Armed Assault Wiki
Information on this article is only relevant up to patch version 1.31

The Boheme Kupe is a sedan used by several REDFOR factions and Vietnamese civilians in ArmA 3. It was added with the release of the S.O.G. Prairie Fire Creator DLC.

Overview[]

  • Roles:
    • Troop transport
    • Civil transportation
« The Kupe is a sedan car designed by the Boheme Automobile Company in 1960. It features a 4 cylinder, 1468cc, petrol engine producing 65hp at 4800rpm. The Kupe has a manual 4 speed + reverse gearbox, and rear-wheel drive. It has a max Speed of 81mph (130 Km/h), and acceleration: 0-100 Km/h in 19.9s
Field Manual
»

Design[]

This section is a stub. You can help Armed Assault Wiki by expanding it.

Features
The Boheme Kupe allows all three of its drivers to roll down their windows and fire weapons out of the vehicle.[CfgVh 1][CfgVh 2][CfgVh 3]

Mobility
The Kupe's engine has a power output of 48 kW[CfgVh 7] and generate up to 115 N·m of torque.[CfgVh 8]

Crew Capacity
The Kupe has enough seats for the driver and up to three passengers who sit in the front-right and rear seats.[CfgVh 1][CfgVh 2][CfgVh 3]

Camouflage[]

Protection: Hitpoints[]

The Kupe has a base armour value of 25.[CfgVh 9] It is not possible to attach any kind of addon armour onto the vehicle's body.

The following highlighted positions serve as weak points on the Kupe:

LEGEND'"`UNIQ--ref-00000012-QINU`"'Green = BodyOrange = EngineViolet = Fuel tank

LEGEND[SCR 2]
Green = Body
Orange = Engine
Violet = Fuel tank

Body[]

The Kupe's body can withstand up to 125 points of damage.[CfgVh 10][Formula 1] It takes 150% increased damage from high-explosive (HE) type munitions.[CfgVh 11] At least 60% of incoming damage will be shared with the vehicle's main "health" pool. Depending on the Kupe's overall "health" status, the vehicle can outright explode if the body's integrity is fully depleted.[CfgVh 12][CfgVh 13]

Engine[]

The Kupe's engine can only take a maximum of 25 points of damage before it fails.[CfgVh 14][Formula 2] It takes 50% reduced damage from HE-type munitions.[CfgVh 15] Up to 60% of incoming damage will be shared with the vehicle's main "health" pool. The Kupe can explode if it is at critical "health" status at the time of the engine's destruction.[CfgVh 16]

Fuel tank[]

The Kupe's fuel tank can only withstand up to 12.5 points of damage before it ruptures.[CfgVh 17][Formula 3] It takes 150% increased damage from HE-type munitions.[CfgVh 18] Only 10% of damage inflicted upon the fuel tank will be shared with the Kupe's main "health" pool.[CfgVh 19]

Wheels[]

Each of the Kupe's four wheels can take up to 30 points of damage before their tyres burst.[CfgVh 20][CfgVh 21][CfgVh 22][CfgVh 23][note 1] Damage inflicted upon any of the wheels will not be shared with the Kupe's main "health" pool.[CfgVh 24][CfgVh 25][CfgVh 26][CfgVh 27]

Protection: Armour[]

LEGEND'"`UNIQ--ref-00000029-QINU`"'Dark blue = metal_plate.bisurfGreen = glass_plate.bisurfLime green = plastic_plate.bisurfOrange = leather.bisurfPink = metal.bisurfPurple = metal_plate_thin.bisurfTeal = iron_cast

LEGEND[SCR 3]
Dark blue = metal_plate.bisurf
Green = glass_plate.bisurf
Lime green = plastic_plate.bisurf
Orange = leather.bisurf
Pink = metal.bisurf
Purple = metal_plate_thin.bisurf
Teal = iron_cast.bisurf

.bisurf Density
[1][2][3]
Thickness
[1][2][3]
bulletPenetrability
[1][2][3]
bulletPenetrabilityWithThickness
[1][2][3]
Friction
[1][4]
Restitution
[1][4]
glass_plate.bisurf 2800 5 N/A; not used by glass_plate.bisurf 69 0.7 0.3
iron_cast.bisurf 6500 N/A; based on vehicle fire geometry thickness 30 N/A; not used by iron_cast.bisurf 0.7 0.3
leather.bisurf 900 N/A; based on vehicle fire geometry thickness 213 N/A; not used by leather.bisurf 0.7 0.3
metal.bisurf 4000 N/A; based on vehicle fire geometry thickness 48 N/A; not used by metal.bisurf 0.7 0.3
metal_plate.bisurf 4000 30 N/A; not used by metal_plate.bisurf 48 0.7 0.3
metal_plate_thin.bisurf 4000 6 N/A; not used by metal_plate_thin.bisurf 48 0.7 0.3
plastic_plate.bisurf 1200 1 N/A; not used by plastic_plate.bisurf 160 0.7 0.3

The Kupe's body, chassis, bumpers (both front and rear), steering column/shaft[rvmat 1][bisurf 1], as well as the wheel hub caps are made out of plain metals. The plates of metal (but excluding the steering shaft) have a thickness of 30 millimetres.[rvmat 2][bisurf 2] The car's fuel tank is also made out of metal, though its plates are thinner and have a thickness of just 6 millimetres.[rvmat 3][bisurf 3]

The engine is made out of cast iron[rvmat 4][bisurf 4] and its seats are made out of leather.[rvmat 5][bisurf 5] On the other hand, the dashboard and steering wheel is made out of plastic that has a thickness of just 1 millimetre.[rvmat 6][bisurf 6] Lastly, the car's windows and its headlights/rear lights are all made out glass. These panes of glass have a thickness of 5 millimetres.[rvmat 7][bisurf 7]

Mobility[]

Engine[]

The Kupe's engine has a power output of 48 kW.[CfgVh 7] It has an idle rotational speed of 20 rad/s[CfgVh 28] and a maximum rotational speed of 545 rad/s.[CfgVh 29] The engine has a maximum attainable torque of 115 N·m[CfgVh 8] and has a moment of inertia[5] value of 0.9.[CfgVh 30]

Torque curves[]

Engine RPM (@%) X-value[6] Y-value[6]
@ 0% 0[CfgVh 31] 0[CfgVh 31]
@ 19% 0.192307692[CfgVh 31] 0.4[CfgVh 31]
@ 28% 0.288461538[CfgVh 31] 0.713043478[CfgVh 31]
@ 38% 0.384615385[CfgVh 31] 0.913043478[CfgVh 31]
@ 48% 0.480769231[CfgVh 31] 1[CfgVh 31]
@ 67% 0.673076923[CfgVh 31] 0.939130435[CfgVh 31]
@ 76% 0.769230769[CfgVh 31] 0.860869565[CfgVh 31]
@ 100% 1[CfgVh 31] 0.634782609[CfgVh 31]

Gearbox[]

The Kupe utilises a fully automatic gearbox:[CfgVh 32]

Gear #[7] Gearbox Ratio[7]
Reverse (R) -4.33[CfgVh 33]
Neutral (N) 0[CfgVh 33]
Gear 1 (D1) 4[CfgVh 33]
Gear 2 (D2) 2.24[CfgVh 33]
Gear 3 (D3) 1.44[CfgVh 33]
Gear 4 (D4) 1[CfgVh 33]

Idle[]

The Kupe's engine technically[note 2] has an idle RPM of 190.99:[CfgVh 34][SCR 4]

Gear #[7] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -20.57 -0.00
Neutral (N) 0.117 0.143 0.00 0.00
Gear 1 (D1) 0.714 0.121 19.00 0.00
Gear 2 (D2) 0.714 0.357 10.64 0.00
Gear 3 (D3) 0.671 0.357 6.84 0.00
Gear 4 (D4) 0.643 0.371 4.75 0.00

Reverse[]

The Kupe's engine has an RPM of 5,204.37 when reversing:[SCR 4]

Gear #[7] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -20.57 5207.21
Neutral (N) 0.117 0.143 0.00 -0.00
Gear 1 (D1) 0.714 0.121 19.00 -4810.36
Gear 2 (D2) 0.714 0.357 10.64 -2693.80
Gear 3 (D3) 0.671 0.357 6.84 -1731.73
Gear 4 (D4) 0.643 0.371 4.75 -1202.59

Drive (4th gear/normal)[]

When accelerating at 4th gear without vehicle turbo active, the Kupe's engine has an RPM of 3,580.39:[SCR 4]

Gear #[7] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -20.57 -15442.41
Neutral (N) 0.117 0.143 0.00 0.00
Gear 1 (D1) 0.714 0.121 19.00 14265.50
Gear 2 (D2) 0.714 0.357 10.64 7988.68
Gear 3 (D3) 0.671 0.357 6.84 5135.58
Gear 4 (D4) 0.643 0.371 4.75 3566.38

Drive (4th gear/turbo)[]

When accelerating at 4th gear with vehicle turbo toggled, the Kupe's engine has an RPM of 5,078.72:[SCR 4]

Gear #[7] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -20.57 -21904.86
Neutral (N) 0.117 0.143 0.00 0.00
Gear 1 (D1) 0.714 0.121 19.00 20235.44
Gear 2 (D2) 0.714 0.357 10.64 11331.85
Gear 3 (D3) 0.671 0.357 6.84 7284.76
Gear 4 (D4) 0.643 0.371 4.75 5058.86

Sensors[]

The Kupe is not equipped with sensors that can be used for the purposes of targeting.

FFV[]

All passengers have the ability to roll down their windows and fire weapons out of the vehicle.[CfgVh 1][CfgVh 2][CfgVh 3] However, it is not possible for the passengers to point their weapons out of the vehicle unless their windows have been rolled down (FFV is disabled so long each window remains rolled up).[CfgVh 35][CfgVh 36][CfgVh 37]

Defensive sensors[]

The Kupe does not have any sort of defensive sensors installed. The driver will not be warned if a guided weapon system is attempting to acquire a lock onto the vehicle.[CfgVh 38] They will also not be alerted if a guided projectile has successfully locked onto the Kupe and is inbound towards it.[CfgVh 39]

AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The Kupe has a camouflage[8] rating of 2.[CfgVh 40]

Cost[]

Main article: AI Basics: Targeting priority

The Kupe has a cost[9] value of 10000.[CfgVh 41]

Threat values[]

Main article: AI Basics: Targeting priority

The Kupe is considered to be a medium-risk threat[10] to AI-controlled infantry units (0.6).[CfgVh 42]

AI-controlled ground vehicles also consider the Kupe to be as a (albeit lower priority) medium-risk threat (0.4), though aircraft only see it as a low-risk threat (0.1).[CfgVh 42]

Noise factor[]

Main article: AI Basics: Detection

The Kupe has an audible[11] factor of 5.[CfgVh 43]

Trivia[]

  • The in-game Kupe appears to be modelled after Volvo Car AB's "Amazon" series of family cars, but its handling specs are based on Peugeot's "403" sedan.[12]
  • At the DLC's launch, the Boheme Kupe was only featured as a non-driveable prop that could be placed in the editor. Update 1.1 eventually turned the Boheme Kupe into a fully operable vehicle as opposed to being a static prop.[13]
  • Prior to Update 1.3, the Viet Cong were the only REDFOR users of the Kupe. The patch subsequently added the Khmer Rouge as the second REDFOR faction to have access to the Kupe.[14]

Gallery[]

Config/script references[]

CfgVehicles

  1. 1.0 1.1 1.2 1.3 CfgVehicles >> vn_c_car_03_01 >> Turrets >> codriver_ffv >> isPersonTurret >> "1"
  2. 2.0 2.1 2.2 2.3 CfgVehicles >> vn_c_car_03_01 >> Turrets >> cargo2_ffv >> isPersonTurret >> "1"
  3. 3.0 3.1 3.2 3.3 CfgVehicles >> vn_c_car_03_01 >> Turrets >> cargo3_ffv >> isPersonTurret >> "1"
  4. CfgVehicles >> vn_c_car_03_01 >> maximumLoad
  5. CfgVehicles >> vn_c_car_03_01 >> fuelCapacity
  6. CfgVehicles >> vn_c_car_03_01 >> slingLoadCargoMemoryPoints[] >> {"slingLoadCargo1","slingLoadCargo2","slingLoadCargo3","slingLoadCargo4"}
  7. 7.0 7.1 CfgVehicles >> vn_c_car_03_01 >> enginePower
  8. 8.0 8.1 CfgVehicles >> vn_c_car_03_01 >> peakTorque
  9. CfgVehicles >> vn_c_car_03_01 >> armor
  10. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitBody >> armor
  11. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitBody >> explosionShielding
  12. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitBody >> passThrough
  13. CfgVehicles >> vn_c_car_03_01 >> hullDamageCauseExplosion >> "1"
  14. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitEngine >> armor
  15. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitEngine >> explosionShielding
  16. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitEngine >> passThrough
  17. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitFuel >> armor
  18. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitFuel >> explosionShielding
  19. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitFuel >> passThrough
  20. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitLFWheel >> armor
  21. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitLF2Wheel >> armor
  22. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitRFWheel >> armor
  23. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitRF2Wheel >> armor
  24. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitLFWheel >> passThrough
  25. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitLF2Wheel >> passThrough
  26. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitRFWheel >> passThrough
  27. CfgVehicles >> vn_c_car_03_01 >> HitPoints >> HitRF2Wheel >> passThrough
  28. CfgVehicles >> vn_c_car_03_01 >> minOmega
  29. CfgVehicles >> vn_c_car_03_01 >> maxOmega
  30. CfgVehicles >> vn_c_car_03_01 >> engineMOI
  31. 31.00 31.01 31.02 31.03 31.04 31.05 31.06 31.07 31.08 31.09 31.10 31.11 31.12 31.13 31.14 31.15 CfgVehicles >> vn_c_car_03_01 >> torqueCurve[] >> {{0,0},{0.192307692,0.4},{0.288461538,0.713043478},{0.384615385,0.913043478},{0.480769231,1},{0.673076923,0.939130435},{0.769230769,0.860869565},{1,0.634782609}}
  32. CfgVehicles >> vn_c_car_03_01 >> ComplexGearbox >> gearBoxMode >> "full-auto"
  33. 33.0 33.1 33.2 33.3 33.4 33.5 CfgVehicles >> vn_c_car_03_01 >> ComplexGearbox >> gearboxRatios[] >> {"R1",-4.33,"N",0,"D1",4,"D2",2.24,"D3",1.44,"D4",1}
  34. CfgVehicles >> vn_c_car_03_01 >> idleRpm
  35. CfgVehicles >> vn_c_car_03_01 >> Turrets >> codriver_ffv >> enabledByAnimationSource >> "window1_open"
  36. CfgVehicles >> vn_c_car_03_01 >> Turrets >> cargo2_ffv >> enabledByAnimationSource >> "window4_open"
  37. CfgVehicles >> vn_c_car_03_01 >> Turrets >> cargo3_ffv >> enabledByAnimationSource >> "window3_open"
  38. CfgVehicles >> vn_c_car_03_01 >> lockDetectionSystem >> "0"
  39. CfgVehicles >> vn_c_car_03_01 >> incomingMissileDetectionSystem >> "0"
  40. CfgVehicles >> vn_c_car_03_01 >> camouflage
  41. CfgVehicles >> vn_c_car_03_01 >> cost
  42. 42.0 42.1 CfgVehicles >> vn_c_car_03_01 >> threat[] >> {0.6,0.4,0.1}
  43. CfgVehicles >> vn_c_car_03_01 >> audible

.bisurf

  1. \a3\data_f\penetration\metal.bisurf
  2. \a3\data_f\penetration\metal_plate.bisurf
  3. \a3\data_f\penetration\metal_plate_thin.bisurf
  4. \a3\data_f\penetration\iron_cast.bisurf
  5. \a3\data_f\penetration\leather.bisurf
  6. \a3\data_f\penetration\plastic_plate.bisurf
  7. \a3\data_f\penetration\glass_plate.bisurf

.rvmat

  1. \a3\data_f\penetration\metal.rvmat
  2. \a3\data_f\penetration\metal_plate.rvmat
  3. \a3\data_f\penetration\metal_plate_thin.rvmat
  4. \a3\data_f\penetration\iron_cast.rvmat
  5. \a3\data_f\penetration\leather.rvmat
  6. \a3\data_f\penetration\plastic_plate.rvmat
  7. \a3\data_f\penetration\glass_plate.rvmat

Scripts

  1. getMass (get3DENSelected "object" select 0)
  2. diag_drawMode "FireGeometry"; diag_toggle "HitPoints";
  3. diag_drawMode "FireGeometry"; diag_toggle "Shots";
  4. 4.0 4.1 4.2 4.3 "EPEVehicle" diag_enable true;

Formulae

  1. Base vehicle armor value * HitPoint armor value = 25 * 5
  2. Base vehicle armor value * HitPoint armor value = 25 * 1
  3. Base vehicle armor value * HitPoint armor value = 25 * 0.5

Notes[]

  1. The Kupe's wheel hitpoints do not use a coefficient value and are always set to a fixed value of 30.
  2. The minOmega configuration value is defined but the Kupe's engine will not idle at 800 RPM even though the idleRpm token IS defined.

References[]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Foltyn, D, Reyhard et al. 2009, RVMAT basics, Bohemia Interactive Community Wiki, viewed 10 November 2025, <https://community.bistudio.com/wiki/RVMAT_basics#Physical_Properties>.
  2. 2.0 2.1 2.2 2.3 Kolář, P et al. 2013, Tanks Config Guidelines – Arma 3, Bohemia Interactive Community Wiki, viewed 10 November 2025, <https://community.bistudio.com/wiki/Arma_3:_Tanks_Config_Guidelines#Armour_plates_setup>.
  3. 3.0 3.1 3.2 3.3 Vida, J et al. 2014, Damage Description – Arma 3, Bohemia Interactive Community Wiki, viewed 10 November 2025, <https://community.bistudio.com/wiki/Arma_3:_Damage_Description>.
  4. 4.0 4.1 Dedmen, Reyhard et al. 2014, Config Properties Megalist, Bohemia Interactive Community Wiki, viewed 10 November 2025, <https://community.bistudio.com/wiki/Config_Properties_Megalist#ARMOR/MATERIAL_Configs>.
  5. Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 10 November 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#engineMOI>.
  6. 6.0 6.1 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 10 November 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#torqueCurve>.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 10 November 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#class_complexGearbox>.
  8. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 10 November 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  9. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 10 November 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  10. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 10 November 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  11. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 10 November 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  12. Apollo 2022, You will find some similarities with the following cars, particularly in their driving characteristics (engine power, torque curves, gear boxes etc): Bonn - Peugot 203 Berline, 1953 Rodina - Peugeot 403 Familiale, 1960 Kupe - Peugeot 403 Sedan, 1960 Krabice - Citroen HY 78 Van, 1966, Discord [Social Media], viewed 8 November 2025, <https://discord.com/channels/824223048940519434/839818528685424660/1022360098493976596>.
  13. Graham, R et al. 2021, S.O.G. Prairie Fire - Changelog, Bohemia Interactive Forums, viewed 18 March 2023, <https://forums.bohemia.net/forums/topic/234698-sog-prairie-fire-changelog/?do=findComment&comment=3447057>.
  14. Graham, R et al. 2023, S.O.G. Prairie Fire - Changelog, Bohemia Interactive Forums, viewed 1 November 2023, <https://forums.bohemia.net/forums/topic/234698-sog-prairie-fire-changelog/?do=findComment&comment=3476471>.

External links[]

See also[]

Vehicles of comparable role and configuration[]

Vehicles of S.O.G. Prairie Fire
Wheeled Bicycle (Mule) • Boheme BonnBoheme KrabiceBoheme KupeBoheme RodinaBTR-40Dirt RangerM54M151A1M274 MuleZ-157
Tracked BTR-50PKM113A1M41A3 Walker BulldogM48A3 PattonM67A2 Flame TankOT-54 Flame TankPT-76A (B) • T-54BType 63
Rotor-wing AH-1G CobraCH-34 (UH-34) • CH-47A Chinook (ACH-47A Guns-A-Go-Go) • OH-6A CayuseMi-2 (P, URN, URP, US) • UH-1 Iroquois (B, C, D, P)
Fixed-wing F-4 Phantom II (B, C) • F-100DMiG-19 SMiG-21 PFM
Aquatic BoatPBR MkIIPTF Nasty BoatSampanShantou GunboatSTAB
(Parenthesis) denote variants.
Arma3-factionicon-sogpfvietcong Viet Cong - Vehicles (S.O.G. Prairie Fire)
Wheeled Bicycle (Mule) • Boheme BonnBoheme KrabiceBoheme KupeBoheme RodinaBTR-40 Transport (Ambulance, Type 53 Mortar) • Z-157 Transport (Ammo, Fuel, PR-11AM Transporter, Radar Carrier, Repair)
Tracked M41A3 Walker BulldogOT-54 Flame TankT-54B
Aquatic Boat (Long Boat) • Sampan (Long)
(Parenthesis) denote variants.
Arma3-factionicon-sogpfkhmerrouge Khmer Rouge - Vehicles (S.O.G. Prairie Fire)
Wheeled Boheme BonnBoheme KrabiceBoheme KupeBoheme RodinaBTR-40 Transport (Ambulance) • Z-157 Transport (Ammo, Fuel, Repair)
Tracked M113A1 Transport (ACAV)
Aquatic Boat (Long Boat) • Sampan (Long)
(Parenthesis) denote variants.