Armed Assault Wiki

NOTE: This article is about the DShKM HMG in the main ARMA games. For other similarly named articles, you may wish to use the following links instead:
■ For the DShKM in Global Mobilization - Cold War Germany, see DShKM (Global Mobilization).
■ For the DShKM in S.O.G. Prairie Fire, see DShKM (S.O.G.).


The DShKM is a 12.7 mm heavy machine gun featured in both ArmA: Armed Assault and ArmA 2.


ArmA: Armed Assault[]

« The DShK (Degtyarev-Shpagin Large Calibre) is a Soviet heavy machine gun firing 12.7mm (.50 in) Soviet cartridges. DShKM is modernised version introduced in 1946. It has been largely replaced by modern NSV and Kord machineguns, but still finds its place in armies and resistance groups the worldover.
Library Description[1]
»


The DShKM is used exclusively by the SLA in ArmA: Armed Assault.

Overview[]

The DShKM is a static heavy machine gun that is chambered to fire the 12.7×108 mm cartridge.

It feeds exclusively from 50-round belts stored in metal ammoboxes, and can attain a fire rate of up to 600 rounds per minute[A1CfgW 4][Formula 1] with a muzzle velocity of 850 m/s.[A1CfgM 2] The DShKM does not have any optics mounted and only provides its user with a simple circular ironsight to aim with.

It is available in two variants: the default raised tripod configuration and a low-mount tripod variant. The tripod on both variants allows the turret to be freely swivelled in any direction horizontally[A1CfgV 1][A1CfgV 2][A1CfgV 3][A1CfgV 4], but vertical rotation is limited to a maximum elevation of 70 degrees[A1CfgV 5][A1CfgV 6] and a depression of just 10 degrees.[A1CfgV 7][A1CfgV 8]

No matter the configuration, static DShKMs always have access to a total pool of 200 rounds split across four ammobox "magazines".[A1CfgV 9][A1CfgV 10] It takes at least 10 seconds to reload the DShKM with a fresh ammobox.[A1CfgW 5]

Compared to the American M2, the DShKM has identical when it comes to accuracy (0.001 rad)[A1CfgW 1] but has slightly better stopping power (base damage of 28 versus the 26 damage of the M2's .50 BMG).[A1CfgA 1] However, it has ~ 66% less ammunition per belt (compared to the M2's 100-round belts) and has an ~ 8% lower muzzle velocity (850 m/s versus the M2's 930 m/s).[A1CfgM 2]

The DShKM's main advantage is its higher fire rate as it has an ROF of 600 RPM compared to the M2's ~ 545 RPM.[Formula 1] However, in all other aspects it is virtually identical to the M2 in every way (rotation limits included).


Ironsights[]

Arma1-dshkmhigh-ironsight-overview
The DShKM's ironsights are set to a fixed zeroing of 400 metres.[A1CfgW 6][A1CfgW 7] This cannot be manually adjusted.

Arma1-dshkmlow-ironsight-overview
The ironsights on low-mount DShKMs utilise a fixed zeroing of 400 metres.[A1CfgW 6][A1CfgW 7] It is not possible to manually adjust this to a different setting.


Ammunition[]

Ammo parameter Value
Base damage value 28[A1CfgA 1]
Spill damage value 3[A1CfgA 2]
Aerodynamic friction -0.00060000003[A1CfgA 3]
Muzzle velocity (m/s) 850[A1CfgM 2]
Expected velocity (m/s) 900
[A1CfgA 4][note 2]
Deflection angle (degrees) 10°[A1CfgA 5]

DShKMs can only feed from one type of "magazine":[A1CfgW 8]

50Rnd[]

50-round linked belt stored in an ammobox loaded with 12.7 mm ball ammunition.[A1CfgM 3]

The bullets have a spill radius of 0.01 metres upon impact.[A1CfgA 6]


Trivia[]

  • When Armed Assault was initially released, low-mount DShKMs did not originally exist. Low-mount turrets were only added after Patch 1.14's release (coinciding with the addition of the Warfare game mode).[2]

Gallery[]

ArmA 2[]

« The DShK (Degtyarev-Shpagin Large Calibre) is a Soviet heavy machine gun firing 12.7mm (.50 in) Soviet cartridges. The 'modernized' DShKM version was introduced in 1946. It has been largely replaced by modern NSV and Kord machine guns, but still finds its place in armies and resistance groups the world over.
Armoury Description[3][4]
»


The DShKM is used by several BLUFOR, REDFOR and INDFOR factions in ArmA 2.

Overview[]

The DShKM returns in ArmA 2 but is no longer REDFOR-exclusive and is now utilised by multiple factions.

It has an identical fire rate of 600 RPM[A2CfgW 3][Formula 2] and muzzle velocity of 850 m/s[A2CfgM 2] like its predecessor in Armed Assault. Ammunition capacity-wise, static DShKMs also remain unchanged as their loadouts are limited to maximum of no more than 200 rounds (split across four ammoboxes)[A2CfgV 1][A2CfgV 2], though one change is that only takes 6 seconds to reload the DShKM (a 50% reduction in time taken).[A2CfgW 4]

Just like in Armed Assault, rotation limits are slightly different depending on the DShKM's mounting configuration:

  • The standard high-mount version fitted onto a raised tripod. The tripod allows for the turret to be freely rotated in any direction horizontally[A2CfgV 3][A2CfgV 4] but is restricted to a vertical rotation of 70 degrees elevation[A2CfgV 5] and 20 degrees depression.[A2CfgV 6]
  • The low-mount variant uses a minitripod that has horizontal rotation limits of just 90 degrees in either direction.[A2CfgV 7][A2CfgV 8] However, vertical rotation remains unchanged at 70 degrees elevation[A2CfgV 9] and 20 degrees depression.[A2CfgV 10]

The main difference is that static DShKMs can now be disassembled into a man-portable backpack form, which allows weapons teams to set up a defensive position at any location at a moment's notice. Disassembled DShKMs always consist of the weapon itself and its tripod mount.[A2CfgV 11][A2CfgV 12]

However, it should be noted that only the tripods can be interchangeably used to rebuild the turret; this does not apply to weapon components (i.e. a low-mount DShKM cannot be converted into a raised DShKM and vice versa).[A2CfgV 13][A2CfgV 14]


Ironsights[]

Arma2-dshkmhigh-ironsight-overview
The DShKM's ironsights can be manually zeroed, 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).[A2CfgV 15] By default, it is set to a zeroing of 300 metres.[A2CfgV 16]

Arma2-dshkmlow-ironsight-overview
Ironsights on the DShKM Minitripod can be manually zeroed, 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).[A2CfgV 17] By default, it is set to a zeroing of 300 metres.[A2CfgV 18]


Ammunition[]

Ammo parameter Value
Base damage value 28[A2CfgA 1]
Aerodynamic friction -0.0006[A2CfgA 2]
Muzzle velocity (m/s) 850[A2CfgM 2]
Expected velocity (m/s) 900
[A2CfgA 3][note 2]
Deflection angle (degrees) 10°[A2CfgA 4]

DShKMs feed from two[note 3] types of "magazines":[A2CfgW 5]

50Rnd[]

Standard 50-round belt box used by both static and some vehicle-mounted DShKMs. It is loaded with a mix of 12.7 mm ball and green tracer ammunition.[A2CfgM 3]

Every third round fired will emit visible green tracer.[A2CfgM 4] The last five rounds of the belt always consist exclusively of tracers.[A2CfgM 5]

150Rnd[]

Employed exclusively on heavy vehicles (i.e. T-72 tanks). It is identical to regular 50-round belt boxes save for its increased capacity.[A2CfgM 6]

This magazine is not available to static DShKMs by default and can only be "loaded" into them through the use of scripting commands.


Trivia[]

  • Along with all pre-Operation Arrowhead static heavy weapons, Chernarussian and Czech military DShKMs cannot be unpacked into a man-portable backpack form (this limitation does not apply to Takistani DShKMs).
    • This is because the ability to dismantle/reassemble static weapons was only added with the release of the expansion pack. It was not retroactively applied to the original ArmA 2 static weapons as pre-expansion infantry units are unable to carry backpacks in the first place.
    • Although backpack limitations don't apply to Czech military forces, the faction's DShKMs still cannot be disassembled because the faction's turrets (config-wise) inherit from the same base class used by Chernarussian factions instead of Takistani ones.
  • Czech military forces operating in Takistan oddly have access to the raised tripod DShKM but not the lowered tripod variant. This inconsistency has not been addressed even with the latest Steam version patches.
The information below details unused, pre-release or removed content.
  • Prior to the latest Steam version patches (as part of CorePatch's changes), Russian military forces had access to static DShKM turrets. This was changed by CorePatch so that Russian DShKMs have been replaced with the KORD instead, though the original classname still exists and has simply been hidden from the mission editor (Classname: DSHKM_RU).[5]

Gallery[]

Config/script references[]

CfgAmmo (ArmA: Armed Assault)

  1. 1.0 1.1 CfgAmmo >> B_127x107_Ball >> hit
  2. CfgAmmo >> B_127x107_Ball >> indirectHit
  3. CfgAmmo >> B_127x107_Ball >> airFriction
  4. CfgAmmo >> B_127x107_Ball >> typicalSpeed
  5. CfgAmmo >> B_127x107_Ball >> deflecting
  6. CfgAmmo >> B_127x107_Ball >> indirectHitRange

CfgMagazines (ArmA: Armed Assault)

  1. CfgMagazines >> 50Rnd_127x107_DSHKM >> count
  2. 2.0 2.1 2.2 CfgMagazines >> 50Rnd_127x107_DSHKM >> initSpeed
  3. CfgMagazines >> 50Rnd_127x107_DSHKM >> ammo >> "B_127x107_Ball"

CfgWeapons (ArmA: Armed Assault)

  1. 1.0 1.1 CfgWeapons >> DSHKM >> dispersion
  2. CfgWeapons >> DSHKM >> recoil
  3. CfgWeapons >> DSHKM >> dexterity
  4. CfgWeapons >> DSHKM >> reloadTime
  5. CfgWeapons >> DSHKM >> magazineReloadTime
  6. 6.0 6.1 CfgWeapons >> DSHKM >> distanceZoomMin
  7. 7.0 7.1 CfgWeapons >> DSHKM >> distanceZoomMax
  8. CfgWeapons >> DSHKM >> magazines[] >> {"50Rnd_127x107_DSHKM"}

CfgVehicles (ArmA: Armed Assault)

  1. CfgVehicles >> DSHKM >> Turrets >> MainTurret >> minTurn
  2. CfgVehicles >> DSHKM >> Turrets >> MainTurret >> maxTurn
  3. CfgVehicles >> DSHkM_Mini_TriPod >> Turrets >> MainTurret >> minTurn
  4. CfgVehicles >> DSHkM_Mini_TriPod >> Turrets >> MainTurret >> maxTurn
  5. CfgVehicles >> DSHKM >> Turrets >> MainTurret >> maxElev
  6. CfgVehicles >> DSHkM_Mini_TriPod >> Turrets >> MainTurret >> maxElev
  7. CfgVehicles >> DSHKM >> Turrets >> MainTurret >> minElev
  8. CfgVehicles >> DSHkM_Mini_TriPod >> Turrets >> MainTurret >> minElev
  9. CfgVehicles >> DSHKM >> Turrets >> MainTurret >> magazines[] >> {"50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM"}
  10. CfgVehicles >> DSHkM_Mini_TriPod >> Turrets >> MainTurret >> magazines[] >> {"50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM"}

CfgAmmo (ArmA 2)

  1. CfgAmmo >> B_127x107_Ball >> hit
  2. CfgAmmo >> B_127x107_Ball >> airFriction
  3. CfgAmmo >> B_127x107_Ball >> typicalSpeed
  4. CfgAmmo >> B_127x107_Ball >> deflecting

CfgMagazines (ArmA 2)

  1. CfgMagazines >> 50Rnd_127x107_DSHKM >> count
  2. 2.0 2.1 CfgMagazines >> 50Rnd_127x107_DSHKM >> initSpeed
  3. CfgMagazines >> 50Rnd_127x107_DSHKM >> ammo >> "B_127x107_Ball"
  4. CfgMagazines >> 50Rnd_127x107_DSHKM >> tracersEvery
  5. CfgMagazines >> 50Rnd_127x107_DSHKM >> lastRoundsTracer
  6. CfgMagazines >> 150Rnd_127x107_DSHKM >> count

CfgWeapons (ArmA 2)

  1. 1.0 1.1 CfgWeapons >> DSHKM >> manual >> dispersion
  2. CfgWeapons >> DSHKM >> manual >> recoil
  3. CfgWeapons >> DSHKM >> manual >> reloadTime
  4. CfgWeapons >> DSHKM >> magazineReloadTime
  5. CfgWeapons >> DSHKM >> magazines[] >> {"50Rnd_127x107_DSHKM","150Rnd_127x107_DSHKM"}

CfgVehicles (ArmA 2)

  1. CfgVehicles >> DSHkM_Mini_TriPod_base >> Turrets >> MainTurret >> {"50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM"}
  2. CfgVehicles >> DSHKM_base >> Turrets >> MainTurret >> {"50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM","50Rnd_127x107_DSHKM"}
  3. CfgVehicles >> DSHKM_base >> Turrets >> MainTurret >> minTurn
  4. CfgVehicles >> DSHKM_base >> Turrets >> MainTurret >> maxTurn
  5. CfgVehicles >> DSHKM_base >> Turrets >> MainTurret >> maxElev
  6. CfgVehicles >> DSHKM_base >> Turrets >> MainTurret >> minElev
  7. CfgVehicles >> DSHkM_Mini_TriPod_base >> Turrets >> MainTurret >> minTurn
  8. CfgVehicles >> DSHkM_Mini_TriPod_base >> Turrets >> MainTurret >> maxTurn
  9. CfgVehicles >> DSHkM_Mini_TriPod_base >> Turrets >> MainTurret >> maxElev
  10. CfgVehicles >> DSHkM_Mini_TriPod_base >> Turrets >> MainTurret >> minElev
  11. CfgVehicles >> DSHkM_Mini_TriPod_TK_INS_EP1 >> assembleInfo >> dissasembleTo[] >> {"DSHkM_Mini_TriPod_TK_INS_Bag_EP1","Tripod_Bag"}
  12. CfgVehicles >> DSHKM_TK_INS_EP1 >> assembleInfo >> dissasembleTo[] >> {"DSHKM_TK_INS_Bag_EP1","Tripod_Bag"}
  13. CfgVehicles >> DSHkM_Mini_TriPod_TK_INS_Bag_EP1 >> assembleInfo >> assembleTo >> "DSHkM_Mini_TriPod_base"
  14. CfgVehicles >> DSHKM_TK_INS_Bag_EP1 >> assembleInfo >> assembleTo >> "DSHKM_base"
  15. CfgVehicles >> DSHKM_base >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000}
  16. CfgVehicles >> DSHKM_base >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "2"
  17. CfgVehicles >> DSHkM_Mini_TriPod_base >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000}
  18. CfgVehicles >> DSHkM_Mini_TriPod_base >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "2"

Formulae

  1. 1.0 1.1 60 / reloadTime = 60 / 0.1
  2. 60 / reloadTime = 60 / 0.1

Notes[]

  1. 1.0 1.1 Dexterity is defined within the weapon's config but it does not apply since the DShKM is a static turret.
  2. 2.0 2.1 Damage will be reduced if the projectile's velocity drops below this value.
  3. Unless stated otherwise, static DShKM turrets in ArmA 2 only utilise 50-round "magazines". The high-capacity 150-round belt "magazines" are exclusively available on T-72 Main Battle Tanks only (specifically for the tank's commander MG).

References[]

  1. Bohemia Interactive a.s., 2007, 'ArmA: Armed Assault Manual', Weapons, ARMA: Armed Assault, viewed 17 March 2025, <ArmA_Manual.pdf>.
  2. Španěl, M et al. 2007, ArmA: Armed Assault: Version History, Bohemia Interactive Community Wiki, viewed 27 February 2025, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Version_History#Version_1.14>.
  3. Bohemia Interactive a.s., 2009, Mounted Weapons, Arma 2, viewed 5 March 2025, <https://www.arma2.com/arma-2-weaponry/mounted-weapons>.
  4. Bohemia Interactive a.s., 2010, Mounted Weapons, Arma 2, viewed 5 March 2025, <https://www.arma2.com/arma-2-oa-weaponry/a-2-oa-mounted-weapons>.
  5. Mazzon, M et al. 2019, CorePatch, GitHub, viewed 27 February 2025, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.

External links[]

See also[]

Static weapons of comparable role and configuration[]

Weapons of ArmA: Armed Assault
Handguns M9 9 mmMakarov 9 mm
Submachine guns MP5A5 9 mm (SD6)
Carbines AKS-74U 5.45 mmM4A1 5.56 mm (M4A1 GL, M4, M4 GL)
Assault rifles AK-74 5.45 mm (AK-74 + GP-25, AKS-74 PSO) • G36 series (G36, G36C, G36K) • M16A2 5.56 mm (M203) • M16A4 5.56 mm (GL)
Designated marksman rifles Mk12 SPR 5.56 mm
Sniper rifles KSVK 12.7 mmM107 .50M24 7.62 mmSVD Dragunov 7.62 mm
Squad automatic weapons M249 SAW 5.56 mm
Machineguns M240 7.62 mmPKM 7.62 mm
Grenade launchers 6G30
Launchers 9K32 StrelaFIM-92F StingerJavelin LauncherM136RPG-7V
Static AA PodAT TripodAGS-30D-30DShKMM2M119A1Mk. 19Searchlight
(Parenthesis) denote variants.
Queen's Gambit
Arma1-factionicon-sla SLA - Armoury (ArmA: Armed Assault)
Handguns Makarov 9 mm
Carbines AKS-74U 5.45 mm*
Assault rifles AK-74 5.45 mm (AK-74 + GP-25, AKS-74 PSO)
Sniper rifles KSVK 12.7 mmSVD Dragunov 7.62 mm
Grenade launchers 6G30
Machineguns PKM 7.62 mm*
Launchers RPG-7V* • Strela-2 9K32
Static AA PodAT TripodAGS-30D-30DShKMSearchlight§
(Parenthesis) denote variants.
* denotes weapons also used by the Resistance sub-faction.
§ denotes campaign-exclusive weapons.
Queen's Gambit
Weapons of ArmA 2
Handguns CZ 75 D COMPACT 9 mm (P-07 DUTY, SP-01 PHANTOM) • G17 9 mmM1911 .45M9 9 mmMakarov 9 mmRevolver .45
Submachine guns CZ Scorpion Evo 3 A1 9 mmMP5A5 9 mm (SD6) • PDW 9 mmPP-19 Bizon 9 mmSa-61 Scorpion .32
Shotguns M1014Saiga 12KAA-12
Carbines AKS-74U 5.45 mm* • G36 series* (G36C*, G36K*) • M4A1 5.56 mm (M4A1 M203, M4A3, M4A3 M203) • Mk16 CQC 5.56 mmXM8 Compact 5.56 mm
Assault rifles AK-107 5.45 mm (AK-107 GP-25) • AK-74 5.45 mm (AK-74 GP-25*, AKS-74*) • AKM 7.62 mmAKS 7.62 mm* • CZ 805 BREN A1 5.56 mm (CZ 805 A1 G1, CZ 805 BREN A2, CZ 805 B1 G1) • FN FAL 7.62 mmG36A 5.56 mm* • L85A2 5.56 mm (L85A2 UGL) • M16A2 5.56 mm* (M16A2 M203*) • M16A4 5.56 mm (M16A4 M203) • SCAR series (Mk16, Mk16 EGLM, Mk17, Mk17 EGLM) • Sa-58 7.62 mmXM8 series (XM8, XM8 M320)
Designated marksman rifles DMR 7.62 mmL86A2 LSW 5.56 mmM14 7.62 mmMk12 SPR 5.56 mmMk17 Sniper 7.62 mmVSS Vintorez 9 mmXM8 Sharpshooter 5.56 mm
Sniper rifles AS50 12.7 mmCZ 550 9.3 mmCZ 750 S1 M1 .308KSVK 12.7 mm* • Lee-Enfield .303LRR .338M107 .50* • M110 7.62 mmM24 7.62 mm* (M40A3) • SVD Dragunov 7.62 mm*
Squad automatic weapons L110A1 5.56 mmM249 SAW 5.56 mm* • MG36 5.56 mm* • RPK-74 5.45 mmXM8 Automatic Rifle 5.56 mm
Machineguns L7A2 GPMG 7.62 mmMk 48 Mod 0 7.62 mm* • M240 7.62 mm* • M60E4 7.62 mmPKP 7.62 mmPKM 7.62 mmUK-59 7.62 mm
Grenade launchers M32M79Mk13
Launchers 9K32 Strela-29K38 Igla9K115-2 Metis-MFGM-148 JavelinFIM-92F StingerM136M47 DragonMAAWSNLAWRPG-7VRPG-18SMAW
Static AGS-30D-30DShKMIgla AA PodKORDL111A1L134A1M119A1M2M252Mk19Metis AT-132B14 PodnosRBS-70SearchlightSPG-9StingerTOWZU-23
(Parenthesis) denote variants.
* indicates partial DLC dependency.
Operation Arrowhead | British Armed Forces | Private Military Company | Army of the Czech Republic
Arma2-factionicon-acr ACR - Armoury (ArmA 2)
Handguns CZ 75 D COMPACT 9 mm (P-07 DUTY, SP-01 PHANTOM) • G17 9 mm
Submachine guns CZ Scorpion Evo 3 A1 9 mm
Carbines M4A3 5.56 mm (M4A3 M203)
Assault rifles CZ 805 BREN A1 5.56 mm (CZ 805 A1 G1, CZ 805 BREN A2, CZ 805 B1 G1) • Sa-58V 7.62 mm (Sa-58P)
Sniper rifles CZ 750 S1 M1 .308SVD Dragunov 7.62 mm
Squad automatic weapons M249 Para 5.56 mm
Machineguns M60E4 7.62 mmUK-59 7.62 mm
Launchers MAAWSRPG-7V
Static 2B14 PodnosDShKMRBS-70
(Parenthesis) denote variants.
Operation Arrowhead | Army of the Czech Republic
Arma2-factionicon-cdf CDF - Armoury (ArmA 2)
Handguns Makarov 9 mm
Carbines AKS-74U 5.45 mm
Assault rifles AK-74 5.45 mm (AK-74 GP-25, AKS-74) • AKS 7.62 mm
Sniper rifles SVD Dragunov 7.62 mm
Squad automatic weapons RPK-74 5.45 mm
Machineguns PKM 7.62 mm
Launchers 9K32 Strela-2RPG-7V
Static AGS-30D-30DShKM2B14 PodnosSearchlightSPG-9ZU-23
(Parenthesis) denote variants.
Arma2-factionicon-chdkz ChDKZ - Armoury (ArmA 2)
Handguns Makarov 9 mm
Carbines AKS-74U 5.45 mm
Assault rifles AK-74 5.45 mm (AK-74 GP-25, AKS-74) • AKM 7.62 mmAKS 7.62 mm
Sniper rifles CZ 550 9.3 mmSVD Dragunov 7.62 mm
Squad automatic weapons RPK-74 5.45 mm
Machine guns PKM 7.62 mm
Launchers 9K32 Strela-2RPG-7V
Static AGS-30D-30DShKM2B14 PodnosSearchlightSPG-9ZU-23
(Parenthesis) denote variants.
Arma2-factionicon-takistanimilitia Takistani Militia - Armoury (ArmA 2)
Assault rifles AK-74 5.45 mm (AK-74 GP-25, AKS-74) • AKM 7.62 mmAKS 7.62 mmFN-FAL 7.62 mm
Sniper rifles Lee-Enfield .303
Squad automatic weapons RPK-74 5.45 mm
Machineguns PKM 7.62 mm
Launchers 9K32 Strela-2RPG-7V
Static AGS-30D-30DShKM2B14 PodnosSPG-9ZU-23
(Parenthesis) denote variants.
Operation Arrowhead
Arma2-factionicon-napa NAPA - Armoury (ArmA 2)
Carbines AKS-74U 5.45 mm
Assault rifles AK-74 5.45 mm (AK-74 GP-25, AKS-74) • AKM 7.62 mmAKS 7.62 mm
Sniper rifles CZ 550 9.3 mmSVD Dragunov 7.62 mm
Squad automatic weapons RPK-74 5.45 mm
Machineguns PKM 7.62 mm
Launchers 9K32 Strela-2FIM-92F StingerRPG-7V
Static DShKM2B14 PodnosSearchlightSPG-9ZU-23
(Parenthesis) denote variants.
Arma2-factionicon-takistanirebels Takistani Rebels - Armoury (ArmA 2)
Assault rifles AK-74 5.45 mm (AK-74 GP-25, AKS-74) • AKM 7.62 mmAKS 7.62 mmFN-FAL 7.62 mmM16A2 5.56 mm (M16A2 M203)
Sniper rifles Lee-Enfield .303SVD Dragunov 7.62 mm
Squad automatic weapons RPK-74 5.45 mm
Machineguns PKM 7.62 mm
Launchers FIM-92F StingerRPG-7V
Static D-30DShKM2B14 PodnosSPG-9ZU-23
(Parenthesis) denote variants.
Operation Arrowhead