NOTE: This article is about the Polish BRDM2 in ArmA 3's Global Mobilization - Cold War Germany Creator DLC. For BRDM-2s featured in the main ArmA games, see BRDM-2.
|Type||Armoured Scout Car|
|Item capacity||3000 mass|
|Top speed||83 km/h on land|
7 km/h on water
|Fuel capacity||16 fuel units|
The BRDM2 is a wheeled Armoured Scout Car used exclusively by Polish military forces in ArmA 3. It was added with the release of the Global Mobilization - Cold War Germany Creator DLC.
- Armed scout
Developed in 1962, the BRDM2 amphibious scout car was designed as a replacement for the older BRDM-1. It is fully amphibious, and is propelled on water by a single waterjet mounted onto the rear of the hull.
It is armed with a dual-mount 14.5 mm heavy machine gun and 7.62 mm coaxial medium machine gun.
The 14.5 mm KPVT HMG retains access to two types of 50-round belt magazines; either armour-piercing (AP) or high-explosive incendiary (HEI). It has ten of these "magazines" that are split between AP/HEI, combining for a total of 500 rounds (250 rounds of each type).
The 7.62 mm-chambered PK coaxial machine gun is pre-loaded with a 1,000-round linked belt and has just one spare belt to reload with.
Combat-proven in Afghanistan and numerous other regional conflicts throughout the 1970s, this Soviet-made scout car offers a decent combination of firepower and mobility.
Using a welded steel hull, the BRDM2 is relatively tough for a vehicle of its class, and can easily withstand small arms fire from calibres of up to (and including) 7.62 mm NATO. Although anti-tank weapons will easily bypass the plating, the BRDM2 offers adequate protection against light explosives and hand-thrown grenades.
Compared to the larger SKOT-2A Armoured Personnel Carrier, the BRDM2 is actually slower on land and can only reach a top speed of 83 km/h.
However, its acceleration rate is better and is able to attain this speed more rapidly. It is also (slightly) faster on water, making the BRDM2 less of a sitting duck when crossing over any bodies of water.
Furthermore, it is smaller and can turn easily on tight corners, whereas the SKOT-2A will struggle with making basic manoeuvres even without obstacles getting in the way.
The BRDM2 serves no purpose other than to act as an armed scout car. It can't transport any passengers, and its armament isn't useful against anything other than infantry or lightly-armoured ground vehicles. Large calibre machine guns (i.e. 12.7 mm/.50 cal) can also easily penetrate through the BRDM2's thin plating.
BRDM2s provide enough seats for a crew of three that consist of the driver, a gunner and the commander. It is unable to transport any additional passengers.
- Winter: Olive green paint scheme overlaid with winter camouflage.
- Olive: Flat olive green paint scheme.
- Olive (Mud): Olive green paint scheme overlaid with dried mud.
- Invasion: Flat olive green paint scheme but with a white cross stripe running along the entire length of the vehicle and turret.
The BRDM2 has a base armour value of 400. It cannot be fitted with addon armour modules.
The following highlighted positions serve as weak points on the BRDM2:
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.
The vehicle body can survive 480 points of damage. It receives 80% less damage from high-explosive (HE) type munitions. Will result in a catastrophic kill if its integrity fails.
The engine is able to survive 180 points of damage before failing. Destroying the engine will not result in a catastrophic kill.
If damaged: Reduces power output and acceleration over land/water is greatly decreased.
If destroyed: Instantly immobilises the BRDM2. Can become stuck if floating above water.
The BRDM2's tyres can withstand a total of 200 points of damage before bursting. They take 400% increased damage from HE-type munitions but only 30% of incoming damage is shared with the vehicle's main "health" pool.
The turret is able to take just 120 points of damage before failure. If the base of the turret is disabled, the gunner will no longer be able to adjust its rotation horizontally. If the top's integrity fails, then it will not be possible adjust its vertical rotation instead.
- Add Camo Net - Hull: Wraps camouflaged netting around the front and side of the BRDM2's hull (excluding the rear). Provides camouflage against the naked eye. Does not reduce the vehicle's thermal signature.
- Add Camo Net - Turret: Wraps camouflage netting on the roof of the vehicle's turret (not around the base). Does not provide camouflage against infrared optics.
- Add Foliage - Hull: Attaches several tree branches around the hull. They offer visual camouflage against the naked eye but do not reduce its thermal emissions.
The gunner position exclusively controls both the KPVT heavy machine gun and PK medium machine gun.
For optics, the gunner has access to a day sight (PP-61AM) that utilises a fixed magnification zoom of 2.6x. It is unable to toggle any enhanced vision modes:
|Round name||Base damage value||Aerodynamic friction||Initial velocity (m/s)||Penetration depth (mm)|
14.5 mm heavy machine gun. General-purpose weapon useful against both infantry and lightly-armoured vehicles.
It can attain a fire rate of up to 800 rounds per minute and has a dispersion of 0.0025 rad. Muzzle velocity varies depending on the type of ammunition loaded:
- B32 (AP-T): Muzzle velocity of 988 m/s.
- MDZ (HEI-T): Muzzle velocity of 967 m/s. Has a small explosion radius of 3.792 metres upon impact with any surface.
Reloading a fresh belt or switching between ammunition types takes 15 seconds to accomplish. It cannot be zeroed manually.
|Base damage value||Aerodynamic friction||Initial velocity (m/s)||Penetration depth (mm)|
Coaxial 7.62 mm medium machine gun. Good against infantry and unarmoured ground vehicles.
The PK has a rate of fire of ~ 652 RPM and a muzzle velocity of 855 m/s. Accuracy-wise, it has a dispersion of 0.0010193 rad at a range of 650 metres. A total of 8 seconds is needed to fully rearm the PK. It is not possible to manually zero the PK.
Only the commander is able to turn out of the vehicle. They are able to equip shoulder-fired launchers.
- The BRDM2 was not actually available upon Global Mobilization's initial release, and was only added after Update 1.1.
- Following Update 1.3's release, the BRDM2 (amongst most armoured vehicles for all factions) was granted the option of being camouflaged with foliage and camo nets via the Virtual Garage.
Vehicles of comparable role and configuration
|Vehicles of Global Mobilization - Cold War Germany|
|Wheeled||110 mm SF2 LARS 2 • Bicycle (Army, Police, Post, Service) • BM-21 • BRDM2 • K125 gl • P601 (Firefighters, Patrol, Police, Post) • Pkw gel. 469 (UAZ 469) • SKOT-2A • SpPz 2A1 • SPW-40P2 (UM) • SPW-60PB (PA, PU-12) • TPz 1A0 (Engineer, Command) • Truck gel. 5 (Mp) • Truck 0.5t tmil gl • Truck 2t mil gl (FlKfz 1000, U1300L) • Truck 5t mil gl • Truck 7t mil gl • Truck 10t mil gl • Typ 1200 (Firefighters, Patrol, Police, Post)|
|Tracked||2P16 • 2S1 • BMP-1 SP2 (BWP-1) • BPz 2A0 • BrPz 1 • FlakPz 1A1 • KPz 1A1 (1A1A1, 1A1A2) • KPz 1A3 (1A3A1) • KPz 1A5 • M109 • M113A1G (A1DK, A2DK PNMK) • PT-76B • SPz 1 • T-55 (A, D1, AK, AM2, AM2B) • ZSU-23-4V1 (Fla-SFL 23-4V1)|
|Rotor-wing||CH-53G • Mi-2 • PAH 1 (VBH 1, LH 105M)|
|Fixed-wing||Do 28 D2 • L-410T|
|(Parenthesis) denote variants.|
|Poland - Vehicles (Global Mobilization)|
|Wheeled||BM-21 • BRDM2 • SKOT-2A • Truck gel. 5 (Mp) • UAZ 469|
|Tracked||2P16 • 2S1 • BWP-1 • PT-76B • T-55 (A, AD1) • ZSU-23-4V1|
|(Parenthesis) denote variants.|