Armed Assault Wiki
Advertisement

NOTE: This article is about the Marshall IFV and its derivatives in the semi-official Western Sahara Creator DLC. For its non-modular parent model in ArmA 3 itself, see AMV-7 Marshall.


The AMV-7 Marshall is a family of modular armoured vehicles used by several BLUFOR factions in ArmA 3. It was added with the release of the Western Sahara Creator DLC.

Overview[]

  • Roles:
    • Troop transport
    • Indirect fire support
    • Direct fire support
    • Mobile command vehicle
« Freshly deployed into service: The CV is the command variant of the Marshall armored vehicle, equipped with sensors to share target data via Data Link with other units. The ATGM is a Marshall variant that is fitted with four anti-tank guided missiles, with the capacity to counter any armored threat. The MORTAR is a variant which has a 60mm mortar mounted for operations against infantry and light vehicles without losing mobility.
Field Manual
»

Design[]

The AMV-7 Marshall is a multi-purpose armoured fighting vehicle with modular capabilities. It is characterised by its 8x8 wheel configuration and versatility as an amphibious weapons platform, well adapted for its role as a modern AFV.

Features
It is available in four configurations:

  • The baseline Infantry Fighting Vehicle (IFV) variant capable of carrying up to eight infantry and provide fire support for dismounted troops. It has access to a 40 mm autocannon and a 7.62 mm coaxial medium machine gun.
  • An Anti-Tank Guided Missile (ATGM) vehicle variant that can be used as a highly mobile tank hunter. It shares the same 40 mm autocannon/7.62 mm coaxial MMG used by baseline IFVs but has anti-tank missile pods fitted onto both sides of the turret.
  • A mobile artillery mortar carrier variant armed with a 60 mm mortar. It can provide short-ranged indirect and direct fire support to ground forces.
  • A mobile Command Vehicle (CV) variant armed with a 12.7 mm heavy machine gun/7.62 mm coaxial MMG that is capable of transporting troops and serving as a mobile command vehicle. It has data link capabilities and a passive sensor.
Arma3-wsmarshall-00

Various Marshall configurations being unloaded by VTOL.

Thanks to its flexibility, the Marshall can fulfil a wide range of roles depending on the configuration of its turret. For instance, the mortar carrier can lob 60 mm artillery shells in both indirect and direct fire mode, turning the Marshall into a devastating anti-infantry/light vehicle asset.

When outfitted with ATGMs, the Marshall can stand on an even footing with other ATGM-armed IFVs. It can double as an amphibious tank destroyer to complement the Rhino MGS, while still keeping the added benefit being air transportable with the help of Blackfish VTOLs.

Drawbacks
Depending on its configuration, the Marshall may need to sacrifice its troop transport capabilities to make way for heavy weapons. Slat cages aside, no variant of the Marshall has received armour upgrade packages either, meaning that the same threats which could neutralise the Marshall from afar remain just as potent against it.

Crew Capacity
All variants support a crew of three consisting of the driver, a commander, and the gunner. Only the Mortar variant is unable to transport up to eight passengers at a time.

Variants[]

Arma3-render-wsmarshallsand
Baseline IFV variant armed with a 40 mm autocannon and 7.62 mm coaxial medium machine gun.

Its main gun has access to 240 rounds worth of general general-purpose round (GPR-T) explosive and 160 armour-piercing fin-stabilised discarding sabot (APFSDS-T) shells total. GPR shells are stored in 60-round "magazines" while APFSDS shells use 40-round "magazines". On the other hand, the coaxial MG feeds from 200-round belts. It has access to a combined pool of eight belts for a total amount of 1,600 rounds.

The baseline IFV can transport up to eight passengers in the rear compartment.

This variant has a gross weight of 23299 kg.

Arma3-render-wsmarshallatgmsand
Dedicated anti-tank guided missile vehicle (ATGMV) variant.

It retains the same armament of the baseline IFV model (a 40 mm autocannon/7.62 mm coaxial MMG). The main difference is that it has been retrofitted with Titan missile pods on both sides of the turret. Each pod contains two Titan AT missiles for a combined total of four missiles (neither pod has access to spare missiles). This variant is capable of transporting up to eight passengers at a time.

This variant has a gross weight of 23354 kg.

Arma3-render-wsmarshallcvsand
Mobile command vehicle (CV) variant.

Unlike the baseline IFV/ATGM variants, the CV variant does not have access to an autocannon nor anti-tank missiles. The turret is instead fitted with a dual 12.7 mm-chambered heavy machine gun/coaxial 7.62 mm medium machine gun.

The primary 12.7 mm HMG feeds from 500-round belts and only has a single belt to reload from (for a combined total of 1,000 rounds). The coaxial MMG has access to eight 7.62 mm belts and has a total reserve of 1,600 rounds.

Aside from its downgraded armament, the Marshall CV features a passive sensor and has data link capabilities for relaying and sharing information between it and other data linked platforms. Its transportation capacity remains unchanged from the baseline IFV.

This is the only variant that is available to both ION PMCs and UNA peacekeepers.
This variant has a gross weight of 23292 kg.

Arma3-render-wsmarshallmortarsand

Mobile fire support vehicle variant. Its turret has been outfitted with a 60 mm mortar that has access to several types of shells:

  • 80 rounds of high-explosive (HE) shells
  • 8 rounds of infrared-guided (heat seeking) shells
  • 16 rounds of deployable white smoke shells that can cover the impact zone instantly in a thick cloud of smoke
  • 8 rounds of laser-guided shells
Unlike other versions of the Marshall, no coaxial or auxiliary weaponry is available on this model. It is specifically unable to transport troops in its rear compartment.

This variant has a gross weight of 23292 kg.

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 when this scheme is used.
  • Black:** All-black paint scheme.
  • ION Services:** Black paint scheme but with the logo and motto of the ION Services private military company on both sides of the hull.
  • UNA:** Flat white colour scheme with black letters ("UNA") painted over the front, rear, and both sides of the hull. Exclusive to the United Assistance peacekeeping contingent.

(*) Has an optional Desert scheme that features solid tan-coloured camouflage netting as opposed to the default arid camouflage pattern.
(**) Not available to the baseline IFV, ATGM, and Mortar variants.

Protection[]

All variants of the Marshall have a base armour value of 320. They use Composite Armour plating and can optionally be fitted with addon Slat cages.

They cannot be fitted with Explosive Reactive Armour blocks/panels. However, they do support up to eleven individual slat cages which can shield either the entire hull or the turret (or both at the same time).

The following highlighted positions serve as weak points on Marshalls:

Arma3-marshall-hitpoints

LEGEND
Green = Hull
Orange = Engine
Violet = Fuel tanks
Maroon = Turret
Gold = Autocannon barrel (IFV/ATGM variants only)

Note that aside from the lack of an autocannon, all other variants of the Marshall share the same hitzones.

Additionally, in order to actually inflict damage onto the vehicle, 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 hull can resist up to 512 points of damage. Will result in a catastrophic kill if its integrity is fully depleted.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing None 10
High-Explosive 80* 50
High-Explosive Anti-Tank 80* 80
Tandem High-Explosive Anti-Tank 80* 10

(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge

If the hull has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.

Hull Slat[]

Arma3-vehiclearmour-marshall-slathull

Slat cages reinforce and shield all sides of the hull (including the passenger compartment door). They can take up to 200 points of damage before they break.

The cages take 200% extra damage from high-explosive (HE) type munitions. If the cages break, they will no longer protect the hull and must be repaired; either by hand or with the help of logistics.

Engine[]

The engine can survive 240 points of damage.

Only 10% of incoming damage on the engine is transferred onto the Marshall's "health" pool. It has 50% resistance against explosive-type munitions. It will not cause a catastrophic kill by itself unless the Marshall is critically damaged.

If damaged: Reduces power output, acceleration both on land and in the water is decreased and it may become impossible to climb uphill.
If destroyed: Immobilises the Marshall. Can become trapped if it is floating above water at the time of its destruction.

Fuel tanks[]

The fuel tanks can resist up to 280 points of damage before failing.

At least 30% of incoming damage is always shared with the Marshall's main "health" pool. It has 40% resistance to explosive-type munitions. Destroying the fuel tanks will not cause a catastrophic kill unless the Marshall is critically damaged.

If damaged: Gradually leak fuel over time.
If destroyed: Causes them to rapidly lose their entire fuel capacity in just a few seconds.

Wheels[]

All eight wheels are able to resist 250 points of damage. They are susceptible to small arms fire and take 400% damage from HE-type damage. No amount of damage inflicted is transferred onto the Marshall's "health" pool, however.

Destroying all of the Marshall's wheels will be needed to immobilise it. Depending on which and how many are remaining, it is entirely possible for the Marshall to continue driving even with more than half of its tyres missing (assuming that the number of missing tyres on one side of the vehicle is not completely unbalanced by the other side).

Turret[]

The turret can resist up to 256 points worth of damage. No amount of damage incurred is transferred onto the Marshall's "health" pool.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing None 10
High-Explosive 80* 50
High-Explosive Anti-Tank 80* 80
Tandem High-Explosive Anti-Tank 80* 10

(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge

If the turret's armour has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.

Turret Slat[]

Arma3-vehiclearmour-marshall-slatturret

Slat cages surround both sides and rear of the turret (excluding the front). The cages are able to withstand up to 200 points of damage before they shatter.

Each of the cages take 200% additional damage from HE-type munitions. Upon destruction, they will no longer shield the turret and need to be manually reinstalled or with the aid of a logistical vehicle.

Autocannon barrel[]

The autocannon barrel on the baseline IFV and ATGM vehicle variants can take up to 192 points of damage before they fail. No damage inflicted on this component is shared with the Marshall's main "health" pool.

Destroying this component will lock the barrel and prevent the gunner position from adjusting its elevation/depression. It should also be noted that unlike the turret, the barrel is only capable of reducing 60% of incoming damage from HE-type munitions (not 80% as the case with the turret).

Commander viewfinder[]

The commander's optics can only survive 160 points of damage. It is fully susceptible to all kinds of damage. No amount of damage inflicted will be shared with the Marshall's "health" pool, however.

Disabling this component will prevent the commander from being able to operate the viewfinder.

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[]

NOTE: This section's information is only relevant to the AMV-7 Marshall (CV) variant.

The Marshall is equipped with two passive-type sensors:

Sensor type Max range (Air/Ground) Min range (Air/Ground) Affected by environment? Target max speed (km/h) Azimuth coverage (°) Elevation coverage (°) Friendly identification range (m)
Passive A: 8,000 m
G: 8,000 m
A: 8,000 m
G: 8,000 m
Nothing 1e+10 km/h 360° 360° 12,000 m
Data Link A: 16,000 m
G: 16,000 m
A: 16,000 m
G: 16,000 m
Nothing 1e+10 km/h 360° 360° 0 m

Passive Radar[]

The Marshall's minimum target recognition range (12 km) is greater than that of its actual radar range (8 km), therefore it will always be able to identify its targets upon detecting their emissions.

It should be noted that the Passive Radar is available to all crew positions if they activate their SENSORS panel (driver included).

Data Link[]

The Marshall is data link-enabled. It is able to receive and transmit targeting data from any friendly forces within 16 km range.

Armament[]

NOTE: For specifics on the Cannon 40 mm's munitions, see its related section listed here.

No matter the variant, the Marshall's gunner is the only crew member that has access to the vehicle's turret weaponry. For optics, they can alternate between three fields of view and toggle a day, night or green-/black-hot thermal vision modes:

Cannon 40 mm[]

Arma3-vehicleweapons-amv7marshall-cannon40mm

NOTE: Only available on the baseline IFV and ATGM variants.

40 mm autocannon. Can load anti-vehicle AP or anti-personnel HE shells.

It has an effective firing range of 1,500 metres. The Cannon 40 mm can attain a fire rate of up to 200 rounds per minute. There is no delay for switching between the different rounds, but it takes 40 seconds to reload the "magazine" for each individual type.

Accuracy-wise, dispersion will differ depending on whether AP or HE rounds are being used; for AP rounds dispersion is set at 0.0009 rad, while for HE rounds it has increased spread with a dispersion value of 0.0015 rad instead.

The Fire Control System can automatically adjust zeroing on targets moving at speeds of up to ~ 110 km/h. There is a fixed delay of 1 second before the FCS can finish adjustments. The gunner can also opt to manually zero, though it is only available in increments/decrements of 100 m that go up to a maximum of 3500 m.

Titan Missile[]

Arma3-vehicleweapons-wsamv7marshall-titan

NOTE: Only available on the ATGM variant.

Warhead Damage type Base damage value Penetration depth (mm)
Primary High-Explosive 150 N/A
Secondary High-Explosive Anti-Tank 780 900

Twin anti-tank guided missile launcher pods.

Titan ATGMs have a minimum lock-on range of 200 metres and a maximum lock-on range of 5,000 metres. The gunner can choose either a direct fire or top-attack mode for the missile's flight profile. The pod has a delay of 0.5 seconds in-between launches, but requires 30 seconds to reload another pair of missiles each time.

The missiles use HEAT warheads, combining an explosive charge with a kinetic penetrator submunition. The explosive charge has a blast radius of 4 metres. They have an initial launch speed of 36 m/s, and can reach a maximum of up to 180 m/s at top speed.

Its seekers are infrared-guided, and can acquire targets moving at speeds of up to 126 km/h. They cannot however, lock onto targets that are 50 metres above terrain level (ATL), and have a 50% chance to lose lock against smoke countermeasures. The gunner also has the option to manually guide the missile via SACLOS, but the maximum distance for both forms of guidance remain the same (5,000 metres).


Flight Profiles[]

The Marshall's Titan missiles can utilise two types of flight profiles:

Direct-attack[]

Missile uses a linear flight trajectory. This is the default flight mode.

Top attack[]

Once launched, the missile will transition between two phases:

  • Initial: Missile will continue to climb diagonally in a 30 degree angle until it passes a height of approximately 200 metres.
  • Seeking: Terminal phase of flight. Missile begins to descend onto the target once it hits an altitude of 240 metres ATL.

The missile has a minimum targeting range of 240 metres in this mode. If the target is not beyond this distance, it will default to direct-attack mode instead.

Lastly, if the missile loses track of the target during the seeking phase it can be defaulted back to manual guidance (SACLOS). The missile will act as if it was being guided by SACLOS in the event this occurs.


HMG 12.7 mm[]

Arma3-vehicleweapons-wsamv7marshall-hmg127mm

NOTE: Only available on the CV variant.

Base damage value Aerodynamic friction Initial velocity (m/s) Penetration depth (mm)
30 -0.00086 910 35.49

General-purpose 12.7 mm heavy machine gun.

The HMG 12.7 mm is able to attain a fire rate of up to 600 RPM. It requires at least 20 seconds to reload a fresh belt. Accuracy-wise, it has a fixed dispersion of 0.0012 rad no matter the distance.

It is possible to manually zero the gun, starting at a minimum of 100 m up to a maximum of 2000 m (adjustments are made with increments/decrements of 100 m). The HMG 12.7 mm has access to an automated FCS, though it can only adjust lead/zero on stationary targets and requires 1 second to finish adjustments.

Coaxial MG 7.62 mm[]

Arma3-vehicleweapons-amv7marshall-coaxialmg762mm

NOTE: Only available on the baseline IFV, ATGM, and CV variants.

Base damage value Aerodynamic friction Initial velocity (m/s) Penetration depth (mm)
11.6 -0.001 860 20.64

Coaxial 7.62 mm machine gun.

It can attain a fire rate of up to 800 RPM and takes 10 seconds to reload a fresh belt. The Coaxial MG has a fixed dispersion of 0.0016 rad regardless of range.

The Coaxial MG's FCS can only zero against targets moving at speeds of up to ~ 110 km/h. It has a delay of 1 second before it can finish adjusting. However, manual zeroing is limited to a maximum of 1500 m (adjustments are made in increments/decrements of 100 m).

Mortar 60 mm[]

Arma3-vehicleweapons-wsamv7marshall-mortar60mm

NOTE:

  • Only available on the Mortar variant.
  • Refer to the Capabilities section for a more detailed explanation of the Mortar 60 mm's usage.
Shell name Base damage value Damage type Initial velocity (m/s)
HE 224 High-Explosive 200
Guided (Primary) 224 High-Explosive 200
Guided (Secondary) 160 High-Explosive N/A
LG (Primary) 224 High-Explosive 200
LG (Secondary) 240 High-Explosive N/A

It has a muzzle velocity of 200 m/s. Without a firing solution selected, the Mortar 60 mm can fire one shell every 1.8 seconds (~ 33 rounds per minute). It requires 5 seconds to switch between munition types.

Blast radii, guidance type (if applicable) and penetration depth vary depending on the type of shell loaded. Smoke shells do not carry explosives as they are fitted with dummy warheads designed to disperse harmless payloads instead (and are therefore excluded):

  • High-Explosive (HE): 13 metre blast radius, has a penetration depth of 30 millimetres (direct impact only).
  • Guided: 8 metre blast radius, infrared-guided; will attempt to home in onto "hot" vehicles within a radius of 800 metres. The submunition separates from the main shell once it is 300 metres above the impact zone. The IR seeker has a 10% chance to lose lock against smoke countermeasures.
  • Laser Guided (LG): 8 metre blast radius, laser-guided; can only lock onto laser spots within a radius of 800 metres. The submunition will "launch" from the dummy shell once it is 300 metres above the impact zone and begin seeking a laser spot.
    • If no laser spot can be found, the shell will simply strike the point below where it separated from the primary shell.

Capabilities[]

NOTE: This section's information is only relevant to the AMV-7 Marshall (Mortar) variant.

The Mortar 60 mm has three range modes available:

  • Semi (short) range: 86 to 499 metres (ETA 14-10 seconds)
  • Semi (medium) range: 347 to 1,998 metres (ETA 28-20 seconds)
  • Semi (far) range: 708 to 4,078 metres (ETA 40-29 seconds)

All firing solutions launch only one mortar shell at a time with a delay of 1.8 seconds per volley. Assuming that the gunner is carrying out a fire mission involving all 80 shells, the Marshall will take approximately ~ 44 seconds to deplete its entire stockpile (excluding specialised non-HE shells).

FFV[]

Main article: Firing from vehicles (mechanic)#AMV-7 Marshall

Trivia[]

  • Like its parent vehicle in ArmA 3, Western Sahara's Marshall and its derivatives are based on the Denel "Badger", a South African-made IFV.
    • Each of the unique turret configurations are directly modelled after Denel's "Modular Combat Turret" (MCT), though its 40 mm autocannon loadout is completely fictional (real MCT-fitted Badgers are armed with 30 mm autocannons).[1]
  • Prior to Update 1.1, the driver's rear-view camera was not oriented correctly and actually showed a reversed mirror perspective instead.[2]
  • The DLC's Extraction mini-campaign/scenario unusually depicts the baseline IFV model being used by UNA peacekeepers.[3] However, this unique UNA-operated IFV variant is not available outside of Extraction in either Zeus or the editor.

Gallery[]

References[]

  1. Denel Land Systems 2014, Products / Infantry Systems, Denel Land Systems, viewed 7 February 2024, <http://web.archive.org/web/20141108040808/http://www.denellandsystems.co.za/products/infantry-systems>. (archived link)
  2. Nillers et al. 2021, Western Sahara - Changelog, Bohemia Interactive Forums, viewed 1 October 2023, <https://forums.bohemia.net/forums/topic/236830-western-sahara-changelog/?tab=comments#comment-3466561>.
  3. ARMA 3: Western Sahara 2021 [Video Game], Rotators Collective, Extraction, "More insurgents are advancing into Sefrou-Ramal. If they get past the UNA, it'll complicate our mission. For that reason, we've offered to help the UNA secure their southern checkpoint. Gear up and move there immediately — we can't let the enemy gain a foothold"

External links[]

See also[]

Vehicles of comparable role and configuration[]

Vehicles of Western Sahara
Wheeled AMV-7 Marshall (ATGM, CV, Mortar) • Offroad UPMSE-3 MaridZamak ZU-23-2
Tracked BTR-T Iskatel
Rotor-wing AP-5 BustardIED UAVPO-30 Orca UP
(Parenthesis) denote variants.
Arma3-factionicon-nato NATO - Vehicles (Western Sahara)
Wheeled AMV-7 Marshall (ATGM, CV, Mortar) • HEMTTHunterQuadbikeUGV Stomper
Tracked CRV-6e BobcatIFV-6a CheetahIFV-6c PantherM2A1 Slammer (A4 UP) • M4 ScorcherM5 Sandstorm
Rotor-wing AH-9 PawneeAH-99 BlackfootAP-5 BustardAR-2 DarterMH-9 HummingbirdUH-80 Ghost Hawk
Fixed-wing A-164 Wipeout
(Parenthesis) denote variants.
Arma3-factionicon-wsion ION Services - Vehicles (Western Sahara)
Wheeled AMV-7 Marshall CVOffroadQuadbikeZamak
Rotor-wing AP-5 BustardAR-2 DarterPO-30 Orca UP
Arma3-factionicon-wsuna UNA - Vehicles (Western Sahara)
Wheeled AMV-7 Marshall CVHEMTTHunterOffroad (UP)
Tracked MBT-52 Kuma
Rotor-wing CH-49 Mohawk
Advertisement