Armed Assault Wiki

WIP: This page is currently a Work-In-Progress. Information contained in this article is either incomplete or missing and is subject to review.

NOTE: This article is about BRDM-2s in the main ARMA games. For Polish BRDM2s in ArmA 3's Global Mobilization - Cold War Germany Creator DLC, see BRDM-2 (Global Mobilization).


The BRDM-2 is an amphibious armoured scout vehicle featured in ArmA: Cold War Assault, ArmA: Armed Assault, ArmA 2, and ARMA Reforger.


ArmA: Cold War Assault[]

The BRDM is exclusively used by Soviet military forces in ArmA: Cold War Assault.

Overview[]

  • Role:
    • Amphibious troop transport
« The BRDM four-wheel-drive amphibious scout car first appeared in the spring of 1959 and rapidly became the standard light whee--led reconnaissance vehicle in most of the Warsaw Pact armies. It was replaced by the newer BRDM-2 and the Hungarian FUG scout cars.
Vehicle Description[1]
»

Design[]

A 4x4 armoured scout car, the BRDM is mainly intended for use as reconnaissance vehicle. Using an all-welded steel armour hull, the BRDM provides its passengers with protection from small arms fire and light explosives.

Features
Essentially the wheeled counterpart to the American M113 Armoured Personnel Carrier, the BRDM fills the gap between the Soviet military's lighter UAZ troop transport and the heavier BMP-1 Infantry Fighting Vehicle.

The BRDM transports the same number of passengers as the UAZ[CWACfgV 1] but is safer to ride in since the entire crew is seated inside an armoured cabin, which will provide ballistic protection for the crew from small arms calibres up to 7.62 mm. When it is matched up against the BMP-1, the BRDM is also amphibious[CWACfgV 5] but isn't as heavily armoured and transports only half the number of troops that the BMP-1 can support. It is, however, faster and has better manoeuvrability than the BMP-1, especially when climbing uphill or driving onshore/offshore.

Mobility
The BRDM is comparable to the U.S. Jeep/HMMWV and is also one of the fastest land vehicles in Cold War Assault. It is easily capable of reaching its top speed of ~ 130 km/h on turbo depending on the flatness of the surface that it's being driven on. Its handling is slightly better than the Jeep's when going off-road, and also has the advantage of being able to ford across water.[CWACfgV 5] However, it cannot turn as sharply[CWACfgV 6] and will have some difficulty maintaining speed on rough terrain.[CWACfgV 7]

Drawbacks
Like the UAZ, the BRDM lacks armament which makes it virtually useless in combat. Outside of being a fast APC that can ferry troops into a contested area with some degree of safety, the BRDM lacks the ability to fulfil any other roles. As always, care must also be taken if there are anti-vehicle threats in the area. A few direct impacts by rifle-launched/underbarrel grenades from the M16A2/XM-177E2 or a single LAW rocket is enough to turn the BRDM into a burning wreck.

Crew Capacity
The BRDM has enough seats for a crew of four, consisting of the driver and up to three more passengers.[CWACfgV 1]


Protection[]

The BRDM has 80 points worth of armour plating.[CWACfgV 8]


AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The BRDM has a camouflage[2] rating of 2.[CWACfgV 9]

Cost[]

Main article: AI Basics: Targeting priority

The BRDM has a cost[3] value of 100000.[CWACfgV 10]

Threat values[]

Main article: AI Basics: Targeting priority

The BRDM is considered to be a medium-risk threat[4] to AI-controlled infantry and ground vehicles (0.5/0.5). However, aircraft only consider the BRDM to be a low-risk threat (0.1).[CWACfgV 11]

Noise factor[]

Main article: AI Basics: Detection

The BRDM has an audible[5] factor of 3.[CWACfgV 12]


Trivia[]

  • Cold War Assault's BRDM is actually modelled after the Czechoslovak version of the "D-442 FUG" (the "OT-65"). Although similar in appearance to Soviet BRDMs, it was a domestic version that was then-manufactured in the Hungarian People's Republic and former Czechoslovakia.
  • The BRDM was not actually included as part of the default set of vehicles that could be driven in Operation Flashpoint: Cold War Crisis (the initial release name of Cold War Assault) and was only added with the release of Patch 1.30.[1][6]

Gallery[]

ArmA: Armed Assault[]

The BRDM-2 is used exclusively by the SLA in ArmA: Armed Assault.

Overview[]

  • Roles:
    • Armed scout
    • Armoured weapons carrier
« The BRDM-2 is an armored, four-wheel-drive, amphibious reconnaissance vehicle. Its crew consists of a driver, co-driver, commander and gunner. The armament consists of a 14.5mm KPV heavy machine gun with a 7.62mm machine gun as a secondary weapon. Its armor is intended to protect the crew against small-arms fire and artillery shrapnel.
Library Description[7]
»

Design[]

Returning from Cold War Assault, the BRDM-2 is now fitted with a turret which can be armed with either anti-personnel or anti-vehicle weapons.

Features
Armed Assault's BRDM-2 is now available in two variants:

  • A baseline scout vehicle armed with a 14.5 mm heavy machine gun and coaxial 7.62 mm medium machine gun.[A1CfgV 7] The 14.5 mm-chambered KPVT feeds from a single 500-round belt while the coaxial 7.62 mm PKT feeds from a 1,500-round belt. Neither gun has access to spare magazines to reload from.[A1CfgV 9]
  • A weapons carrier armed with surface-to-surface anti-tank guided missiles.[A1CfgV 8] Its missile launchers feed from 5-round missile "magazines". They have an additional five missiles in reserve for a combined pool of ten missiles.[A1CfgV 10]

Like its Cold War Assault predecessor, the BRDM-2 is designed to fill the gap between armed light utility vehicles and heavier APCs/Infantry Fighting Vehicles. For instance, it can transport a fireteam's worth of infantry by default[A1CfgV 1] and is better protected than the American HMMWV and the SLA's own UAZ[A1CfgV 11] but is amphibious-capable[A1CfgV 12] and can suppress enemies effectively with its 14.5 mm heavy machine gun just like the BMP-2 is able to.

It also has a variant equipped with anti-tank missiles just like the U.S. HMMWV. However, its ATGM configuration sacrifices most of its passenger seats to do so (unlike the TOW-armed HMMWV) and is unable to carry as many troops at once.[A1CfgV 2]

Mobility
Both configurations of the BRDM-2 are amphibious and can ford across any body of water[A1CfgV 12][A1CfgV 13] at a pace of 10 km/h. When driving on land, the BRDM-2 can comfortably maintain a top speed of 91 km/h on turbo. Handling-wise, the BRDM-2 can maintain its speed slightly better when driving off-road[A1CfgV 14] and also retains a sharper turn rate compared to the UAZ.[A1CfgV 15]

Drawbacks
Although the BRDM-2 can work well as a light fire support vehicle, it doesn't quite match the BMP-2 in terms of firepower since its HMG isn't as powerful as the latter's 30 mm autocannon. With the exception of the ATGM-armed variant, the BRDM-2 also isn't able to fight against armoured vehicles since the HMG's 14.5 mm bullets are too "weak" to punch through their armour plating.

Overall, the BRDM-2 serves as a moderately powerful infantry support vehicle when heavier APCs and tanks are not available for support. Its small profile also makes it quite difficult to spot visually, though its engine is quite loud and can give away its position from a fair distance away.

Crew Capacity
The basic, HMG-armed and unmodified BRDM-2 will always support the driver, a gunner (who serves as the vehicle's commander), and up to three passengers.[A1CfgV 1] The ATGM variant on the other hand, also supports a driver and a gunner but can only transport a single passenger.[A1CfgV 2]


Variants[]

Anti-vehicle/tank destroyer variant. This configuration replaces the turret used by the baseline BRDM-2 with an anti-tank missile launcher.[A1CfgV 8] The launcher pod has access to a total of ten AT-5 missiles split across two "magazines".[A1CfgV 10]

It should be noted that unlike the baseline BRDM-2, the ATGM variant can only transport a single passenger.[A1CfgV 2]


Protection[]

Both variants of the BRDM-2 have a base armour value of 120.[A1CfgV 11][A1CfgV 16]

Body[]

The body of the BRDM-2's hull can withstand up to 120 points of damage.[A1CfgV 17][Formula 1] Depletion of its integrity will always result in the BRDM-2's destruction.[A1CfgV 18]

Engine[]

The BRDM-2's engine can take up to 120 points of damage before it suffers from failure.[A1CfgV 19][Formula 2] Damage inflicted upon the engine will not be shared with the BRDM-2's main "health" pool.[A1CfgV 20]

Fuel tank[]

The BRDM-2's fuel tank can withstand up to 168 points of damage before it ruptures.[A1CfgV 21][Formula 3] 100% of incoming damage will always be shared with the BRDM-2's main "health" pool. Upon the fuel tank's destruction, the BRDM-2 can potentially explode catastrophically if it is at critical "health" status.[A1CfgV 22]

Wheels[]

Each of the BRDM-2's four wheels can only take a maximum of 48 points of damage before their tyres burst.[A1CfgV 23][A1CfgV 24][A1CfgV 25][A1CfgV 26][Formula 4] No damage inflicted upon any of the wheels will be shared with the BRDM-2's main "health" pool.[A1CfgV 27][A1CfgV 28][A1CfgV 29][A1CfgV 30]

Turret: Traverse[]

Traverse mechanisms for the BRDM-2's main turret can take a maximum of 96 points of damage before they fail.[A1CfgV 31][Formula 5] 100% of incoming damage will always be shared with the BRDM-2's main "health" pool. Destroying the turret's traverse mechanisms can potentially cause the BRDM-2 to explode catastrophically if it is at or near critical "health" status.[A1CfgV 32]

Turret: Elevation[]

Elevation mechanisms for the BRDM-2's main turret can take a maximum of 72 points of damage before they fail.[A1CfgV 33][Formula 6] 100% of incoming damage will always be shared with the BRDM-2's main "health" pool. Destroying the turret's elevation mechanisms can potentially cause the BRDM-2 to explode catastrophically if it is at critical "health" status.[A1CfgV 34]


Armament[]

All weapons are controlled by the BRDM-2's gunner position (KPVT 14.5 mm heavy machine gun/PKT 7.62 mm coaxial medium machine gun/AT-5 surface-to-surface anti-tank guided missiles).[A1CfgV 7][A1CfgV 8]

Rotation limits for the turret are shared across both configurations of the BRDM-2. The turret can be freely rotated in any direction horizontally.[A1CfgV 35][A1CfgV 36] Vertical rotation limits are more restrictive, as the turret permits a maximum elevation of 20 degrees[A1CfgV 37] and a minimum depression of just 4 degrees:[A1CfgV 38]

KPVT[]

Arma1-vehicleweapons-brdm2-kpvt

NOTE: Only available on the baseline BRDM-2 variant.

Ammo parameter Value
Base damage value 31[A1CfgA 1]
Aerodynamic friction -0.00058[A1CfgA 2]
Muzzle velocity (m/s) 1,000[A1CfgM 1]
Expected velocity (m/s) 900[A1CfgA 3][note 1]
Deflection angle (degrees) 10°[A1CfgA 4]

General-purpose 14.5 mm heavy machine gun.

It can attain a fire rate of up to 600 rounds per minute[A1CfgW 1][Formula 7] and has a muzzle velocity of 1,000 m/s.[A1CfgM 1] It takes at least 12 seconds to fully rearm the KPVT from a supply truck once it has been depleted.[A1CfgW 2] Accuracy-wise, it has a dispersion of 0.0007 rad.[A1CfgW 3]

PKT[]

Arma1-vehicleweapons-brdm2-pkt

NOTE: Only available on the baseline BRDM-2 variant.

Ammo parameter Value
Base damage value 12[A1CfgA 5]
Aerodynamic friction -0.00096[A1CfgA 6]
Muzzle velocity (m/s) 900[A1CfgM 2]
Expected velocity (m/s) 900[A1CfgA 7][note 1]
Deflection angle (degrees) 10°[A1CfgA 8]

Coaxial 7.62 mm medium machine gun.

It can attain a fire rate of up to 800 RPM[A1CfgW 4][Formula 8] and has a muzzle velocity of 900 m/s.[A1CfgM 2] It takes 7 seconds to rearm the PKT from a supply truck once its belt has been fully depleted.[A1CfgW 5] Accuracy-wise, it has a dispersion of 0.00125 rad.[A1CfgW 6]

AT-5[]

Arma1-vehicleweapons-brdm2-at5

NOTE: Only available on the BRDM-2 ATGM variant.

Parameter Value
Base damage value 700[A1CfgA 9]
Splash damage value 20[A1CfgA 10]
Warhead type Armour Piercing + High-Explosive
Blast radius (metres) 2[A1CfgA 11]
Launch velocity (m/s) 8[A1CfgM 3]
Maximum speed (m/s) 208[A1CfgA 12]

Anti-tank guided missile launcher. Fires surface-to-surface missiles that can utilise either infrared-homing[A1CfgA 13] or SACLOS guidance.[A1CfgA 14] When the missiles are being controlled in SACLOS mode, they can be manually guided up to a maximum distance of 4,000 metres.[A1CfgA 15]

The launcher can fire an AT-5 missile every second (for a fire rate of 60 RPM).[A1CfgW 7][Formula 9] However, it will take up to 30 seconds to reload the launcher with another batch of missiles.[A1CfgW 8] AT-5 missiles are always fired with an initial velocity of 8 m/s[A1CfgM 3] and require a further 2.5 seconds of flight time[A1CfgA 16] to attain a maximum speed of 208 m/s.[A1CfgA 12] The missiles utilise a high-explosive anti-tank (HEAT) warhead that has a blast radius of 2 metres.[A1CfgA 11]


Optics[]

Gunner[]

Arma1-brdm2-optics-gunner

Both configurations of the BRDM-2 share access to the same TPKU-2B telescopic sight. It has variable zoom capability, allowing for a minimum magnification of 0.357x zoom[A1CfgV 39][Formula 10] and a maximum of 4x zoom.[A1CfgV 40][Formula 11]

The reticle has markings for lead and elevation lines in mils. They are exclusively coloured in black (the TPKU-2B cannot toggle an illuminated reticle). The sight itself cannot toggle enhanced vision modes but the gunner is able to wear their own night vision goggles whilst they are looking through it.


AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

Both configurations of the BRDM-2 have a camouflage[2] rating of 2.[A1CfgV 41][A1CfgV 41][A1CfgV 42]

Cost[]

Main article: AI Basics: Targeting priority

Both configurations of the BRDM-2 have a cost[3] value of 100000.[A1CfgV 43][A1CfgV 44]

Threat values[]

Main article: AI Basics: Targeting priority

Both configurations of the BRDM-2 are considered to be a medium-risk threat[4] to AI-controlled infantry units and other ground vehicles (0.5/0.5). However, aircraft only consider the BRDM-2 to be a low-risk threat (0.1).[A1CfgV 45][A1CfgV 46]

Noise factor[]

Main article: AI Basics: Detection

Both configurations of the BRDM-2 have an audible[5] factor of 3.[A1CfgV 47][A1CfgV 48]


Trivia[]

  • Prior to Patch 1.06, BRDM-2s were incorrectly classified as unarmoured vehicles and resulted in AI gunners fruitlessly firing their machine guns against them rather than utilising anti-vehicle weapons (i.e. main gun on tanks).[8]

Gallery[]

ArmA 2[]

The BRDM-2 is used by several BLUFOR, REDFOR and INDFOR factions in ArmA 2.

Overview[]

  • Roles:
    • Armed scout
    • Armoured weapons carrier
« The BRDM-2 is an armored, four-wheel drive amphibious reconnaissance vehicle. Its crew consists of a driver, co-driver, commander and gunner. The armament consists of a 14.5mm KPV heavy machine gun with a 7.62mm machine gun as a secondary weapon. Its armor is intended to protect the crew against small-arms fire and artillery shrapnel.
Armoury Description[9][10]
»

Design[]

Returning from Armed Assault, ArmA 2's BRDM-2 remains largely the same functionality-wise and serves as an armoured scout/patrol vehicle.

Features
The BRDM-2 is now available in a total of three configurations:

  • Baseline armoured scout/troop transport armed with a 14.5 mm HMG and 7.62 mm coaxial MMG[A2CfgV 7]
  • Anti-vehicle variant armed with missile launchers capable of firing SACLOS-guided[A2CfgA 1] anti-tank missiles[A2CfgV 8]
  • Mobile command vehicle capable of deploying into a mobile headquarters (MHQ) for establishing Forward Operating Bases (FOB) on the battlefield[A2CfgA 2][A2CfgA 3]

With a base armour value of 120[A2CfgV 10], ArmA 2's BRDM-2s are quite durable and can withstand two direct hits to the frontal hull from PG-7V grenade rounds fired by the RPG-7V (in the case of PG-7VLs it can only take one hit). The hits will still inflict heavy damage to the BRDM-2 but will at least allow the crew to survive and escape before the vehicle blows up. However, anything that's not a PG-7V/PG-7VL grenade can and will instantly destroy the BRDM-2 with just a single direct hit (e.g. Javelins, NLAWs, etc.).

Mobility
Just like in Armed Assault, ArmA 2's BRDM-2s are fully amphibious.[A2CfgV 11] The vehicle's propellers will allow the driver to ford across any body of water at speeds of up to 11 km/h (with turbo engaged).

On land, the BRDM-2 is almost on par with both the USMC's LAV-25 and Russian military BTR-90s in terms of speed, being slower than both by just 1 km/h on turbo (91 km/h versus the LAV-25/BTR-90's 92 km/h). When it comes to handling, the BRDM-2 is superior to both vehicles and has a much sharper turn rate.[A2CfgV 12] The BRDM-2 will also not lose as much speed as both vehicles when it is driving over rough terrain.[A2CfgV 13]

Drawbacks
When it comes to weaponry, armed configurations of ArmA 2's BRDM-2 suffer from two main drawbacks; that being overspecialisation and the fact that they are average at best against their intended targets.

For example, the baseline APC is very strong against infantry and unarmoured vehicles thanks to its 14.5 mm HMG, but lacks the ability to fight against armoured vehicles since it has no anti-tank weapons. On the other hand, the ATGM variant performs decently as a tank destroyer but is completely useless against infantry and fast-attack vehicles that can simply outrun the BRDM-2's slow-flying and wire-guided missiles. Its 9M113 missiles are also not particularly powerful[A2CfgA 4] and are only good against older Soviet-era tanks and troop carriers. Modern MBTs like the M1A1 can simply shrug off hits from the 9M113 unless they get struck in the rear.

Lastly, only the baseline BRDM-2 APC can serve as a troop transport since it has enough seats for up to three passengers.[A2CfgV 1] The ATGM variant sacrifices troop transport capabilities completely and the HQ variant loses one passenger seat (allowing for only two passengers).[A2CfgV 2]

Crew Capacity
The baseline armoured scout configuration can transport up to three passengers alongside the vehicle's driver and its gunner.[A2CfgV 1] On the other hand, the mobile HQ vehicle variant is limited to two passengers (in addition to its driver and commander, who doubles as the vehicle's gunner).[A2CfgV 2] The ATGM variant is the only configuration that is unable to carry passengers, requiring only a driver and a gunner to operate its weapon systems.


Variants[]

Baseline troop carrier armed with a 14.5 mm heavy machine gun and coaxial 7.62 mm medium machine gun.[A2CfgV 7] The primary KPVT HMG feeds from a single 500-round linked belt while its coaxial PKT feeds from a 1,500-round belt. Neither weapon has spare belts to reload from.[A2CfgV 14]

This variant can transport up to three passengers at a time.[A2CfgV 1]

This is the only variant that is available to all BLUFOR, REDFOR and INDFOR factions.

Tank destroyer configuration. It is armed with a surface-to-surface anti-tank guided missile launcher.[A2CfgV 8] The 9P148 launcher has access to ten SACLOS-guided[A2CfgA 1] 9M113 Konkurs missiles that are split across two 5-round missile "magazines".[A2CfgV 15]

It should be noted that this variant cannot transport any passengers.

This variant is not available to the ACR, NAPA, and Takistani Rebels factions.

Mobile command vehicle variant. It is armed with a single PKT 7.62 mm medium machine gun that is mounted onto a (mostly forward-facing) pintle turret.[A2CfgV 9] This PKT feeds from 100-round belts stored in ammoboxes. It has access to five of these ammoboxes in reserve, providing the vehicle's commander with access to a total pool of 500 rounds.[A2CfgV 16]

This variant can only carry up to two passengers at a time.[A2CfgV 2]

This variant is exclusive to the NAPA and Takistani Rebels factions.


(*) The BRDM-2 (HQ) is completely non-functional in normal gameplay and serves only as a deployable command vehicle in Capture The Island (CTI) scenarios created with the Warfare module.


Camouflage[]

  • Desert: Standard two-tone desert tan/olive green camouflage scheme. Only used by Takistani Army/militia BRDM-2s.
  • Insurgent: Olive green paint scheme with spraypainted stroke patterns. Used by ChDKZ-operated BRDM-2s.
  • Olive: Flat olive green paint scheme. Used by NAPA guerillas, Takistani anti-government rebels and Czech BRDM-2s operating in Bystrica.
  • Sand: Flat desert sand paint scheme. Only used on Czech BRDM-2s operating in Takistan.
  • Woodland: Olive green paint scheme with dark brown camouflage blobs. Only used on CDF BRDM-2s.

Protection: Hitpoints[]

All variants of the BRDM-2 have a base armour value of 120.[A2CfgV 10]

Successful strikes to any of the following highlighted sections will inflict full damage to the component:

Arma2-brdm2-hitpoints-revised

Left: BRDM-2, Right: BRDM-2 (ATGM)

LEGEND
Green = Body
Orange = Engine
Maroon = Turret (Armed only)

Note that with the exception of the turret, component hitzones for the BRDM-2 (HQ) variant are identical to the ones on the baseline BRDM-2 APC.

Body[]

The BRDM-2's hull can withstand up to 120 points of damage.[A2CfgV 17][Formula 12] Depletion of its integrity will always result in the vehicle's destruction.[A2CfgV 18]

Engine[]

The BRDM-2's engine can take up to 120 points of damage before it suffers from failure.[A2CfgV 19][Formula 13] Only 20% of incoming damage will be shared with the vehicle's main "health" pool. The BRDM-2 can potentially explode if it is at critical "health" status at the time of the engine's destruction.[A2CfgV 20]

Wheels[]

All four of the BRDM-2's wheels can only take a maximum of 18 points of damage before their tyres burst.[A2CfgV 21][A2CfgV 22][A2CfgV 23][A2CfgV 24][Formula 14] At least 30% of damage inflicted upon any of the wheels will be shared with the BRDM-2's main "health" pool. The BRDM-2 can potentially explode if the vehicle is at critical "health" status after one or more wheels are destroyed.[A2CfgV 25][A2CfgV 26][A2CfgV 27][A2CfgV 28]

Turret: Traverse[]

Traverse mechanisms for the main turret on the baseline APC and ATGM configurations of the BRDM-2 can take up to 96 points of damage before they suffer from failure.[A2CfgV 29][Formula 15] 100% of incoming damage to the main turret will always be shared with the BRDM-2's main "health" pool. Destruction of the main turret's mechanisms can potentially result in the BRDM-2 exploding catastrophically if it is at critical "health" status.[A2CfgV 30]

Turret: Elevation[]

Elevation mechanisms for the main turret on the baseline APC and ATGM configurations of the BRDM-2 can only take a maximum of 48 points of damage before they fail.[A2CfgV 31][Formula 16] Only 10% of damage inflicted to these mechanisms will be shared with the BRDM-2's main "health" pool.[A2CfgV 32]


Protection: Armour[]

Aside from their layout, the types and levels of thickness for armour plates on all three variants of the BRDM-2 are mostly identical:

.bisurf Density[11] Thickness[11] bulletPenetrability[12] bulletPenetrabilityWithThickness[12]
armour.bisurf 7840 N/A; based on vehicle fire geometry thickness 1 N/A; not used by armour.bisurf
armor_1mm_plate.bisurf 7800 1 200 13
armor_3mm_plate.bisurf 7800 3 200 13
armor_5mm_plate.bisurf 7800 5 200 13
armor_7mm_plate.bisurf 7800 7 200 13
armor_11mm_plate.bisurf 7800 11 200 13
glass_armored.bisurf 2400 N/A; based on vehicle fire geometry thickness 50 N/A; not used by glass_armored.bisurf


Baseline patrol car[]

Arma2-brdm2-firegeo-penetration

LEGEND
Dark blue = armor_7mm_plate.bisurf
Green = glass_armored.bisurf
Maroon = armor_1mm_plate.bisurf
Orange = armor_11mm_plate.bisurf
Purple = armour.bisurf
Teal = armor_3mm_plate.bisurf
Yellow = armor_5mm_plate.bisurf

The baseline BRDM-2 APC is protected by six types of armour plates and ballistic-resistant glass:

  • The engine is protected by a wedge-shaped block of armour.[rvmat 1][bisurf 1]
  • The armour plates protecting the BRDM-2's lights have a thickness of only 1 millimetre.[rvmat 2][bisurf 2]
  • The underbelly of the BRDM-2's body and lower half of hull's centre are protected by armour plates that have a thickness of 3 millimetres.[rvmat 3][bisurf 3]
  • The centre of the BRDM-2's interior and its roof are protected by a wedge-shaped block of armour plates that have a thickness of 5 millimetres.[rvmat 4][bisurf 4]
  • The armoured shutters as well as the upper half of the BRDM-2's exterior (extending from the front windows to the back of the turret and all the way to the vehicle's rear) are protected by armour plates that have a thickness of 7 millimetres.[rvmat 5][bisurf 5]
  • The lower frontal half of the BRDM-2's hull and the frontal aspect of the main turret are protected by armour plates that have a thickness of 11 millimetres.[rvmat 6][bisurf 6]
  • The BRDM-2's windows are made out of panes of armoured glass.[rvmat 7][bisurf 7]

The glass windows are partially ballistic-resistant and can block 9 mm/.45 ACP bullets. However, they are not durable enough to block 5.45 mm/5.56 mm bullet projectiles.

It should be noted that the BRDM-2's twin armoured shutters will automatically close shut if the vehicle's engine is switched off. They will automatically open again once the vehicle's engine starts and begins moving.

ATGM[]

Arma2-brdm2atgm-firegeo-penetration

LEGEND
Dark blue = armor_7mm_plate.bisurf
Green = glass_armored.bisurf
Maroon = armor_1mm_plate.bisurf
Orange = armor_11mm_plate.bisurf
Purple = armour.bisurf
Teal = armor_3mm_plate.bisurf
Yellow = armor_5mm_plate.bisurf

The ATGM configuration of the BRDM-2 is protected by six types of armour plates and ballistic-resistant glass:

  • The engine is protected by a wedge-shaped block of armour.[rvmat 1][bisurf 1]
  • The armour plates protecting the BRDM-2's lights and the 9P148 launcher's arms have a thickness of only 1 millimetre.[rvmat 2][bisurf 2]
  • The underbelly of the BRDM-2's body and lower half of hull's centre are protected by armour plates that have a thickness of 3 millimetres.[rvmat 3][bisurf 3]
  • The centre of the BRDM-2's interior and its roof are protected by a wedge-shaped block of armour plates that have a thickness of 5 millimetres.[rvmat 4][bisurf 4]
  • The armoured shutters as well as the upper half of the BRDM-2's exterior (extending from the front windows to the back of the 9P148's mounting base and all the way to the vehicle's rear) are protected by armour plates that have a thickness of 7 millimetres.[rvmat 5][bisurf 5]
  • The lower frontal half of the BRDM-2's hull and the 9P148 launcher's rails/mounting base are protected by armour plates that have a thickness of 11 millimetres.[rvmat 6][bisurf 6]
  • The BRDM-2's windows are made out of panes of armoured glass.[rvmat 7][bisurf 7]

The glass windows are partially ballistic-resistant and can block 9 mm/.45 ACP bullets. However, they are not durable enough to block 5.45 mm/5.56 mm bullet projectiles.

It should be noted that the BRDM-2's twin armoured shutters will automatically close shut if the vehicle's engine is switched off. They will automatically open again once the vehicle's engine starts and begins moving.

HQ[]

Arma2-brdm2hq-firegeo-penetration

LEGEND
Dark blue = armor_7mm_plate.bisurf
Green = glass_armored.bisurf
Maroon = armor_1mm_plate.bisurf
Orange = armor_11mm_plate.bisurf
Purple = armour.bisurf
Teal = armor_3mm_plate.bisurf
Yellow = armor_5mm_plate.bisurf

The HQ variant of the BRDM-2 is protected by six types of armour plates and ballistic-resistant glass:

  • The engine is protected by a wedge-shaped block of armour.[rvmat 1][bisurf 1]
  • The armour plates protecting the BRDM-2's lights have a thickness of only 1 millimetre.[rvmat 2][bisurf 2]
  • The underbelly of the BRDM-2's body and lower half of hull's centre are protected by armour plates that have a thickness of 3 millimetres.[rvmat 3][bisurf 3]
  • The centre of the BRDM-2's interior and its roof are protected by a wedge-shaped block of armour plates that have a thickness of 5 millimetres.[rvmat 4][bisurf 4]
  • The mounted PKT machine gun, the BRDM-2's armoured shutters, as well as the upper half of the BRDM-2's exterior (extending from the front windows and all the way to the vehicle's rear) are protected by armour plates that have a thickness of 7 millimetres.[rvmat 5][bisurf 5]
  • The lower frontal half of the BRDM-2's hull is protected by armour plates that have a thickness of 11 millimetres.[rvmat 6][bisurf 6]
  • The BRDM-2's windows are made out of panes of armoured glass.[rvmat 7][bisurf 7]

The glass windows are partially ballistic-resistant and can block 9 mm/.45 ACP bullets. However, they are not durable enough to block 5.45 mm/5.56 mm bullet projectiles.

It should be noted that the BRDM-2's twin armoured shutters will automatically close shut if the vehicle's engine is switched off. They will automatically open again once the vehicle's engine starts and begins moving.


Armament[]

The gunner position exclusively has control over all weapon systems on the baseline BRDM-2 APC and ATGM configurations (KPVT 14.5 mm heavy machine gun/PKT coaxial 7.62 mm medium machine gun/Konkurs 9M113 anti-tank guided missiles).[A2CfgV 7][A2CfgV 8] The only exception to this is on the HQ variant, which gives control of the PKT 7.62 mm medium machine gun to the vehicle's commander instead.[A2CfgV 9]

Rotation limits for the turret differ depending on whether the BRDM-2 is using its non-combat HQ configuration or is using a combat-oriented variant (both ATGM and baseline APCs):

  • For ATGM and baseline APC BRDM-2s, the main turret can be freely rotated in any direction horizontally[A2CfgV 33][A2CfgV 34] but restricts vertical rotation to an elevation of 40 degrees[A2CfgV 35] and a depression of just 5 degrees.[A2CfgV 36]
  • On the HQ variant, the pintle-mounted PKT is restricted to a maximum horizontal rotation of 90 degrees in either direction.[A2CfgV 37][A2CfgV 38] Vertical rotation is limited to a maximum elevation of 26.3561 degrees[A2CfgV 39] and a minimum depression of 34.3775 degrees.[A2CfgV 40]

KPVT[]

Arma2-vehicleweapons-brdm2-kpvt

NOTE: Only available on the baseline BRDM-2 variant.

Ammo parameter Value
Base damage value 34[A2CfgA 5]
Aerodynamic friction -0.00068[A2CfgA 6]
Muzzle velocity (m/s) 1,000[A2CfgM 1]
Expected velocity (m/s) 900[A2CfgA 7][note 1]
Deflection angle (degrees) 10°[A2CfgA 8]

General-purpose 14.5 mm heavy machine gun.

It can attain a fire rate of up to 600 RPM[A2CfgW 1][Formula 17] and has a muzzle velocity of 1,000 m/s.[A2CfgM 1] Accuracy-wise, the KPVT has a dispersion of 0.0007 rad.[A2CfgW 2] It takes at least 12 seconds to fully rearm from a supply truck/ammunition crate once its belt has been depleted.[A2CfgW 3] Every second round in the belt will emit a visible green tracer.[A2CfgM 2]

Manual zeroing is available, starting from a minimum of 100 metres up to a maximum of 2,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000).[A2CfgV 41] By default, the KPVT is set to a zeroing of 300 metres.[A2CfgV 42]

PKT[]

Arma2-vehicleweapons-brdm2-pkt

NOTE: Only available on the baseline BRDM-2 and BRDM-2 (HQ) variants.

Ammo parameter Value
Base damage value 12[A2CfgA 9]
Aerodynamic friction -0.00096[A2CfgA 10]
Muzzle velocity (m/s) Coax: 855[A2CfgM 3]
Pintle: 825[A2CfgM 4]
Expected velocity (m/s) 900[A2CfgA 11][note 1]
Deflection angle (degrees) 10°[A2CfgA 12]

7.62 mm medium machine gun. Is fitted either as a coaxial MMG or as a standalone pintle mounted weapon.

It can attain a fire rate of up to 800 RPM[A2CfgW 4][Formula 18] and has a muzzle velocity of either 855 m/s for coaxial PKTs[A2CfgM 3] or 825 m/s for standalone pintle mounted PKTs.[A2CfgM 4] Accuracy-wise, the PKT has a dispersion of 0.00125 rad.[A2CfgW 5] It takes at up to 5 seconds to rearm the PKT from a supply truck/ammunition crate once its belt has been fully depleted.[A2CfgW 6]

For coaxial PKTs that feed from 1,500-round belts, every fourth round fired will emit a visible green tracer.[A2CfgM 5] This also applies to the 100-round belts[A2CfgM 6], though the last four rounds of the 100-round belts will always emit visible tracers[A2CfgM 7] (this does not apply to the 1,500-round belts).

Manual zeroing is available, starting from a minimum of 100 metres up to a maximum of 2,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000).[A2CfgV 41][A2CfgV 43] By default, the PKT is set to a zeroing of 300 metres.[A2CfgV 42][A2CfgV 44]

Konkurs 9M113[]

Arma2-vehicleweapons-brdm2-konkurs9m113

NOTE: Only available on the BRDM-2 (ATGM) variant.

Parameter Value
Base damage value 480[A2CfgA 4]
Splash damage value 12[A2CfgA 13]
Warhead type High-Explosive Anti-Tank
Blast radius (metres) 1.2[A2CfgA 14]
Launch velocity (m/s) 80[A2CfgM 8]
Maximum speed (m/s) 200[A2CfgA 15]

Anti-tank missile launcher. Fires missiles that are guided by SACLOS.[A2CfgA 1] They can be manually controlled up to a maximum distance of 4,000 metres.[A2CfgA 16]

The 9P148 launchers can load and fire a 9M113 missile once every 10 seconds (fire rate of 6 RPM).[A2CfgW 7][Formula 19] Upon depleting one missile "magazine", it will take up to 30 seconds to fully rearm the 9P148 with another "magazine" or from a supply truck/ammunition crate.[A2CfgW 8]

9M113 missiles are always fired with an initial launch velocity of 80 m/s.[A2CfgM 8] An additional 1.5 seconds[A2CfgA 17] of flight time will be needed for the missile to attain a maximum speed of 200 m/s.[A2CfgA 15] The missile's 9N131 warhead is high-explosive anti-tank (HEAT) based and has a blast radius of just 1.2 metres.[A2CfgA 14]


Optics[]

Gunner[]

The type of optics available to the gunner differs depending on whether the BRDM-2 is using its APC or ATGM configuration:

  • The baseline APC variant uses a night vision capable sight that can switch between its default day vision mode and night vision.[A2CfgV 45] It has variable zoom optics, allowing for a minimum magnification of 1x zoom[A2CfgV 46][Formula 20] up to a maximum of 4x zoom.[A2CfgV 47][Formula 21]
  • The ATGM variant has access to the 9Sh119 day sight. It is unable to toggle a night vision mode but does allow the gunner to wear their own night vision goggles whilst they are looking through the sight. The sight allows for a minimum zoom of 1x[A2CfgV 48][Formula 22] up to a maximum magnification of 3.44x zoom.[A2CfgV 49][Formula 23]

It should be noted that operating the ATGM variant's main turret will require that the BRDM-2's engine be switched on as it is not powered by an auxiliary power unit (APU).[A2CfgV 50] However, the baseline BRDM-2 APC can be operated without needing to switch the vehicle's engine on.[A2CfgV 51]


Defensive sensors[]

No variant of the BRDM-2 has access to defensive sensors. The crew will not be warned if there are guided weapon systems attempting to lock onto the vehicle, nor if there are guided projectiles that have successfully locked on and are inbound towards it.[A2CfgV 52][A2CfgV 53]


AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

All variants of the BRDM-2 retain a camouflage[2] rating of 2.[A2CfgV 54]

Cost[]

Main article: AI Basics: Targeting priority

All variants of the BRDM-2 share the same cost[3] value of 100000.[A2CfgV 55]

Threat values[]

Main article: AI Basics: Targeting priority

The BRDM-2's threat[4] value varies depending on the vehicle's configuration:

  • The baseline BRDM-2 APC and its ATGM configuration are considered to be a medium-risk threat to AI-controlled infantry units and ground vehicles (0.5/0.5) but is a low-risk threat to aircraft (0.1).[A2CfgV 56][A2CfgV 57]
  • The HQ variant is considered to be a medium-risk threat to AI-controlled infantry units (0.3) and a low-risk threat to aircraft (0.1). However, ground vehicles do not consider the HQ variant to be a threat at all (0) and will only attack it if there are no other viable targets within range.[A2CfgV 58]

Noise factor[]

Main article: AI Basics: Detection

All variants of the BRDM-2 have an audible[5] factor of 3.[A2CfgV 59]


Trivia[]

  • Prior to Patch 1.01 for ArmA 2 (pre-Operation Arrowhead), the gunner position for the ATGM variant was glitched and would cause them to appear as if they were crouching rather than sitting down.[13]
  • Following the release of the latest Steam version patches (as part of CorePatch's changes), ArmA 2's BRDM-2s were overhauled in several aspects:[14]
    • Its Konkurs ATGMs can no longer lock onto enemy vehicles and has had its fire rate drastically reduced.
    • Manual zeroing capability was given to the primary KPVT and coaxial PKT machine guns.
    • BRDM-2s would appear undamaged (visually) even if they were at critical "health" status.
  • Rusted and non-interactive wrecks of the BRDM-2 can be found scattered throughout Altis and can be placed through the editor in ArmA 3. No faction in ArmA 3 actually uses the BRDM-2 however, and the vehicle itself is not present as a drivable asset either.[15]

Gallery[]

ARMA Reforger[]

WIP: This page is currently a Work-In-Progress. Information contained in this article is either incomplete or missing and is subject to review.

The BRDM-2 is used by both Soviet military forces and FIA guerillas in ARMA Reforger.

Overview[]

  • Role:
    • Armed scout

Design[]

WIP


Camouflage[]

  • Olive: Olive green colour scheme. Only used by Soviet BRDM-2s.
  • FIA: FIA camouflage pattern used on vehicles. Exclusive to FIA BRDM-2s.

Protection: Hitzones[]

Reforger-brdm2-hull-hitzones

LEGEND[xob 1]
Orange = Engine
Light blue = Drive shafts
Purple = Fuel tanks
Dark blue = Battery
Green = Differentials
Pink = Gearbox

Hull[]

WIP

Engine[]

WIP

Fuel tanks[]

WIP

Battery[]

WIP

Gearbox/Drive shafts/differentials[]

WIP

Turret[]

WIP


Protection: Armour[]

.gamemat Density (g/cm3)[16] Thickness (mm)[16] Kinetic penetration resistance[16] Chemical penetration resistance[16] Can deflect?[16] Mushroom damage multiplier[16] Tumbling damage multiplier[16] Cavitation damage multiplier[16]
Based on: metal.physmat
armor_1mm.gamemat 7.86 1 1.0 1.0 Yes N/A N/A N/A
armor_5mm.gamemat 7.86 5 1.0 1.0 Yes N/A N/A N/A
armor_7mm.gamemat 7.86 7 1.0 1.0 Yes N/A N/A N/A
differential.gamemat 7.87 N/A; not defined for differential.gamemat 0.6 0.6 Yes N/A N/A N/A
drive_shaft.gamemat 7.87 N/A; not defined for drive_shaft.gamemat 0.6 0.6 Yes N/A N/A N/A
engine.gamemat 7.87 N/A; not defined for engine.gamemat 0.6 0.6 Yes N/A N/A N/A
fuel_tank.gamemat 7.87 5 0.6 0.6 Yes N/A N/A N/A
vehicle_battery.gamemat 7.87 10 (Minimum) 0.6 0.6 Yes N/A N/A N/A
Based on: vehiclebody.physmat
vehicle_body.gamemat 7.87 N/A; not defined for vehicle_body.gamemat 0.6 0.6 Yes N/A N/A N/A
Based on: vehiclebody_bottom_slide.physmat
vehicle_body_bottom_slide.gamemat 7.87 N/A; not defined for vehicle_body_bottom_slide.gamemat 0.6 0.6 Yes N/A N/A N/A
.physmat Single sided?[17] Friction[17] Restitution[17]
metal.physmat Yes 0.7 0.2
vehiclebody.physmat Yes 0.54 0.1
vehiclebody_bottom_slide.physmat Yes 0.01 0.1


WIP


Optics[]

Commander[]

WIP

Gunner[]

WIP


Trivia[]

  • The BRDM-2 was not originally available at Reforger's launch.[18] It was only added into the game after the release of Update 1.3.[19][20]

Gallery[]

Config/script references[]

CfgVehicles (ArmA: Cold War Assault)

  1. 1.0 1.1 1.2 CfgVehicles >> BRDM >> transportSoldier
  2. CfgVehicles >> BRDM >> transportMaxWeapons
  3. CfgVehicles >> BRDM >> transportMaxMagazines
  4. CfgVehicles >> BRDM >> fuelCapacity
  5. 5.0 5.1 CfgVehicles >> BRDM >> canFloat
  6. CfgVehicles >> BRDM >> turnCoef >> "6"
  7. CfgVehicles >> BRDM >> terrainCoef >> "2"
  8. CfgVehicles >> BRDM >> armor
  9. CfgVehicles >> BRDM >> camouflage
  10. CfgVehicles >> BRDM >> cost
  11. CfgVehicles >> BRDM >> threat[] >> {0.5,0.5,0.1}
  12. CfgVehicles >> BRDM >> audible

CfgAmmo (ArmA: Armed Assault)

  1. CfgAmmo >> B_145x115_AP >> hit
  2. CfgAmmo >> B_145x115_AP >> airFriction
  3. CfgAmmo >> B_145x115_AP >> typicalSpeed
  4. CfgAmmo >> B_145x115_AP >> deflecting
  5. CfgAmmo >> B_762x54_Ball >> hit
  6. CfgAmmo >> B_762x54_Ball >> airFriction
  7. CfgAmmo >> B_762x54_Ball >> typicalSpeed
  8. CfgAmmo >> B_762x54_Ball >> deflecting
  9. CfgAmmo >> M_AT5_AT >> hit
  10. CfgAmmo >> M_AT5_AT >> indirectHit
  11. 11.0 11.1 CfgAmmo >> M_AT5_AT >> indirectHitRange
  12. 12.0 12.1 CfgAmmo >> M_AT5_AT >> maxSpeed
  13. CfgAmmo >> M_AT5_AT >> irLock
  14. CfgAmmo >> M_AT5_AT >> manualControl
  15. CfgAmmo >> M_AT5_AT >> maxControlRange
  16. CfgAmmo >> M_AT5_AT >> thrustTime

CfgMagazines (ArmA: Armed Assault)

  1. 1.0 1.1 CfgMagazines >> 500Rnd_145x115_KPVT >> initSpeed
  2. 2.0 2.1 CfgMagazines >> 1500Rnd_762x54_PKT >> initSpeed
  3. 3.0 3.1 CfgMagazines >> 5Rnd_AT5_BRDM2 >> initSpeed

CfgWeapons (ArmA: Armed Assault)

  1. CfgWeapons >> KPVT >> reloadTime
  2. CfgWeapons >> KPVT >> magazineReloadTime
  3. CfgWeapons >> KPVT >> dispersion
  4. CfgWeapons >> PKT >> reloadTime
  5. CfgWeapons >> PKT >> magazineReloadTime
  6. CfgWeapons >> PKT >> dispersion
  7. CfgWeapons >> AT5Launcher >> reloadTime
  8. CfgWeapons >> AT5Launcher >> magazineReloadTime

CfgVehicles (ArmA: Armed Assault)

  1. 1.0 1.1 1.2 CfgVehicles >> BRDM2 >> transportSoldier
  2. 2.0 2.1 2.2 2.3 CfgVehicles >> BRDM2_ATGM >> transportSoldier
  3. CfgVehicles >> BRDM2 >> transportMaxWeapons
  4. 4.0 4.1 CfgVehicles >> BRDM2_ATGM >> transportMaxMagazines
  5. CfgVehicles >> BRDM2 >> transportMaxMagazines
  6. CfgVehicles >> BRDM2 >> fuelCapacity
  7. 7.0 7.1 7.2 7.3 CfgVehicles >> BRDM2 >> Turrets >> MainTurret >> weapons[] >> {"KPVT","PKT"}
  8. 8.0 8.1 8.2 8.3 CfgVehicles >> BRDM2_ATGM >> Turrets >> MainTurret >> weapons[] >> {"AT5Launcher"}
  9. CfgVehicles >> BRDM2 >> Turrets >> MainTurret >> magazines[] >> {"500Rnd_145x115_KPVT","1500Rnd_762x54_PKT"}
  10. 10.0 10.1 CfgVehicles >> BRDM2_ATGM >> Turrets >> MainTurret >> magazines[] >> {"5Rnd_AT5_BRDM2","5Rnd_AT5_BRDM2"}
  11. 11.0 11.1 CfgVehicles >> BRDM2 >> armor
  12. 12.0 12.1 CfgVehicles >> BRDM2 >> canFloat
  13. CfgVehicles >> BRDM2_ATGM >> canFloat
  14. CfgVehicles >> BRDM2 >> terrainCoef >> "2"
  15. CfgVehicles >> BRDM2 >> turnCoef >> "2"
  16. CfgVehicles >> BRDM2_ATGM >> armor
  17. CfgVehicles >> BRDM2 >> HitBody >> armor
  18. CfgVehicles >> BRDM2 >> HitBody >> passThrough
  19. CfgVehicles >> BRDM2 >> HitEngine >> armor
  20. CfgVehicles >> BRDM2 >> HitEngine >> passThrough
  21. CfgVehicles >> BRDM2 >> HitFuel >> armor
  22. CfgVehicles >> BRDM2 >> HitFuel >> passThrough
  23. CfgVehicles >> BRDM2 >> HitLFWheel >> armor
  24. CfgVehicles >> BRDM2 >> HitRFWheel >> armor
  25. CfgVehicles >> BRDM2 >> HitLBWheel >> armor
  26. CfgVehicles >> BRDM2 >> HitRBWheel >> armor
  27. CfgVehicles >> BRDM2 >> HitLFWheel >> passThrough
  28. CfgVehicles >> BRDM2 >> HitRFWheel >> passThrough
  29. CfgVehicles >> BRDM2 >> HitLBWheel >> passThrough
  30. CfgVehicles >> BRDM2 >> HitRBWheel >> passThrough
  31. CfgVehicles >> BRDM2 >> Turrets >> MainTurret >> HitTurret >> armor
  32. CfgVehicles >> BRDM2 >> Turrets >> MainTurret >> HitTurret >> passThrough
  33. CfgVehicles >> BRDM2 >> Turrets >> MainTurret >> HitGun >> armor
  34. CfgVehicles >> BRDM2 >> Turrets >> MainTurret >> HitGun >> passThrough
  35. CfgVehicles >> BRDM2 >> Turrets >> MainTurret >> minTurn
  36. CfgVehicles >> BRDM2 >> Turrets >> MainTurret >> maxTurn
  37. CfgVehicles >> BRDM2 >> Turrets >> MainTurret >> maxElev
  38. CfgVehicles >> BRDM2 >> Turrets >> MainTurret >> minElev
  39. CfgVehicles >> BRDM2 >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.7"
  40. CfgVehicles >> BRDM2 >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.0625"
  41. 41.0 41.1 CfgVehicles >> BRDM2 >> camouflage
  42. CfgVehicles >> BRDM2_ATGM >> camouflage
  43. CfgVehicles >> BRDM2 >> cost
  44. CfgVehicles >> BRDM2_ATGM >> cost
  45. CfgVehicles >> BRDM2 >> threat[] >> {0.5,0.5,0.1}
  46. CfgVehicles >> BRDM2_ATGM >> threat[] >> {0.5,0.5,0.1}
  47. CfgVehicles >> BRDM2 >> audible
  48. CfgVehicles >> BRDM2_ATGM >> audible

CfgAmmo (ArmA 2)

  1. 1.0 1.1 1.2 CfgAmmo >> M_AT5_AT >> manualControl
  2. CfgVehicles >> BRDM2_HQ_Gue_unfolded
  3. CfgVehicles >> BRDM2_HQ_TK_GUE_unfolded_Base_EP1
  4. 4.0 4.1 CfgAmmo >> M_AT5_AT >> hit
  5. CfgAmmo >> B_145x115_AP >> hit
  6. CfgAmmo >> B_145x115_AP >> airFriction
  7. CfgAmmo >> B_145x115_AP >> typicalSpeed
  8. CfgAmmo >> B_145x115_AP >> deflecting
  9. CfgAmmo >> B_762x54_Ball >> hit
  10. CfgAmmo >> B_762x54_Ball >> airFriction
  11. CfgAmmo >> B_762x54_Ball >> typicalSpeed
  12. CfgAmmo >> B_762x54_Ball >> deflecting
  13. CfgAmmo >> M_AT5_AT >> indirectHit
  14. 14.0 14.1 CfgAmmo >> M_AT5_AT >> indirectHitRange
  15. 15.0 15.1 CfgAmmo >> M_AT5_AT >> maxSpeed
  16. CfgAmmo >> M_AT5_AT >> maxControlRange
  17. CfgAmmo >> M_AT5_AT >> thrustTime

CfgMagazines (ArmA 2)

  1. 1.0 1.1 CfgMagazines >> 500Rnd_145x115_KPVT >> initSpeed
  2. CfgMagazines >> 500Rnd_145x115_KPVT >> tracersEvery
  3. 3.0 3.1 CfgMagazines >> 1500Rnd_762x54_PKT >> initSpeed
  4. 4.0 4.1 CfgMagazines >> 100Rnd_762x54_PK >> initSpeed
  5. CfgMagazines >> 1500Rnd_762x54_PKT >> tracersEvery
  6. CfgMagazines >> 100Rnd_762x54_PK >> tracersEvery
  7. CfgMagazines >> 100Rnd_762x54_PK >> lastRoundsTracer
  8. 8.0 8.1 CfgMagazines >> 5Rnd_AT5_BRDM2 >> initSpeed

CfgWeapons (ArmA 2)

  1. CfgWeapons >> KPVT >> manual >> reloadTime
  2. CfgWeapons >> KPVT >> manual >> dispersion
  3. CfgWeapons >> KPVT >> magazineReloadTime
  4. CfgWeapons >> PKTBC >> manual >> reloadTime
  5. CfgWeapons >> PKTBC >> manual >> dispersion
  6. CfgWeapons >> PKTBC >> magazineReloadTime
  7. CfgWeapons >> AT5Launcher >> reloadTime
  8. CfgWeapons >> AT5Launcher >> magazineReloadTime

CfgVehicles (ArmA 2)

  1. 1.0 1.1 1.2 1.3 CfgVehicles >> BRDM2_Base >> transportSoldier
  2. 2.0 2.1 2.2 2.3 CfgVehicles >> BRDM2_HQ_Base >> transportSoldier
  3. CfgVehicles >> BRDM2_Base >> transportMaxWeapons
  4. CfgVehicles >> BRDM2_Base >> transportMaxMagazines
  5. CfgVehicles >> BRDM2_Base >> transportMaxBackpacks
  6. CfgVehicles >> BRDM2_Base >> fuelCapacity
  7. 7.0 7.1 7.2 7.3 7.4 CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> weapons[] >> {"KPVT","PKTBC"}
  8. 8.0 8.1 8.2 8.3 CfgVehicles >> BRDM2_ATGM_Base >> Turrets >> MainTurret >> weapons[] >> {"AT5Launcher"}
  9. 9.0 9.1 9.2 CfgVehicles >> BRDM2_HQ_Base >> Turrets >> MainTurret >> weapons[] >> {"PKTBC"}
  10. 10.0 10.1 CfgVehicles >> BRDM2_Base >> armor
  11. CfgVehicles >> BRDM2_Base >> canFloat
  12. CfgVehicles >> BRDM2_Base >> turnCoef >> "2"
  13. CfgVehicles >> BRDM2_Base >> terrainCoef >> "2"
  14. CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> magazines[] >> {"500Rnd_145x115_KPVT","1500Rnd_762x54_PKT"}
  15. CfgVehicles >> BRDM2_ATGM_Base >> Turrets >> MainTurret >> magazines[] >> {"5Rnd_AT5_BRDM2","5Rnd_AT5_BRDM2"}
  16. CfgVehicles >> BRDM2_HQ_Base >> Turrets >> MainTurret >> magazines[] >> {"100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK"}
  17. CfgVehicles >> BRDM2_Base >> HitPoints >> HitBody >> armor
  18. CfgVehicles >> BRDM2_Base >> HitPoints >> HitBody >> passThrough
  19. CfgVehicles >> BRDM2_Base >> HitPoints >> HitEngine >> armor
  20. CfgVehicles >> BRDM2_Base >> HitPoints >> HitEngine >> passThrough
  21. CfgVehicles >> BRDM2_Base >> HitPoints >> HitLFWheel >> armor
  22. CfgVehicles >> BRDM2_Base >> HitPoints >> HitRFWheel >> armor
  23. CfgVehicles >> BRDM2_Base >> HitPoints >> HitLBWheel >> armor
  24. CfgVehicles >> BRDM2_Base >> HitPoints >> HitRBWheel >> armor
  25. CfgVehicles >> BRDM2_Base >> HitPoints >> HitLFWheel >> passThrough
  26. CfgVehicles >> BRDM2_Base >> HitPoints >> HitRFWheel >> passThrough
  27. CfgVehicles >> BRDM2_Base >> HitPoints >> HitLBWheel >> passThrough
  28. CfgVehicles >> BRDM2_Base >> HitPoints >> HitRBWheel >> passThrough
  29. CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor
  30. CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> HitPoints >> HitTurret >> passThrough
  31. CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor
  32. CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> HitPoints >> HitGun >> passThrough
  33. CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> minTurn
  34. CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> maxTurn
  35. CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> maxElev
  36. CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> minElev
  37. CfgVehicles >> BRDM2_HQ_Base >> Turrets >> MainTurret >> minTurn
  38. CfgVehicles >> BRDM2_HQ_Base >> Turrets >> MainTurret >> maxTurn
  39. CfgVehicles >> BRDM2_HQ_Base >> Turrets >> MainTurret >> maxElev
  40. CfgVehicles >> BRDM2_HQ_Base >> Turrets >> MainTurret >> minElev
  41. 41.0 41.1 CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000}
  42. 42.0 42.1 CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "2"
  43. CfgVehicles >> BRDM2_HQ_Base >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000}
  44. CfgVehicles >> BRDM2_HQ_Base >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "2"
  45. CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> ViewOptics >> visionMode[] >> {"Normal","NVG"}
  46. CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.2"
  47. CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.05"
  48. CfgVehicles >> BRDM2_ATGM_Base >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.2"
  49. CfgVehicles >> BRDM2_ATGM_Base >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.058"
  50. CfgVehicles >> BRDM2_ATGM_Base >> Turrets >> MainTurret >> startEngine >> "1"
  51. CfgVehicles >> BRDM2_Base >> Turrets >> MainTurret >> startEngine >> "0"
  52. CfgVehicles >> BRDM2_Base >> lockDetectionSystem >> "0"
  53. CfgVehicles >> BRDM2_Base >> incommingMisslieDetectionSystem >> "0"
  54. CfgVehicles >> BRDM2_Base >> camouflage
  55. CfgVehicles >> BRDM2_Base >> cost
  56. CfgVehicles >> BRDM2_Base >> threat[] >> {0.5,0.5,0.1}
  57. CfgVehicles >> BRDM2_ATGM_Base >> threat[] >> {0.5,0.5,0.1}
  58. CfgVehicles >> BRDM2_HQ_Base >> threat[] >> {0.3,0,0.1}
  59. CfgVehicles >> BRDM2_Base >> audible

Ammunition components (ARMA Reforger)


Magazine components (ARMA Reforger)


Weapon components (ARMA Reforger)


Vehicle components (ARMA Reforger)

  1. BRDM2.et >> SCR_BaseCompartmentManagerComponent >> CompartmentSlots[1] >> Passenger
  2. BRDM2.et >> SCR_UniversalInventoryStorageComponent >> m_fMaxWeight
  3. BRDM2.et >> SCR_UniversalInventoryStorageComponent >> MaxCumulativeVolume
  4. BRDM2.et >> SCR_ResourceComponent >> m_aContainers[0] >> SCR_ResourceContainer >> m_fResourceValueMax
  5. BRDM2.et >> SCR_FuelManagerComponent >> FuelNodes >> SCR_FuelNode >> m_fInitialFuelTankState
  6. BRDM2.et >> SCR_FuelManagerComponent >> FuelNodes >> SCR_FuelNode >> MaxFuel
  7. BRDM2.et >> SCR_FuelManagerComponent >> FuelNodes >> SCR_FuelNode >> FuelType
  8. BRDM2.et >> SCR_FuelConsumptionComponent >> m_fFuelConsumption
  9. BRDM2.et >> SCR_FuelConsumptionComponent >> m_fFuelConsumptionIdle
  10. BRDM2.et >> RigidBody >> Mass

Turret components (ARMA Reforger)

  1. BRDM2_turret.et >> WeaponSlotComponent >> WeaponTemplate >> "HMG_KPVT.et"
  2. BRDM2_turret.et >> WeaponSlotComponent >> WeaponTemplate >> "MG_PKMT.et"

Entity catalogs (ARMA Reforger)


.bisurf

  1. 1.0 1.1 1.2 \ca\data\penetration\armour.bisurf
  2. 2.0 2.1 2.2 \ca\data\penetration\armor_1mm_plate.bisurf
  3. 3.0 3.1 3.2 \ca\data\penetration\armor_3mm_plate.bisurf
  4. 4.0 4.1 4.2 \ca\data\penetration\armor_5mm_plate.bisurf
  5. 5.0 5.1 5.2 \ca\data\penetration\armor_7mm_plate.bisurf
  6. 6.0 6.1 6.2 \ca\data\penetration\armor_11mm_plate.bisurf
  7. 7.0 7.1 7.2 \ca\data\penetration\glass_armored.bisurf

.rvmat

  1. 1.0 1.1 1.2 \ca\data\penetration\armour.rvmat
  2. 2.0 2.1 2.2 \ca\data\penetration\armor_1mm_plate.rvmat
  3. 3.0 3.1 3.2 \ca\data\penetration\armor_3mm_plate.rvmat
  4. 4.0 4.1 4.2 \ca\data\penetration\armor_5mm_plate.rvmat
  5. 5.0 5.1 5.2 \ca\data\penetration\armor_7mm_plate.rvmat
  6. 6.0 6.1 6.2 \ca\data\penetration\armor_11mm_plate.rvmat
  7. 7.0 7.1 7.2 \ca\data\penetration\glass_armored.rvmat

.gamemat


.physmat


.xob

  1. \ArmaReforger\Assets\Vehicles\Wheeled\BRDM2\BRDM2_base.xob

Scripts


Formulae

  1. Base vehicle armor value * HitPoint armor value = 120 * 1
  2. Base vehicle armor value * HitPoint armor value = 120 * 1
  3. Base vehicle armor value * HitPoint armor value = 120 * 1.4
  4. Base vehicle armor value * HitPoint armor value = 120 * 0.4
  5. Base vehicle armor value * HitPoint armor value = 120 * 0.8
  6. Base vehicle armor value * HitPoint armor value = 120 * 0.6
  7. 60 / reloadTime = 60 / 0.1
  8. 60 / reloadTime = 60 / 0.075
  9. 60 / reloadTime = 60 / 1
  10. 0.25 / maxFov = 0.25 / 0.7
  11. 0.25 / minFov = 0.25 / 0.0625
  12. Base vehicle armor value * HitPoint armor value = 120 * 1
  13. Base vehicle armor value * HitPoint armor value = 120 * 1
  14. Base vehicle armor value * HitPoint armor value = 120 * 0.15
  15. Base vehicle armor value * HitPoint armor value = 120 * 0.8
  16. Base vehicle armor value * HitPoint armor value = 120 * 0.4
  17. 60 / reloadTime = 60 / 0.1
  18. 60 / reloadTime = 60 / 0.075
  19. 60 / reloadTime = 60 / 10
  20. 0.2 / maxFov = 0.2 / 0.2
  21. 0.2 / minFov = 0.2 / 0.05
  22. 0.2 / maxFov = 0.2 / 0.2
  23. 0.2 / minFov = 0.2 / 0.058

Notes[]

  1. 1.0 1.1 1.2 1.3 Damage will be reduced if the projectile's velocity drops below this value.
  2. This only applies when the vehicle is running at full throttle.

References[]

  1. 1.0 1.1 Bohemia Interactive a.s., The Codemasters Software Company Limited 2001, Operation Flashpoint - BRDM, flashpoint1985.com, viewed 10 March 2025, <https://web.archive.org/web/20011224192709/http://www.flashpoint1985.com/download/brdm/brdm.html>. (archived link)
  2. 2.0 2.1 2.2 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 10 March 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  3. 3.0 3.1 3.2 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 10 March 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  4. 4.0 4.1 4.2 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 10 March 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  5. 5.0 5.1 5.2 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 10 March 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  6. Mcnicoll, J et al. 2006, Operation Flashpoint: Version History, Bohemia Interactive Community Wiki, viewed 3 March 2023, <https://community.bistudio.com/wiki/Operation_Flashpoint:_Version_History#Patch_v1.30>.
  7. Bohemia Interactive a.s., 2006, Vehicles, armedassault.com, viewed 10 March 2025, <http://web.archive.org/web/20071023002555/http://www.armedassault.com/vehicles.html>. (archived link)
  8. Španěl, O, Španěl, M et al. 2007, ArmA: Armed Assault: Version History, Bohemia Interactive Community Wiki, viewed 3 March 2023, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Version_History#Version_1.06>.
  9. Bohemia Interactive a.s., 2009, Wheeled military vehicles, Arma 2, viewed 10 March 2025, <https://www.arma2.com/arma-2-vehicles/wheeled-military-vehicles>.
  10. Bohemia Interactive a.s., 2010, Wheeled military vehicles, Arma 2, viewed 10 March 2025, <https://www.arma2.com/arma-2-oa-vehicles/a-2-oa-wheeled-military-vehicles>.
  11. 11.0 11.1 Španěl, M et al. 2007, RVMAT – ArmA: Armed Assault, Bohemia Interactive Community Wiki, viewed 10 March 2025, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_RVMAT#Surface_physical_properties>.
  12. 12.0 12.1 Foltyn, D et al. 2009, Bullet penetrability, Bohemia Interactive Community Wiki, viewed 10 March 2025, <https://community.bistudio.com/wiki/Bullet_penetrability>.
  13. .kju et al. 2009, Arma 2: Version History, Bohemia Interactive Community Wiki, viewed 25 November 2023, <https://community.bistudio.com/wiki/Arma_2:_Version_History#Version_1.01>.
  14. Mazzon, M et al. 2019, CorePatch, GitHub, viewed 20 November 2023, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.
  15. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., CfgVehicles >> Land_Wreck_BRDM2_F, BRDM-2 Wreck
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 16.7 Revial, F, Reyhard 2023, Arma Reforger: Weapon Creation/Prefab Configuration, Bohemia Interactive Community Wiki, viewed 6 April 2025, <https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Game_Materials>.
  17. 17.0 17.1 17.2 Revial, F, Reyhard 2023, Arma Reforger: File Types, Bohemia Interactive Community Wiki, viewed 6 April 2025, <https://community.bistudio.com/wiki/Arma_Reforger:File_Types#.physmat>.
  18. Bohemia Interactive a.s., 2023, Roadmap, Arma Reforger, viewed 14 October 2023, <https://reforger.armaplatform.com/roadmap>.
  19. Bohemia Interactive a.s., 2025, 1.3.0.130 Changelog, Arma Reforger, viewed 27 March 2025, <https://reforger.armaplatform.com/news/changelog-march-27-2025>.
  20. Bohemia Interactive a.s., 2025, 1.3 Update, Arma Reforger, viewed 27 March 2025, <https://reforger.armaplatform.com/news/fire-support>.

External links[]

See also[]

Vehicles of ArmA: Cold War Assault
Wheeled BikeBRDMBusHMMWVMotorcyclePV3SJeepSCUDSkodaSmall carSports carTrabantTractorTruck 5TUAZUral
Tracked BMP-1BMP-2M1A1M113 (Vulcan) • M60A3M2A2 BradleyShilkaT-55T-72T-80
Rotor-wing AH-1 CobraAH-64CH-47DKa-50Mi-17Mi-24OH-58UH-60
Fixed-wing A-10PlaneSopwith F.1 CamelSu-25
Aquatic BoatLSTMark II PBR
(Parenthesis) denote variants.
Soviet Union - Vehicles (ArmA: Cold War Assault)
Wheeled BRDMSCUD* • UAZUral
Tracked BMP-1BMP-2ShilkaT-72T-80
Rotor-wing Ka-50Mi-17Mi-24
Fixed-wing Sopwith F.1 Camel v2Su-25
Aquatic Boat
* not actually usable outside of cutscenes.
Vehicles of ArmA: Armed Assault
Wheeled 5T TruckArmy 4x4BusBRDM-2CarHatchbackHMMWV (Civil) • Offroad (Hilux) • M1030 (TT650, TT650G) • Pick-Up (Datsun) • SedanStrykerTractorUAZUral
Tracked BMP-2M1A1M113ShilkaT-72
Rotor-wing AH-6AH-1ZKA-50MH-6Mi17UH-60
Fixed-wing A-10AV-8BCamelDC-3Su-34
Aquatic CRRCPBX BoatRHIB
(Parenthesis) denote variants.
Queen's Gambit
SLA - Vehicles (ArmA: Armed Assault)
Wheeled BRDM-2TT650GUAZ* • Ural*
Tracked BMP-2ShilkaT-72
Rotor-wing KA-50Mi17
Fixed-wing CamelSu-34
Aquatic PBX Boat
(Parenthesis) denote variants.
* denotes vehicles also used by the Resistance sub-faction.
Vehicles of ArmA 2
Wheeled 9P117 SCUD-BATVBRDM-2* • BTR-40BTR-60BTR-90BM-21 Grad* • Bus* • CarDingo 2 CZHatchbackHMMWV* • GAZJackal 2 MWMIKKamazLada* • LAV-25Military OffroadMotorcycle* (Old moto) • Mountain bike (Old bike) • MTVR* • Offroad* • Pandur II 8x8 CZPickup* • RM-70S1203SedanStryker (MGS) • SUV (Armored SUV) • T810TractorTouring CarTowing TractorUAZ-469* • Ural* • V3S* • Vodnik
Tracked 2S6M TunguskaAAVP-7A1BMP-2BMP-3BVP-1FV510 WarriorM1A1 Abrams* (M1A2 TUSK*) • M113M2A3 Bradley (M2A2, M6) • M270 MLRS* • T-34* • T-55T-72* (T-72M4 CZ) • T-90ZSU-23-4*
Rotor-wing AH-1Z ViperAH-6J Little Bird (AH-6X) • AH-11 WildcatAH-64D Apache Longbow* (AH-1) • CH-47F Chinook (Chinook HC4) • Ka-52Ka-60Ka-137Merlin HC3MH-6J Little BirdMi-8MTV-3* (Mi-17*) • Mi-24P (Mi-24D*, Mi-24V*) • UH-1Y Venom (UH-1H) • UH-60M Black Hawk (MEV, MH-60S)
Fixed-wing A-10 Thunderbolt II* • An-2AV-8B HarrierC-130J Hercules* • F-35B Lightning IIL-159 ALCAL-39ZA (L-39C) • MQ-9 Reaper* • MV-22 OspreyPchela-1TSu-39 (Su-25*) • Su-34
Aquatic CRRCFishing BoatPBXRHIBSmall Boat
(Parenthesis) denote variants.
* indicates partial DLC dependency.
Operation Arrowhead | British Armed Forces | Private Military Company | Army of the Czech Republic
CDF - Vehicles (ArmA 2)
Wheeled BRDM-2BM-21 GradMotorcycleUAZ-469Ural
Tracked BMP-2T-72ZSU-23-4
Rotor-wing Mi-17 (Mi-17-IVA) • Mi-24D
Fixed-wing Pchela-1TSu-25
(Parenthesis) denote variants.
ACR - Vehicles (ArmA 2)
Wheeled ATVBRDM-2Dingo 2 CZHMMWV GPKMilitary OffroadPandur II 8x8 CZRM-70T810UAZ-469
Tracked BMP-2T-72M4 CZ
Rotor-wing Mi-171ShMi-24V
Fixed-wing L-159 ALCAL-39CL-39ZA
Aquatic PBX
(Parenthesis) denote variants.
Operation Arrowhead | Army of the Czech Republic
ChDKZ - Vehicles (ArmA 2)
Wheeled BM-21 GradBRDM-2MotorcycleOffroadPickupUAZ-469Ural
Tracked BMP-2T-72ZSU-23-4
Rotor-wing Mi-8MT
Fixed-wing Su-25
(Parenthesis) denote variants.
Takistani Army - Vehicles (ArmA 2)
Wheeled 9P117 SCUD-BBM-21 GradBTR-60BRDM-2Military OffroadMotorcycleSUVUAZ-469UralV3S
Tracked BMP-2BVP-1M113T-34T-55T-72ZSU-23-4
Rotor-wing Mi-8Mi-24DUH-1H
Fixed-wing An-2L-39ZASu-25
Operation Arrowhead | Army of the Czech Republic
NAPA - Vehicles (ArmA 2)
Wheeled BRDM-2OffroadMotorcyclePickupUral* • V3S
Tracked BMP-2T-34T-72
* only the ZU-23 variant is specifically used by NAPA.
Takistani Rebels - Vehicles (ArmA 2)
Wheeled BRDM-2BTR-40OffroadPickupUral* • V3S
Tracked BVP-1T-34T-55
Rotor-wing UH-1H
* only the ZU-23 variant is specifically used by the rebels.
Operation Arrowhead | Army of the Czech Republic
Vehicles of ARMA Reforger
Wheeled BRDM-2BTR-70LAV-25M151A2M1025M923A1S1203S105 CarUAZ-452UAZ-469Ural-4320
Rotor-wing Mi-8MTUH-1H
Soviet Union - Vehicles (ARMA Reforger)
Wheeled BRDM-2BTR-70UAZ-452UAZ-469Ural-4320
Rotor-wing Mi-8MT
FIA - Vehicles (ARMA Reforger)
Wheeled BRDM-2BTR-70UAZ-452UAZ-469Ural-4320