« | The Designated Marksman Rifle is a semi-automatic, gas-operated rifle. It is a modified and accuracy-increased version of the M14 rifle and is used extensively by the US Marine Corps. This weapon uses 7.62x51 NATO cartridges and is highly prized for its power, light weight and rapid, but accurate fire. Armoury Description[1]
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The DMR is a 7.62 mm designated marksman rifle used exclusively by the U.S. Marines in ArmA 2.
Overview[]
The DMR is a gas operated battle rifle with a rotating bolt that is chambered to fire the 7.62×51 mm NATO round.
It can only load 20-round box magazines[CfgWp 6], and can attain a fire rate of up to 600 rounds per minute[CfgWp 7][Formula 1] with a muzzle velocity of 850 m/s.[CfgMa 2] The DMR is only available in a single variant fitted with a riflescope that has a magnification range of 3.51x[CfgWp 8][Formula 2]-10x[CfgWp 9][Formula 3] and a (non-functional) bipod.
The weapon of choice of U.S. Marine marksmen and Force Recon operatives deployed to Chernarus, the DMR is an all-round decent sharpshooter weapon. Unlike its Army counterpart, the DMR's use of a magnified riflescope allows the operator to reliably engage targets at distances of up to 800 metres.
However, the DMR is not a selective-fire weapon and is restricted to semi-auto only.[CfgWp 10] Its scope also lacks a backup sight, hampering its usefulness in close quarters. With no enhanced vision optics like the M110 or a suppressor for stealth missions, its utility is niche at best and can't be used for much more than daylight operations.
Optics[]

The DMR does not have an ironsights-only variant. It is always fitted with a variable magnification riflescope that has a minimum zoom of 3.51x[CfgWp 8][Formula 2] and a maximum zoom of 10x.[CfgWp 9][Formula 3]
Its zeroing can be adjusted starting from a minimum of 100 metres up to a maximum of 1,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000).[CfgWp 11] By default, it is set to a zeroing of 300 metres.[CfgWp 12]
The scope itself uses a mil-dot reticle which can be used to estimate a target's range. Once the target's distance has been ascertained, adjust the DMR's zeroing to the required range setting and then point the centre of the crosshairs onto the target.
Recoil curves[]
Standing
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Charts/graphs are not available on mobile. Please switch to desktop mode in order to see them.
Prone
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Charts/graphs are not available on mobile. Please switch to desktop mode in order to see them.
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Ammunition[]

Ammo parameter | 7.62 mm NATO (Ball) |
---|---|
Base damage value | 12[CfgAm 1] |
Aerodynamic friction | -0.0009324[CfgAm 2] |
Muzzle velocity (m/s) | 850[CfgMa 2] |
Expected velocity (m/s) | 900 [CfgAm 3][note 1] |
Deflection angle (degrees) | 10°[CfgAm 4] |
The DMR can only load one specific type of magazine.[CfgWp 6] It requires one[CfgMa 3] free inventory slot to carry:
DMR mag[]
20-round box magazine loaded with 7.62 mm NATO ball ammunition.[CfgMa 4] It is fully interchangeable with the CZ 805 B1/M14.
None of the rounds fired will emit visible tracers.
Magazine compatibility[]
Weapon name (Classname) |
DMR mag![]() |
---|---|
DMR (DMR) |
✔ |
Trivia[]
- The DMR is shown to be Sergeant Sykes' weapon of choice as he wields it throughout almost every mission in Operation Harvest Red.
- On release, the user could strangely equip night vision goggles while looking through the DMR's scope, making it the only marksman rifle that allowed its user to aim through the optics without a dedicated night vision-enhanced scope.
- This was finally addressed with the latest Steam version patches (as part of the CorePatch updates), which disabled this "feature" entirely.[2]
- CorePatch's changes also granted the ability to zero with the DMR's riflescope. Prior to CorePatch, it utilised a fixed zeroing of 300 metres and forced the user to rely solely on the scope's mil-dots in order to land hits properly.[2]
Gallery[]
Sergeants Randolph Sykes (front) and Chad Rodriguez (background) of the USMC Force Recon, callsign Razor Team. Sykes (in the foreground) is armed with the DMR. |
Config/script references[]
CfgAmmoCfgMagazinesCfgWeapons
Formulae |
Notes[]
- ↑ Damage will be reduced if the projectile's velocity drops below this value.
References[]
- ↑ Bohemia Interactive a.s., 2009, Sniper Rifles, Arma 2, viewed 5 March 2025, <https://www.arma2.com/arma-2-weaponry/sniper-rifles>.
- ↑ 2.0 2.1 Mazzon, M et al. 2019, CorePatch, GitHub, viewed 21 April 2023, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.
External links[]
See also[]
Weapons of comparable role and configuration[]
- M14 (U.S. Army counterpart, ArmA 2: OA only)
![]() | |
---|---|
Handguns | M1911 .45 • M9 9 mm |
Submachine guns | MP5 9 mm |
Shotguns | M1014 |
Carbines | M4A1 5.56 mm (M4A1 M203) |
Assault rifles | M16A4 5.56 mm (M16A4 M203) |
Designated marksman rifles | DMR 7.62 mm • Mk12 SPR 5.56 mm |
Sniper rifles | M107 .50 • M24 7.62 mm (M40A3) |
Squad automatic weapons | M249 SAW 5.56 mm |
Machineguns | Mk 48 Mod 0 7.62 mm • M240 7.62 mm |
Launchers | FGM-148 Javelin • FIM-92F Stinger • M136 • SMAW |
Static | M2 • M252 • Mk19 • M119A1 • Searchlight • Stinger • TOW |
(Parenthesis) denote variants. |