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« The 60 mm Commando Mortar was developed for Special Forces and comes equipped with a ballistic computer. The innovative design makes this indirect fire system light and easy to handle. Unlike other mortar systems, it can be carried and quickly assembled by a single soldier in the field.
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The Commando Mortar is a 60 mm static mortar used by several BLUFOR, REDFOR and INDFOR factions in ArmA 3. It was added with the release of the Reaction Forces Creator DLC.

Overview[]

The Commando Mortar is a man-portable mortar turret that serves as a lightweight counterpart to the Mk6 Mortar. It fires smaller 60 mm rounds as opposed to the latter's 82 mm shells.

By default, Commando Mortars are stocked with 12 rounds worth of high-explosive (HE) shells split into 4-round "magazines" (three in total). In addition to the standard HE shells, two more sub-munition types are also available, forming a total of 16 shells that can be loaded. These include:

  • 2 rounds of deployable white smoke shells that can cover the impact zone instantly in a shroud of thick smoke to obscure infrared sensors
  • 2 rounds of white-coloured parachute flares to provide temporary illumination over a wide area

To disassemble the Commando Mortar, the user need only roll the mouse's scroll wheel when facing it to open the context menu and then select the "Disassemble Commando Mortar" action. To reassemble the mortar, simply place the Commando Mortar's "backpack" onto the ground at the intended location, face the "backpack", then roll the mouse scroll wheel to select the "Assemble Commando Mortar" action.

Compared to the Mk6, the Commando Mortar has one major difference (and advantage) in the form of it not requiring a separate bipod component to assemble. Since only one component (the mortar itself) needs to be carried whilst the Commando Mortar remains disassembled into its "backpack" form, its logistical footprint is much smaller due to only requiring a single operator. In contrast, the Mk6 needs a two-man team minimum in order to be able to relocate it on the move.

However, its lightweight design does come at a cost of range, munition count, and firepower. The Commando Mortar has a maximum range of ~ 2,200 metres whereas the Mk6 can be used to provide short-range artillery fire against targets up to ~ 4,000 metres away. Likewise, an individual Commando Mortar only comes with sixteen shells total, but four of these shells utilise harmless flare and smoke payloads as opposed to explosives. Lastly, its 60 mm HE mortars have a smaller blast radius and do not inflict as much damage when compared against their larger 82 mm counterparts.

Camouflage[]

  • Olive: Olive green colour scheme.
  • Tan: Desert tan colour scheme.

Munitions[]

NOTE: Refer to the Capabilities section for a more detailed explanation of the Commando Mortar's usage.

Shell name Base damage value Damage type Initial velocity (m/s)
HE 120 High-Explosive 150
Guided (Primary) 120 High-Explosive 150
Guided (Secondary) 160 High-Explosive N/A
LG (Primary) 120 High-Explosive 150
LG (Secondary) 240 High-Explosive N/A

It has a muzzle velocity of 150 m/s. Without a firing solution selected, the Commando Mortar is capable of launching shells at a rate of one every 1.8 seconds (~ 33 rounds per minute). It requires 4 seconds to switch between munition types.

Blast radii, guidance type (if applicable) and penetration depth vary depending on the type of shell loaded. Both smoke and flare shells do not carry explosives as they are fitted with dummy warheads designed to disperse harmless payloads instead (and are therefore not listed here):

  • High-Explosive (HE): 12 metre blast radius, has a penetration depth of 22.5 millimetres (direct impact only).
  • Guided:* 8 metre blast radius, infrared-guided; will attempt to home in onto "hot" vehicles within a radius of 800 metres. The submunition separates from the main shell once it is 300 metres above the impact zone. The IR seeker has a 10% chance to lose lock against smoke countermeasures.
  • Laser Guided (LG):* 8 metre blast radius, laser-guided; can only lock onto laser spots within a radius of 800 metres. The submunition will "launch" from the dummy shell once it is 300 metres above the impact zone and begin seeking a laser spot.
    • If no laser spot can be found, the shell will simply strike the point below where it separated from the primary shell.

(*) Both IR-guided and laser-guided mortar types are not available on the Commando Mortar by default and must be added to its munitions pool via scripting commands.

Capabilities[]

The Commando Mortar has three firing solutions available by default:

  • Close range: 13 to 281 metres (ETA 10-7 seconds)
  • Medium range: 55 to 1,124 metres (ETA 21-15 seconds)
  • Far range: 112 to 2,293 metres (ETA 30-22 seconds)

By default, the Commando Mortar is capable of launching one shell every 1.8 seconds. If all four shells are fired in a single volley, then it will take up to ~ 7.2 seconds to complete a fire mission.

The Commando Mortar only has enough shells to carry out a total of three fire missions, assuming that all four shells are expended at once per HE "magazine". If there are no interruptions between each fire mission, then it will only take up to a total of ~ 29.6 seconds to deplete the Commando Mortar's entire stockpile of explosive shells. Note that this does not factor in the additional time taken to load and fire flare/smoke shells.

Trivia[]

The information below details unused, pre-release or removed content.
  • The Commando Mortar actually has a third Sand texture that normally remains unused within the scope of Reaction Forces' asset pool.[1] However, if the DLC is loaded alongside Western Sahara, then this unused Sand texture will be utilised on Commando Mortars specifically for the CTRG sub-faction's Desert units.[2][3][4]

Gallery[]

References[]

  1. ARMA 3: Reaction Forces 2024 [Video Game], Rotators Collective, \lxrf\vehicles_rf\commandomortar\data\commandomortar_rf_sand_co.paa
  2. ARMA 3: Reaction Forces 2024 [Video Game], Rotators Collective, \lxrf\data_rf\ws_compatibility\config.bin, CfgVehicles >> B_D_CTRG_CommandoMortar_RF
  3. ARMA 3: Reaction Forces 2024 [Video Game], Rotators Collective, \lxrf\data_rf\ws_compatibility\config.bin, CfgVehicles >> B_D_CTRG_CommandoMortar_weapon_RF
  4. ARMA 3: Reaction Forces 2024 [Video Game], Rotators Collective, \lxrf\data_rf\ws_compatibility\config.bin, CfgVehicles >> B_D_CTRG_support_CMort_RF

See also[]

Static weapons of comparable role and configuration[]

  • Mk6 Mortar (82 mm BLUFOR/REDFOR/INDFOR counterpart)
Weapons of Reaction Forces
Handguns G19 9 mm (A) • Mk26 L5 .50
Rifles/Assault rifles Veles 12.7 mm (GL, S)
Designated marksman rifles HADES H6 5.56 mm
Launchers PSRL-1
Static Commando MortarTwin Mortar
(Parenthesis) denote variants.