Armed Assault Wiki

The BTR-60 is a wheeled Armoured Personnel Carrier used exclusively by the Takistani Army in ArmA 2. It was added with the release of the Operation Arrowhead expansion pack.

Overview[]

  • Roles:
    • Troop transport
    • Armed scout
« The BTR-60 is the first Soviet eight-wheeled armored personnel carrier. This vehicle is fully amphibious. It entered service in 1959 and remains in service to this day.
Armoury Description[1]
»

Design[]

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

Envisioned to serve with Soviet motor rifle divisions, the BTR-60 was mass-produced in large numbers beginning in 1966 and was developed as a replacement for the older BTR-152. Exported to many countries throughout the world, the BTR-60 continues to remain in service with armies worldwide despite its age.

Armament
The BTR-60's turret is armed with a 14.5 mm heavy machine gun and has a coaxial 7.62 mm medium machine gun:[CfgVh 6][CfgVh 7]

  • The 14.5 mm-chambered KPVT HMG feeds from a 500-round "magazine"
  • Its coaxial 7.62 mm PKT MMG feeds from a single 1,500-round linked belt

Neither weapon has spare belts to reload with. The BTR-60 requires supply trucks to rearm from as soon as either or both weapons are fully depleted.[CfgVh 7]

Features
In spite of its frail-looking appearance, the BTR-60 is surprisingly quite tough and can resist almost as much punishment as the U.S. Army's Stryker since it has a base armour value of 120.[CfgVh 8] Additionally, it shares the same armament with the BRDM-2 scout car but can transport five additional passengers at a time as opposed to only three (for a total of eight passengers)[CfgVh 1], essentially making the BTR-60 a superior version of the BRDM-2.

Mobility
Like the BRDM-2, the BTR-60 is also amphibious and can traverse across deep bodies of water.[CfgVh 9] However, the BTR-60 has worse handling due to its bulkier size and 8x8 configuration, which means that it requires plenty of room to manoeuvre when making even the slightest of turns (unlike the compact BRDM-2).[CfgVh 10] The BTR-60 also loses speed rapidly when driving off-road or making turns, and can only maintain its top speed while driving in a straight line on paved terrain.[CfgVh 11]

Outranged and outgunned, two  tank destroyers are sufficient to wipe out an entire column of BTR-60s.

Outranged and outgunned, two Stryker MGS tank destroyers are sufficient to wipe out an entire column of BTR-60s.

Drawbacks
Unlike the Stryker and BRDM-2, BTR-60s are not modular and do not have dedicated anti-vehicle or logistics variants. When it comes to offensive capabilities, its 14.5 mm HMG is simply too short ranged and is ineffective against most armoured vehicles. Main Battle Tanks and heavy Infantry Fighting Vehicles alike can shrug off direct hits from its 14.5 mm bullets.

Furthermore, the BTR-60 is by no means impervious to anti-vehicle weapons in spite of its relatively high "health" pool.[CfgVh 8] It will not be possible for the BTR-60 to withstand being struck by an ATGM or any kind of medium anti-armour launcher. Lastly, the BTR-60's commander and gunner only have access to basic night vision-capable optics as their gunsights are not equipped with thermal imagers.

Crew Capacity
The BTR-60 contains enough seats for a driver, the vehicle's commander, and a gunner. Up to eight passengers may be seated in the rear compartment.[CfgVh 1]

Protection: Hitpoints[]

The BTR-60 has a base armour value of 120.[CfgVh 8]

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

LEGENDGreen = BodyOrange = EngineViolet = Fuel tankMaroon = Turret

LEGEND
Green = Body
Orange = Engine
Violet = Fuel tank
Maroon = Turret

Body[]

The BTR-60's hull can withstand up to 120 points of damage.[CfgVh 12][Formula 1] Depletion of its integrity will always result in the vehicle's destruction.[CfgVh 13]

Engine[]

The BTR-60's engine can take up to 240 points of damage before it suffers from failure.[CfgVh 14][Formula 2] Only 20% of incoming damage will be shared with the vehicle's main "health" pool, but the BTR-60 can still explode if it is at critical "health" status at the time of the engine's destruction.[CfgVh 15]

Fuel tank[]

The BTR-60's fuel tank can take up to 120 points of damage before it ruptures.[CfgVh 16][Formula 3] No damage inflicted upon the fuel tank will be shared with the vehicle's main "health" pool.[CfgVh 17]

Wheels[]

All eight of the BTR-60's wheels can only take a maximum of 48 points of damage before their tyres burst.[CfgVh 18][CfgVh 19][CfgVh 20][CfgVh 21][Formula 4] At least 30% of damage inflicted upon any of the wheels will be shared with the BTR-60's main "health" pool. The BTR-60 can potentially explode if the vehicle is at critical "health" status after two or more wheels are destroyed.[CfgVh 22][CfgVh 23][CfgVh 24][CfgVh 25]

Turret: Traverse[]

Traverse mechanisms for the main turret can take up to 96 points of damage before they suffer from failure.[CfgVh 26][Formula 5] 100% of incoming damage to the main turret will always be shared with the BTR-60's main "health" pool. Destruction of the main turret's mechanisms can potentially result in the BTR-60 exploding catastrophically if it is at critical "health" status.[CfgVh 27]

Turret: Elevation[]

Elevation mechanisms for the BTR-60's main turret can only take a maximum of 48 points of damage before they fail.[CfgVh 28][Formula 6] Only 10% of damage inflicted to these mechanisms will be shared with the BTR-60's main "health" pool.[CfgVh 29]

Protection: Armour[]

LEGENDDark blue = armor_7mm_plate.bisurfGreen = glass_armored.bisurfMaroon = armor_1mm_plate.bisurfOrange = armor_11mm_plate.bisurfTeal = armor_3mm_plate.bisurfYellow = armor_5mm_plate

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

.bisurf Density[2] Thickness[2] bulletPenetrability[3] bulletPenetrabilityWithThickness[3]
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

BTR-60s are protected by a mix of armoured glass and five types of armour plates:

  • Armour plates that cover the BTR-60's lights and other components on the rear section of the hull have a thickness of only 1 millimetre.[rvmat 1][bisurf 1]
  • The lower half of the BTR-60's rear hull section is protected by armour plates that have a thickness of 3 millimetres.[rvmat 2][bisurf 2]
  • The crew/passenger hatches, underbelly and roof of the hull, as well as the BTR-60's armoured shutters are protected by armour plates that have a thickness of 5 millimetres.[rvmat 3][bisurf 3]
  • The back of the BPU-1 turret, upper half of the rear hull section, and middle front/sides of the hull (but not the crew/passenger hatches) are protected by armour plates that have a thickness of 7 millimetres.[rvmat 4][bisurf 4]
  • The lower frontal half of the BTR-60's hull and the frontal aspect of the BPU-1 turret are protected by armour plates that have a thickness of 11 millimetres.[rvmat 5][bisurf 5]
  • The BTR-60's windows are made out of panes of armoured glass.[rvmat 6][bisurf 6]

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.

Thermal signature[]

Arma2-btr60-thermalsignature

Armament[]

All of the BTR-60's weapons are controlled by the gunner (KPVT 14.5 mm heavy machine gun/PKT 7.62 mm medium machine gun).[CfgVh 6]

The main turret can be freely rotated in any direction horizontally[CfgVh 30][CfgVh 31] but is restricted to a vertical rotation limit of 40 degrees elevation[CfgVh 32] and just 5 degrees depression:[CfgVh 33]

KPVT[]

Arma2-vehicleweapons-btr60-kpvt
Ammo parameter Value
Base damage value 34[CfgAm 1]
Aerodynamic friction -0.00068[CfgAm 2]
Muzzle velocity (m/s) 1,000[CfgMa 1]
Expected velocity (m/s) 900
[CfgAm 3][note 1]
Deflection angle (degrees) 10°[CfgAm 4]

General-purpose 14.5 mm heavy machine gun.

It can attain a fire rate of up to 600 rounds per minute[CfgWp 1][Formula 7] and has a muzzle velocity of 1,000 m/s.[CfgMa 1] Accuracy-wise, the KPVT has a dispersion of 0.0007 rad.[CfgWp 2] It takes at least 12 seconds to fully rearm from a supply truck/ammunition crate once its belt has been depleted.[CfgWp 3] Every second round in the belt will emit a visible green tracer.[CfgMa 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).[CfgVh 34] By default, the KPVT is set to a zeroing of 300 metres.[CfgVh 35]

PKT[]

Arma2-vehicleweapons-btr60-pkt
Ammo parameter Value
Base damage value 12[CfgAm 5]
Aerodynamic friction -0.00096[CfgAm 6]
Muzzle velocity (m/s) 855[CfgMa 3]
Expected velocity (m/s) 900
[CfgAm 7][note 1]
Deflection angle (degrees) 10°[CfgAm 8]

Coaxial 7.62 mm medium machine gun.

It can attain a fire rate of up to 800 RPM[CfgWp 4][Formula 8] and has a muzzle velocity of 855 m/s.[CfgMa 3] Accuracy-wise, the PKT has a dispersion of 0.00125 rad.[CfgWp 5] Every fourth round fired will emit a visible green tracer.[CfgMa 4] It takes at up to 5 seconds to fully rearm the PKT from a supply truck/ammunition crate once its belt has been fully depleted.[CfgWp 6]

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).[CfgVh 34] By default, the PKT is set to a zeroing of 300 metres.[CfgVh 35]

Optics[]

Driver[]

Arma2-btr60-optics-driver

The driver's periscope hatch does not have the ability to toggle enhanced vision modes. However, the driver can wear their own night vision goggles whilst they are looking through it.

Gunner[]

Arma2-btr60-optics-gunner

The gunner's sight can switch between its default day vision mode and night vision.[CfgVh 36] It has variable zoom optics, allowing for a minimum magnification of 1x zoom[CfgVh 37][Formula 9] up to a maximum of 3.44x zoom.[CfgVh 38][Formula 10]

Commander[]

Arma2-btr60-optics-commander

The commander's sight has variable zoom capability. It can switch between a minimum magnification of 0.643x zoom[CfgVh 39][Formula 11] up to a maximum of 3.22x zoom.[CfgVh 40][Formula 12] The sight has the ability to toggle a normal day or night vision mode.[CfgVh 41]

Defensive sensors[]

MAWS RWR IWR LWR

The BTR-60 is not equipped with defensive sensors. The crew will not be warned if there are guided weapon systems attempting to lock onto the vehicle[CfgVh 42], nor if there are guided projectiles that have successfully locked on and are inbound towards it.[CfgVh 43]

AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The BTR-60 has a camouflage[4] rating of 2.[CfgVh 44]

Cost[]

Main article: AI Basics: Targeting priority

The BTR-60 has a cost[5] value of 100000.[CfgVh 45]

Threat values[]

Main article: AI Basics: Targeting priority

The BTR-60 is considered to be an extremely dangerous threat[6] to AI-controlled infantry units (1). However, ground vehicles and aircraft only consider the BTR-60 to be a medium-risk threat (0.6/0.6).[CfgVh 46]

Noise factor[]

Main article: AI Basics: Detection

The BTR-60 has an audible[7] factor of 3.[CfgVh 47]

Trivia[]

  • At Operation Arrowhead's launch, the BTR-60's driver had an unusually wide field-of-view. This was eventually fixed by the Community Configuration Project.[8]
  • The BTR-60's gunner did not originally have the ability to manually adjust the KPVT/PKT's zeroing. This was addressed by CorePatch so that the BTR-60's gunner can now change the zeroing of its weapon systems.[9]
The information below details unused, pre-release or removed content.
  • Arma2-btr60-04
    A hidden variant of the BTR-60, made specifically for the NAPA faction, exists within the game files but cannot be placed in the mission editor without the use of scripting commands or a custom addon (Classname: BTR60_Gue_CP).[10] It was not initially available upon Operation Arrowhead's release and was only added after the latest CorePatch updates.[9]

Gallery[]

Config/script references[]

CfgAmmo

  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

CfgMagazines

  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. CfgMagazines >> 1500Rnd_762x54_PKT >> tracersEvery

CfgWeapons

  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

CfgVehicles

  1. 1.0 1.1 1.2 CfgVehicles >> BTR60_TK_EP1 >> transportSoldier
  2. CfgVehicles >> BTR60_TK_EP1 >> transportMaxWeapons
  3. CfgVehicles >> BTR60_TK_EP1 >> transportMaxMagazines
  4. CfgVehicles >> BTR60_TK_EP1 >> transportMaxBackpacks
  5. CfgVehicles >> BTR60_TK_EP1 >> fuelCapacity
  6. 6.0 6.1 6.2 6.3 CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> weapons[] >> {"KPVT","PKTBC"}
  7. 7.0 7.1 CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> magazines[] >> {"500Rnd_145x115_KPVT","1500Rnd_762x54_PKT"}
  8. 8.0 8.1 8.2 CfgVehicles >> BTR60_TK_EP1 >> armor
  9. CfgVehicles >> BTR60_TK_EP1 >> canFloat
  10. CfgVehicles >> BTR60_TK_EP1 >> turnCoef >> "4"
  11. CfgVehicles >> BTR60_TK_EP1 >> terrainCoef >> "2"
  12. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitBody >> armor
  13. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitBody >> passThrough
  14. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitEngine >> armor
  15. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitEngine >> passThrough
  16. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitFuel >> armor
  17. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitFuel >> passThrough
  18. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitLFWheel >> armor
  19. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitRFWheel >> armor
  20. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitLBWheel >> armor
  21. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitRBWheel >> armor
  22. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitLFWheel >> passThrough
  23. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitRFWheel >> passThrough
  24. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitLBWheel >> passThrough
  25. CfgVehicles >> BTR60_TK_EP1 >> HitPoints >> HitRBWheel >> passThrough
  26. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor
  27. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> passThrough
  28. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor
  29. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> passThrough
  30. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> minTurn
  31. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> maxTurn
  32. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> maxElev
  33. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> minElev
  34. 34.0 34.1 CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000}
  35. 35.0 35.1 CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "2"
  36. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> ViewOptics >> visionMode[] >> {"Normal","NVG"}
  37. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.2"
  38. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.058"
  39. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> CommanderTurret >> ViewOptics >> maxFov >> "0.466"
  40. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> CommanderTurret >> ViewOptics >> minFov >> "0.093"
  41. CfgVehicles >> BTR60_TK_EP1 >> Turrets >> CommanderTurret >> ViewOptics >> visionMode[] >> {"Normal","NVG"}
  42. CfgVehicles >> BTR60_TK_EP1 >> lockDetectionSystem >> "0"
  43. CfgVehicles >> BTR60_TK_EP1 >> incommingMisslieDetectionSystem >> "0"
  44. CfgVehicles >> BTR60_TK_EP1 >> camouflage
  45. CfgVehicles >> BTR60_TK_EP1 >> cost
  46. CfgVehicles >> BTR60_TK_EP1 >> threat[] >> {1,0.6,0.6}
  47. CfgVehicles >> BTR60_TK_EP1 >> audible

.bisurf

  1. \ca\data\penetration\armor_1mm_plate.bisurf
  2. \ca\data\penetration\armor_3mm_plate.bisurf
  3. \ca\data\penetration\armor_5mm_plate.bisurf
  4. \ca\data\penetration\armor_7mm_plate.bisurf
  5. \ca\data\penetration\armor_11mm_plate.bisurf
  6. \ca\data\penetration\glass_armored.bisurf

.rvmat

  1. \ca\data\penetration\armor_1mm_plate.rvmat
  2. \ca\data\penetration\armor_3mm_plate.rvmat
  3. \ca\data\penetration\armor_5mm_plate.rvmat
  4. \ca\data\penetration\armor_7mm_plate.rvmat
  5. \ca\data\penetration\armor_11mm_plate.rvmat
  6. \ca\data\penetration\glass_armored.rvmat

Formulae

  1. Base vehicle armor value * HitPoint armor value = 120 * 1
  2. Base vehicle armor value * HitPoint armor value = 120 * 2
  3. Base vehicle armor value * HitPoint armor value = 120 * 1
  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 * 0.4
  7. 60 / reloadTime = 60 / 0.1
  8. 60 / reloadTime = 60 / 0.075
  9. 0.2 / minFov = 0.2 / 0.2
  10. 0.2 / minFov = 0.2 / 0.058
  11. 0.3 / maxFov = 0.3 / 0.466
  12. 0.3 / minFov = 0.3 / 0.093

Notes[]

  1. 1.0 1.1 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. Bohemia Interactive a.s., 2010, Wheeled military vehicles, Arma 2, viewed 21 March 2025, <https://www.arma2.com/arma-2-oa-vehicles/a-2-oa-wheeled-military-vehicles>.
  2. 2.0 2.1 Španěl, M et al. 2007, RVMAT – ArmA: Armed Assault, Bohemia Interactive Community Wiki, viewed 21 March 2025, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_RVMAT#Surface_physical_properties>.
  3. 3.0 3.1 Foltyn, D et al. 2009, Bullet penetrability, Bohemia Interactive Community Wiki, viewed 21 March 2025, <https://community.bistudio.com/wiki/Bullet_penetrability>.
  4. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 21 March 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  5. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 21 March 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  6. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 21 March 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  7. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 21 March 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  8. Foltyn, D, Španěl, M et al. 2013, Roadmap - Arma 2: Community Configuration Project, DevHeaven, viewed 16 July 2023, <http://web.archive.org/web/20130627131748/https://dev-heaven.net/projects/arma-2-ccp/roadmap>. (archived link)
  9. 9.0 9.1 Mazzon, M et al. 2019, CorePatch, GitHub, viewed 16 July 2023, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.
  10. ARMA 2: Operation Arrowhead 2019 [Video Game], Bohemia Interactive a.s., \Corepatch\CorePatch_Vehicles\config.bin, CfgVehicles >> BTR60_Gue_CP

External links[]

See also[]

Vehicles of comparable role and configuration[]

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
Arma2-factionicon-takistaniarmy Takistani Army - Vehicles (ARMA 2)
Wheeled 9P117 SCUD-BBM-21 GradBTR-60BRDM-2 (ATGM, HQ) • Military Offroad (M2, SPG-9) • MotorcycleSUVUAZ-469 (AGS-30, DShKM) • Ural (Ammunition, Fuel, Repair, Salvage, Supply, ZU-23) • V3S (Open)
Tracked BMP-2 (Ambulance, HQ) • BVP-1M113 (Ambulance) • T-34T-55T-72ZSU-23-4
Rotor-wing Mi-8Mi-24DUH-1H
Fixed-wing An-2L-39ZASu-25
(Parenthesis) denote variants.
Operation Arrowhead | Army of the Czech Republic