\n<figure class=\"wp-block-table is-style-stripes\"><table><thead><tr><th>Server type<\/th><th>Mod approach<\/th><th>Platform reach<\/th><\/tr><\/thead><tbody><tr><td>Full crossplay (PC + Xbox + PSN)<\/td><td>Vanilla or data-only mods<\/td><td>All three platforms<\/td><\/tr><tr><td>Modded crossplay<\/td><td>Data-only + Xbox-allowed mods<\/td><td>PC + Xbox (PSN limited)<\/td><\/tr><tr><td>Hardcore milsim<\/td><td>Heavy scripted stack (ACE, etc.)<\/td><td>PC-focused; PS5 excluded<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">For crossplay to work at all, remember that <strong>BattlEye must be enabled<\/strong> (<code>battlEye: true<\/code>, which is the default) \u2014 console players will not join a server with it off. There&#8217;s much more detail in our <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-make-arma-reforger-server-cross-platform\/\">guide to making an Arma Reforger server cross-platform<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The best Arma Reforger mods in 2026, by category<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">We&#8217;re deliberately keeping version numbers out of this list \u2014 they change weekly, and pinning a version in your config just creates maintenance work. What matters is what each mod does and where it fits in your stack.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Realism frameworks \u2014 ACE Anvil<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACE Anvil (Advanced Combat Environment)<\/strong> is the flagship realism framework and the go-to for serious tactical and milsim servers. It overhauls the medical system, deepens ballistics, and adds dangers like overpressure and backblast zones behind launchers, among many other systems. If you want gunfights to feel deadly and treatment to feel like a genuine team task, ACE is the foundation you build on.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Heads-up: ACE is a scripted framework, so it&#8217;s a PC-focused choice that will exclude PS5 players. Because it changes the medical loop so heavily, it pairs naturally with a well-organized squad \u2014 if you want to understand the systems it builds on top of, read our <a href=\"https:\/\/xgamingserver.com\/blog\/a-guide-to-the-medic-role-in-arma-reforger\/\">guide to the medic role in Arma Reforger<\/a> first.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Factions &#038; content \u2014 RHS: Status Quo<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>RHS \u2013 Status Quo<\/strong> from Red Hammer Studios is the flagship content expansion: a large modern-equipment pack adding US and Russian forces, weapons, vehicles, uniforms and gear. If your server&#8217;s vanilla 1980s arsenal feels limiting, RHS is the single biggest content upgrade you can make. It also has its own Conflict variants (you&#8217;ll see scenario names like <code>ConflictVariantsRHS<\/code>) so you can run the new equipment inside the flagship game mode rather than just admiring it in the editor.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Game modes &#038; scenarios \u2014 Overthrow<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Overthrow<\/strong> is one of the most popular ways to play modded Reforger. It&#8217;s a large open-world dynamic insurgency campaign \u2014 you build up a resistance from nothing, capture territory, manage resources and fight an adaptive enemy across the whole map. It&#8217;s a totally different rhythm from Conflict and it&#8217;s the reason a lot of communities run dedicated Overthrow servers. Remember the load-order rule here: base Overthrow loads before any of its faction or map packs.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Alongside Overthrow, <strong>Capture &#038; Hold<\/strong> variants give you a faster, more arcade-leaning objective mode that&#8217;s great for smaller groups or warm-up rounds.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Quality of life \u2014 Where Am I and VPad<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Reforger&#8217;s navigation is deliberately manual \u2014 you read a paper map and orient yourself. That&#8217;s great for immersion and brutal for newcomers. Two QoL mods soften the learning curve:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Where Am I<\/strong> \u2014 marks your position on the map, so players learning the terrain don&#8217;t spend their first ten sessions hopelessly lost.<\/li>\n<li><strong>VPad<\/strong> \u2014 a military-style tablet that shows a live map while you&#8217;re moving, driving or flying. Invaluable for vehicle crews and command roles.<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">Both are lightweight QoL choices that meaningfully improve the experience without changing the core combat balance. If your server skews toward new or returning players, these earn their slot.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Maps &#038; terrain<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The base game ships three maps as of the current 1.6 build \u2014 <strong>Everon<\/strong>, <strong>Arland<\/strong>, and <strong>Kolguyev<\/strong> (Kolguyev was added in 1.6). Beyond those, the Workshop hosts community terrain packs and additional islands. Specific top terrain picks shift constantly, so the most reliable advice is to browse the Workshop&#8217;s &#8220;Terrain&#8221; or &#8220;World&#8221; category and check each one&#8217;s platform compatibility before adding it to a crossplay server.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Server-admin tooling<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">The Workshop also carries RCON and management mods plus admin-helper tools. Rather than name a specific title that may be renamed or deprecated, filter the Workshop&#8217;s &#8220;Server&#8221; or &#8220;Admin&#8221; tags and pick something actively maintained. These pair well with the native RCON support built into the server config (more on that below).<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The focused-stack strategy<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">It&#8217;s tempting to install everything that looks cool. Don&#8217;t. The strongest modded Reforger servers in 2026 run a <strong>focused stack<\/strong>, not a kitchen sink. A proven recipe looks like this:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>One faction\/content pack (e.g. RHS \u2013 Status Quo)<\/li>\n<li>One realism framework (e.g. ACE Anvil)<\/li>\n<li>One mission\/scenario tool or game mode (e.g. Overthrow or a Conflict variant)<\/li>\n<li>Optional: one terrain pack<\/li>\n<li>A couple of QoL mods (Where Am I, VPad)<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">A focused stack keeps download times reasonable, makes dependency conflicts far easier to debug, and gives your server a clear identity. A bloated stack does the opposite: longer joins, more breakage on every update, and \u2014 if any of those mods are scripted \u2014 fewer platforms able to play.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Putting mods into your server config<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Arma Reforger uses a <strong>JSON<\/strong> server config (commonly <code>config.json<\/code> or <code>ServerConfig.json<\/code>), not the classic Arma <code>.cfg<\/code>. All keys are <strong>case-sensitive<\/strong>, and IPv6 is not supported. The <code>mods<\/code> array lives inside the <code>game<\/code> block. Here&#8217;s a realistic skeleton with one mod loaded \u2014 note the default ports: game on <strong>2001<\/strong>, the A2S query on <strong>17777<\/strong>, and RCON on <strong>19999<\/strong>:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>{\n  \"bindAddress\": \"\",\n  \"bindPort\": 2001,\n  \"publicAddress\": \"\",\n  \"publicPort\": 2001,\n  \"a2s\": {\n    \"address\": \"0.0.0.0\",\n    \"port\": 17777\n  },\n  \"rcon\": {\n    \"address\": \"127.0.0.1\",\n    \"port\": 19999,\n    \"password\": \"ChangeMe123\",\n    \"permission\": \"admin\",\n    \"maxClients\": 16\n  },\n  \"game\": {\n    \"name\": \"My Reforger Server\",\n    \"password\": \"\",\n    \"passwordAdmin\": \"SuperSecretAdminPass\",\n    \"scenarioId\": \"{ECC61978EDCC2B5A}Missions\/23_Campaign.conf\",\n    \"maxPlayers\": 64,\n    \"crossPlatform\": false,\n    \"supportedPlatforms\": [\"PLATFORM_PC\"],\n    \"modsRequiredByDefault\": true,\n    \"gameProperties\": {\n      \"battlEye\": true,\n      \"fastValidation\": true\n    },\n    \"mods\": [\n      { \"modId\": \"591AF5BDA9F7CE8B\", \"name\": \"Capture & Hold\" }\n    ]\n  }\n}<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">A few config notes that interact with mods: <code>maxPlayers<\/code> defaults to 64 and can range from 1 to 128; <code>passwordAdmin<\/code> must contain no spaces; and <code>fastValidation<\/code> should stay <code>true<\/code> on public servers. For a field-by-field walkthrough of every block, see our <a href=\"https:\/\/xgamingserver.com\/blog\/arma-reforger-server-configuration-guide\/\">Arma Reforger server configuration guide<\/a>.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Pointing the server at a modded scenario<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Adding a content mod doesn&#8217;t automatically change what&#8217;s being played \u2014 you still set the <code>scenarioId<\/code>. Its format is <code>{16-HEX-GUID}Missions\/FileName.conf<\/code>, where the GUID in braces identifies the owning resource (the base game, or a specific mod). The built-in scenarios use the base-game GUIDs:<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>Conflict \u2013 Everon:    {ECC61978EDCC2B5A}Missions\/23_Campaign.conf\nConflict \u2013 Arland:    {C41618FD18E9D714}Missions\/23_Campaign_Arland.conf\nGame Master \u2013 Everon: {59AD59368755F41A}Missions\/21_GM_Eden.conf\nGame Master \u2013 Kolguyev:{F45C6C15D31252E6}Missions\/27_GM_Cain.conf\nCombat Ops \u2013 Everon:  {DFAC5FABD11F2390}Missions\/26_CombatOpsEveron.conf\nTutorial:             {002AF7323E0129AF}Missions\/Tutorial.conf<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">For a modded scenario, add the scenario&#8217;s mod to the <code>mods<\/code> array, then set <code>scenarioId<\/code> to that mod&#8217;s <code>{GUID}Missions\/....conf<\/code> string. The easiest way to discover loadable scenario IDs \u2014 including ones from your loaded mods \u2014 is the <code>-listScenarios<\/code> launch parameter, which prints them all on startup. There&#8217;s a full walkthrough in our <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-create-a-custom-scenario-in-arma-reforger-a-guide\/\">custom scenario guide<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Installing the dedicated server<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">If you&#8217;re self-hosting, the dedicated server installs via SteamCMD using app ID <strong>1874900<\/strong> (stable branch). You don&#8217;t need to own the game on the host \u2014 log in anonymously. There are genuine native binaries for both platforms: <code>ArmaReforgerServer.exe<\/code> on Windows and <code>.\/ArmaReforgerServer<\/code> on Linux (no Proton or Wine needed).<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>steamcmd.exe +force_install_dir \"C:\\ArmaReforger\\Server\" +login anonymous +app_update 1874900 validate +quit\n\nArmaReforgerServer.exe -config \".\\Configs\\ServerConfig.json\" -maxFPS 60 -profile \".\\profile\"<\/code><\/pre>\n\n\n\n<p class=\"wp-block-paragraph\">Always set <code>-maxFPS<\/code> (cap around 60\u2013120) so the server doesn&#8217;t pin a CPU core running at thousands of frames per second. Open UDP <strong>2001<\/strong> (game) and <strong>17777<\/strong> (Steam\/A2S query), plus <strong>19999<\/strong> for RCON if you use it. If wrangling SteamCMD, ports and Linux dependencies sounds like more than you want to manage, our <a href=\"https:\/\/xgamingserver.com\/arma-reforger-server-hosting\">managed Arma Reforger hosting<\/a> handles the install, the mod auto-download and the port setup for you, and you can add modIds straight from the panel. Full setup steps are also in the <a href=\"https:\/\/xgamingserver.com\/docs\/arma-reforger\">Arma Reforger documentation<\/a> and our <a href=\"https:\/\/xgamingserver.com\/blog\/how-to-set-up-an-arma-reforger-server-xgamingserver-hosting-guide\/\">step-by-step setup guide<\/a>.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Frequently asked questions<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">Where do you download Arma Reforger mods from?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">From the in-game <strong>Reforger Workshop<\/strong>, not the Steam Workshop. You can also browse it at <code>reforger.armaplatform.com\/workshop<\/code>. On a dedicated server you never download mods by hand \u2014 you list each mod&#8217;s 16-character modId in your config, and the server auto-downloads it (and its dependencies) on startup. Clients then pull the same mods when they join.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Can PS5 players use Arma Reforger mods?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Partly. Since Update 1.4 (May 2025) PS5 players can join modded servers, but only mods that ship <strong>data and assets only<\/strong>. Any mod containing <strong>script code is blocked on PSN<\/strong> by Sony policy, and the mod author flags each mod&#8217;s platform compatibility accordingly. So a heavily scripted stack \u2014 most realism frameworks qualify \u2014 will silently exclude PS5 players even if you&#8217;ve listed <code>PLATFORM_PSN<\/code>. If full PS5 crossplay matters, stick to vanilla or data-only mods, and keep <code>battlEye: true<\/code>.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">What is the best Arma Reforger realism mod?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACE Anvil (Advanced Combat Environment)<\/strong> is the standout realism framework. It overhauls the medical system, deepens ballistics and adds hazards like overpressure and backblast zones behind launchers. It&#8217;s the foundation for serious milsim servers. Because it&#8217;s scripted, it&#8217;s a PC-focused choice that excludes PS5 players, so weigh that against your audience before adding it.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How do I find a mod&#8217;s modId for the config?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">Open the mod&#8217;s page in the Reforger Workshop and copy the 16-character hexadecimal GUID from the page URL. It&#8217;s also stored in the mod&#8217;s <code>ServerData.json<\/code>. Many hosting panels and community tools resolve the GUID plus its full dependency tree automatically, which is far safer than copying long hex strings by hand. Add it to the <code>mods<\/code> array inside the <code>game<\/code> block of your JSON config.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">How many mods can I run on an Arma Reforger server?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">There&#8217;s no fixed cap, but more mods means longer client download times, more dependency conflicts to debug, and more breakage every time the game updates. The proven approach is a <strong>focused stack<\/strong>: one content pack, one realism framework, one game mode or scenario tool, optionally one terrain pack, and a couple of QoL mods. Quality and coherence beat quantity every time.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Do mods break when Arma Reforger updates?<\/h3>\n\n\n\n<p class=\"wp-block-paragraph\">They can. The stable branch moves on the 1.6.x line and ships hotfixes frequently, so mods occasionally need updating to match. The simplest way to stay current is to <strong>omit the <code>version<\/code> field<\/strong> in each mod entry so the server always pulls the latest published build, rather than pinning a version that goes stale. Keeping a focused stack also limits how many mods can break at once after a patch.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Pick a clear identity, build a focused stack, get the load order right, and respect the console-compatibility rules \u2014 do that and your modded Arma Reforger server will run clean and keep its players. New to the game itself? Start with our <a href=\"https:\/\/xgamingserver.com\/blog\/getting-started-with-arma-reforger-a-guide-for-solo-mode\/\">solo-mode getting-started guide<\/a> before you go all-in on a modded server.<\/p>\n\n\n<!-- xg-tools-mesh -->\n\n<div class=\"wp-block-group xg-tools-box is-layout-flow wp-block-group-is-layout-flow\" style=\"border:1px solid rgba(255,255,255,.1);border-radius:12px;padding:18px 22px;margin-top:8px;background:rgba(76,175,80,.04);\">\n<h3 class=\"wp-block-heading\">Free Arma Reforger Tools<\/h3>\n<p class=\"wp-block-paragraph\">Speed up your server with our free Arma Reforger tools:<\/p>\n<ul class=\"wp-block-list\"><li><a href=\"https:\/\/xgamingserver.com\/tools\/arma-reforger\/map\">Interactive Map<\/a><\/li><\/ul>\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>Mods are what turn Arma Reforger from a sharp tactical shooter into whatever your community wants it to be: a hardcore milsim, a chaotic open-world insurgency, or a cross-platform sandbox where PC, Xbox and PlayStation players fight side by side. But Reforger does mods differently from older Arma titles, and that difference trips up a 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