The A-143 Buzzard is a single seat light multi-purpose combat aircraft able to carry a wide range of equipment and weaponry. A-143 has seven weapon hardpoints, three under each wing and one under the fuselage. Standard armament consists of 20mm cannon, and a mixture of AA and AG rockets.
The Buzzard is a low-set, straight wing jet-powered aircraft with a double-taper planform. It is designed to be a low-cost aircraft capable of performing both ground attack and air interdiction missions.
Armament
The Buzzard has a total of seven pylons that support dynamic loadouts. Three pylons are positioned on each wing and the remaining (standalone) centreline pylon is located under the jet's fuselage. By default, the pylons are armed with the following ordnance:
The fuselage pylon is also fitted with a double-barrelled gunpod[CfgVh 4] that fires 20 mm armour-piercing high-explosive (APHE) shells.[CfgAm 1][CfgAm 2] It feeds from a single 300-round linked belt.[CfgMa 1]
Depending on its loadout, the Buzzard can be turned into either a strike aircraft or light interceptor.
Features
Semi-stealthed by virtue of its design (against radars[CfgVh 13]and infrared/visual-based sensors[CfgVh 14][CfgVh 15]), the Buzzard is a flexible light plane which can fulfil either air-to-ground or air-to-air roles thanks in part to its comprehensive loadout options. It is also slingloadable by heavy-lift helicopters, allowing stranded or disabled Buzzards to be airlifted for repairs.
The main advantage of the Buzzard stems from its very light weight. At a weight of only 6.7 tonnes, the Buzzard is 64% lighter than CSAT'sTo-199 (11 tonnes) and 191% lighter than NATO'sWipeout (19.5 tonnes). This, paired with its flight model, means that the Buzzard handles better than both jets and can make hard turns without stalling too much at low altitudes. Speed-wise, the Buzzard is also ~ 10% faster than the Wipeout (805 km/h versus the Wipeout's 705 km/h), though the Buzzard is ~ 3% slower than the To-199 (835 km/h).
Drawbacks
Unlike its NATO and CSAT counterparts, the Buzzard lacks a passive anti-radiation radar and cannot be armed with ARMs, which prevents it from being able to perform SEAD missions. The rest of the Buzzard's sensor suite is also mediocre at best, since its active radar pales in comparison to the Gryphon due to its lower maximum detection range of only 8 km versus the Gryphon's 12 km.[CfgVh 16]
When it comes to weaponry, the Buzzard cannot be armed with AMRAAM C medium-ranged air-to-air missiles (unlike the Gryphon). Because of this, the Buzzard is limited to being armed with only Zephyrs in lieu of shorter ranged IR-guided ASRAAMs/Falchion-22s. As a medium-ranged radar-guided missile, Zephyrs have a lock-on range of only 10 km versus the AMRAAM C's 12 km[CfgAm 3], have an extremely tight lock-on cone which makes acquiring a lock onto the enemy more difficult[CfgAm 4], is more susceptible to chaff countermeasures[CfgAm 5], and has a distinct lack of lock-on after launch capability. Furthermore, even though the Buzzard itself has seven pylons, only six of these can be armed with A2A and A2G munitions since the centreline fuselage pylon only supports being equipped with a 20 mm gunpod. To make matters worse, of these six pylons, only two of them (the innermost wing pylons) can actually carry heavier ordnance like BL778 cluster bombs or Macer AGMs.
Lastly, the Buzzard is not able to self-designate targets for its own GBU-12 bombs since its IRST camera isn't capable of laser marking targets. This forces the pilot to depend upon spotters on the ground with handheld designators or other FAC (Forward Air Control) assets to laser mark targets for them. But if no such assets are on station, then the Buzzard's pilot will be forced to employ the GBU-12 as an unguided gravity bomb, relying solely on the HUD's PIP marker to land hits instead of locking on via laser.
As a result of all these limitations to the Buzzard's sensors and weaponry, the Buzzard is unable to function as a true multi-role fighter like the Gryphon, nor can it fulfil the role of a dedicated CAS jet to the same degree as the Wipeout/To-199.
Crew Capacity
The Buzzard only supports a pilot. It cannot transport any passengers or additional crewmen.
Camouflage[]
Brown Hex
Digital Green
Grey Hex
1/3
Brown Hex: Light/dark tan and mud brown cell pattern camouflage.
The Buzzard has a base armour value of 55.[CfgVh 17]
LEGEND[SCR 2] Green = Hull Orange = Engine Violet = Internal fuel tank Magma = Wing fuel lines Brown = Wingtip fuel tanks Maroon = Instruments Gold = Control surfaces (ailerons) Yellow = Control surfaces (elevators) Dark blue = Control surfaces (rudder) Pink = Control surfaces (aileron links)
Hull[]
The jet's hull can withstand up to 220 points of damage before its integrity fails.[CfgVh 18][Formula 1] It takes 150% additional damage from high-explosive (HE) type munitions.[CfgVh 19]
100% of damage inflicted onto the hull will always be shared with the Buzzard's main "health" pool.[CfgVh 20] Although damage to the hull cannot outright cause the Buzzard to explode[CfgVh 21], damage shared from the hitpoint will almost always result in the jet's destruction if it is at critical "health" status.
Engine[]
The Buzzard's engine can take no more than 165 points of damage before it suffers from failure.[CfgVh 22][Formula 2] The engine takes 400% additional damage from HE-type munitions.[CfgVh 23] 100% of damage inflicted upon the engine will always be shared with the Buzzard's "health" pool. The Buzzard can explode if it is at critical "health" status at the time of the engine's destruction.[CfgVh 24]
Instruments[]
The Buzzard's flight instruments and Heads Up Display (HUD) can take a maximum of 165 points of damage before they suffer from failure.[CfgVh 25][Formula 3] All instruments take 350% increased damage from HE-type munitions.[CfgVh 26] Up to 50% of damage inflicted upon any of these components will always be shared with the plane's main "health" pool. Depletion of their integrity can potentially result in the Buzzard's destruction if it is at critical "health" status.[CfgVh 27]
Internal fuel tank[]
The Buzzard's internal fuel tank can withstand up to 247.5 points of damage before it ruptures.[CfgVh 28][Formula 4] It takes 400% additional damage from HE-type munitions.[CfgVh 29] At least 80% of damage inflicted upon the internal fuel tank will always be shared with the Buzzard's main "health" pool. Destruction of the fuel tank can potentially cause the Buzzard to explode if it is at critical "health" status.[CfgVh 30]
Wing fuel lines[]
The fuel lines that run along the entire length of both wings can take no more than 99 points of damage before they rupture.[CfgVh 31][CfgVh 32][Formula 5] Both fuel lines take 300% additional damage from HE-type munitions.[CfgVh 33][CfgVh 34] Damage inflicted upon either of these fuel lines will not be shared with the Buzzard's main "health" pool.[CfgVh 35][CfgVh 36]
Wingtip fuel tanks[]
The wingtip fuel tanks can each withstand up to 137.5 points of damage before they rupture.[CfgVh 37][CfgVh 38][Formula 6] Both fuel tanks take 500% additional damage from HE-type munitions.[CfgVh 39][CfgVh 40] At least 20% of damage inflicted upon either of these wingtip fuel tanks will be shared with the Buzzard's main "health" pool.[CfgVh 41][CfgVh 42]
Control surfaces[]
The Buzzard's control surfaces consist of seven components:
Ailerons (left/right)
Elevators (left/right)
Rudder (centre)
The aileron control surfaces are connected via links on each wing:
Aileron links (left/right)
Damage thresholds and explosion damage penalties for each control surface differ:
Depending on the severity of damage and number of components lost, losing specific control surfaces (e.g. elevators) can hamper the jet's handling and agility. If all control surfaces are destroyed, the Buzzard will take a severe hit to its in-flight stability.
Like the Gryphon, the Buzzard is not explicitly designed as a stealth fighter. However, its small size allows it to retain semi-stealth attributes against all types of electronic sensors (to a limited degree):
RCS[]
The Buzzard has a radar cross-section rating of 0.8, which lowers the maximum detection range of active radars by 20%.[CfgVh 13]
IR[]
The Buzzard has reduced visibility on the infrared spectrum and can only be detected at 80% of an infrared-based sensor's maximum range (factor of 0.8; reduction of 20%).[CfgVh 14]
Visual[]
The Buzzard is slightly more difficult to spot visually and will reduce the maximum range of any visual-based sensors to only 80% (factor of 0.8; reduction of 20%).[CfgVh 15]
Sensors[]
The Buzzard has an array of sensors for both air-to-air and ground attack missions, though it is primarily optimised for close air support:
The Buzzard's Active Radar is forward-facing only. It is represented by the teal cone on the SENSORS panel.[note 2]
Note that although ground targets at distances below 200 metres remain "invisible" to the radar due to terrain clutter[CfgVh 67], any targets that begin moving at speeds of ~ 100 km/h or greater will immediately become visible on the Buzzard's radar.[CfgVh 115][Formula 13]
Infrared Sensor[]
The Buzzard's IR Sensor is slaved to the IRST camera (represented by the orange cone on the SENSORS panel).[CfgVh 116] Although it is technically affected by heavy fog, the range reduction effect is so miniscule (-20 metre reduction[CfgVh 76]) that it will be barely noticeable.[note 3]
Laser Sensor[]
The Buzzard's Laser Sensor is forward-facing only. Any designated targets will become visible on the Buzzard's SENSORS panel only when the jet is (mostly) facing in the direction of the laser spot.[note 2]
NV Sensor[]
The Buzzard's NV Sensor is forward-facing only. Any IR grenades on the ground will only become visible on the SENSORS panel when the Buzzard is (mostly) facing in the direction of the grenade.[note 2]
Passive Radar[]
The Buzzard's Passive Radar can detect Active Radar threats in any direction (regardless of the jet's facing direction).[note 2]
Visual Sensor[]
The Buzzard's Visual Sensor is slaved to the IRST camera (represented by the orange cone on the SENSORS panel).[CfgVh 117] The Visual Sensor can be affected by heavy fog and can lose up to 6% of its range depending on its thickness.[CfgVh 109] The Visual Sensor becomes completely blind at nighttime and very low-light conditions.[CfgVh 110][note 3]
Armament[]
NOTE:Only the weapons used for the default loadout are listed here. For full details on ordnance that can be mounted on the Buzzard, refer to the dynamic loadouts article.
Double-barrelled 20 mm gunpod. Fires armour-piercing high-explosive (APHE) shells.
Target Lead Indication is provided on the pilot's Heads Up Display (HUD). Landing hits can be accomplished by aligning the crosshair directly on the HUD's circle.
The Buzzard's Infrared Search and Track (IRST) camera is fitted underneath the fuselage just below the cockpit. The Buzzard's IR and Visual sensors are specifically slaved to the IRST's camera.[CfgVh 116][CfgVh 117] For rotation limits, azimuth is restricted to no more than 160 degrees in either direction.[CfgVh 123][CfgVh 124] Elevation is also limited to an angle of 20 degrees[CfgVh 125] and a depression of up to 90 degrees.[CfgVh 126]
It can switch between three fields-of-view: Wide (WFOV 1x)[CfgVh 127], Medium (MFOV 5x)[CfgVh 128], and Narrow (NFOV 15x).[CfgVh 129] It can toggle a day, night and black-/white-hot thermal vision mode.[CfgVh 130][CfgVh 131] The IRST camera is fully stabilised and can be locked onto either point or area targets.[CfgVh 132]
Avionics[]
MAWS[]
The Buzzard has a Missile Approach Warning System installed. It will alert the pilot if a guided projectile has successfully locked onto the jet and is inbound towards it.[CfgVh 133]
RWR[]
The Buzzard is equipped with a Radar Warning Receiver. The pilot will be warned if a radar-based targeting system is attempting to acquire a lock onto the jet.[CfgVh 134]
IWR[]
The Buzzard does not have access to an Infrared Warning Receiver. The pilot will not be warned if an infrared-based targeting system is attempting to acquire a lock onto it.[CfgVh 134]
LWR[]
The Buzzard does not have access to a Laser Warning Receiver. The pilot will not be warned if a laser-based targeting system is attempting to acquire a lock onto it.[CfgVh 134]
AI[]
NOTE:The following information only applies to the AI.
The Buzzard is considered to be a dangerous threat[8] to AI-controlled infantry units and aircraft (0.8/0.8).[CfgVh 137]
AI-controlled ground vehicles consider the Buzzard to be an extremely dangerous threat (1) and will prioritise attacking it if possible. Otherwise, they will attempt to flee if they lack the ability to engage the Buzzard.[CfgVh 137]
The Buzzard is a slightly modified version of the real-world Czech-made "L-159 ALCA" jet trainer/light attack jet manufactured by Aero Vodochody. It even uses an updated port of the L-159 model from ArmA 2'sArmy of the Czech Republic DLC.[10][11]
The Buzzard was not originally featured as an asset in the Alpha and Beta. It would only be included as a usable plane after the game's full release (as part of Game Update 1.00).[12]
Game Update 1.72 increased the engine's power output and also made it a bit more stable to fly.[13]
The information below details unused, pre-release or removed content.
Screenshots released during the pre-Alpha phase of ArmA 3's development indicated that the Buzzard was originally meant to be used by CSAT as well, similar to how the Strider used to be a NATO vehicle.[14][15]
By the time of the Alpha's release however, the Buzzard was changed to be used exclusively by the AAF. CSAT on the other hand, would not be getting their fixed-wing aircraft (in the form of the To-199 Neophron) until the release of the Win episode.[16]
The unused CSAT textures would not become available for use until the release of the Laws of War DLC, whereupon they were bundled in Game Update 1.76 as part of the (free) platform update.[17]
Before the release of the Jets DLC and the introduction of the dynamic loadouts system, the Buzzard was split into two sub-variants with unique armament: CAS (Classname: I_Plane_Fighter_03_CAS_F[18]) and AA (Classname: I_Plane_Fighter_03_AA_F[19]).
The CAS variant retained all of the current armament but also had a laser designator of its own. The AA variant on the other hand, was outfitted with four Zephyr missiles and two ASRAAMs but was not given a laser designator.
Both of these deprecated variants are still usable but simply remain hidden in the editor and the Curator module.[20] Through the use of scripting commands or a custom addon, it is possible to spawn them into the game and make use of their original loadouts without any issues.
↑ 1.01.1The dynamic loadouts preset for the Buzzard's default loadout is not the same as its stock loadout. The Default loadout preset via dynamic loadouts has 2× Macer AGMs and 2× Shrieker HE rocket pods, whereas the stock loadout for Buzzards (spawned via scripting commands or placed in the editor) has 2× Skalpel ATGMs and 2× GBU-12 laser-guided bombs.
↑ 2.02.12.22.3This sensor IS NOT affected by the player's View and Object Distance settings.
↑ 3.03.1This 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).