Armed Assault Wiki

« The ADR-97 is a lightweight, highly maneuverable firearm with a high rate of fire, which stands out due to the 50-round magazine positioned on top of the weapon. The basic weapon comes with inbuilt collimator sights, but some variants can also be fitted with custom optics.
Field Manual[1][2]
»
The ADR-97 5.7 mm submachine gun.
The ADR-97 5.7 mm submachine gun.

The ADR-97 is a 5.7 mm submachine gun used by the Livonian Defense Force in ArmA 3.

Overview[]

The ADR-97 is a personal defence weapon that uses a straight blowback operation. It is chambered to fire the 5.7×28 mm cartridge.

It can only load its 50-round plastic box magazines, and can attain a rate of fire of approximately ~ 899 rounds per minute[CfgWp 7][Formula 1] with a muzzle velocity of 786.5 m/s.[CfgWp 8][CfgMa 2][Formula 2] It cannot be fitted with optical sights or side rail accessories, though it has an integrated reflex sight and can have 5.7 mm sound suppressors attached onto its muzzle.[CfgWp 9]

Largely constructed out of polymer, the ADR-97 is a rather unique weapon compared to all other SMGs in its class. With a magazine capacity of fifty[CfgMa 1], the ADR-97 has access to 50% more rounds per magazine compared to its 9 mm/.45 ACP-chambered counterparts. This, combined with a very high rate of fire[Formula 1] (though not as high as the CSAT Sting) and its manageable recoil even when firing on full auto, means that the ADR-97 can be reliably used for both short and medium-ranged firefights.

Its compact design also lends to a low inertia penalty (0.3)[CfgWp 5], making it easy to wield in close quarters. Aside from its inability to mount accessories and its (slightly) heavier weight compared to most SMGs[CfgWp 3], the ADR-97 has few drawbacks. Even the heaviest variant weighs the same as the Sting (50 "mass")[CfgWp 10], while the lightest variants are comparable to NATO's Vermin (40 "mass"). [CfgWp 11] Overall, it is a flexible SMG that is suitable for use by both vehicle crews and close combat troops alike.

When it comes to stopping power, the ADR-97's 5.7 mm round is almost comparable in damage to 5.56 mm assault rifles (as it has a base damage value of 8)[CfgAm 1] and is significantly better than its 9 mm/.45 ACP counterparts (which both have a base damage of just 5).[CfgAm 2][CfgAm 3] This especially applies at distances below 200 metres, where the ADR-97's 5.7 mm ammunition will take only ~ 3 direct hits to the chest of a heavy plate carrier-wearing foe in order to score a kill (targets wearing only armoured uniforms and no protective vests will need only ~ 2 hits). In stark contrast, the Sting/Vermin inflict much less damage and will need at least ~ 3 direct hits against a target wearing only armoured fatigues, up to ~ 6 hits against a target wearing just a heavy plate carrier, or even up to ~ 9 hits against a target that is wearing both an armoured uniform and a plate carrier.

However, as it is still an SMG as opposed to a rifle or carbine, the ADR-97 suffers from noticeable damage drop off at medium-long ranges (>400 metres) due to the high air drag of its 5.7 mm ammunition.[CfgAm 4] Since the ADR-97's muzzle velocity is not particularly high to begin with, it will be affected quite severely by damage drop off at these distances and will require up to ~ 5-6 direct hits to the chest in order to deal lethal damage.

Variants[]

ADR-97C[]

The ADR-97C 5.7 mm submachine gun.
The ADR-97C 5.7 mm submachine gun.

The ADR-97C is a compact variant of the baseline ADR-97 SMG.

Due to using a shorter barrel, it has a reduced muzzle velocity of 715 m/s[CfgWp 18] and has poorer accuracy since it has ~ 18% increased dispersion.[CfgWp 12] As compensation for these drawbacks, the ADR-97C is lighter by 10 "mass" units[CfgWp 14] and easier to wield in close quarters as it has a lower inertia penalty of 0.2 rather than 0.3.[CfgWp 16] In addition, this variant possesses backup ironsights located along the left side of the scope frame.

Aside from these differences, all other aspects of the ADR-97C remain unchanged from the baseline ADR-97 with a full-length barrel.

ADR-97 TR[]

The ADR-97 TR 5.7 mm submachine gun.
The ADR-97 TR 5.7 mm submachine gun.

The ADR-97 TR is a modified variant of the baseline ADR-97 SMG. It is carried by some LDF units and certain officers from the Horizon Islands' Gendarmerie.

There are no statistical differences from its parent SMG. The only functional differences are that the ADR-97 TR eschews the built-in reflex sight in favour of having top and side rails. It also lacks the backup ironsights featured on the baseline ADR-97. Because of this change, the ADR-97 TR can be fitted with optics[CfgWp 25] and side rail accessories (laser sights/flashlights)[CfgWp 26] though consequently, it no longer has any dedicated ironsights that can be used to aim with if it is not fitted with an optic.

ADR-97C TR[]

The ADR-97C TR 5.7 mm submachine gun.
The ADR-97C TR 5.7 mm submachine gun.

The ADR-97C TR is a modified variant of the baseline ADR-97C SMG. This variant is also wielded by some officers in the Tanoan Gendarmerie.

Just like the non-railed ADR-97C model, the ADR-97C TR is almost identical in terms of performance due to its shorter barrel (lower muzzle velocity[CfgWp 33], higher dispersion[CfgWp 28]) and also shares the same benefits of being lighter[CfgWp 29] and more compact.[CfgWp 31] This model removes the built-in reflex sight in favour of having top and side rails, but also lacks the backup ironsights possessed by its parent SMG.

While this means that it no longer has a dedicated reflex sight for the user to aim with, it is able to mount optical sights onto its top rail[CfgWp 34] and be fitted with accessories like laser sights onto its side rail.[CfgWp 35]

Sights[]

Arma3-adr97-ironsight-overview
The ADR-97 has two sights: the primary reflex sight and a backup ironsight. Neither sight allows for its zeroing to be adjusted and always use a fixed zeroing of 100 metres.[CfgWp 36][CfgWp 37][CfgWp 38][CfgWp 39]

The primary reflex sight's reticle comprises of a greyish-white ring with a green dot. Only the main reflex sight is partially illuminated and can be used in low-light conditions (the backup ironsight is not illuminated).

Arma3-adr97ctr-ironsight-overview
The ADR-97 TR's ironsight uses a fixed zeroing of 100 metres which cannot be adjusted.[CfgWp 40][CfgWp 41] Its reticle is not illuminated.

When an optical sight is attached onto the top rail, the ADR-97 TR will only allow for an absolute maximum of 800 metres zeroing even if the optic itself allows for a greater limit (e.g. Nightstalker).[CfgWp 42]

Arma3-adr97-ironsight-overview
The ADR-97C has two sights: the primary reflex sight and a backup ironsight. Neither sight allows for its zeroing to be adjusted and always use a fixed zeroing of 100 metres.[CfgWp 43][CfgWp 44][CfgWp 45][CfgWp 46]

The primary reflex sight's reticle comprises of a greyish-white ring with a green dot. Only the main reflex sight is partially illuminated and can be used in low-light conditions (the backup ironsight is not illuminated).

Arma3-adr97ctr-ironsight-overview
The ADR-97C TR's ironsight uses a fixed zeroing of 100 metres which cannot be adjusted.[CfgWp 47][CfgWp 48] Its reticle is not illuminated.

When an optical sight is attached onto the top rail, the ADR-97 TR will only allow for an absolute maximum of 600 metres zeroing even if the optic itself allows for a greater limit (e.g. Nightstalker).[CfgWp 49]

Camouflage[]

  • Black: Standard jet black paint finish.
  • Camo: Digitised semi-fractal camouflage pattern.
  • Hex: Light/dark grey cell pattern camouflage.
  • Khaki: Light khaki paint finish.

Ammunition[]

Arma3-ammunition-50rndadr97
Ammo parameter 5.7 mm (Ball)
Base damage value 8[CfgAm 1]
Aerodynamic friction -0.001412[CfgAm 4]
Muzzle velocity (m/s) 715
[CfgMa 2][note 1]
ADR-97/TR: 786.5
[CfgWp 8][Formula 2][note 2]
ADR-97C/C TR: 715
[CfgWp 18][Formula 3][note 3]
Expected velocity (m/s) 715
[CfgAm 5][note 4]
Penetration depth (mm) 6.000004725
[CfgAm 6][Formula 4]
ADR-97/TR: 6.6000051975
[Formula 5][note 5]
ADR-97C/C TR: 6.000004725
[Formula 6][note 6]
Deflection angle (degrees) 20°[CfgAm 7]

All variants of the ADR-97 can only load one type of magazine.[CfgWp 50][CfgWp 51][CfgWp 52][CfgWp 53] It has a weight of 12[CfgMa 3] "mass" units units:

5.7 mm 50Rnd ADR-97 Mag[]

Plastic box magazine loaded with fifty rounds of 5.7 mm ball ammunition.[CfgMa 4] It is translucent and allows visual confirmation of the number of rounds left in the magazine.

None of the rounds fired will emit visible tracers.

Magazine compatibility[]

Weapon name
(Classname)
5.7 mm 50Rnd ADR-97 Mag
ADR-97 5.7 mm (Black)
(SMG_03_black)
ADR-97 5.7 mm (Camo)
(SMG_03_camo)
ADR-97 5.7 mm (Hex)
(SMG_03_hex)
ADR-97 5.7 mm (Khaki)
(SMG_03_khaki)
ADR-97 TR 5.7 mm (Black)
(SMG_03_TR_black)
ADR-97 TR 5.7 mm (Camo)
(SMG_03_TR_camo)
ADR-97 TR 5.7 mm (Hex)
(SMG_03_TR_hex)
ADR-97 TR 5.7 mm (Khaki)
(SMG_03_TR_khaki)
ADR-97C 5.7 mm (Black)
(SMG_03C_black)
ADR-97C 5.7 mm (Camo)
(SMG_03C_camo)
ADR-97C 5.7 mm (Hex)
(SMG_03C_hex)
ADR-97C 5.7 mm (Khaki)
(SMG_03C_khaki)
ADR-97C TR 5.7 mm (Black)
(SMG_03C_TR_black)
ADR-97C TR 5.7 mm (Camo)
(SMG_03C_TR_camo)
ADR-97C TR 5.7 mm (Hex)
(SMG_03C_TR_hex)
ADR-97C TR 5.7 mm (Khaki)
(SMG_03C_TR_khaki)


Achievements[]

  • Mr. Anderson
    • This achievement is auto-unlocked if you equip the player's avatar in the Virtual Arsenal with any variant of the ADR-97.
    • Contrary to its description, the (deprecated) official addon version of the weapon pack is NOT required. The weapons have since been integrated into the base game as part of the Warlords update.

Trivia[]

  • The ADR-97 variants with full length barrels are based on the civilian semi-automatic models of the real-world "PS90" and "PS90 TR" submachine guns designed by FN Herstal of Belgium.[1][3]
    • The compact barrel variants on the other hand, are based on the military/law enforcement models of the baseline "P90" and "P90 TR" SMGs.[4]
  • All variants of the ADR-97 were initially unavailable in the base game as they were a part of the ADR-97 Weapon Pack official addon, which players had to subscribe to on the Steam Workshop before it could be "used" in-game. However, they were finally integrated into the base game with the release of Game Update 1.86 as part of the free Warlords update.[5]
  • The LDF is the first faction to officially utilise the ADR-97 and its sub-variants for its military science personnel and vehicle crews. Prior to the Contact expansion pack's release, no ADR-97 models were utilised by any of the factions in ArmA 3[6] (save for easter egg characters[7]).
    • Following the release of the Old Man mini-campaign, Tanoan Gendarmerie officers are also shown utilising the ADR-97 TR/ADR-97C TR variants.[8]

Gallery[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 CfgAmmo >> B_570x28_Ball >> hit
  2. CfgAmmo >> B_9x21_Ball_Tracer_Green >> hit
  3. CfgAmmo >> B_45ACP_Ball >> hit
  4. 4.0 4.1 CfgAmmo >> B_570x28_Ball >> airFriction
  5. CfgAmmo >> B_570x28_Ball >> typicalSpeed
  6. CfgAmmo >> B_570x28_Ball >> caliber
  7. CfgAmmo >> B_570x28_Ball >> deflecting

CfgMagazines

  1. 1.0 1.1 1.2 1.3 1.4 CfgMagazines >> 50Rnd_570x28_SMG_03 >> count
  2. 2.0 2.1 CfgMagazines >> 50Rnd_570x28_SMG_03 >> initSpeed
  3. CfgMagazines >> 50Rnd_570x28_SMG_03 >> mass
  4. CfgMagazines >> 50Rnd_570x28_SMG_03 >> ammo >> "B_570x28_Ball"

CfgWeapons

  1. CfgWeapons >> SMG_03_black >> Single >> dispersion
  2. CfgWeapons >> SMG_03_black >> FullAuto >> dispersion
  3. 3.0 3.1 CfgWeapons >> SMG_03_black >> WeaponSlotsInfo >> mass
  4. CfgWeapons >> SMG_03_black >> recoil
  5. 5.0 5.1 CfgWeapons >> SMG_03_black >> inertia
  6. CfgWeapons >> SMG_03_black >> dexterity
  7. CfgWeapons >> SMG_03_black >> FullAuto >> reloadTime
  8. 8.0 8.1 CfgWeapons >> SMG_03_black >> initSpeed
  9. CfgWeapons >> SMG_03_black >> WeaponSlotsInfo >> MuzzleSlot_57 >> compatibleItems >> {muzzle_snds_570}
  10. CfgWeapons >> SMG_02_F >> WeaponSlotsInfo >> mass
  11. CfgWeapons >> SMG_01_F >> WeaponSlotsInfo >> mass
  12. 12.0 12.1 CfgWeapons >> SMG_03C_black >> Single >> dispersion
  13. CfgWeapons >> SMG_03C_black >> FullAuto >> dispersion
  14. 14.0 14.1 CfgWeapons >> SMG_03C_black >> WeaponSlotsInfo >> mass
  15. CfgWeapons >> SMG_03C_black >> recoil
  16. 16.0 16.1 CfgWeapons >> SMG_03C_black >> inertia
  17. CfgWeapons >> SMG_03C_black >> dexterity
  18. 18.0 18.1 CfgWeapons >> SMG_03C_black >> initSpeed
  19. CfgWeapons >> SMG_03_TR_black >> Single >> dispersion
  20. CfgWeapons >> SMG_03_TR_black >> FullAuto >> dispersion
  21. CfgWeapons >> SMG_03_TR_black >> WeaponSlotsInfo >> mass
  22. CfgWeapons >> SMG_03_TR_black >> recoil
  23. CfgWeapons >> SMG_03_TR_black >> inertia
  24. CfgWeapons >> SMG_03_TR_black >> dexterity
  25. CfgWeapons >> SMG_03_TR_black >> WeaponSlotsInfo >> CowsSlot_Rail >> compatibleItems >> {optic_aco,optic_ACO_grn,optic_ACO_grn_smg,optic_aco_smg,optic_ams,optic_AMS_khk,optic_AMS_snd,optic_Arco,optic_Arco_AK_arid_F,optic_Arco_AK_blk_F,optic_Arco_AK_lush_F,optic_Arco_arid_F,optic_Arco_blk_F,optic_Aro_ghex_F,optic_Arco_lush_F,optic_DMS,optic_DMS_ghex_F,optic_DMS_weathered_F,optic_DMS_weathered_Kir_F,optic_ERCO_blk_F,optic_ERCO_khk_F,optic_ERCO_snd_F,optic_hamr,optic_Hamr_khk_F,optic_Holosight,optic_Holosight_arid_F,optic_Holosight_blk_F,optic_Holosight_khk_F,optic_Holosight_lush_F,optic_Holosight_smg,optic_Holosight_smg_blk_F,optic_Holosight_smg_khk_F,optic_KHS_blk,optic_KHS_hex,optic_KHS_old,optic_KHS_tan,optic_LRPS,optic_LRPS_ghex_F,optic_LRPS_tna_F,optic_MRCO,optic_Nightstalker,optic_NVS,optic_SOS,optic_SOS_khk_F,optic_tws,optic_tws_mg}
  26. CfgWeapons >> SMG_03_TR_black >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  27. CfgWeapons >> SMG_03C_TR_black >> Single >> dispersion
  28. 28.0 28.1 CfgWeapons >> SMG_03C_TR_black >> FullAuto >> dispersion
  29. 29.0 29.1 CfgWeapons >> SMG_03C_TR_black >> WeaponSlotsInfo >> mass
  30. CfgWeapons >> SMG_03C_TR_black >> recoil
  31. 31.0 31.1 CfgWeapons >> SMG_03C_TR_black >> inertia
  32. CfgWeapons >> SMG_03C_TR_black >> dexterity
  33. CfgWeapons >> SMG_03C_TR_black >> initSpeed
  34. CfgWeapons >> SMG_03C_TR_black >> WeaponSlotsInfo >> CowsSlot_Rail >> compatibleItems >> {optic_aco,optic_ACO_grn,optic_ACO_grn_smg,optic_aco_smg,optic_ams,optic_AMS_khk,optic_AMS_snd,optic_Arco,optic_Arco_AK_arid_F,optic_Arco_AK_blk_F,optic_Arco_AK_lush_F,optic_Arco_arid_F,optic_Arco_blk_F,optic_Aro_ghex_F,optic_Arco_lush_F,optic_DMS,optic_DMS_ghex_F,optic_DMS_weathered_F,optic_DMS_weathered_Kir_F,optic_ERCO_blk_F,optic_ERCO_khk_F,optic_ERCO_snd_F,optic_hamr,optic_Hamr_khk_F,optic_Holosight,optic_Holosight_arid_F,optic_Holosight_blk_F,optic_Holosight_khk_F,optic_Holosight_lush_F,optic_Holosight_smg,optic_Holosight_smg_blk_F,optic_Holosight_smg_khk_F,optic_KHS_blk,optic_KHS_hex,optic_KHS_old,optic_KHS_tan,optic_LRPS,optic_LRPS_ghex_F,optic_LRPS_tna_F,optic_MRCO,optic_Nightstalker,optic_NVS,optic_SOS,optic_SOS_khk_F,optic_tws,optic_tws_mg}
  35. CfgWeapons >> SMG_03C_TR_black >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  36. CfgWeapons >> SMG_03_black >> OpticsModes >> Kolimator >> distanceZoomMax
  37. CfgWeapons >> SMG_03_black >> OpticsModes >> Kolimator >> distanceZoomMin
  38. CfgWeapons >> SMG_03_black >> OpticsModes >> IronSight >> distanceZoomMax
  39. CfgWeapons >> SMG_03_black >> OpticsModes >> IronSight >> distanceZoomMin
  40. CfgWeapons >> SMG_03_TR_black >> OpticsModes >> Kolimator >> distanceZoomMax
  41. CfgWeapons >> SMG_03_TR_black >> OpticsModes >> Kolimator >> distanceZoomMin
  42. CfgWeapons >> SMG_03_TR_black >> maxZeroing
  43. CfgWeapons >> SMG_03C_black >> OpticsModes >> Kolimator >> distanceZoomMax
  44. CfgWeapons >> SMG_03C_black >> OpticsModes >> Kolimator >> distanceZoomMin
  45. CfgWeapons >> SMG_03C_black >> OpticsModes >> IronSight >> distanceZoomMax
  46. CfgWeapons >> SMG_03C_black >> OpticsModes >> IronSight >> distanceZoomMin
  47. CfgWeapons >> SMG_03C_TR_black >> OpticsModes >> Kolimator >> distanceZoomMax
  48. CfgWeapons >> SMG_03C_TR_black >> OpticsModes >> Kolimator >> distanceZoomMin
  49. CfgWeapons >> SMG_03C_TR_black >> maxZeroing
  50. CfgWeapons >> SMG_03_black >> magazines[] >> {"50Rnd_570x28_SMG_03"}
  51. CfgWeapons >> SMG_03_TR_black >> magazines[] >> {"50Rnd_570x28_SMG_03"}
  52. CfgWeapons >> SMG_03C_black >> magazines[] >> {"50Rnd_570x28_SMG_03"}
  53. CfgWeapons >> SMG_03C_TR_black >> magazines[] >> {"50Rnd_570x28_SMG_03"}

Formulae

  1. 1.0 1.1 60 / reloadTime = 60 / 0.0666667
  2. 2.0 2.1 Weapon's initSpeed multiplier / Magazine's initSpeed = 1.1 * 715
  3. Weapon's initSpeed multiplier / Magazine's initSpeed = 1 * 715
  4. Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 715 * 0.559441 * 15 / 1000
  5. (ADR-97/ADR-97 TR's initSpeed multiplier * Magazine's initSpeed) * Ammo's caliber * 15 / 1000 = (1.1 * 715) * 0.559441 * 15 / 1000
  6. (ADR-97C/ADR-97C TR's initSpeed multiplier * Magazine's initSpeed) * Ammo's caliber * 15 / 1000 = (1 * 715) * 0.559441 * 15 / 1000

Notes[]

  1. This value only applies to the ADR-97's 50-rounder magazine as the weapon's muzzle velocity is determined by weapon's initSpeed multiplier value (which is multiplied with the magazine's initSpeed value).
  2. This is the actual muzzle velocity of the ADR-97/ADR-97 TR. The weapon class initSpeed value (786.5 m/s) takes precedence over the magazine initSpeed value (715 m/s).
  3. This is the actual muzzle velocity of the ADR-97C/ADR-97C TR. Although they share the same muzzle velocity values (715 m/s), the weapon class initSpeed value always takes precedence over the magazine initSpeed value.
  4. Damage will be reduced if the projectile's velocity drops below this value.
  5. This is the actual penetration depth of the ADR-97/ADR-97 TR's 5.7 mm ammunition. The weapon class initSpeed value (786.5 m/s) takes precedence over the magazine initSpeed value (715 m/s), affecting its penetration formula as a result.
  6. This is the actual penetration depth of the ADR-97C/ADR-97C TR's 5.7 mm ammunition. Although they share the same muzzle velocity values (715 m/s), the weapon class initSpeed value takes precedence over the magazine initSpeed value.

References[]

  1. 1.0 1.1 Bohemia Interactive a.s., 2016, FREE ADR-97 WEAPON PACK ON ARMA 3 STEAM WORKSHOP, Arma 3, viewed 6 March 2025, <https://arma3.com/news/free-adr-97-weapon-pack-on-arma-3-steam-workshop>.
  2. Bohemia Interactive a.s., 2016, ADR-97 Weapon Pack (Official Mod), Steam, viewed 6 March 2025, <https://steamcommunity.com/sharedfiles/filedetails/?id=669962280>.
  3. Johnson, S 2014, 'FN PS90 Custom Barrel Shroud/Rail', The Firearm Blog, 28 May, viewed 28 November 2023, <https://www.thefirearmblog.com/blog/2014/05/28/fn-ps90-custom-barrel-shroudrail/>.
  4. McCollum, I 2021, P90: FN's Bullpup PDW, 2 July, viewed 28 November 2023, <https://www.youtube.com/watch?v=M20PiFxMkrs>.
  5. Kužel, O 2018, SPOTREP #00082, Arma 3, viewed 4 December 2018, <https://dev.arma3.com/post/spotrep-00082>.
  6. Revial, F et al. 2013, Arma 3: CfgWeapons Weapons, Bohemia Interactive Community Wiki, viewed 28 November 2023, <https://community.bistudio.com/wiki?title=Arma_3:_CfgWeapons_Weapons&oldid=136687>. (archived link)
  7. Kužel, O, van 't Land, K, Haugo, R 2018, ARMA 3 ROADMAP 2018 – NOVEMBER UPDATE, Arma 3, viewed 28 November 2023, <https://arma3.com/news/arma-3-roadmap-2018-november-update>.
  8. ARMA 3: Apex 2020 [Video Game], Bohemia Interactive a.s., Old Man

External links[]

See also[]

Weapons of comparable role and configuration[]

Weapons of ArmA 3
Handguns 4-five .45ACP-C2 .45P07 9 mmPM 9 mmRook-40 9 mmStarter Pistol 10 mmSpectrum DeviceZubr .45
Submachine guns ADR-97 5.7 mmPDW2000 9 mmProtector 9 mmSting 9 mmVermin .45
Shotguns Kozlice
Carbines AKU-12 7.62 mmAKS-74U 5.45 mmKatiba Carbine 6.5 mmMk20C 5.56 mmMXC 6.5 mmTRG-20 5.56 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mmCAR-95 series (CAR-95, CAR-95 GL) • Katiba 6.5 mm (Katiba GL) • MX series (MX, MX 3GL) • Mk20 5.56 mm (Mk20 EGLM) • Promet series (Promet, Promet GL, Promet SG) • SDAR 5.56 mmSPAR-16 series (SPAR-16, SPAR-16 GL) • Type 115 6.5 mmTRG-21 5.56 mm (TRG-21 EGLM)
Designated marksman rifles ASP-1 Kir 12.7 mmCMR-76 6.5 mmCyrus 9.3 mmMk-I EMR 7.62 mmMk14 7.62 mm (Classic) • Mk18 ABR 7.62 mmMAR-10 .338MXM 6.5 mmPromet MR 6.5 mmRahim 7.62 mmSPAR-17 7.62 mm
Sniper rifles GM6 Lynx 12.7 mmM320 LRR .408
Squad automatic weapons CAR-95-1 5.8 mmLIM-85 5.56 mmMk200 6.5 mmMX SW 6.5 mmRPK-12 7.62 mmSPAR-16S 5.56 mmZafir 7.62 mm
Machineguns Navid 9.3 mmSPMG .338
Launchers 9M135 VoronaMAAWS Mk4PCMLRPG-7RPG-42Titan MPRLTitan MPRL Compact
Static M2Mk6 MortarMk30Mk32Remote DesignatorSPG-9* • Static Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* this weapon is not available in a standalone turret configuration and is only available as a vehicle-mounted weapon.
Karts DLC | Marksmen DLC | Apex DLC | Tanks DLC | Contact DLC
Gendarmerie - Armoury (ArmA 3)
Handguns P07 9 mm
Submachine guns ADR-97 TR* (ADR-97C TR*) • Protector 9 mm
Carbines AKS-74U 5.45 mm* • Katiba Carbine 6.5 mm*
Assault rifles AKM 7.62 mm* • Katiba 6.5 mm* • Promet series* (Promet*, Promet SG*) • SPAR-16 5.56 mm*
Squad automatic weapons LIM-85 5.56 mm*
Launchers RPG-7*
Static M2*
(Parenthesis) denote variants.
* denotes post-Apex Protocol weapons.
Apex DLC | Contact DLC
LDF - Armoury (ArmA 3)
Handguns 4-five .45
Submachine guns ADR-97 5.7 mm
Assault rifles Promet series (Promet, Promet GL, Promet SG)
Designated marksman rifles Promet MR 6.5 mm
Squad automatic weapons Mk200 6.5 mm
Launchers MAAWS Mk4 Mod 1PCMLTitan MPRLTitan MPRL Compact
Static M2Mk6 MortarMk30Mk32Static Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Apex DLC | Tanks DLC | Contact DLC
Western Sahara
ION Services - Armoury (Western Sahara)
Handguns P07 9 mm
Submachine guns ADR-97C TR 5.7 mmPDW2000 9 mmVermin .45
Shotguns AA40
Assault rifles XMS 5.56 mm (SG, GL)
Squad automatic weapons Mk200 6.5 mmXMS SW 5.56 mm
Designated marksman rifles Mk18 ABR 7.62 mm
(Parenthesis) denote variants.