Armed Assault Wiki

« A bullpup style assault rifle used by CSAT Pacific forces. It works as a common platform for different weapon types: a standard rifle, GL variant with attached grenade launcher, and a light support version with a longer barrel and drum magazine. The CAR-95 uses polymer materials in its construction and fires 5.8×42 mm small-caliber, high-velocity bullets.
Field Manual[1]
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The CAR-95 series is a family of modular bullpup assault rifles used by both Pacific and North African CSAT forces. It was added with the release of the Apex DLC.


Variants[]

The CAR-95 5.8 mm bullpup assault rifle.
The CAR-95 5.8 mm bullpup assault rifle.

The CAR-95 is a 5.8 mm bullpup assault rifle used by both Pacific and North African CSAT forces in ArmA 3. It was added with the release of the Apex DLC.

Overview[]

This is a premium asset that requires ownership of the Apex expansion pack.

The CAR-95 is the baseline rifle variant of the CAR-95 family. Along with its sub-variants, it is chambered to fire the 5.8×42 mm cartridge.

It can load either 30-round curved magazines or 100-round drums, and can attain a fire rate of approximately ~ 652 rounds per minute[CfgWp 7][Formula 1] with a muzzle velocity of 930 m/s.[CfgWp 8] The CAR-95 accepts accessories on both its top[CfgWp 9] and side[CfgWp 10] rails and can also mount muzzle attachments[CfgWp 11], though it does not support being fitted with an external bipod due to lacking an underbarrel rail.

The CAR-95 is the standard-issue service rifle of Chinese-led CSAT forces. At a weight of only 80 "mass" units[CfgWp 3], it is one of the lighest assault rifles in ArmA 3 (only the 5.56 mm-chambered TRG-21 is lighter with a "mass" of 70 units)[CfgWp 12] and also has the lowest inertia penalty (0.3[CfgWp 5] versus the Katiba's 0.4[CfgWp 13]).

However, the CAR-95's accuracy is identical to that of the Katiba (0.00116 rad), meaning that it is completely outclassed by the American-made MX (0.00087 rad).[CfgWp 1] The CAR-95's fire rate is also lower than that of the Katiba (800) but it does retain a slightly higher ROF compared to the MX (652 versus the MX's 625).[CfgWp 7][Formula 1]

Where the CAR-95 falls short compared to both the MX and Katiba is the ballistic performance of its 5.8 mm cartridge, which not only has greater air drag[CfgAm 1] but also has slightly lower damage compared to the MX/Katiba's 6.5 mm cartridge (9.4 base damage versus 10).[CfgAm 2]

This is especially noticeable against targets wearing ballistic-resistant uniforms and/or heavy plate carriers at long range. Whilst this is not a problem at close range since the 5.8 mm round consistently kills with only ~ 3 direct hits to the chest, the same can't be said for targets located at distances beyond 400-500 metres. At this distance, the CAR-95's operator will need to land at least ~ 6 hits to inflict lethal damage (an issue made worse by the CAR-95's high dispersion) whereas an MX/Katiba will only need ~ 5 hits to score a kill.

The CAR-95 GL 5.8 mm bullpup assault rifle.
The CAR-95 GL 5.8 mm bullpup assault rifle.

The CAR-95 GL is a 5.8 mm bullpup assault rifle used by both Pacific and North African CSAT forces in ArmA 3. It was added with the release of the Apex DLC.

Overview[]

This is a premium asset that requires ownership of the Apex expansion pack.

The CAR-95 GL is a modified version of the baseline CAR-95 rifle that has an underbarrel grenade launcher attached.

As with its parent rifle, it is also chambered to fire the same cased 5.8×42 mm round. Its top[CfgWp 21] and side[CfgWp 22] rails can be fitted with various optical sights and accessories, and is also able to mount a 5.8 mm sound suppressor.[CfgWp 23]

Its GL 15A UGL can load and fire a variety of 40 mm grenades, ranging from lethal high-explosive (HE) rounds to less-than-lethal (LTL) flares and non-lethal smoke shells.[CfgWp 24][CfgWp 25] The underbarrel GL 15A uses a sighting device which can be zeroed up to a maximum of 400 metres.[CfgWp 26]

Compared to the baseline CAR-95 rifle, the CAR-95 GL is ~ 22% heavier to wield[CfgWp 16] and also has an increased inertia penalty (0.4)[CfgWp 19] due to the GL 15A's addition. On the other hand, the GL 15A uses a conventional sighting device as opposed to a red dot quadrant sight like the Katiba's EGLM and the MX's 3GL, making it slightly more inconvenient to aim with even though its capabilities are identical to that of other UGL-fitted weapons.

Aside from these differences, the CAR-95 GL remains unchanged from the baseline CAR-95 rifle, sharing the majority of its strengths (compact/low weight) and drawbacks (weaker 5.8 mm cartridge versus 6.5 mm).

The CAR-95-1 5.8 mm bullpup light support weapon.
The CAR-95-1 5.8 mm bullpup light support weapon.

The CAR-95-1 is a 5.8 mm bullpup light support weapon used by both Pacific and North African CSAT forces in ArmA 3. It was added with the release of the Apex DLC.

Overview[]

This is a premium asset that requires ownership of the Apex expansion pack.

The CAR-95-1 is a light support weapon configuration of the CAR-95 rifle. It is chambered to fire the same 5.8×42 mm cartridge but primarily feeds from 100-round drums as opposed to 30-round curved magazines, has a longer barrel, and an increased fire rate.

Unlike the baseline CAR-95 rifle, the CAR-95-1's longer barrel slightly increases its muzzle velocity by ~ 4% (from 930 m/s to 970 m/s).[CfgWp 33] Its longer barrel also contributes to improving its accuracy, reducing its dispersion from 0.00116 rad down to 0.00102 rad (an approximate ~ 12% reduction in dispersion compared to the baseline CAR-95).[CfgWp 27]

Another change with the CAR-95-1 is its fire rate, which has been significantly increased by almost ~ 20% to 800 RPM (up from ~ 652 RPM).[CfgWp 34][Formula 2] Furthermore, the CAR-95-1 gains an integral folding bipod that can be deployed for added stability during fully automatic fire.[CfgWp 35]

However, the CAR-95-1's upgrades do come at a cost. Specifically, its weight has been increased by 20 "mass" units from the baseline CAR-95 rifle[CfgWp 29] and its inertia penalty is also higher at 0.4 rather than 0.3.[CfgWp 31] Fortunately, these drawbacks are not particularly severe, and the CAR-95-1 is still lighter and more compact than most LSW-type weapons in its class (both the SPAR-16S and MX SW are heavier by 10/20 "mass", respectively).[CfgWp 36]

Ironsights[]

Arma3-car95-ironsight-overview
The CAR-95's ironsights allow for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 37] By default, it uses a zeroing of 200 metres.[CfgWp 38] Neither the front nor rear sight on the carryhandle are illuminated.

When an optical sight with a zeroing limit greater than 600 metres is attached onto the top rail (e.g. Nightstalker), the CAR-95 will only allow for a maximum zeroing of 800 metres.[CfgWp 39]

Arma3-car95gl-ironsight-overview
The CAR-95 GL's ironsights allow for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 40] By default, it uses a zeroing of 200 metres.[CfgWp 41] Neither the front nor rear sight on the carryhandle are illuminated.

When an optical sight with a zeroing limit greater than 600 metres is attached onto the top rail (e.g. Nightstalker), the CAR-95 GL will only allow for a maximum zeroing of 800 metres.[CfgWp 42]

Arma3-car951-ironsight-overview
The CAR-95-1's ironsights allow for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 43] By default, it uses a zeroing of 200 metres.[CfgWp 44] Neither the front nor rear sight on the carryhandle are illuminated.

When an optical sight with a zeroing limit greater than 600 metres is attached onto the top rail (e.g. Nightstalker), the CAR-95-1 will only allow for a maximum zeroing of 1,000 metres.[CfgWp 45]

Arma3-gl15a-ironsight-overview
The GL 15A grenade launcher's sighting device can be manually zeroed between the ranges of 50 metres up to 400 metres (50, 100, 150, 200, 250, 300, 350, 400).[CfgWp 26]

By default, the sight uses a zeroing of 100 metres.[CfgWp 46] The sight is not illuminated.

Camouflage[]

All three variants feature the following finish options:

  • Black: Standard black paint finish.
  • Hex: Arid Hexacam camouflage pattern.
  • Green Hex: Tropical Hexacam camouflage pattern.

Ammunition[]

Ammo parameter 5.8 mm (Ball) 5.8 mm (Tracer)
Base damage value 9.4[CfgAm 2] 9.4[CfgAm 2]
Aerodynamic friction -0.0011[CfgAm 1] -0.0011[CfgAm 1]
Muzzle velocity (m/s) 930[CfgMa 4] 930[CfgMa 5]
Expected velocity (m/s) 870[CfgAm 3][note 1] 870[CfgAm 3][note 1]
Penetration depth (mm) CAR-95: 12.555[CfgAm 4][Formula 3]
CAR-95-1: 13.095[Formula 4]
CAR-95: 12.555[CfgAm 4][Formula 3]
CAR-95-1: 13.095[Formula 4]
Deflection angle (degrees) 20°[CfgAm 5] 20°[CfgAm 5]

For grenade rounds usable with the GL 15A, refer to its dedicated article here.

All variants of the baseline CAR-95 rifle and the CAR-95-1 support being fed from either 30-round curved magazines or 100-rounder drums.[CfgWp 47][CfgWp 48][CfgWp 49] The 30-round magazines have a weight of 8[CfgMa 6] "mass" units while the 100-round drums have a weight of 20[CfgMa 7] "mass" units.

Three camouflage schemes are available for the CAR-95-1's 100-round drums: Black, Hex and Green Hex. It should be noted that the availability of camouflaged magazines only apply to the 100-rounder drums as 30-round magazines do not have alternate camouflage options.

Regardless of camouflage or capacity, both magazine types are fully interchangeable with all variants of the CAR-95:[CfgWp 47][CfgWp 48][CfgWp 49]

5.8 mm 30Rnd Mag[]

Arma3-ammunition-30rndcar95ball

30-round curved magazine loaded with a mix of 5.8 mm ball and tracer ammunition (with a 26/4 split).[CfgMa 8]

The last four rounds of the magazine will always emit visible green tracers.[CfgMa 9]

5.8 mm 30Rnd Tracer (Green) Mag[]

Arma3-ammunition-30rndcar95tracer

Dedicated tracer magazine. Fully loaded with thirty visible green tracer rounds.[CfgMa 10][CfgMa 11]

Aside from its tracer-exclusive loadout, it shares the same weight with the standard 30-round magazine.

5.8 mm 100Rnd Mag[]

Arma3-ammunition-100rndcar95ball

Drum magazine loaded with a mix of 5.8 mm ball and tracer ammunition (with a 71/29 split).[CfgMa 12] Used primarily by the CAR-95-1 LSW but can also be loaded into CAR-95 rifles.

Every fourth round fired will always emit a visible green tracer.[CfgMa 13] The last four rounds of the magazine will always emit visible green tracers.[CfgMa 14]

5.8 mm 100Rnd Tracer (Green) Mag[]

Arma3-ammunition-100rndcar95tracer

Special drum magazine loaded entirely with one-hundred rounds of visible green tracers.[CfgMa 15][CfgMa 16]

Aside from being loaded with only tracer ammunition, it weighs the same as the baseline 100-round drum magazine.

Magazine compatibility[]

CTAR_580x42 CTAR_580x42_Large
Weapon name
(Classname)
5.8 mm 30Rnd Mag
5.8 mm 30Rnd Tracer (Green) Mag
5.8 mm 100Rnd Mag
5.8 mm 100Rnd Hex Mag
5.8 mm 100Rnd Green Hex Mag
5.8 mm 100Rnd Tracer (Green) Mag
5.8 mm 100Rnd Tracer (Green) Hex Mag
5.8 mm 100Rnd Tracer (Green) Green Hex Mag
CAR-95 5.8 mm (Black)
(arifle_CTAR_blk_F)
CAR-95 5.8 mm (Green Hex)
(arifle_CTAR_ghex_F)
CAR-95 GL 5.8 mm (Black)
(arifle_CTAR_GL_blk_F)
CAR-95 GL 5.8 mm (Green Hex)
(arifle_CTAR_GL_ghex_F)
CAR-95 GL 5.8 mm (Hex)
(arifle_CTAR_GL_hex_F)
CAR-95 5.8 mm (Hex)
(arifle_CTAR_hex_F)
CAR-95-1 5.8mm (Black)
(arifle_CTARS_blk_F)
CAR-95-1 5.8mm (Green Hex)
(arifle_CTARS_ghex_F)
CAR-95-1 5.8mm (Hex)
(arifle_CTARS_hex_F)


Trivia[]

  • The CAR-95 family is based on the "QBZ-95" series of bullpup assault rifles designed by the China North Industries Corporation (NORINCO) for use by the People's Liberation Army.
    • More specifically, the baseline CAR-95 appears to be modelled after the "T97NSR-A".[2] The T97 is a modified variant that was designed exclusively for export sales and is chambered to fire the 5.56 mm NATO cartridge instead.[3]
    • Whilst proprietary prototype and aftermarket variants of the QBZ-95 with integrated flat top rails do exist, none are officially in service with the Chinese military (only law enforcement agencies and paramilitary organisations like the People's Armed Police utilise such variants).
      • Additionally, the PLA's adoption of the non-bullpup configured "QBZ-191" ("Type 20") assault rifle series in 2019[4][5] would make this rendition of the QBZ-95 a highly anachronistic platform for ArmA 3's mid-2030s time period.
  • The underbarrel grenade launcher is based on the "QLG-10A" grenade launcher used by real-world QBZ-95 rifles.[6][7]
    • Unlike its real-life version (which uses non-NATO standard 35 mm grenades instead)[6][7], the in-game version strangely fires the same 40 mm grenades that are universally shared amongst all the factions.
  • The CAR-95-1 is based on the "QBB-95-1", a modified variant of the baseline QBZ-95 rifle designed specifically as a light support weapon.[8]
    • Its drum magazines unusually contain one hundred rounds instead of the seventy-five used by QBB-95-1s in reality.[9]
    • Like the baseline CAR-95 rifle, its appearance is also somewhat anachronistic given that it has been gradually replaced in PLA service by newer belt-fed light machine guns such as the "QJS-161" and the "QJB-201".[8]
  • At launch, the CAR-95-1's dispersion values were inconsistently configured, resulting in the full auto firemode being less accurate than semi-automatic. Additionally, the integral folding bipod could be deployed but it did not actually contribute to reducing the CAR-95-1's muzzle climb. The former was corrected after the release of Game Update 1.64[10], while its bipod issue would not be resolved until Game Update 1.68.[11]
  • Despite being portrayed as the service weapons of Pacific CSAT forces, the CAR-95 series (along with the CMR-76) use the wrong naming nomenclature, even though other weapons like the Type 115 are designated correctly.
    • The correct designation for the CAR-95 series would actually be Type 95-2; the -2 suffix would be to designate that it is a further modernised and improved variant of the existing QBZ-95-1.
  • Prior to the release of the Tac-Ops DLC, the CAR-95 family was only utilised by Pacific CSAT forces. This was changed with the DLC's second mini-campaign, Stepping Stone, which showed the weapon in use with North African CSAT units as well.[12]
    • This is likely a reference to the real-world Sudanese Armed Forces, which chose a derivative of NORINCO's QBZ-95 as the service rifle for their "Kombo Future Soldier" programme in 2014.[13]

Gallery[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 1.2 CfgAmmo >> B_580x42_Ball_F >> airFriction
  2. 2.0 2.1 2.2 CfgAmmo >> B_580x42_Ball_F >> hit
  3. 3.0 3.1 CfgAmmo >> B_580x42_Ball_F >> typicalSpeed
  4. 4.0 4.1 CfgAmmo >> B_580x42_Ball_F >> caliber
  5. 5.0 5.1 CfgAmmo >> B_580x42_Ball_F >> deflecting

CfgMagazines

  1. 1.0 1.1 1.2 CfgMagazines >> 30Rnd_580x42_Mag_F >> count
  2. 2.0 2.1 CfgMagazines >> 100Rnd_580x42_Mag_F >> count
  3. CfgMagazines >> 1Rnd_HE_Grenade_shell >> count
  4. CfgMagazines >> 30Rnd_580x42_Mag_F >> initSpeed
  5. CfgMagazines >> 100Rnd_580x42_Mag_F >> initSpeed
  6. CfgMagazines >> 30Rnd_580x42_Mag_F >> mass
  7. CfgMagazines >> 100Rnd_580x42_Mag_F >> mass
  8. CfgMagazines >> 30Rnd_580x42_Mag_F >> ammo >> "B_580x42_Ball_F"
  9. CfgMagazines >> 30Rnd_580x42_Mag_F >> lastRoundsTracer
  10. CfgMagazines >> 30Rnd_580x42_Mag_Tracer_F >> tracersEvery
  11. CfgMagazines >> 30Rnd_580x42_Mag_Tracer_F >> lastRoundsTracer
  12. CfgMagazines >> 100Rnd_580x42_Mag_F >> ammo >> "B_580x42_Ball_F"
  13. CfgMagazines >> 100Rnd_580x42_Mag_F >> tracersEvery
  14. CfgMagazines >> 100Rnd_580x42_Mag_F >> lastRoundsTracer
  15. CfgMagazines >> 100Rnd_580x42_Mag_Tracer_F >> tracersEvery
  16. CfgMagazines >> 100Rnd_580x42_Mag_Tracer_F >> lastRoundsTracer

CfgWeapons

  1. 1.0 1.1 CfgWeapons >> arifle_CTAR_blk_F >> Single >> dispersion
  2. CfgWeapons >> arifle_CTAR_blk_F >> FullAuto >> dispersion
  3. 3.0 3.1 CfgWeapons >> arifle_CTAR_blk_F >> WeaponSlotsInfo >> mass
  4. CfgWeapons >> arifle_CTAR_blk_F >> recoil
  5. 5.0 5.1 CfgWeapons >> arifle_CTAR_blk_F >> inertia
  6. CfgWeapons >> arifle_CTAR_blk_F >> dexterity
  7. 7.0 7.1 CfgWeapons >> arifle_CTAR_blk_F >> Single >> reloadTime
  8. CfgWeapons >> arifle_CTAR_blk_F >> initSpeed
  9. CfgWeapons >> arifle_CTAR_blk_F >> WeaponSlotsInfo >> CowsSlot_Rail >> compatibleItems >> {optic_aco,optic_ACO_grn,optic_ACO_grn_smg,optic_aco_smg,optic_ams,optic_AMS_khk,optic_AMS_snd,optic_Arco,optic_Arco_AK_arid_F,optic_Arco_AK_blk_F,optic_Arco_AK_lush_F,optic_Arco_arid_F,optic_Arco_blk_F,optic_Aro_ghex_F,optic_Arco_lush_F,optic_DMS,optic_DMS_ghex_F,optic_DMS_weathered_F,optic_DMS_weathered_Kir_F,optic_ERCO_blk_F,optic_ERCO_khk_F,optic_ERCO_snd_F,optic_hamr,optic_Hamr_khk_F,optic_Holosight,optic_Holosight_arid_F,optic_Holosight_blk_F,optic_Holosight_khk_F,optic_Holosight_lush_F,optic_Holosight_smg,optic_Holosight_smg_blk_F,optic_Holosight_smg_khk_F,optic_KHS_blk,optic_KHS_hex,optic_KHS_old,optic_KHS_tan,optic_LRPS,optic_LRPS_ghex_F,optic_LRPS_tna_F,optic_MRCO,optic_Nightstalker,optic_NVS,optic_SOS,optic_SOS_khk_F,optic_tws,optic_tws_mg}
  10. CfgWeapons >> arifle_CTAR_blk_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  11. CfgWeapons >> arifle_CTAR_blk_F >> WeaponSlotsInfo >> MuzzleSlot_58 >> compatibleItems >> {muzzle_snds_58_blk_F,muzzle_snds_58_ghex_F,muzzle_snds_58_hex_F,muzzle_snds_58_wdm_F}
  12. CfgWeapons >> arifle_TRG21_F >> WeaponSlotsInfo >> mass
  13. CfgWeapons >> arifle_Katiba_F >> inertia
  14. CfgWeapons >> arifle_CTAR_GL_blk_F >> Single >> dispersion
  15. CfgWeapons >> arifle_CTAR_GL_blk_F >> FullAuto >> dispersion
  16. 16.0 16.1 CfgWeapons >> arifle_CTAR_GL_blk_F >> WeaponSlotsInfo >> mass
  17. CfgWeapons >> arifle_CTAR_GL_blk_F >> recoil
  18. CfgWeapons >> arifle_CTAR_GL_blk_F >> EGLM >> recoil
  19. 19.0 19.1 CfgWeapons >> arifle_CTAR_GL_blk_F >> inertia
  20. CfgWeapons >> arifle_CTAR_GL_blk_F >> dexterity
  21. CfgWeapons >> arifle_CTAR_GL_blk_F >> WeaponSlotsInfo >> CowsSlot_Rail >> compatibleItems >> {optic_aco,optic_ACO_grn,optic_ACO_grn_smg,optic_aco_smg,optic_ams,optic_AMS_khk,optic_AMS_snd,optic_Arco,optic_Arco_AK_arid_F,optic_Arco_AK_blk_F,optic_Arco_AK_lush_F,optic_Arco_arid_F,optic_Arco_blk_F,optic_Aro_ghex_F,optic_Arco_lush_F,optic_DMS,optic_DMS_ghex_F,optic_DMS_weathered_F,optic_DMS_weathered_Kir_F,optic_ERCO_blk_F,optic_ERCO_khk_F,optic_ERCO_snd_F,optic_hamr,optic_Hamr_khk_F,optic_Holosight,optic_Holosight_arid_F,optic_Holosight_blk_F,optic_Holosight_khk_F,optic_Holosight_lush_F,optic_Holosight_smg,optic_Holosight_smg_blk_F,optic_Holosight_smg_khk_F,optic_KHS_blk,optic_KHS_hex,optic_KHS_old,optic_KHS_tan,optic_LRPS,optic_LRPS_ghex_F,optic_LRPS_tna_F,optic_MRCO,optic_Nightstalker,optic_NVS,optic_SOS,optic_SOS_khk_F,optic_tws,optic_tws_mg}
  22. CfgWeapons >> arifle_MX3GL_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  23. CfgWeapons >> arifle_CTAR_GL_blk_F >> WeaponSlotsInfo >> MuzzleSlot_58 >> compatibleItems >> {muzzle_snds_58_blk_F,muzzle_snds_58_ghex_F,muzzle_snds_58_hex_F,muzzle_snds_58_wdm_F}
  24. CfgWeapons >> arifle_CTAR_GL_blk_F >> EGLM >> magazines[] >> {"1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell"}
  25. CfgWeapons >> arifle_CTAR_GL_blk_F >> EGLM >> magazineWell[] >> {"UGL_40x36"}
  26. 26.0 26.1 CfgWeapons >> arifle_CTAR_GL_blk_F >> EGLM >> discreteDistance[] >> {50,100,150,200,250,300,350,400}
  27. 27.0 27.1 CfgWeapons >> arifle_CTARS_blk_F >> Single >> dispersion
  28. CfgWeapons >> arifle_CTARS_blk_F >> FullAuto >> dispersion
  29. 29.0 29.1 CfgWeapons >> arifle_CTARS_blk_F >> WeaponSlotsInfo >> mass
  30. CfgWeapons >> arifle_CTARS_blk_F >> recoil
  31. 31.0 31.1 CfgWeapons >> arifle_CTARS_blk_F >> inertia
  32. CfgWeapons >> arifle_CTARS_blk_F >> dexterity
  33. CfgWeapons >> arifle_CTARS_blk_F >> initSpeed
  34. CfgWeapons >> arifle_CTARS_blk_F >> Single >> reloadTime
  35. CfgWeapons >> arifle_CTARS_blk_F >> hasBipod
  36. CfgWeapons >> arifle_MX_SW_F >> WeaponSlotsInfo >> mass
  37. CfgWeapons >> arifle_CTAR_blk_F >> discreteDistance[] >> {100,200,300,400,500,600}
  38. CfgWeapons >> arifle_CTAR_blk_F >> discreteDistanceInitIndex >> "1"
  39. CfgWeapons >> arifle_CTAR_blk_F >> maxZeroing
  40. CfgWeapons >> arifle_CTAR_GL_blk_F >> discreteDistance[] >> {100,200,300,400,500,600}
  41. CfgWeapons >> arifle_CTAR_GL_blk_F >> discreteDistanceInitIndex >> "1"
  42. CfgWeapons >> arifle_CTAR_GL_blk_F >> maxZeroing
  43. CfgWeapons >> arifle_CTARS_blk_F >> discreteDistance[] >> {100,200,300,400,500,600}
  44. CfgWeapons >> arifle_CTARS_blk_F >> discreteDistanceInitIndex >> "1"
  45. CfgWeapons >> arifle_CTARS_blk_F >> maxZeroing
  46. CfgWeapons >> arifle_CTAR_GL_blk_F >> EGLM >> discreteDistanceInitIndex >> "1"
  47. 47.0 47.1 CfgWeapons >> arifle_CTAR_blk_F >> magazineWell[] >> {"CTAR_580x42","CTAR_580x42_Large"}
  48. 48.0 48.1 CfgWeapons >> arifle_CTAR_GL_blk_F >> magazineWell[] >> {"CTAR_580x42","CTAR_580x42_Large"}
  49. 49.0 49.1 CfgWeapons >> arifle_CTARS_blk_F >> magazineWell[] >> {"CTAR_580x42","CTAR_580x42_Large"}

Formulae

  1. 1.0 1.1 60 / reloadTime = 60 / 0.092
  2. 60 / reloadTime = 60 / 0.075
  3. 3.0 3.1 CAR-95's initSpeed * Ammo's caliber * 15 / 1000 = 930 * 0.9 * 15 / 1000
  4. 4.0 4.1 CAR-95-1's initSpeed * Ammo's caliber * 15 / 1000 = 970 * 0.9 * 15 / 1000

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., 2016, Apex, Arma 3, viewed 6 March 2025, <https://arma3.com/apex>.
  2. Chen, N 2017, 'POTD: Canadian Norinco Type 97', The Firearm Blog, 29 September, viewed 30 September 2020, <https://www.thefirearmblog.com/blog/2017/09/29/potd-canadian-norinco-type-97/>.
  3. Johnson, S 2008, 'Type 97 (Chinese semi-auto QBZ-97 bullpup) coming to Canada', The Firearm Blog, 17 August, viewed 25 February 2023, <https://www.thefirearmblog.com/blog/2008/08/17/type-97-chinese-semi-auto-qbz-97-bullpup-coming-to-canada/>.
  4. 卡尔达瓦里希 2022, 191步枪:新枪入列, 13 April, viewed 12 September 2022, <https://www.bilibili.com/video/BV1Ta411v7cJ?t=0.9>.
  5. TSArmy 2023, '20式枪族中竟然有11个型号?从手枪到高精狙,个个都是高颜值', 手机搜狐网, 10 April, viewed 15 April 2025, <https://mil.sohu.com/a/664859623_120702110>.
  6. 6.0 6.1 武器看看 2020, 军事丨国产10式枪挂榴弹,堪称单兵小炮, 手机新浪网, viewed 30 August 2024, <http://web.archive.org/web/20210411162326/http://k.sina.com.cn/article_1853873203_6e7fdc3302000jxb9.html>. (archived link)
  7. 7.0 7.1 Operational Environment Enterprise 2019, QLG-10 (Type 10) Chinese 35mm Under-Barrel Grenade Launcher, ODIN - OE Data Integration Network, viewed 30 August 2024, <https://odin.tradoc.army.mil/WEG/Asset/QLG-10_>.
  8. 8.0 8.1 万里繁华 2024, 追赶世界第一,解放军陆军的201型轻机枪,到底有多强悍?, 手机新浪网, viewed 5 September 2024, <https://www.163.com/dy/article/J1BP1NUK0523RGK4.html>.
  9. Operational Environment Enterprise 2019, QBB-95 Chinese 5.8mm Light Machine Gun, ODIN - OE Data Integration Network, viewed 5 September 2024, <https://odin.tradoc.army.mil/WEG/Asset/fdba93c4d6ca973ae4c157e0d81e72bd>.
  10. Kovařič, V 2016, SPOTREP #00059, Arma 3, viewed 10 September 2023, <https://dev.arma3.com/post/spotrep-00059>.
  11. Kovařič, V 2017, SPOTREP #00064, Arma 3, viewed 10 September 2023, <https://dev.arma3.com/post/spotrep-00064>.
  12. ARMA 3: Tac-Ops 2017 [Video Game], Bohemia Interactive a.s., Stepping Stone, Fait Accompli
  13. Army Recognition 2011, Sudanese army has selected Chinese-made QBZ-97 assault rifle for its Kombo Future Soldier System 221, armyrecognition.com, viewed 28 May 2018, <https://web.archive.org/web/20141226152207/https://www.armyrecognition.com/november_2014_global_defense_security_news_uk/sudanese_army_has_selected_chinese-made_qbz-97_assault_rifle_for_its_kombo_future_soldier_system_221.html>. (archived link)

External links[]

See also[]

Weapons of comparable role and configuration[]

Weapons of ArmA 3
Handguns 4-five .45ACP-C2 .45P07 9 mmPM 9 mmRook-40 9 mmStarter Pistol 10 mmSpectrum DeviceZubr .45
Submachine guns ADR-97 5.7 mmPDW2000 9 mmProtector 9 mmSting 9 mmVermin .45
Shotguns Kozlice
Carbines AKU-12 7.62 mmAKS-74U 5.45 mmKatiba Carbine 6.5 mmMk20C 5.56 mmMXC 6.5 mmTRG-20 5.56 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mmCAR-95 series (CAR-95, CAR-95 GL) • Katiba 6.5 mm (Katiba GL) • MX series (MX, MX 3GL) • Mk20 5.56 mm (Mk20 EGLM) • Promet series (Promet, Promet GL, Promet SG) • SDAR 5.56 mmSPAR-16 series (SPAR-16, SPAR-16 GL) • Type 115 6.5 mmTRG-21 5.56 mm (TRG-21 EGLM)
Designated marksman rifles ASP-1 Kir 12.7 mmCMR-76 6.5 mmCyrus 9.3 mmMk-I EMR 7.62 mmMk14 7.62 mm (Classic) • Mk18 ABR 7.62 mmMAR-10 .338MXM 6.5 mmPromet MR 6.5 mmRahim 7.62 mmSPAR-17 7.62 mm
Sniper rifles GM6 Lynx 12.7 mmM320 LRR .408
Squad automatic weapons CAR-95-1 5.8 mmLIM-85 5.56 mmMk200 6.5 mmMX SW 6.5 mmRPK-12 7.62 mmSPAR-16S 5.56 mmZafir 7.62 mm
Machineguns Navid 9.3 mmSPMG .338
Launchers 9M135 VoronaMAAWS Mk4PCMLRPG-7RPG-42Titan MPRLTitan MPRL Compact
Static M2Mk6 MortarMk30Mk32Remote DesignatorSPG-9* • Static Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* this weapon is not available in a standalone turret configuration and is only available as a vehicle-mounted weapon.
Karts DLC | Marksmen DLC | Apex DLC | Tanks DLC | Contact DLC
CSAT - Armoury (ArmA 3)
Handguns Rook-40 9 mmZubr .45
Submachine guns Sting 9 mm
Carbines Katiba Carbine 6.5 mm
Assault rifles CAR-95 series (CAR-95, CAR-95 GL) • Katiba 6.5 mm (Katiba GL) • SDAR 5.56 mmType 115 6.5 mm*
Designated marksman rifles ASP-1 Kir 12.7 mmCMR-76 6.5 mmCyrus 9.3 mmRahim 7.62 mm
Sniper rifles GM6 Lynx 12.7 mm
Squad automatic weapons CAR-95-1 5.8 mmZafir 7.62 mm
Machineguns Navid 9.3 mm
Launchers 9M135 VoronaRPG-42Titan MPRLTitan MPRL Compact
Static Mk6 MortarMk30Mk32Remote DesignatorStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* denotes weapons exclusive to the Viper sub-faction.
Marksmen DLC | Apex DLC | Tanks DLC