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Arma3-ak12-05
« The AK-12 is a modern assault rifle designed to replace the legendary AK-74 as the general issue weapon for the Russian army. The weapon introduces many improvements over its predecessors: better recoil control, suitable for various ammunition types, compatibility with several accessories, and better ergonomics. This particular version is chambered in 7.62x39 mm, so it trades a bit of accuracy for a bigger punch and better penetration.
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The AK-12 series is a modular assault rifle platform used by several BLUFOR, REDFOR and INDFOR factions in ArmA 3. It was added with the release of both the Apex and Contact DLC.

Variants[]

The AK-12 7.62 mm assault rifle.

The AK-12 is a 7.62 mm assault rifle used by several BLUFOR, REDFOR and INDFOR factions in ArmA 3. It was added with the release of the Apex DLC.

Overview[]

Premium content logo
This is a premium asset that requires ownership of the Apex expansion pack.


The AK-12 is a gas operated, selective-fire assault rifle with a long stroke piston. It is chambered to fire the 7.62×39 mm cartridge.

It can load either 30-round polymer magazines designed specifically for the AK-12 or older curved steel magazines used by the AKM. It can attain a fire rate of up to 600 rounds per minute[CfgWp 8][Formula 1] on semi-/full auto or 1,000 RPM[CfgWp 9][Formula 2] on burst fire. The AK-12 has a muzzle velocity of 730 m/s[CfgWp 10] and can accept attachments on all three of its rails: top[CfgWp 11], side[CfgWp 12], and underbarrel.[CfgWp 13] Its muzzle also supports being fitted with a 7.62 mm sound suppressor.[CfgWp 14]

Out of all the assault rifles in ArmA 3, the AK-12 maintains a decent balance between performance and handling. It has very little drawbacks aside from its weight, and since it's chambered to fire the largest calibre out of all the other assault rifles in its class, it also has the greatest damage output out of them all as well.[CfgAm 1] At distances of approximately 400 metres, only ~ 4-5 hits to the chest against a target wearing a heavy plate carrier and/or armoured uniform are needed to inflict fatal damage. At shorter distances (<200 metres), its 7.62 mm ammunition can consistently score kills against armoured infantry targets with only ~ 3-4 hits to the chest.

Meanwhile, its low recoil and high accuracy[CfgWp 1] (its dispersion is identical to that of the baseline MX[CfgWp 15]) makes it quite easy to maintain zeroing on a target. As with the Navid medium machine gun, the AK-12 has a unique two-round burst mode that has a significantly higher rate of fire than its semi- and fully-automatic modes. The AK-12 will almost always be able to kill unarmoured infantry in close quarters if both rounds successfully land on the target.

The only real drawbacks to the AK-12 stem primarily from its weight[CfgWp 4] and the high air drag of its 7.62 mm ammunition.[CfgAm 2] In the case of the former, the AK-12 is by far the heaviest assault rifle in its class, weighing ~ 33% more than the baseline MX/Katiba bullpup and double the weight of both the Mk20 and TRG-21. Only the Type 115 weighs the same, but this includes the added weight of its underbarrel module; the baseline AK-12 already weighs as much without a module attached.

When it comes to the AK-12's 7.62 mm ammunition, the increased air drag[CfgAm 2] coupled with the AK-12's low muzzle velocity[CfgWp 10] causes greater energy loss at distances beyond 400 metres. Not only will this result in reduced stopping power but the user will also have to contend with the 7.62 mm round's faster bullet drop. As such, the AK-12 works best for close-medium range engagements where the 7.62 mm round's drawbacks are not an issue. Attaching a suppressor can also provide a small increase to the AK-12's muzzle velocity to 766.5 m/s, offering a little boost to its low muzzle velocity (albeit a very small one at that).[CfgWp 16]

Nonetheless, the AK-12 is still not as viable as other 5.56 mm/6.5 mm-chambered assault rifles at longer ranges (>400 metres). At these distances, its decent accuracy and the usage of a suppressor will not compensate for the poor performance of its 7.62 mm round.

The AK-12 GL 7.62 mm assault rifle.

The AK-12 GL is a 7.62 mm assault rifle used by BLUFOR, REDFOR and INDFOR factions in ArmA 3. It was added with the release of the Apex DLC.

Overview[]

Premium content logo
This is a premium asset that requires ownership of the Apex expansion pack.


The AK-12 GL is simply a modified version of the baseline AK-12 rifle that has an underbarrel grenade launcher attached.

Like its parent rifle, it is also chambered to fire 7.62×39 mm while feeding from the same 30-round curved polymer magazines (or alternately 75-rounder drums). The underbarrel grenade launcher can launch 40 mm grenades universally shared with other rifle UGLs, ranging from lethal high-explosive (HE) grenades to less-than-lethal (LTL) flares and non-lethal smoke shells.[CfgWp 25][CfgWp 26] The GP-25 UGL uses a conventional notched quadrant sight which can be zeroed up to a maximum range of 400 m.[CfgWp 27]

It is virtually identical in terms of stats and handling. The sole difference is that the AK-12 GL cannot mount accessories onto its underbarrel rail since the GP-25 grenade launcher now occupies the underbarrel rail slot.

The AKU-12 7.62 mm carbine.

The AKU-12 is a 7.62 mm carbine used by both Russian Spetsnaz operatives and L'Ensemble guerillas in ArmA 3. It was added with the release of the Contact DLC.

Overview[]

Premium content logo
This is a premium asset that requires ownership of the Contact expansion pack.


A carbine configuration of its parent rifle, the AKU-12 is much lighter to wield and can still load both regular 30- and 75-round magazines.

Its rate of fire remains unchanged with both fire modes. Attachments are supported on all three of its rails: top[CfgWp 35], side[CfgWp 36] and underbarrel, while the muzzle also allows for a suppressor to be fitted.[CfgWp 37]

Thanks to a shortened length barrel, the AKU-12 imposes the smaller inertia penalty to the user amongst all variants of the AK-12 family, making it easier to wield in close quarters.[CfgWp 33] Accuracy-wise, the AKU-12 remains superior to both its American and Iranian-made counterparts despite being the heaviest carbine out of the two.[CfgWp 31]

Although the AKU-12's primary advantage lies in its compact profile, the AKU-12's shortened barrel also drastically cuts its muzzle velocity, reducing it to just 572 m/s.[Formula 3] Its accuracy has also been negatively affected and its dispersion is increased by 11%.

Both of these severely impact the AKU-12's effective firing range and causes it to drop to just under 300 metres. Beyond that distance, its 7.62 mm rounds will not retain much energy and their penetration power will be mediocre at best.

The RPK-12 7.62 mm light support weapon.

The RPK-12 is a 7.62 mm light support weapon used by both Russian Spetsnaz operatives and L'Ensemble guerillas in ArmA 3. It was added with the release of the Contact DLC.

Overview[]

Premium content logo
This is a premium asset that requires ownership of the Contact expansion pack.


Intended to complement the baseline rifle, the RPK-12 utilises a longer barrel and reconfigured stock to fulfil the weapon's role as a light machine gun.

It is intended to primarily feed from its own 75-round drums, though the RPK-12 can also load 30-round rifle magazines if needed as well. Attachments are supported on its top[CfgWp 45] and side[CfgWp 46] rails along with its muzzle[CfgWp 47], though its usage of an integrated bipod eschews the need for a standalone bipod.[CfgWp 48]

Performance-wise, the RPK-12 features several improvements over its parent weapon. For starters, its fire rate has been raised to ~ 700 rounds per minute (burst remains the same at 1,000 RPM).[CfgWp 49][Formula 4] The increased barrel length also boosts the weapon's muzzle velocity by 10% to 786.5 m/s[Formula 5] which - while not too impressive of an upgrade, slightly increases its effective firing range to just over ~ 790 metres.

The RPK-12 also features the highest accuracy out of the AK-12 variants, and easily outstrips its Chinese-made counterpart at ranges of beyond 600 metres. Nonetheless, it still falls short of the MX SW and does not even come close to matching the SPAR-16S.

However, its greatest drawback lies in its weight. Even when unloaded, an empty RPK-12 weighs almost as much as a Mk200 LMG[CfgWp 50] while retaining a pitiful maximum capacity of seventy-five rounds. Not only is this twenty-five short of the MX SW's 100-round casket magazines (or seventy-five in the case of the 150-round drums used by the SPAR-16S[CfgMa 4]), this lower capacity makes the RPK-12 less useful for suppression purposes since the user will most likely need to reload twice per engagement before a Mk200 gunner would have to reload their first belt.

Ironsights[]

Arma3-ak12-ironsight-overview
The AK-12's ironsights allow for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 51] By default, it uses a zeroing of 200 metres.[CfgWp 52] Neither the front sight nor the rear sights are illuminated.

When fitted with an optical scope that supports a zeroing limit greater than 600 metres (e.g. DMS), the AK-12 will only allow for a maximum zeroing of 1,000 metres.[CfgWp 53]

Arma3-ak12gl-ironsight-overview
Ironsights on the AK-12 GL allow for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 54] By default, it uses a zeroing of 200 metres.[CfgWp 54] Neither the front sight nor the rear sights are illuminated.

When fitted with an optical scope that supports a zeroing limit greater than 600 metres (e.g. DMS), the AK-12 GL will only allow for a maximum zeroing of 1,000 metres.[CfgWp 55]

Arma3-aku12-ironsight-overview
Zeroing for the AKU-12's ironsights is restricted to only two settings, either 100 metres or 200 metres.[CfgWp 56] By default, it uses a zeroing of 200 metres.[CfgWp 57] Neither the front sight nor the rear sights are illuminated.

When fitted with an optical scope that supports a zeroing limit greater than 200 metres (e.g. Nightstalker), the AKU-12 will only allow for a maximum zeroing of 1,000 metres.[CfgWp 58]

Arma3-rpk12-ironsight-overview
The RPK-12's ironsights allow for a minimum zeroing of 100 metres up to a maximum of 800 metres (100, 200, 300, 400, 500, 600, 700, 800).[CfgWp 59] By default, it uses a zeroing of 200 metres.[CfgWp 60] Neither the front sight nor the rear sights are illuminated.

When fitted with an optical scope that supports a zeroing limit greater than 800 metres (e.g. TWS MG), the RPK-12 will only permit a maximum zeroing of 1,000 metres.[CfgWp 61]

Arma3-gp25-ironsight-overview
The GP-25 grenade launcher can be manually zeroed between the ranges of 50 metres up to 400 metres (50, 75, 100, 150, 200, 250, 300, 350, 400).[CfgWp 27]

By default, the sight uses a zeroing of 75 metres.[CfgWp 62] It is not illuminated.

Camouflage[]

  • Black: Standard black paint finish with chromed parts.
  • Arid: Desert camouflage pattern.
  • Lush: Woodland camouflage pattern.

Ammunition[]

Ammo parameter 7.62 mm (Ball/Yellow) 7.62 mm (Ball/Green)
Base damage value 11[CfgAm 3] 11[CfgAm 1]
Aerodynamic friction -0.0016[CfgAm 4] -0.0016[CfgAm 2]
Muzzle velocity (m/s) 715[CfgMa 5][CfgMa 6]
(AK-12: 730)[CfgWp 10][note 1]
(AKU-12: 572)[Formula 3][note 2]
(RPK-12: 786.5)[Formula 5][note 3]
715[CfgMa 7][CfgMa 8]
(AK-12: 730)[CfgWp 10][note 1]
(AKU-12: 572)[Formula 3][note 2]
(RPK-12: 786.5)[Formula 5][note 3]
Expected velocity (m/s) 730[CfgAm 5][note 4] 730[CfgAm 6][note 4]
Penetration depth (mm) 12.87[CfgAm 7][Formula 6]
(AK-12: 13.14)[Formula 7]
(AKU-12: 10.296)[Formula 8]
(RPK-12: 14.157)[Formula 9]
12.87[CfgAm 8][Formula 10]
(AK-12: 13.14)[Formula 7]
(AKU-12: 10.296)[Formula 8]
(RPK-12: 14.157)[Formula 9]
Deflection angle (degrees) 15°[CfgAm 9] 15°[CfgAm 10]

Excluding alternate camouflage schemes, all variants of the AK-12 family can load ten distinct variants of magazines[CfgWp 63][CfgWp 64][CfgWp 65] that are split across two main types of magazines:

  • AK12: Four unique variants of the AK12-type polymer magazines are available. They have a capacity of either 30-rounds (curved magazines) or 75-rounds (drum magazines). Magazine loadouts can be ball and green tracers or exclusively green tracers (no magazines are loaded with yellow tracers).
  • AKM: Six distinct variants of the AKM-type metal magazines are available. Four of these are curved magazines with a capacity of 30-rounds while the remaining two are 75-round drums. Magazine loadouts can be ball and yellow/green tracers or exclusively yellow/green tracers.

The 30-rounder magazines have a weight of 10 "mass" units[CfgMa 9][CfgMa 10] while the drums have a weight of 26 "mass" units.[CfgMa 11][CfgMa 12] This applies to both AKM and AK12-type magazines.

The AKM-type metal magazines do not have access to alternate camouflage schemes. Only the AK12-type 30-round polymer magazines and 75-rounder drums specifically have three alternate camouflage schemes available: Black, Arid, and Lush.

Regardless of whether they are AKM or AK12-type magazines, all are fully interchangeable between variants within the AK-12 family as well as with the AKM:


Magazines (AK12)[]

7.62 mm 30rnd AK12 Mag

Arma3-ammunition-30rndak12

Standard 30-round polymer magazine loaded with a mix of 7.62 mm ball and tracer ammunition.[CfgMa 13]

The last four rounds of the magazine will always emit green tracers.[CfgMa 14]

7.62 mm 30rnd AK12 Tracer Mag

Arma3-ammunition-30rndak12

Alternate 30-round magazine loaded entirely with thirty rounds worth of 7.62 mm tracer ammunition.[CfgMa 15]

Aside from its tracer-exclusive loadout[CfgMa 16], it is statistically identical to the regular 30-rounder magazines.

7.62 mm 75rnd AK12 Mag

Arma3-ammunition-75rndak12

75-round drum magazine loaded with a mix of 7.62 mm ball and tracer ammunition.[CfgMa 17]

Only the last four rounds of the magazine will emit visible green tracers.[CfgMa 18]

7.62 mm 75rnd AK12 Tracer Mag

Arma3-ammunition-75rndak12

Dedicated 75-round drum magazine loaded entirely with seventy-five rounds worth of tracer ammunition.[CfgMa 19]

Aside from being loaded with only green tracer ammunition[CfgMa 20], it is statistically identical to the regular 75-rounder drums.


Magazines (AKM)[]

7.62 mm 30Rnd AKM Reload Tracer (Yellow) Mag

Arma3-ammunition-30rndakm

30-round curved metal magazine loaded with a mix of 7.62 mm ball and yellow tracer ammunition.[CfgMa 21]

The last four rounds of the magazine will always emit visible yellow tracers.[CfgMa 22]

7.62 mm 30Rnd AKM Reload Tracer (Green) Mag

Arma3-ammunition-30rndakm

Alternate 30-rounder curved magazine loaded with a mix of 7.62 mm ball and green tracer ammunition.[CfgMa 23]

The last four rounds of the magazine will always emit visible green tracers.[CfgMa 24]

7.62 mm 30Rnd AKM Tracer (Yellow) Mag

Arma3-ammunition-30rndakm

Dedicated tracer magazine loaded entirely with thirty rounds worth of visible yellow tracers.[CfgMa 25][CfgMa 26]

7.62 mm 30Rnd AKM Tracer (Green) Mag

Arma3-ammunition-30rndakm

Dedicated tracer magazine loaded entirely with thirty rounds worth of visible green tracers.[CfgMa 27][CfgMa 28]

7.62 mm 75rnd AKM Mag

Arma3-ammunition-75rndakm

75-rounder drum magazine loaded with a mix of 7.62 mm ball and tracer ammunition.[CfgMa 29]

The last four rounds of the drum will always emit visible yellow tracers.[CfgMa 30]

7.62 mm 75rnd AKM Tracer Mag

Arma3-ammunition-75rndakm

Alternate drum magazine loaded with entirely with seventy-five rounds worth of yellow tracers.[CfgMa 31][CfgMa 32]

Trivia[]

  • The AK-12 is based on its real-life counterpart of the same name, specifically the 7.62 mm-chambered "AK-15" variant. The real AK-12 is the latest iteration of the AK family of assault rifles designed by Kalashnikov Concern.
    • More specifically, the in-game AK-12 actually appears to be modelled after the original prototype design which was (formerly) known as the "AK-200".[1][2]
    • The initial AK-12 prototype was speculated to have been chambered for the 6.5 mm Grendel round[3], which is roughly analogous to the in-game 6.5×39 mm cartridge (albeit cased rather than caseless). However, the final prototype - designated as the "AK-400", would briefly revert to 7.62 mm before ultimately ending up as a 5.45×39 mm-chambered platform.[4]
  • The underbarrel GP-25 is also based after its real-world counterpart of the same name.
    • Its appearance is somewhat anachronistic as real AK-12s are designed with lugs meant to fit the newer "GP-34", a modernised variant of the GP-25 currently in use by the Russian military.
    • The in-game GP-25 is oddly chambered to launch the same 40 mm NATO-standard grenade rounds universally shared by all the factions (which would not be able to fit in the GP-25). The launcher itself is also clearly modelled with a VOG-25 40 mm grenade inside the tube.
  • On release, the 7.62 mm ammunition fired by both the AK-12/AKM (specifically the AK-12 itself) was capable of penetrating the toughest of infantry vests, light structures, and even vehicles with armour that should be resistant to 7.62 mm rounds.
    • This gave the AK-12 penetration capability that was essentially on par with weapons chambered for machine gun/sniper rifle calibres. The AK-12's bullets could easily punch through the walls of stone-walled homes and reinforced military structure walls.
      • This was later refactored with the release of Game Update 1.64 which drastically lowered the AK-12's muzzle velocity from 900 m/s to only 730 m/s.[5]
      • The patch also corrected the ballistics model of the 7.62 mm round, further reducing its absurdly high penetration capability.[5]
  • The release of Game Update 1.92 finally gave the AK-12 the ability to utilise the new magazine proxies system. This also granted the AK-12 its own unique polymer magazines - completely separate from the ones used by the AKM (through both magazines have identical statistics).[6]
  • Prior to the release of the Tac-Ops DLC, the AK-12 was exclusively used by the Syndikat only. This was later changed with the release of the DLC's first scenario, Beyond Hope, which showed the weapon in use with Altian Government Loyalists (the predecessors of the modern-day FIA) and a few paramilitary forces allied to the AAF as well.[7]
    • The AK-12 was changed into a modular weapon following the unveiling of the Contact expansion pack. Originally it only consisted of the baseline AK-12 rifle and UGL-fitted variant, though the expansion would add the RPK-12 LSW and AKU-12 carbine variants.[8]

Gallery[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 CfgAmmo >> B_762x39_Ball_Green_F >> hit
  2. 2.0 2.1 2.2 CfgAmmo >> B_762x39_Ball_Green_F >> airFriction
  3. CfgAmmo >> B_762x39_Ball_F >> hit
  4. CfgAmmo >> B_762x39_Ball_F >> airFriction
  5. CfgAmmo >> B_762x39_Ball_F >> typicalSpeed
  6. CfgAmmo >> B_762x39_Ball_Green_F >> typicalSpeed
  7. CfgAmmo >> B_762x39_Ball_F >> caliber
  8. CfgAmmo >> B_762x39_Ball_Green_F >> caliber
  9. CfgAmmo >> B_762x39_Ball_F >> deflecting
  10. CfgAmmo >> B_762x39_Ball_Green_F >> deflecting

CfgMagazines

  1. 1.0 1.1 1.2 1.3 CfgMagazines >> 30Rnd_762x39_AK12_Mag_F >> count
  2. 2.0 2.1 2.2 CfgMagazines >> 75rnd_762x39_AK12_Mag_F >> count
  3. CfgMagazines >> 1Rnd_HE_Grenade_shell >> count
  4. CfgMagazines >> 150Rnd_556x45_Drum_Mag_F >> count
  5. CfgMagazines >> 30Rnd_762x39_Mag_F >> initSpeed
  6. CfgMagazines >> 75Rnd_762x39_Mag_F >> initSpeed
  7. CfgMagazines >> 30Rnd_762x39_Mag_Green_F >> initSpeed
  8. CfgMagazines >> 75rnd_762x39_AK12_Mag_F >> initSpeed
  9. CfgMagazines >> 30Rnd_762x39_Mag_F >> mass
  10. CfgMagazines >> 30Rnd_762x39_AK12_Mag_F >> mass
  11. CfgMagazines >> 75Rnd_762x39_Mag_F >> mass
  12. CfgMagazines >> 75rnd_762x39_AK12_Mag_F >> mass
  13. CfgMagazines >> 30Rnd_762x39_AK12_Mag_F >> ammo >> "B_762x39_Ball_Green_F"
  14. CfgMagazines >> 30Rnd_762x39_AK12_Mag_F >> lastRoundsTracer
  15. CfgMagazines >> 30Rnd_762x39_AK12_Mag_Tracer_F >> ammo >> "B_762x39_Ball_Green_F"
  16. CfgMagazines >> 30Rnd_762x39_AK12_Mag_Tracer_F >> tracersEvery
  17. CfgMagazines >> 75rnd_762x39_AK12_Mag_F >> ammo >> "B_762x39_Ball_Green_F"
  18. CfgMagazines >> 75rnd_762x39_AK12_Mag_F >> lastRoundsTracer
  19. CfgMagazines >> 75rnd_762x39_AK12_Mag_Tracer_F >> ammo >> "B_762x39_Ball_Green_F"
  20. CfgMagazines >> 75rnd_762x39_AK12_Mag_Tracer_F >> tracersEvery
  21. CfgMagazines >> 30Rnd_762x39_Mag_F >> ammo >> "B_762x39_Ball_F"
  22. CfgMagazines >> 30Rnd_762x39_Mag_F >> lastRoundsTracer
  23. CfgMagazines >> 30Rnd_762x39_Mag_Green_F >> ammo >> "B_762x39_Ball_Green_F"
  24. CfgMagazines >> 30Rnd_762x39_Mag_Green_F >> lastRoundsTracer
  25. CfgMagazines >> 30Rnd_762x39_Mag_Tracer_F >> ammo >> "B_762x39_Ball_F"
  26. CfgMagazines >> 30Rnd_762x39_Mag_Tracer_F >> tracersEvery
  27. CfgMagazines >> 30Rnd_762x39_Mag_Tracer_Green_F >> ammo >> "B_762x39_Ball_F"
  28. CfgMagazines >> 30Rnd_762x39_Mag_Tracer_Green_F >> tracersEvery
  29. CfgMagazines >> 75Rnd_762x39_Mag_F >> ammo >> "B_762x39_Ball_F"
  30. CfgMagazines >> 75Rnd_762x39_Mag_F >> lastRoundsTracer
  31. CfgMagazines >> 75Rnd_762x39_Mag_Tracer_F >> ammo >> "B_762x39_Ball_F"
  32. CfgMagazines >> 75Rnd_762x39_Mag_Tracer_F >> tracersEvery

CfgWeapons

  1. 1.0 1.1 CfgWeapons >> arifle_AK12_F >> FullAuto >> dispersion
  2. CfgWeapons >> arifle_AK12_F >> Burst >> dispersion
  3. CfgWeapons >> arifle_AK12_F >> Single >> dispersion
  4. 4.0 4.1 CfgWeapons >> arifle_AK12_F >> WeaponSlotsInfo >> mass
  5. CfgWeapons >> arifle_AK12_F >> recoil
  6. CfgWeapons >> arifle_AK12_F >> inertia
  7. CfgWeapons >> arifle_AK12_F >> dexterity
  8. CfgWeapons >> arifle_AK12_F >> FullAuto >> reloadTime
  9. CfgWeapons >> arifle_AK12_F >> Burst >> reloadTime
  10. 10.0 10.1 10.2 10.3 CfgWeapons >> arifle_AK12_F >> initSpeed
  11. CfgWeapons >> arifle_AK12_F >> 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}
  12. CfgWeapons >> arifle_AK12_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  13. CfgWeapons >> arifle_AK12_F >> WeaponSlotsInfo >> UnderBarrelSlot_rail >> compatibleItems >> {bipod_01_F_blk,bipod_01_F_khk,bipod_01_F_mtp,bipod_01_F_snd,bipod_02_F_arid,bipod_02_F_blk,bipod_02_F_hex,bipod_02_F_lush,bipod_02_F_tan,bipod_03_F_blk,bipod_03_F_oli}
  14. CfgWeapons >> arifle_AK12_F >> WeaponSlotsInfo >> MuzzleSlot_762 >> compatibleItems >> {muzzle_snds_B,muzzle_snds_B_arid_F,muzzle_snds_B_khk_F,muzzle_snds_B_lush_F,muzzle_snds_B_snd_F}
  15. CfgWeapons >> arifle_MX_F >> FullAuto >> dispersion
  16. CfgWeapons >> muzzle_snds_B >> ItemInfo >> MagazineCoef >> initSpeed >> "1.05"
  17. CfgWeapons >> arifle_AK12_GL_F >> FullAuto >> dispersion
  18. CfgWeapons >> arifle_AK12_GL_F >> Burst >> dispersion
  19. CfgWeapons >> arifle_AK12_GL_F >> Single >> dispersion
  20. CfgWeapons >> arifle_AK12_GL_F >> WeaponSlotsInfo >> mass
  21. CfgWeapons >> arifle_AK12_GL_F >> recoil
  22. CfgWeapons >> arifle_AK12_GL_F >> EGLM >> recoil
  23. CfgWeapons >> arifle_AK12_GL_F >> inertia
  24. CfgWeapons >> arifle_AK12_GL_F >> dexterity
  25. CfgWeapons >> arifle_AK12_GL_F >> EGLM >> magazines[] >> {"1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell"}
  26. CfgWeapons >> arifle_AK12_GL_F >> EGLM >> magazineWell[] >> {"UGL_40x36"}
  27. 27.0 27.1 CfgWeapons >> arifle_AK12_GL_F >> EGLM >> discreteDistance[] >> {50,75,100,150,200,250,300,350,400}
  28. CfgWeapons >> arifle_AK12U_F >> FullAuto >> dispersion
  29. CfgWeapons >> arifle_AK12U_F >> Burst >> dispersion
  30. CfgWeapons >> arifle_AK12U_F >> Single >> dispersion
  31. 31.0 31.1 CfgWeapons >> arifle_AK12U_F >> WeaponSlotsInfo >> mass
  32. CfgWeapons >> arifle_AK12U_F >> recoil
  33. 33.0 33.1 CfgWeapons >> arifle_AK12U_F >> inertia
  34. CfgWeapons >> arifle_AK12U_F >> dexterity
  35. CfgWeapons >> arifle_AK12U_F >> 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}
  36. CfgWeapons >> arifle_AK12U_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  37. CfgWeapons >> arifle_AK12U_F >> WeaponSlotsInfo >> MuzzleSlot_762 >> compatibleItems >> {muzzle_snds_B,muzzle_snds_B_arid_F,muzzle_snds_B_khk_F,muzzle_snds_B_lush_F,muzzle_snds_B_snd_F}
  38. CfgWeapons >> arifle_RPK12_F >> FullAuto >> dispersion
  39. CfgWeapons >> arifle_RPK12_F >> Burst >> dispersion
  40. CfgWeapons >> arifle_RPK12_F >> Single >> dispersion
  41. CfgWeapons >> arifle_RPK12_F >> WeaponSlotsInfo >> mass
  42. CfgWeapons >> arifle_RPK12_F >> recoil
  43. CfgWeapons >> arifle_RPK12_F >> inertia
  44. CfgWeapons >> arifle_RPK12_F >> dexterity
  45. CfgWeapons >> arifle_RPK12_F >> 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}
  46. CfgWeapons >> arifle_RPK12_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  47. CfgWeapons >> arifle_RPK12_F >> WeaponSlotsInfo >> MuzzleSlot_762 >> compatibleItems >> {muzzle_snds_B,muzzle_snds_B_arid_F,muzzle_snds_B_khk_F,muzzle_snds_B_lush_F,muzzle_snds_B_snd_F}
  48. CfgWeapons >> arifle_RPK12_F >> hasBipod
  49. CfgWeapons >> arifle_RPK12_F >> FullAuto >> reloadTime
  50. CfgWeapons >> LMG_Mk200_F >> WeaponSlotsInfo >> mass
  51. CfgWeapons >> arifle_AK12_F >> discreteDistance[] >> {100,200,300,400,500,600}
  52. CfgWeapons >> arifle_AK12_F >> discreteDistanceInitIndex >> "1"
  53. CfgWeapons >> arifle_AK12_F >> maxZeroing
  54. 54.0 54.1 CfgWeapons >> arifle_AK12_GL_F >>
  55. CfgWeapons >> arifle_AK12_GL_F >> maxZeroing
  56. CfgWeapons >> arifle_AK12U_F >> discreteDistance[] >> {100,200}
  57. CfgWeapons >> arifle_AK12U_F >> discreteDistanceInitIndex >> "1"
  58. CfgWeapons >> arifle_AK12U_F >> maxZeroing
  59. CfgWeapons >> arifle_RPK12_F >> discreteDistance[] >> {100,200,300,400,500,600,700,800}
  60. CfgWeapons >> arifle_RPK12_F >> discreteDistanceInitIndex >> "1"
  61. CfgWeapons >> arifle_RPK12_F >> maxZeroing
  62. CfgWeapons >> arifle_AK12_GL_F >> EGLM >> discreteDistanceInitIndex >> "1"
  63. CfgWeapons >> arifle_AK12_F >> magazineWell[] >> {"AK_762x39"}
  64. CfgWeapons >> arifle_AK12U_F >> magazineWell[] >> {"AK_762x39"}
  65. CfgWeapons >> arifle_RPK12_F >> magazineWell[] >> {"AK_762x39"}

Formulae

  1. 60 / reloadTime = 60 / 0.1
  2. 60 / reloadTime = 60 / 0.06
  3. 3.0 3.1 3.2 Weapon's initSpeed * Magazine's initSpeed = 0.8 * 715
  4. 60 / reloadTime = 60 / 0.0857143
  5. 5.0 5.1 5.2 Weapon's initSpeed * Magazine's initSpeed = 1.1 * 715
  6. initSpeed * caliber * 15 / 1000 = 715 * 1.2 * 15 / 1000
  7. 7.0 7.1 AK-12's initSpeed * Ammo's caliber * 15 / 1000 = 730 * 1.2 * 15 / 1000
  8. 8.0 8.1 (AKU-12's initSpeed * Magazine's initSpeed) * Ammo's caliber * 15 / 1000 = (0.8 * 715) * 1.2 * 15 / 1000
  9. 9.0 9.1 (RPK-12's initSpeed * Magazine's initSpeed) * Ammo's caliber * 15 / 1000 = (1.1 * 715) * 1.2 * 15 / 1000
  10. initSpeed * caliber * 15 / 1000 = 715 * 1.2 * 15 / 1000

Notes[]

  1. 1.0 1.1 Both the AK-12 and AK-12 GL's initSpeed values overrides the magazine's initSpeed (it is not defined as a coefficient).
  2. 2.0 2.1 The AKU-12 specifically uses a coefficient for its initSpeed value which serves as a multiplier.
  3. 3.0 3.1 The RPK-12 specifically uses a coefficient for its initSpeed value which serves as a multiplier.
  4. 4.0 4.1 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. Johnson, S 2010, 'AK-200 rifle: The 21st Century AK', The Firearm Blog, 27 May, viewed 10 September 2023, <https://www.thefirearmblog.com/blog/2010/05/27/ak-200-rifle-the-21st-century-ak/>.
  2. Johnson, S 2011, 'AK-12 : The 5th Generation AK 7.62mm, 5.56mm and 5.45mm Rifle', The Firearm Blog, 29 November, viewed 10 September 2023, <https://www.thefirearmblog.com/blog/2011/11/29/ak-12-the-5th-generation-ak-7-62mm-5-56mm-and-5-45mm-rifle/>.
  3. Fitch, N 2014, '"Can We Keep Him?" – The 6.5×39 Grendelski', The Firearm Blog, 13 November, viewed 10 September 2023, <https://www.thefirearmblog.com/blog/2014/11/13/6-5-grendel-cip-certified-russia/>.
  4. Vickers, L 2016, AK 400 Series - Kalashnikov Pre-Production Prototype, 3 May, viewed 10 September 2023, <https://www.youtube.com/watch?v=7dym1b4RB8M>.
  5. 5.0 5.1 Kovařič, V 2016, SPOTREP #00059, Arma 3, viewed 25 February 2023, <https://dev.arma3.com/post/spotrep-00059>.
  6. van 't Land, J.J. 2019, SPOTREP #00088, Arma 3, viewed 30 April 2019, <https://dev.arma3.com/post/spotrep-00088>.
  7. ARMA 3: Tac-Ops 2017 [Video Game], Bohemia Interactive a.s., Beyond Hope, No Reprieve
  8. van 't Land, J.J. 2019, SPOTREP #00089, Arma 3, viewed 1 August 2019, <https://dev.arma3.com/post/spotrep-00089>.

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 DesignatorStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Karts DLC | Marksmen DLC | Apex DLC | Tanks DLC | Contact DLC
Arma3-factionicon-fia Government Loyalists - Armoury (ArmA 3)
Handguns ACP-C2 .45
Carbines AKS-74U 5.45 mmMk20C 5.56 mmTRG-20 5.56 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mmMk20 5.56 mm (Mk20 EGLM) • SPAR-16 series (SPAR-16, SPAR-16 GL) • TRG-21 5.56 mm (TRG-21 EGLM)
Designated marksmen rifles Mk14 7.62 mmMk18 ABR 7.62 mm
Squad automatic weapons LIM-85 5.56 mmMk200 6.5 mm
Launchers RPG-7RPG-42
Static M2Mk6 Mortar
(Parenthesis) denote variants.
Marksmen DLC | Apex DLC
Arma2-factionicon-russianspetsnaz Russian Spetsnaz - Armoury (ArmA 3)
Handguns Rook-40 9 mm
Carbines AKU-12 7.62 mm
Assault rifles AK-12 7.62 mm (AK-12 GL)
Designated marksman rifles ASP-1 Kir 12.7 mm
Squad automatic weapons RPK-12 7.62 mm
Launchers RPG-42
(Parenthesis) denote variants.
Marksmen DLC | Apex DLC | Contact DLC
Arma3-factionicon-syndikat Syndikat - Armoury (ArmA 3)
Handguns PM 9 mm
Carbines AKS-74U 5.45 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mm
Squad automatic weapons LIM-85 5.56 mm
Launchers RPG-7
Static M2
(Parenthesis) denote variants.
Apex DLC
Arma3-factionicon-syndikat L'Ensemble - Armoury (ArmA 3)
Handguns PM 9 mm
Submachine guns Sting 9 mmPDW2000 9 mmProtector 9 mm
Shotguns Kozlice
Carbines AKS-74U 5.45 mmAKU-12 7.62 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mmSPAR-16 series (SPAR-16, SPAR-16 GL)
Designated marksmen rifles Mk14 Classic 7.62 mm
Squad automatic weapons LIM-85 5.56 mmRPK-12 7.62 mm
Launchers RPG-7RPG-42
Static M2
(Parenthesis) denote variants.
Apex DLC | Contact DLC
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