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Vehicles 147
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Light vehicles
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Armoured vehicles
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Tiltrotor aircraft
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Naval craft
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Vehicle-mounted weapons
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Planning and Execution 155
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Theatres and Campaigns
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Deployment execution 57
- FM/G146 Introduction to Mission Support
- FM/G144 Leading as the Lead Game Master
- FM/G143 Assisting the Lead Game Master
- FM/G153 Using the Zeus interface
- FM/G145 Creating a fun battlefield
- FM/G159 Zeus modules
- FM/G147 Underlying Arma mechanics
- FM/G158 Handling ARMA bugs
- FM/G148 Roleplaying
- FM/G154 Scheduling a deployment
- FM/G407 Battle Management
- FM/G408 Operational Awareness
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FMDG Communications
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Radio Comms (Staging)
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Reports (Staging)
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FMDG Field Leadership
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FMDG Rotary Wing
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Loadout (Temp)
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UNIHELP
Every role card
Command & Control
Ground Operations
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Core Infantry 13
- Assistant Automatic Rifleman Verified
- Rifleman Verified
- Ammo Bearer Verified
- Grenadier Verified
- Automatic Rifleman Verified
- Interpreter Verified
- Assistant Machinegunner Verified
- Assistant Machinegunner, Heavy Verified
- Machinegunner, Medium Verified
- Machinegunner, Heavy Verified
- SF Operator Verified
- SF Gunner Verified
- Rifleman (Leadership Observer) Verified
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Cavalry 12
- Light Vehicle Crewman (Driver) Verified
- Light Vehicle Crewman (Gunner) Verified
- Light Vehicle Crewman (Commander) Verified
- Light Vehicle Section Commander Verified
- AFV Crewman (Driver) Verified
- AFV Crewman (Gunner) Verified
- AFV Crewman (Commander) Verified
- AFV Section Commander Verified
- MBT Crewman (Driver) Verified
- MBT Crewman (Gunner) Verified
- MBT Crewman (Commander) Verified
- MBT Section Commander Verified
Air Operations
Support Operations
Scenario Operations
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Mission Support 11
- War Correspondent Verified
- Civillian Roleplayer Verified
- Assistant Game Master Verified
- Mission Support Observer Verified
- Game Master (≤15) Verified
- Game Master (≤32) Verified
- Game Master (≤64) Verified
- OPFOR Roleplayer Verified
- Lead Game Master (≤15) Verified
- Lead Game Master (≤32) Verified
- Lead Game Master (≤64) Verified
FM/BG-778 · v1.02
LAMBS
- Code
- FM/BG-778
- Kind
- Guide
- Version
- v1.02 1yr ago
- Views
- 1,600
- Platforms
- As its document
- Published by
- LtCol James 15 Sep 2025
- Last material change
- v1.00 Added a quick guide/cheat sheet for LAMBS
111 words added, 189 words removed.
v1.01
LAMBS is an AI Enhancement mod in our core modset which helps GMs quickly command large groups of Enemy AI. Note that it should be used instead of standard vanila ARMA movement orders for infantry if possible. The following section details how to use the specific Modules present in the mod and their use cases.
Task CAMP and Task GARRISON are the most commonly used modules for defensive positions. Both Modules allow for a randomly pathing patrol to be generated.
Task CAMP sets your affected group into a relaxed state, perfect for simulating an unaware enemy. AI will use ambient animations such as sitting down or idly standing by.
Task GARRISON allows you to quickly spread AI into occupied buildings to simulate a garrison. You can set conditions for them to leave their garrisoned state, with “none” being the most restrictive on the AI, while also making them hold their positions to the bitter end.
Task PATROL allows you to set up AI patrols and can be done on a static or dynamic path.
Task RUSH will send the AI running to the nearest player or BLUFOR unit in an uncoordinated fashion. Best used for insurgent QRFs or as a last-resort assault.
Task ASSAULT/RETREAT is used in combination with Dynamic targets. After placing one from the modules panel, you can send the AI to that target to secure the destination. They will approach more tactically than Rush, using cover and formations. This can also be used to simulate OPFOR retreating by using the checkbox, but this has tendencies to make AI stuck in place or on objects.
Task CREEP is mainly used to ambush players. AI will sneak as close to BLUFOR as they can before coordinating fire when most likely to kill or when spotted.
Task CQB is used to send the AI to clear buildings; however, it doesn't always work as intended. Useful but don’t rely on it.
Task HUNT will simulate an OPFOR patrol with the added condition that the AI will work their way towards the players, slowly closing in on them. As part of this, they know exactly where the players are but don’t act like it.
v1.02
LAMBS is an AI Enhancement mod in our core modset which helps GMs quickly command large groups of Enemy AI. Note that it should be used instead of standard Vanilla ARMA movement orders for infantry if possible. The following section details how to use the specific Modules present in the mod and their use cases.
Task / Module Description / Use Case
Task CAMP Sets the affected group into a relaxed state, ideal for simulating an unaware enemy. AI will use ambient animations such as sitting or idling. Good for defensive positions with low alert.
Task GARRISON Quickly spreads AI into occupied buildings to simulate a garrison. You can set conditions for them to leave; “none” is the most restrictive, making them hold position until death. Useful for creating static defenses.
Task PATROL Sets up AI patrols on a static or dynamic path. Ideal for creating roaming security forces or routine patrols.
Task RUSH Sends AI running directly to the nearest player/BLUFOR unit in an uncoordinated fashion. Best for insurgent QRFs or last-resort charges.
Task ASSAULT / RETREAT Used with Dynamic Targets. AI will move to secure the target location tactically, using cover and formations. Can simulate retreating (checkbox option), but retreat mode can sometimes cause AI to get stuck.
Task CREEP Used for ambushes. AI sneaks as close to BLUFOR as possible before opening fire at the most lethal moment or when spotted.
Task CQB Orders AI to clear buildings. Can be unreliable, so use with caution — better for flavour than guaranteed results.
Task HUNT Simulates an OPFOR patrol that gradually works its way toward the players. AI knows player positions but acts as if they are searching, slowly tightening the net.
LAMBS is an AI Enhancement mod in our core modset which helps GMs quickly command large groups of Enemy AI. Note that it should be used instead of standard vanila Vanilla ARMA movement orders for infantry if possible. The following section details how to use the specific Modules present in the mod and their use cases.
Task CAMP and Task GARRISON are the most commonly used modules for defensive positions. Both Modules allow for a randomly pathing patrol to be generated. / Module Description / Use Case
Task CAMP sets your Sets the affected group into a relaxed state, perfect ideal for simulating an unaware enemy. AI will use ambient animations such as sitting down or idly standing by. idling. Good for defensive positions with low alert.
Task GARRISON allows you to quickly spread Quickly spreads AI into occupied buildings to simulate a garrison. You can set conditions for them to leave their garrisoned state, with leave; “none” being is the most restrictive on the AI, while also restrictive, making them hold their positions to the bitter end. position until death. Useful for creating static defenses.
Task PATROL allows you to set Sets up AI patrols and can be done on a static or dynamic path. Ideal for creating roaming security forces or routine patrols.
Task RUSH will send the Sends AI running directly to the nearest player or BLUFOR player/BLUFOR unit in an uncoordinated fashion. Best used for insurgent QRFs or as a last-resort assault. charges.
Task ASSAULT/RETREAT is used in combination ASSAULT / RETREAT Used with Dynamic targets. After placing one from the modules panel, you can send the Targets. AI to that target will move to secure the destination. They will approach more tactically than Rush, target location tactically, using cover and formations. This can also be used to Can simulate OPFOR retreating by using the checkbox, (checkbox option), but this has tendencies to make retreat mode can sometimes cause AI stuck in place or on objects. to get stuck.
Task CREEP is mainly used to ambush players. Used for ambushes. AI will sneak sneaks as close to BLUFOR as they can possible before coordinating opening fire when at the most likely to kill lethal moment or when spotted.
Task CQB is used to send the Orders AI to clear buildings; however, it doesn't always work as intended. Useful but don’t rely on it. buildings. Can be unreliable, so use with caution — better for flavour than guaranteed results.
Task HUNT will simulate Simulates an OPFOR patrol with the added condition that the AI will work their gradually works its way towards toward the players, slowly closing in on them. As part of this, players. AI knows player positions but acts as if they know exactly where the players are but don’t act like it. searching, slowly tightening the net.
Where it appears
Lives in
FM/G159 Zeus modulesOn role cards
On 8 role cards in 1 combat area.
Named on
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Assistant Game Master
Mission Support
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Game Master (≤15)
Mission Support
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Game Master (≤32)
Mission Support
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Game Master (≤64)
Mission Support
The other 4 roles read it through these cards.
By combat area