NOTE: This article is about the baseline AMV-7 Marshall IFV in ArmA 3. For its modular counterpart in the semi-official Western Sahara Creator DLC, see AMV-7 Marshall (Western Sahara). |
The AMV-7 Marshall is a wheeled Infantry Fighting Vehicle used exclusively by NATO forces in ArmA 3.
Overview[]
- Roles:
- Troop transport
- Fire support
« | APC (Armored Personnel Carrier) vehicles are used to deploy soldiers and to exfiltrate them away from a battlezone. The AMV-7 Marshall has a mounted 40 mm CTWS cannon and a coaxial M200 light machine gun. The vehicle is designed to sustain damage from mines and to quickly get to a designated position even in rough terrain or over water. Field Manual[1]
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Design[]
The Marshall is an 8x8 infantry fighting vehicle designed as a medium-lift personnel carrier for expeditionary warfare. It can operate across a variety of environments ranging from land to sea, and can even be paradropped from the air.
Armament
It is armed with a 40 mm autocannon that can load and fire either anti-personnel or anti-vehicle shells. A 7.62 mm coaxial medium machine gun is also available for use against infantry targets.[CfgVh 6]
The 40 mm autocannon can switch between general purpose (GPR-T) and armour-piercing fin-stabilised discarding sabot (APFSDS-T) shells:[CfgVh 9]
- 240 GPR-T, split across 4× magazines that each contain 60× rounds.
- 160 APFSDS-T, split across 4× magazines that each contain 40× rounds.
Meanwhile, the coaxial 7.62 mm MMG has access to a total of 1,600 rounds. This is split across 8× 200-round linked belt magazines.[CfgVh 9] A defensive smoke launcher is also available and contains enough charges for 2× volleys.[CfgVh 7][CfgVh 8]
Features
A mainstay of the U.S. Army's mechanised infantry formations in the 2030s, the Marshall doubles as a personnel carrier as well as a fire support vehicle. For additional protection, the Marshall can also be retrofitted with slat cages to further enhance its resistance to explosive munitions.
Thanks to its powerful 40 mm autocannon, the Marshall is more than capable of disabling or outright destroying Armoured Personnel Carriers like the MSE-3 Marid with ease. Other light/medium armoured vehicles are similarly vulnerable to being knocked out by its 40 mm APFSDS shells, which can pierce up to 192 millimetres of armour plating.[CfgAm 1][Formula 1]

The Marshall is the only IFV that is compact enough to be airlifted into an AO.
Additionally, the Marshall is compact enough to be transportable by air. Although it still isn't light enough to be slingloaded by heavy-lift helicopters, the Marshall can be ferried internally by VTOL transports like the Blackfish. Whereas CSAT mechanised infantry must drive to their AOs, Marshalls can simply be airlifted into battle with an extra rifle squad onboard.
Mobility
It is fully amphibious and can traverse across water like its wheeled CSAT and AAF counterparts, the MSE-3 and the Gorgon.[CfgVh 10]
With a top speed of 113 km/h on turbo, the Marshall is tied with the Gorgon and is ~ 4% faster than the MSE-3 (108 km/h). Turn rates[CfgVh 11] and speed when driven off-road[CfgVh 12] are virtually identical, though the power output of the Marshall's engine is the best at 506.25 kW compared to the MSE-3's 420 kW or the Gorgon's measly 372.5 kW.[CfgVh 13] This is similarly reflected in the engine's maximum attainable torque; the Marshall can generate up to 2,825 N·m of torque whereas the MSE-3's engine can only attain 2,037.5 N·m (the Gorgon generates the least with only 2,033.75 N·m).[CfgVh 14]

Unable to retaliate against the barrage of ATGMs launched from beyond its reach, the crew of this Marshall could only take a gamble with their smoke dispensers and attempt to get closer. Needless to say, they won't be going anywhere now.
Drawbacks
Unlike most IFVs in ArmA 3, the Marshall does not have access to infrared-homing anti-tank guided missiles.
CSAT IFVs like the BTR-K can simply lock onto the Marshall, fire off a missile, and then dash for cover; the same cannot be done with the Marshall since it has none. This means that the Marshall's driver must keep the vehicle stationary or at the very least drive slowly so that the gunner has a chance to focus fire on the BTR-K. To make matters worse, the Cannon 40 mm (at best) has an effective firing range of 1,500 metres. While the BTR-K's 30 mm autocannon is also similar in terms of range, it can compensate for this drawback with its Titan ATGMs that can lock onto targets up to 5,000 metres away.
When it comes to damage output and armour penetration, the Cannon 40 mm's APFSDS shells are superior to those fired by the BTR-K's 30 mm.[CfgAm 2][CfgAm 1] But in practice, they are only effective against light-medium armour vehicles. Against Main Battle Tanks like the T-100, the driver will need to flank and make use of defilade to give the gunner a chance to aim for exposed components like the engine. If defilade is not available or the enemy MBT's crew never exposes the tank's rear, then the Marshall's crew won't be able to inflict much damage.
Lastly, the Marshall does not utilise an unmanned turret unlike the BTR-K. Whether it's an AP shell or an anti-vehicle rocket/missile, a single well-placed shot against the lower half of the turret from the side can kill both crew members simultaneously.
Crew Capacity
The Marshall has enough seats for a crew of three that consists of the driver, a gunner, and the commander. Up to eight passengers may be seated within the rear compartment.[CfgVh 1]
Camouflage[]
- Sand: Standard pattern-less dark tan paint scheme used by all NATO ground vehicles and certain aircraft. This can be universally employed in all types of terrain but is more suited to arid and forested environments. Any camo nets applied on the Marshall's hull or turret will use a two-tone desert camouflage pattern scheme.
- Olive: Tropical olive-green paint scheme. Only useful for jungle or woodland environments. Camo nets attached to the Marshall use a two-tone woodland camouflage pattern with this scheme.
Protection: Hitpoints[]
The Marshall has a base armour value of 320.[CfgVh 15]
The following highlighted positions serve as weak points on the Marshall:

LEGEND[SCR 2]
Green = Hull
Orange = Engine
Violet = Fuel tanks
Maroon = Turret
Gold = Autocannon
Note that in order to inflict actual damage, a munition must first penetrate through the surrounding armour plates and directly hit the component's weak point. Any strikes on non-highlighted parts will cause little (if any) noticeable damage.
Hull[]
The Marshall's hull can withstand up to 512 points of damage.[CfgVh 16][Formula 2] It takes 80% reduced damage from high-explosive (HE) type munitions.[CfgVh 17]
Depletion of the hull's integrity will instantly result in a catastrophic kill.[CfgVh 18][CfgVh 19]
Hull Slat[]

If installed, the hull's eight slat cages can each withstand up to 200 points of damage before they break.[CfgVh 20][CfgVh 21][note 1] They all take 200% additional damage from HE-type munitions.[CfgVh 22][CfgVh 23] Damage to any of the slat cages will not be shared with the Marshall's main "health" pool.[CfgVh 24][CfgVh 25]
If destroyed, slat cages must be manually repaired by hand using a Toolkit. Alternately, they can be fixed by mobile repair trucks and/or armoured recovery vehicles, as well as static vehicle repair stations.
Engine[]
The engine can take a maximum of 240 points of damage before it fails.[CfgVh 26][Formula 3] It takes 50% reduced damage from HE-type munitions.[CfgVh 27] At least 10% of incoming damage will be shared with the Marshall's main "health" pool.[CfgVh 28]
Fuel tanks[]
The Marshall's twin fuel tanks can withstand up to 240 points of damage before they rupture.[CfgVh 29][Formula 4] It takes 40% reduced damage from HE-type munitions.[CfgVh 30] Up to 30% of incoming damage will be shared with the Marshall's main "health" pool. If the Marshall is at critical "health" status, destruction of the fuel tanks can potentially cause the vehicle to explode.[CfgVh 31]
Wheels[]
Each of the Marshall's eight wheels can take up to 250 points of damage before their tyres burst.[CfgVh 32][CfgVh 33][note 2] They take 400% additional damage from HE-type munitions.[CfgVh 34][CfgVh 35] No damage inflicted upon any of the wheels will be shared with the Marshall's main "health" pool.[CfgVh 36][CfgVh 37]
Destroying all eight wheels will be necessary to completely immobilise the Marshall. Depending on how many wheels are remaining, it is still possible for the Marshall to continue driving even if two thirds of its tyres are missing (climbing uphill will be almost impossible, however).
Turret[]
The Marshall's turret traverse mechanisms can withstand up to 256 points of damage before they suffer from failure.[CfgVh 38][Formula 5] It takes 80% reduced damage from HE-type munitions.[CfgVh 39] No damage inflicted upon the turret will be shared with the Marshall's main "health" pool.[CfgVh 40]
Turret Slat[]

If installed, the turret's three slat cages can each withstand up to 200 points of damage before they break.[CfgVh 41][CfgVh 42][CfgVh 43][note 1] They all take 200% additional damage from HE-type munitions.[CfgVh 44][CfgVh 45][CfgVh 46] Damage to any of the slat cages will not be shared with the Marshall's main "health" pool.[CfgVh 47][CfgVh 48][CfgVh 49]
If any or all of the slat cages have been destroyed, they must be manually reinstalled with the help of a Toolkit, a repair truck, an armoured recovery vehicle, or a specialised vehicle repair station.
Autocannon[]
Elevation mechanisms for the Marshall's autocannon can only take a maximum of 192 points of damage before they fail.[CfgVh 50][Formula 6] The mechanisms take 60% less damage from HE-type munitions.[CfgVh 51] Damage inflicted upon the autocannon's elevation mechanisms will not be shared with the Marshall's main "health" pool.[CfgVh 52]
Commander viewfinder[]
The Commander's Independent Thermal Viewer (CITV) can only take a maximum of 160 points of damage before it suffers from failure.[CfgVh 53][Formula 7] The CITV takes full damage from HE-type munitions.[CfgVh 54] However, no damage inflicted upon the CITV will be shared with the Marshall's main "health" pool.[CfgVh 55]
Protection: Armour[]
The Marshall uses a combination of Composite Armour plating, non-composite materials, and (optional) Slat cages that can be retrofitted onto the hull and turret:
.bisurf | Density [2][3][4] |
Thickness [2][3][4] |
bulletPenetrability [2][3][4] |
bulletPenetrabilityWithThickness [2][3][4] |
Friction [2][5] |
Restitution [2][5] |
---|---|---|---|---|---|---|
armour.bisurf | 8600 | N/A; based on vehicle fire geometry thickness | 15 | N/A; not used by armour.bisurf | 0.7 | 0.3 |
armour_plate.bisurf | 8600 | 30 | N/A; not used by armour_plate.bisurf | 15 | 0.7 | 0.3 |
armour_plate_12mm.bisurf | 8600 | 12 | N/A; not used by armour_plate_12mm.bisurf | 15 | 0.7 | 0.3 |
glass_armored_plate.bisurf | 8000 | 30 | N/A; not used by glass_armored_plate.bisurf | 36 | 0.7 | 0.3 |
metal_plate.bisurf | 4000 | 30 | N/A; not used by metal_plate.bisurf | 48 | 0.7 | 0.3 |
vehicle_interior.bisurf | 6500 | 200 | 30 | 30 | 0.7 | 0.3 |
Composite armour[]
The Marshall's entire hull, turret, the Commander's Independent Thermal Viewer (CITV), and autocannon barrel are protected by composite metal armour plates.[rvmat 1][bisurf 1]
The driver's hatch, parts of the frontal hull, gap between the driver's and commander/gunner's compartment, as well as the commander/gunner's compartment itself are protected by composite metal armour plates that have a thickness of 12 millimetres.[rvmat 2][bisurf 2]
Slat[]

LEGEND:[SCR 3]
Pink = armour_plate.bisurf
Munition type | Damage reduction (%)[6] | Velocity reduction (%)[6] |
---|---|---|
Armour Piercing | Cage intact: 100% [CfgArmSim 1] Cage destroyed: 100% [CfgArmSim 1] |
Cage intact: 5% [CfgArmSim 2] Cage destroyed: No reduction (100%) [CfgArmSim 2] |
High-Explosive | Cage intact: No reduction (+200%) [CfgArmSim 3] Cage destroyed: No reduction (100%) [CfgArmSim 3] |
Cage intact: No reduction (100%) [CfgArmSim 4] Cage destroyed: No reduction (100%) [CfgArmSim 4] |
High-Explosive Anti-Tank[note 3] | Cage intact: No reduction (100%) [CfgArmSim 5] Cage destroyed: No reduction (100%) [CfgArmSim 5] |
Cage intact: 95% [CfgArmSim 6] Cage destroyed: No reduction (100%) [CfgArmSim 6] |
Tandem High-Explosive Anti-Tank[note 3] | Cage intact: No reduction (100%) [CfgArmSim 7] Cage destroyed: No reduction (100%) [CfgArmSim 7] |
Cage intact: 35% [CfgArmSim 8] Cage destroyed: No reduction (100%) [CfgArmSim 8] |
A total of eleven slat cages can be installed onto the Marshall's hull and turret:
- One cage protects the vehicle's rear, shielding the troop compartment hatch.[CfgVh 56] It should be noted that even though they appear to be three separate cages, all three are considered to be a single cage.
- Six cages protect both sides of the hull.[CfgVh 57][CfgVh 58][CfgVh 59][CfgVh 60][CfgVh 61][CfgVh 62]
- One cage protects the lower section of the frontal hull.[CfgVh 63] It should be noted that the upper section of the hull is not actually covered.
- Three cages protect all sides of the turret but excluding the roof.[CfgVh 64][CfgVh 65][CfgVh 66]
Regardless of mounting position, slat cages have a thickness of 30 millimetres.[rvmat 3][bisurf 3] Destroyed cages must be manually repaired by hand using a Toolkit, with the assistance of a dedicated repair truck/armoured recovery vehicle, or at a specialised vehicle repair station.
Miscellaneous[]

LEGEND:[SCR 3]
Yellow = glass_armored_plate.bisurf

LEGEND:[SCR 3]
Maroon = metal_plate.bisurf

LEGEND:[SCR 3]
Green = vehicle_interior.bisurf
The windows of the driver's periscope hatch, as well as those of the commander/gunner and the vehicle's lights are protected by bullet-resistant glass panes that have a thickness of 30 millimetres.[rvmat 4][bisurf 4] These glass panes can block bullet projectiles up to (and including) 6.5 mm/7.62 mm assault rifles. However, they are not durable enough to block hits from 7.62 mm DMRs/LMGs or any other larger calibre bullet projectiles.
Most of the hull (but excluding one part of the frontal hull) and turret are protected by (non-composite) metal plates. These metal plates have a thickness of 30 millimetres.[rvmat 5][bisurf 5]
The compartment interiors of the driver, commander and gunner, as well as the centre of the turret's interior, are protected by plates of plain metal. These plates have a thickness of 200 millimetres.[rvmat 6][bisurf 6]
Mobility[]
Engine[]
The Marshall's engine has a power output of 506.25 kW.[CfgVh 13] It has an idle rotation speed of 50 rad/s[CfgVh 67], a maximum rotational speed of 241 rad/s[CfgVh 68], and a maximum attainable torque of 2,825 N·m.[CfgVh 14]
Torque curves[]
Engine RPM (@%) | X-value[7] | Y-value[7] |
---|---|---|
@ 12.5% | 0[CfgVh 69] | 0[CfgVh 69] |
@ 25% | 0.4347826086956522[CfgVh 69] | 0.7190265486725664[CfgVh 69] |
@ 37.5% | 0.608695652173913[CfgVh 69] | 0.9292035398230088[CfgVh 69] |
@ 50% | 0.6521739130434783[CfgVh 69] | 0.9734513274336283[CfgVh 69] |
@ 62.5% | 0.6739130434782609[CfgVh 69] | 1[CfgVh 69] |
@ 75% | 0.6956521739130435[CfgVh 69] | 0.9734513274336283[CfgVh 69] |
@ 87.5% | 1[CfgVh 69] | 0.752212389380531[CfgVh 69] |
@ 100% | 2.043478260869565[CfgVh 69] | 0[CfgVh 69] |
Gearbox[]
The Marshall utilises an automatic gearbox.[CfgVh 70] It specifically has a dedicated set of gearbox ratios for amphibious operations:
Gear #[8] | Gearbox Ratio (Land only)[8] | Gearbox Ratio (Amphibious only)[8] |
---|---|---|
Reverse (R) | 4.84[CfgVh 71] | 10[CfgVh 72] |
Neutral (N) | 0[CfgVh 71] | 0[CfgVh 72] |
Gear 1 (D1) | 3.43[CfgVh 71] | 30[CfgVh 72] |
Gear 2 (D2) | 2.01[CfgVh 71] | N/A |
Gear 3 (D3) | 1.42[CfgVh 71] | N/A |
Gear 4 (D4) | 1[CfgVh 71] | N/A |
Gear 5 (D5) | 0.83[CfgVh 71] | N/A |
Gear 6 (D6) | 0.59[CfgVh 71] | N/A |
Idle[]
The Marshall's engine technically[note 4] has an idle RPM of 425[CfgVh 73] but will default to 477.46 RPM instead:[SCR 4]
Gear #[8] | Ratio | RPM |
---|---|---|
Reverse (R) | -38.72 | -0.00 |
Neutral (N) | 0.00 | 0.00 |
Gear 1 (D1) | 27.44 | 0.00 |
Gear 2 (D2) | 16.08 | 0.00 |
Gear 3 (D3) | 11.36 | 0.00 |
Gear 4 (D4) | 8.00 | 0.00 |
Gear 5 (D5) | 6.64 | 0.00 |
Gear 6 (D6) | 4.72 | 0.00 |
Reverse[]
The Marshall's engine has an RPM of 2,301.38 when reversing:[SCR 4]
Gear #[8] | Ratio | RPM |
---|---|---|
Reverse (R) | -38.72 | 2451.07 |
Neutral (N) | 0.00 | -0.00 |
Gear 1 (D1) | 27.44 | -1737.02 |
Gear 2 (D2) | 16.08 | -1017.90 |
Gear 3 (D3) | 11.36 | -719.11 |
Gear 4 (D4) | 8.00 | -506.42 |
Gear 5 (D5) | 6.64 | -420.33 |
Gear 6 (D6) | 4.72 | -298.79 |
Drive (1st gear)[]
The Marshall's gear remains locked at 1st gear when swimming across water. The engine stays unchanged at 477.46 RPM (as if it were idling):[SCR 4]
Gear #[8] | Ratio | RPM |
---|---|---|
Reverse (R) | -38.72 | -1156.55 |
Neutral (N) | 0.00 | 0.00 |
Gear 1 (D1) | 27.44 | 819.62 |
Gear 2 (D2) | 16.08 | 480.30 |
Gear 3 (D3) | 11.36 | 339.32 |
Gear 4 (D4) | 8.00 | 238.96 |
Gear 5 (D5) | 6.64 | 198.33 |
Gear 6 (D6) | 4.72 | 140.98 |
Drive (5th gear)[]
The Marshall remains locked to only 5th gear if vehicle turbo is not active. The engine has an RPM of 1,585.64 while it is shifted to 5th gear:[SCR 4]
Gear #[8] | Ratio | RPM |
---|---|---|
Reverse (R) | -38.72 | -9237.31 |
Neutral (N) | 0.00 | 0.00 |
Gear 1 (D1) | 27.44 | 6546.28 |
Gear 2 (D2) | 16.08 | 3836.16 |
Gear 3 (D3) | 11.36 | 2710.12 |
Gear 4 (D4) | 8.00 | 1908.54 |
Gear 5 (D5) | 6.64 | 1584.08 |
Gear 6 (D6) | 4.72 | 1126.04 |
Drive (6th gear)[]
When accelerating with vehicle turbo on, the Marshall rapidly transitions to 6th gear. While on 6th gear, the Marshall's engine has an RPM of 2,109.60:[SCR 4]
Gear #[8] | Ratio | RPM |
---|---|---|
Reverse (R) | -38.72 | -17279.67 |
Neutral (N) | 0.00 | 0.00 |
Gear 1 (D1) | 27.44 | 12245.72 |
Gear 2 (D2) | 16.08 | 7176.06 |
Gear 3 (D3) | 11.36 | 5069.65 |
Gear 4 (D4) | 8.00 | 3570.18 |
Gear 5 (D5) | 6.64 | 2963.25 |
Gear 6 (D6) | 4.72 | 2106.41 |
Components[]
NOTE: Cosmetic-only component modules with no gameplay effects are deliberately excluded from this section.
- Slat Cage (Hull): Attaches slat cages around the entire hull; excluding the turret but including the rear passenger compartment hatch. Slat cages will protect the Marshall from non-AP munitions but can be destroyed after multiple hits.
- Slat Cage (Turret): Identical to the Hull slat cages but applied to the turret instead.
- Camo Net (Hull): Drapes the entire hull with camouflage netting. Partially conceals covered sections from thermal sensors.
- Camo Net (Turret): Identical to the Hull camouflage netting, but for the turret instead. Only some of the turret is concealed by netting, while the barrel and certain other components such as the commander's optics are left exposed.
Sensors[]
The Marshall is not equipped with sensors that can be used for targeting purposes.
Armament[]
NOTE: For specifics on the Cannon 40 mm's munitions, see its related section listed here.
The gunner is the only crewman that has control over the vehicle's weapons (Cannon 40 mm and Coaxial MG 7.62 mm).[CfgVh 6] The commander does not control any of the Marshall's weapon systems, but they do have access to its defensive smoke launchers.[CfgVh 7]
The Marshall's turret can be freely rotated in any direction horizontally.[CfgVh 74][CfgVh 75] However for vertical rotation limits, it is restricted to an elevation of up to 30 degrees[CfgVh 76] and a depression of just 10 degrees:[CfgVh 77]
Cannon 40 mm[]

General-purpose 40 mm autocannon. Can load and fire AP-type shells.[note 5]
It can attain a fire rate of up to 200 rounds per minute.[CfgWp 1][CfgWp 2][Formula 8] Shells are fired with a muzzle velocity of either 1,035 m/s (GPR-T)[CfgMa 1] or 1,600 m/s (APFSDS-T).[CfgMa 2] There is no delay for switching between APFSDS-T or GPR-T munitions.[CfgWp 3] However, it will take up to 20 seconds to reload the Cannon 40 mm with a fresh magazine or to fully rearm from a supply truck.[CfgWp 4][CfgWp 5]
Accuracy-wise, there is a slight difference in accuracy depending on the type of munition loaded:
- APFSDS: Lower spread. Dispersion of 0.0009 rad.[CfgWp 6]
- GPR: Higher spread. Dispersion of 0.0015 rad.[CfgWp 7]
The Cannon 40 mm has a dedicated Fire Control System available that can adjust for lead and zeroing, though only against targets moving at speeds of ~ 110 km/h or less.[CfgWp 8][Formula 9] It takes at least 1 second for the FCS to finish calculations against valid targets.[CfgWp 9]
Manual zeroing is also available, starting from a minimum of 100 metres up to a maximum of 3,500 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200, 2300, 2400, 2500, 2600, 2700, 2800, 2900, 3000, 3100, 3200, 3300, 3400, 3500).[CfgVh 78] By default, the Cannon 40 mm is set to a zeroing of 300 metres.[CfgVh 79]
Coaxial MG 7.62 mm[]

Ammo parameter | Value |
---|---|
Base damage value | 11.6[CfgAm 3] |
Aerodynamic friction | -0.001[CfgAm 4] |
Muzzle velocity (m/s) | 860[CfgMa 3] |
Expected velocity (m/s) | 800[CfgAm 5][note 6] |
Deflection angle (degrees) | 15°[CfgAm 6] |
Penetration depth (mm) | 20.64[CfgAm 7][Formula 10] |
Coaxial 7.62 mm medium machine gun.
It can attain a fire rate of up to 800 RPM[CfgWp 10][Formula 11] with a muzzle velocity of 860 m/s.[CfgMa 3] Accuracy-wise, the Coaxial MG 7.62 mm has a dispersion of 0.0016 rad.[CfgWp 11] It takes at least 10 seconds to reload the Coaxial MG 7.62 mm with a fresh belt or to fully rearm from a supply truck/ammunition crate.[CfgWp 12] Every fifth round in the belt will emit a visible red tracer.[CfgMa 4]
Although the Coaxial MG 7.62 mm technically shares the same FCS with the Cannon 40 mm (~ 110 km/h speed limit[CfgWp 13][Formula 9], 1 second computation time[CfgWp 14]), the Coaxial MG 7.62 mm does not allow for zeroing beyond 1,500 metres. This applies to both automatic and manual zeroing adjustments (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500).[CfgWp 15] Only its default zeroing remains unchanged at 300 metres.[CfgVh 79]
Optics[]
Driver[]

The driver's periscope hatch has the ability to switch between a day or night vision mode.[CfgVh 80]
Commander[]
The Commander's Independent Thermal Viewer (CITV) has the ability to toggle three vision modes: day, night, and green-/black-hot thermal.[CfgVh 81][CfgVh 82][CfgVh 83][CfgVh 84][CfgVh 85][CfgVh 86] The viewfinder can switch between three fields of view: Wide (WFOV 0.83x)[CfgVh 87][Formula 12], Medium (MFOV 3.5x)[CfgVh 88][Formula 13], and Narrow (NFOV 8.8x).[CfgVh 89][Formula 14]
A laser rangefinder is available, as is a compass and elevation display.[CfgVh 90]
Gunner[]
The gunner's sight can switch between three vision modes: day, night, and green-/black-hot thermal.[CfgVh 91][CfgVh 92][CfgVh 93][CfgVh 94][CfgVh 95][CfgVh 96]
It can toggle between three fields of view: Wide (WFOV 0.83x)[CfgVh 97][Formula 15], Medium (MFOV 3.5x)[CfgVh 98][Formula 16], and Narrow (NFOV 8.8x).[CfgVh 99][Formula 17]
Element displays for the gunner's Fire Control System (FCS) are available, comprising of a laser rangefinder, elevation, azimuth, and speed display.[CfgVh 100] A compass is not displayed on the sight's reticle, but it is shown on the gunner's Multi-Functional Display (MFD) terminal.[CfgVh 101]
Defensive sensors[]
The Marshall cannot detect guided weapon systems that are attempting to lock onto it.[CfgVh 102]
However, it is equipped with a Missile Approach Warning System (MAWS) that will alert the crew if a guided projectile has successfully locked onto the Marshall and is inbound towards it.[CfgVh 103]
FFV[]
- Main article: Firing from vehicles (mechanic)#AMV-7 Marshall
AI[]
NOTE: The following information only applies to the AI.
Camouflage rating[]
- Main article: AI Basics: Detection
The Marshall has a camouflage[9] rating of 2.[CfgVh 104]
Cost[]
- Main article: AI Basics: Targeting priority
The Marshall has a cost[10] value of 40000.[CfgVh 105]
Threat values[]
- Main article: AI Basics: Targeting priority
The Marshall is considered to be a dangerous threat[11] to AI-controlled infantry units (0.8).[CfgVh 106]
AI-controlled ground vehicles and aircraft consider the Marshall to be a moderate but not high priority threat (0.6/0.6).[CfgVh 106]
Noise factor[]
- Main article: AI Basics: Detection
The Marshall has an audible[12] factor of 14.[CfgVh 107]
Trivia[]
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Gallery[]
Config/script references[]
CfgAmmo
CfgMagazinesCfgWeapons
CfgArmorSimulations
CfgVehicles
.bisurf.rvmatScriptsFormulae
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Notes[]
- ↑ 1.0 1.1 Hitpoints for the Marshall's slat cages do not use a coefficient value. Instead, they are always set to a fixed value of 200.
- ↑ The Marshall's wheel hitpoints do not use a coefficient value and are always set to a fixed value of 250.
- ↑ 3.0 3.1 Only applies to the explosive component of the munition.
- ↑ Although the idleRpm configuration token is defined, the Marshall always defaults to 477.46 RPM while the vehicle remains idle.
- ↑ Due to the warheadName token, both of the Cannon 40 mm's munitions are internally classified as inflicting Armour Piercing (AP)-type damage even though its GPR shells function like as if they were High-Explosive (HE) munitions.
- ↑ Damage will be reduced if the projectile's velocity drops below this value.
References[]
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External links[]
See also[]
Vehicles of comparable role and configuration[]
- AFV-4 Gorgon (AAF wheeled counterpart, ArmA 3 only)
- LAV-25 (USMC wheeled predecessor, ArmA 2 only)
- MSE-3 Marid (CSAT wheeled counterpart, ArmA 3 only)
- Rhino MGS (NATO tank destroyer counterpart, ArmA 3: Tanks only)
- Stryker (U.S. Army wheeled predecessor, ArmA 2: OA only)
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Wheeled | AMV-7 Marshall • HEMTT • Hunter • Prowler • Quadbike • Rhino MGS (UP) • UGV Stomper |
Tracked | CRV-6e Bobcat • ED-1D Pelter (ED-1E Roller) • IFV-6a Cheetah • IFV-6c Panther • M2A1 Slammer (A4 UP) • M4 Scorcher • M5 Sandstorm |
Rotor-wing | AH-9 Pawnee • AH-99 Blackfoot • AL-6 Pelican • AR-2 Darter • CH-67 Huron • MH-9 Hummingbird • MQ-12 Falcon • UH-80 Ghost Hawk |
Fixed-wing | A-164 Wipeout • F/A-181 Black Wasp II • MQ-4A Greyhawk • UCAV Sentinel • V-44X Blackfish |
Aquatic | Assault Boat (Rescue) • Speedboat Minigun • SDV |
(Parenthesis) denote variants. Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC |