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« The 9P111 Launcher is capable of engagging tanks and bunkers up to 3km away with its 9M14M Malyutka (AT-3) manually-guided HEAT missile. Introduced at the same time as the US TOW missile, it was first employed in 1972 and destroyed an M48A3 MBT and an M113 ACAV in that action against ARVN armor. PAVN used it mounted on it's portable 9P111 tripod. For game balance you can also use it on the formidable Mi-2 Hoplite helicopter.
Field Manual
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The 9P111 Malyutka is a static missile launcher used by both PAVN forces and the Pathet Lao in ArmA 3. It was added with the release of the S.O.G. Prairie Fire Creator DLC.

Overview[]

The 9P111 Malyutka (NATO reporting name: AT-3 Sagger) is a static anti-tank guided missile launcher. The complete system comprises of the portable suitcase launcher (9P111), the control unit joystick (9S415), its periscope sight (9Sh16), and its missiles (9M14M).

The launcher is designed to load and fire manually-guided[CfgAm 1] ATGMs fitted with 125 mm high-explosive anti-tank (HEAT) warheads.[CfgAm 2] By default, the launcher has no spare missiles to reload from.[CfgVh 1]

Its sight unit is placed separately from the missile itself. Aiming is performed using the magnified periscope, though it is unable to toggle any enhanced vision modes. The missile can be guided up to a maximum distance of 5,000 metres.[CfgAm 3] The user is able to fully rotate the "turret" in any direction horizontally.[CfgVh 4][CfgVh 5] However, vertical rotation limits are more restrictive, and only allow for a maximum elevation of 80 degrees[CfgVh 6] and a depression of 10 degrees.[CfgVh 7]

Upon disassembly, the 9P111 will be broken down into two separate components consisting of the missile's suitcase/periscope as well as the mounting device.[CfgVh 8] Both parts are required to rebuild the "turret".[CfgVh 9]

Optics[]

Control

The 9Sh16 periscope sight does not allow for manual zeroing adjustments but does feature variable zoom capability. It has a minimum zoom of 0.6x[CfgVh 10][Formula 1] up to a maximum of 3x zoom.[CfgVh 11][Formula 2]

It does not have the ability to toggle any enhanced vision modes. However, the user can wear their own night vision goggles whilst they are looking through the periscope.

Munitions[]

Arma3-icon-sogpf1rnd9m14mmalyutkaat3

9M14M Malyutka (AT-3)

The 9P111 can be loaded with only one[note 2] type of "magazine":[CfgWp 3]

Parameter Primary warhead Submunition
Base damage value 1,100[CfgAm 4] 532[CfgAm 5]
Splash damage value 85[CfgAm 6] 0[CfgAm 7]
Warhead type High-Explosive
[CfgAm 8]
High-Explosive Anti-Tank
[CfgAm 2]
Blast radius (metres) 8[CfgAm 9] 0[CfgAm 10]
Launch velocity (m/s) 0[CfgMa 1] 1,000[CfgAm 11]
Maximum speed (m/s) 280[CfgAm 12] 0[CfgAm 13]
Penetration depth (mm) N/A
[CfgAm 14][CfgAm 15][note 3]
645
[CfgAm 16][Formula 3]
Deflection angle (degrees) [CfgAm 17] [CfgAm 18]

Wire-guided missile fitted with a high-explosive anti-tank (HEAT) warhead.[CfgAm 1] Can be manually controlled up to a maximum distance of 5,000 metres.[CfgAm 3]

9M14M missiles are technically soft-launched[CfgMa 1] but the missile's motor does not have an ignition delay (it starts as soon as a missile is fired).[CfgAm 19] After 5 seconds of flight time[CfgAm 20], the 9M14M will attain a top in-flight speed of 280 m/s.[CfgAm 12] The missile has enough fuel for a maximum flight time of 40 seconds. It will self-destruct if it is unable to hit a target within that timeframe.[CfgAm 21]

The primary warhead is purely high-explosive (HE) based[CfgAm 8] and has a blast radius of 8 metres.[CfgAm 9] Its kinetic penetrator is classified as a high-explosive anti-tank (HEAT) munition[CfgAm 2] and has a launch velocity of 1,000 m/s.[CfgAm 11] It can pierce up to 645 millimetres of armour plating.[CfgAm 16][Formula 3]

Sensors[]

NOTE: The 9P111 Malyutka's sensors are only used by the AI. Human-operated launchers do not have the ability to utilise its sensors to "lock" onto targets.

The 9P111's missiles have access to one type of sensor:[note 4]

Sensor type Max range (Air/Ground) Min range (Air/Ground) Affected by environment? Target max speed (km/h) Azimuth coverage (°) Elevation coverage (°)
Visual A: 8,000 m
G: 8,000 m
[CfgAm 22][CfgAm 23]
A: 500 m
G: 500 m
[CfgAm 24][CfgAm 25]
Fog/Light (6%)
[CfgAm 26][CfgAm 27]
126 km/h
[CfgAm 28][Formula 4]
[CfgAm 29] [CfgAm 30]

Visual Sensor[]

The missile can lock[note 4] onto targets between 350[CfgAm 31]-6,000[CfgAm 32] metres away, and is only able to track mobile vehicles that are moving at speeds of up to 126 km/h.[CfgAm 28][Formula 4] The sensor's lock-on cone is restricted to a horizontal and vertical angle of 3 degrees.[CfgAm 29][CfgAm 30]

Fog can reduce the sensor's acquisition range; this reduction begins at 6% (8,000 down to 7,520 metres) and will steadily increase depending on how thick the fog is.[CfgAm 26] The sensor becomes completely blind at nighttime and very low-light conditions.[CfgAm 27][note 5]

Trivia[]

  • S.O.G.'s 9P111 launcher is unique for being the first static missile launcher turret that doesn't utilise a tripod for mounting (albeit only semi-officially).
  • When the DLC was initially released, AI-controlled 9P111 launchers would refuse to fire missiles at their targets even when they had a direct line-of-sight view. Update 1.2.1 would fix this issue by giving the 9M14M missiles access to a Visual Sensor, thereby allowing the AI to "lock" onto enemy vehicles.[1]

Gallery[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 CfgAmmo >> vn_missile_at3_ammo >> manualControl
  2. 2.0 2.1 2.2 CfgAmmo >> vn_ammo_penetrator_at3 >> warheadName
  3. 3.0 3.1 CfgAmmo >> vn_missile_at3_ammo >> maxControlRange
  4. CfgAmmo >> vn_missile_at3_ammo >> hit
  5. CfgAmmo >> vn_ammo_penetrator_at3 >> hit
  6. CfgAmmo >> vn_missile_at3_ammo >> indirectHit
  7. CfgAmmo >> vn_ammo_penetrator_at3 >> indirectHit
  8. 8.0 8.1 CfgAmmo >> vn_missile_at3_ammo >> warheadName
  9. 9.0 9.1 CfgAmmo >> vn_missile_at3_ammo >> indirectHitRange
  10. CfgAmmo >> vn_ammo_penetrator_at3 >> indirectHitRange
  11. 11.0 11.1 CfgAmmo >> vn_missile_at3_ammo >> submunitionInitSpeed
  12. 12.0 12.1 CfgAmmo >> vn_missile_at3_ammo >> maxSpeed
  13. CfgAmmo >> vn_ammo_penetrator_at3 >> maxSpeed
  14. CfgAmmo >> vn_missile_at3_ammo >> explosive
  15. CfgAmmo >> vn_missile_at3_ammo >> triggerOnImpact
  16. 16.0 16.1 CfgAmmo >> vn_ammo_penetrator_at3 >> caliber
  17. CfgAmmo >> vn_missile_at3_ammo >> deflecting
  18. CfgAmmo >> vn_ammo_penetrator_at3 >> deflecting
  19. CfgAmmo >> vn_missile_at3_ammo >> initTime
  20. CfgAmmo >> vn_missile_at3_ammo >> thrustTime
  21. CfgAmmo >> vn_missile_at3_ammo >> timeToLive
  22. CfgAmmo >> vn_missile_at3_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> AirTarget >> maxRange
  23. CfgAmmo >> vn_missile_at3_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> GroundTarget >> maxRange
  24. CfgAmmo >> vn_missile_at3_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> AirTarget >> minRange
  25. CfgAmmo >> vn_missile_at3_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> GroundTarget >> minRange
  26. 26.0 26.1 CfgAmmo >> vn_missile_at3_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> maxFogSeeThrough
  27. 27.0 27.1 CfgAmmo >> vn_missile_at3_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> nightRangeCoef
  28. 28.0 28.1 CfgAmmo >> vn_missile_at3_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> maxTrackableSpeed
  29. 29.0 29.1 CfgAmmo >> vn_missile_at3_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> angleRangeHorizontal
  30. 30.0 30.1 CfgAmmo >> vn_missile_at3_ammo >> Components >> SensorsManagerComponent >> Components >> AIManualSensorComponent >> angleRangeVertical
  31. CfgAmmo >> vn_missile_at3_ammo >> missileLockMinDistance
  32. CfgAmmo >> vn_missile_at3_ammo >> missileLockMaxDistance

CfgMagazines

  1. 1.0 1.1 CfgMagazines >> vn_missile_at3_mag_x1 >> initSpeed

CfgWeapons

  1. CfgWeapons >> vn_missile_at3_launcher >> recoil
  2. CfgWeapons >> vn_missile_at3_launcher >> dexterity
  3. CfgWeapons >> vn_missile_at3_launcher >> magazines[] >> {"vn_missile_at3_mag_x1","vn_missile_at3_mag_01_x1"}

CfgVehicles

  1. 1.0 1.1 CfgVehicles >> vn_o_nva_static_at3 >> Turrets >> MainTurret >> magazines[] >> {"vn_missile_at3_mag_x1"}
  2. CfgVehicles >> vn_o_pack_static_at3_01 >> mass
  3. CfgVehicles >> vn_b_pack_static_base_01 >> mass
  4. CfgVehicles >> vn_o_nva_static_at3 >> Turrets >> MainTurret >> minTurn
  5. CfgVehicles >> vn_o_nva_static_at3 >> Turrets >> MainTurret >> maxTurn
  6. CfgVehicles >> vn_o_nva_static_at3 >> Turrets >> MainTurret >> maxElev
  7. CfgVehicles >> vn_o_nva_static_at3 >> Turrets >> MainTurret >> minElev
  8. CfgVehicles >> vn_o_nva_static_at3 >> assembleInfo >> dissasembleTo[] >> {"vn_o_pack_static_at3_01","vn_b_pack_static_base_01"}
  9. CfgVehicles >> vn_o_nva_static_at3 >> assembleInfo >> base[] >> {"vn_o_pack_static_base_01","vn_b_pack_static_base_01"}
  10. CfgVehicles >> vn_o_nva_static_at3 >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "1.25"
  11. CfgVehicles >> vn_o_nva_static_at3 >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.25"

Formulae

  1. 0.75 / maxFov = 0.75 / 1.25
  2. 0.4 / minFov = 0.75 / 0.25
  3. 3.0 3.1 submunitionInitSpeed * caliber * 15 / 1000 = 1000 * 43 * 15 / 1000
  4. 4.0 4.1 maxTrackableSpeed * 3.6 = 35 * 3.6

Notes[]

  1. Dexterity is defined within the weapon's config but it does not apply since the 9P111 Malyutka is a static turret.
  2. A second 9M14M "magazine" type (vn_missile_at3_mag_01_x1) can technically be loaded but it is only utilised by aircraft and isn't available by default to static 9P111 Malyutka launchers unless scripting commands are used to forcibly add the alternate "magazine" to its munitions pool.
  3. The primary component of the 9M14M's warhead is purely explosive and cannot pierce armour since it detonates on impact.
  4. 4.0 4.1 The 9M14M sensors are only intended for the AI's use. It cannot be used by human players to "lock" onto enemy vehicles.
  5. The missile's sensor IS affected by the player's View and Object Distance settings and may not function at its maximum range unless their graphics settings are set to an equal or higher distance. However, it should be noted that specifically in the case of aerial targets, Object Distance settings will not affect the sensor's detection range (only View Distance still matters).

References[]

  1. Graham, R et al. 2022, S.O.G. Prairie Fire - Changelog, Bohemia Interactive Forums, viewed 5 February 2025, <https://forums.bohemia.net/forums/topic/234698-sog-prairie-fire-changelog/?do=findComment&comment=3465825>.

External links[]

See also[]

Static weapons of comparable role and configuration[]

Weapons of S.O.G. Prairie Fire
Handguns .38 RevolverHD .22HP 9 mmM712 7.62 mmM1895 7.62 mmM1911 .45Mk1 UDG 2.54 mmMk22 Mod 0 9 mmModel 10 .38P38 9 mmPM 9 mmPPK 9 mmTT-33 7.62 mmType 64 Pistol 7.65 mmWelrod 7.65 mm
Submachine guns F1 SMG 9 mmL2A3 9 mm (L34A1, L34A1 XM148) • M/45 9 mmM1A1 Tommy Gun .45 (Shorty, M1928, M1928A1) • M3A1 Grease Gun .45MAT-49 9 mm (VC) • MC-10 9 mmMP40 9 mmMPU 9 mmPPS-43 7.62 mm (PPS-52) • PPSh-41 7.62 mm (K-50M) • Sten Mk.II 9 mmType 64 SMG 7.65 mmVZ.61 7.65 mm
Shotguns ISh-54 (Sawn-off, Sidearm) • M1897
Carbines GAU-5A/A 5.56 mmM1 Carbine 7.62 mm (M1 Rifle Grenade, M2, M2 Rifle Grenade, M3) • SKS 7.62 mm (GL) • XM177E1 5.56 mm (E2, E2 Foregrip, E2 Stock, E2 Short, E2 XM148)
Rifles/Assault rifles AK 7.62 mmK98K 7.92 mmKBKG 7.62 mm (Rifle Grenade) • L1A1 7.62 mm (XM148, Rifle Grenade, SAS) • M1 Garand 7.62 mm (Rifle Grenade) • M16A1 5.56 mm (M203, XM148, E1, E1 XM148, USAF) • M1903 7.62 mm (Rifle Grenade) • M36 7.5 mmM38 7.62 mmM49/56 7.5 mm (Rifle Grenade) • M63A 5.56 mmType 56 7.62 mm
Squad automatic weapons DP-27 7.62 mmL2A1 LMG 7.62 mmL4 LMG 7.62 mmM1918A2 7.62 mmM63A LMG 5.56 mm (Commando) • RPD 7.62 mm (El Cid, Shorty)
Machineguns M60 7.62 mm (Shorty) • MG42 7.92 mmPK 7.62 mm
Designated marksman rifles M14 7.62 mm (A1, Shorty) • M1891 7.62 mm
Sniper rifles M40 7.62 mmM91/30 7.62 mmSVD 7.62 mmVZ54 7.62 mmXM21 7.62 mm
Grenade launchers M79 (Sawn-off)
Launchers 9K32 Strela-2 (M) • B40B41M127 Flare LauncherM20A1B1M72 LAW
Static 9P111 MalyutkaBGM-71 TOWD44DP-27DShKMH12 Rocket LauncherL/70 Mk2M2 MortarM2HBM1910M29 MortarM40A1 Recoilless RifleM45 QuadmountM60M101 HowitzerM1919A4 (M1919A6) • MG42Mk18 Mod 0PKRPDSGMSpiderholeType 53 MortarType 56 Recoilless RifleType 63 MortarZGU-1ZPU-4
(Parenthesis) denote variants.
PAVN - Armoury (S.O.G. Prairie Fire)
Handguns M712 7.62 mmM1895 7.62 mmPM 9 mmTT-33 7.62 mmType 64 Pistol 7.65 mm
Submachine guns PPS-43 7.62 mm (PPS-52) • PPSh-41 7.62 mm
Shotguns ISh-54 (Sidearm)
Carbines SKS 7.62 mm (GL)
Rifles/Assault rifles AK 7.62 mmKBKG 7.62 mmType 56 7.62 mm
Squad automatic weapons RPD 7.62 mm
Sniper rifles VZ54 7.62 mm
Grenade launchers M79
Launchers 9K32 Strela-2B40B41
Static 9P111 MalyutkaD44DShKMH12 Rocket LauncherPKRPDSGMSpiderholeType 53 MortarType 56 Recoilless RifleType 63 MortarZPU-4
(Parenthesis) denote variants.
Pathet Lao - Armoury (S.O.G. Prairie Fire)
Handguns M1895 7.62 mmM712 7.62 mmPM 7.62 mmTT-33 7.62 mm
Submachine guns MAT-49 7.62 mmPPS-43 7.62 mm (PPS-52) • PPSh-41 7.62 mm
Carbines SKS 7.62 mm (GL)
Rifles/Assault rifles AK 7.62 mmM1 Garand 7.62 mmM36 7.5 mmType 56 7.62 mm
Squad automatic weapons DP-27 7.62 mmRPD 7.62 mm
Machineguns MG42 7.92 mm
Sniper rifles M91/30 7.62 mm
Launchers B40
Static 9P111 MalyutkaD44DShKMMG42RPDSGMSpiderholeType 53 MortarType 56 Recoilless RifleType 63 MortarZPU-4
(Parenthesis) denote variants.