FANDOM


Arma3-dynamicloadouts

F/A-181 Black Wasp II modified with a custom loadout.

Dynamic loadouts is a feature that was added to ArmA 3 at the same time as the Jets DLC. It allows air vehicles to be given different loadouts in the Eden editor.

Overview

Basics

Arma3-OPREP-Screenshot-36

NATO Black Wasp launching a GBU SDB glide bomb equipped via the Dynamic Loadouts system.

This feature allows for aircraft to be customised with weapon loadouts provided that they have the necessary pylons and hardpoints to do so.

Many aircraft already have pre-configured loadouts that the mission maker can choose from by default. These range from Combat Air Patrol (CAP) loadouts for air-to-air combat, Anti-Tank (AT) for tackling Main Battle Tanks and other heavy armour, Multi-Role (MR) that combines a balanced mix of air and ground ordnance, and so on.

While old vehicles and weapon systems have retained the same names, some new vehicles and weapon systems have been added, and functionality has been changed with the new sensors system.

Limitations

Arma3-Wipeout-Loadout

Diagram of the available pylons with adjustable loadouts for an A-164 Wipeout

Not all aircraft are able to support every single type of ordnance.

A ground attack jet such as the A-164 Wipeout for example, will only be able to mount air-to-ground bombs and anti-tank missiles onto its pylons; with air-to-air weaponry being mostly restricted to Falchion-22 short-range infrared guided missiles.

On the other hand, aircraft that use an internal weapons bay like the stealth variant of the To-201, will be limited to carrying few (if any) air-to-ground munitions.

Aircraft exclusive to one faction are also unable to mount ordnance used by other factions. A CSAT To-199 for instance, cannot be armed with Macer II AGMs used by NATO Black Wasps, nor can it carry the BL778 cluster bomb used by AAF Gryphons.

Weapon systems (alphabetical)

PLEASE NOTE:

  • For specifics regarding what each pylon is limited to carrying as well as what positions they are located at, refer to the Design section of each aircraft's article.
  • Even if a helicopter or plane is capable of being retrofitted with guided munitions, the pilot and/or gunner may not be able to make use of its guidance mode if the aircraft itself lacks the necessary sensors to do so.
  • "Field of regard" refers to the angle of the aircraft's boresight where a lock-on can still be maintained on a target, but cannot actually be targeted.
    • For example, the IR-guided DAGR rocket will not be able to lock onto anything outside of its 30° cone. However, it can still continue locking onto the same target unless the aircraft's heading faces more than 60° away from the target's position.
  • "Unguided" munitions are not necessarily completely unguided. This works in the sense that they do not have any kind of built-in sensors.
    • Such munitions are also classified as being UNGUIDED because they cannot be used on their own without other forces to mark targets for them.
  • Missiles such as those launched by SAM defences like the MIM-145 Defender are not included in this article as they cannot be outfitted onto aircraft. For performance metrics regarding their capabilities, look at the Sensors section in each article's page.
  • Many of the described characteristics for each munition were observed through testing in a controlled environment. Results may drastically vary depending on circumstances and actual combat situations.

Radar-guided

The following munitions require an Active Radar sensor module in order to be able to track targets. They can still be fired but will not lock-on without a radar powered up.

AMRAAM C

Arma3-weapons-amraamc

AMRAAM C

Maximum lock-on range: 12 km
Minimum lock-on range: 800 m
Lock-on cone: 70° (maximum field of regard is 90°)
Maximum lockable speed: 2,800 km/h

Medium-range air-to-air Independent missile. The AMRAAM C is capable of locking onto targets via Data Link. It has lock-on after launch (LOAL) capability.

A single hit will consistently destroy targeted aircraft. The AMRAAM C's seeker has a 5% chance of losing lock due to chaff, but merely performing sharp turns is rarely effective against it.

Available on:

AMRAAM D

Arma3-weapons-amraamd

AMRAAM D

Maximum lock-on range: 13 km
Minimum lock-on range: 800 m
Lock-on cone: 140°
Maximum lockable speed: 2,800 km/h

Medium-range air-to-air BLUFOR missile. The AMRAAM D is capable of locking onto targets via Data Link. It has lock-on after launch (LOAL) capability.

Like the older C variant, the AMRAAM D is also able to usually destroy enemy aircraft with a single impact. However, it still has a 4% chance of losing lock as a result of chaff.

Available on:

R77 Adder

Arma3-weapons-r77

R77 Adder

Maximum lock-on range: 12 km
Minimum lock-on range: 800 m
Lock-on cone: 90°
Maximum lockable speed: 2,800 km/h

Medium-range air-to-air OPFOR missile. The R77 is capable of locking onto targets via Data Link. It has lock-on after launch (LOAL) capability.

Exclusive to OPFOR air superiority fighters, it's identical to both the AMRAAM C/D missiles damage output-wise. However, the R77 is (arguably) the best MR AA missile in terms of balance. As even though the R77 has 1 km less range than the AMRAAM D, the R77 has far better manoeuvrability and easily outturns the AMRAAM D at tight angles.

The only countermeasure against the R77 is chaff; which has a 5% chance of breaking the seeker's lock, or a poor shot from the pilot. In almost every other situation the R77 will usually never miss its target.

Available on:

Zephyr

Arma3-weapons-zephyr

Zephyr

Maximum lock-on range: 10 km
Minimum lock-on range: 500 m
Lock-on cone: 40° (maximum field of regard is 75°)
Maximum lockable speed: 3,006 km/h

Medium-range air-to-air Independent missile.

Though it's technically considered to be an MR AA missile akin to the AMRAAM C/D and R77, in practice the seeker's very tight acquisition cone restricts it to roughly under 7 km lock-on range; barely making it any better than shorter-ranged IR-guided missiles.

Its blast radius is also slightly smaller, with the warhead inflicting less overall damage while the missile itself has poorer manoeuvrability and lower thrust (though it does have a higher maximum top speed). Meanwhile, the seeker has 2-3 km less range than the other three medium-ranged A2A missiles, and has a 6% chance vulnerability to chaff countermeasures which is the highest out of the four.

Last but not least, the Zephyr cannot make use of LOAL and is the only radar-guided A2A missile that lacks Data Link capability. As such, the seeker cannot rely on external radar sources to provide backup guidance for it. Altogether, these factors contribute to making the Zephyr the worst of the MR AA missiles in every aspect.

Note that the Zephyr is the longest-ranged missile available on any non-premium aircraft.

Available on:


Heatseeking

All of the listed ordnance below require an Infrared Sensor module in order to function. The target must also have a "hot" infrared signature in order to be detectable; a "cold" target cannot be locked onto even if it can be visually seen by the pilot (unless the munition's seeker has a Visual Sensor for backup guidance).

ASRAAM

Arma3-weapons-asraam

ASRAAM

Maximum lock-on range: 6 km
Minimum lock-on range: 200 m
Lock-on cone: 90° (maximum field of regard is 120°)
Maximum lockable speed: 2,160 km/h

Multi-faction, short-range air-to-air missile.

The ASRAAM should be able to destroy most enemy aircraft aside from the V-44X Blackfish on impact, though certain fixed-wing jets may still be able to resist a single hit (they will still be heavily damaged by the ensuing blast).

Available on:

BIM-9X

Arma3-weapons-bim9x

BIM-9X

Maximum lock-on range: 5 km
Minimum lock-on range: 250 m
Lock-on cone: 180°
Maximum lockable speed: 2,160 km/h

Short-ranged air-to-air BLUFOR/Independent missile.

It is slightly "weaker" than the ASRAAM and will often require a second hit on the target in order to score a kill (the target will still be heavily damaged if their engines are hit regardless).

Fortunately, the boresight lock-on cone for the BIM-9X is far more generous, meaning it will still be possible to maintain lock on an enemy target even if they aren't flying in front of the aircraft.

However, the BIM-9X does have a tendency to miss targets moving perpendicular to its direction of travel on occasion. Simply making a sharp turn in relation to the missile's direction (perpendicularly) can frequently cause it to miss even without having to deploy flares.

Available on:

DAGR

Arma3-weapons-dagr

DAGR

Maximum lock-on range: 5 km
Minimum lock-on range: 100 m
Lock-on cone: 30° (maximum field of regard is 60°)
Maximum lockable speed: 126 km/h

Multi-purpose, short-ranged air-to-ground guided rocket used by all factions. The DAGR can also utilise manual or laser guidance.

The DAGR is essentially the anti-tank version of the (unguided) DAR. While its warhead still deals relatively low damage, the DAGR usually comes in pods of twelve or twenty four, and is highly effective against non-heavy armour thanks to possessing a penetrator submunition.

In most cases, a single rocket will usually be enough to critically damage (or at least disable) most ground vehicles. However, six DAGRs will be needed to destroy a tank (like the T-100) from the rear. Depending on where they hit, up to twenty four rockets may be needed to destroy a tank from the front.

DAGRs also do not perform well when they need to adjust their flight direction suddenly. A fast-moving vehicle making sharp turns will be difficult, if not impossible for DAGRs to hit. Similarly, if the aircraft launching the DAGRs is moving quickly relative to the target's position and is firing at close ranges, then the DAGR may not be able to properly compensate for sudden movement.

Since the DAGR is mainly IR-guided, line-of-sight on the target is absolutely necessary to target with them. Smoke countermeasures combined with small movements can very effectively counter inbound rockets. Likewise, rapid barrages on a single target may not be ideal as the smoke from the first strike will obscure the view for subsequent DAGRs.

Note that in spite of its maximum lock-on range being set to 5 km, the seeker itself for both IR/laser guidance is rated at 4 km only. Manual guidance (MCLOS) remains unchanged at 5 km, but can display erratic behaviour once it flies past a distance of 2 km.

Available on:

Falchion-22

Arma3-weapons-falchion

Falchion-22

Maximum lock-on range: 4.5 km
Minimum lock-on range: 150 m
Lock-on cone: 30° (maximum field of regard is 45°)
Maximum lockable speed: 1,602 km/h

Short-ranged air-to-air BLUFOR/Independent missile.

In contrast to most IR-guided SR AA missiles, the Falchion performs much more poorly even in its intended role for self-defence. Its damage output for instance, can be widely variable due to its warhead's lacklustre payload and the missiles' odd flight characteristics, sometimes requiring up to four direct hits to bring down a target.

Likewise, the seeker has a fairly high chance of losing lock to countermeasure flares (10%), meaning that simply deploying a single burst of flares coupled with a sharp manoeuvre is enough to ward the Falchion away.

Overall, it's mostly worse off performance-wise when compared to its OPFOR counterpart (the Sahr-3) in almost every way. Its only saving grace is that its mid-flight stability guarantees a hit on aircraft at all distances; which assumes that the Falchion does not lose lock to flares.

Note that despite its maximum lock-on distance being set at 4.5 km, the seeker itself is actually capable of locking onto targets at 5 km range.

Available on:

KH25 Kedge

Arma3-weapons-kh25

KH25 Kedge

Maximum lock-on range: 6 km
Minimum lock-on range: 300 m
Lock-on cone: 20°
Maximum lockable speed: 144 km/h

OPFOR air-to-ground anti-tank missile.

Exclusive to OPFOR air superiority fighters, the KH25 is essentially the OPFOR equivalent to the Macer AGM. Like the Macer, it is designed to be used against heavily armoured ground vehicles, and has a penetrator submunition which can easily cut through the frontal armour of tanks.

Unlike the Macer however, the KH25's warhead is slightly more powerful, though it does take two seconds longer for the motor to accelerate to its maximum speed.

Its acquisition cone for both acquiring and locking on is also extremely tight as well, so the attacking aircraft will need to be facing directly towards the target's position at all times to maintain lock-on.

Available on:

Macer

Arma3-weapons-macer

Macer

Maximum lock-on range: 6 km
Minimum lock-on range: 350 m
Lock-on cone: 50° (field of regard is 30°)
Maximum lockable speed: 198 km/h

Air-to-ground BLUFOR/Independent anti-tank missile.

Designed exclusively for use against armoured ground vehicles. The Macer's warhead has a penetrator submunition that can pierce through the armour of tanks, and is able to destroy even the toughest of MBTs like the T-140 Angara in a single hit. Very rarely however, the 'Commander' variant can potentially survive one indirect impact onto the frontal glacis plate.

Aerodynamically, the Macer is mostly identical to both of its OPFOR counterparts, the only difference being that the Macer's motor is able to reach its maximum speed two seconds faster.

Nonetheless, because the field of regard is actually smaller than the weapon acquisition cone, a steady aim still needs to be maintained in order to complete locking onto a target. Unlike the KH25 however, the cone's size is slightly more generous so the aircraft does not have to be facing directly towards the target at all times.

Note that while the weapon itself can only be locked onto targets at 6 km range, the missile's seeker is capable of tracking targets at distances of up to 8 km.

The Macer is available in racks of either three or individual units.

Available on:

Macer II

Arma3-weapons-macer

Macer II

Maximum lock-on range: 6 km
Minimum lock-on range: 350 m
Lock-on cone: 50° (field of regard is 30°)
Maximum lockable speed: 198 km/h

Air-to-ground BLUFOR/Independent anti-tank missile.

Exclusive to BLUFOR air superiority fighters/UCAVs and Independent multi-role jets, the Macer II is identical to its regular counterpart in all aspects besides its name.

The Macer II is available in either single units or double-racked variants.

Available on:

R73 Archer

Arma3-weapons-r73

R73 Archer

Maximum lock-on range: 6 km
Minimum lock-on range: 75 m
Lock-on cone: 150°
Maximum lockable speed: 2,160 km/h

Short-ranged air-to-air OPFOR missile.

Exclusive to OPFOR air superiority fighters, the R73 is comparable in some ways to the BIM-9X; the only exception being that the R73 has 1 km increased range, a tighter boresight cone, and a slightly (but barely noticeable) more powerful warhead.

Its aerodynamics are much worse compared to its BLUFOR counterpart however, so using the R73 at distances of under 1 km is ill-advised. Similarly, it shares the same shortcomings of the BIM-9X in that the missile has an 8% chance of missing due to flares breaking its lock, which will force it to veer off into a random direction.

For best results, the R73 should only be used at medium ranges (distances of between roughly 1.8-2.5 km) instead of at its maximum range (6 km) to increase its chances of successfully striking a target before they can deploy enough flares to break a lock.

Available on:

Sahr-3

Arma3-weapons-sahr

Sahr-3

Maximum lock-on range: 6 km
Minimum lock-on range: 150 m
Lock-on cone: 45° (maximum field of regard is 120°)
Maximum lockable speed: 2,520 km/h

Short-range OPFOR air-to-air missile.

The Sahr-3 can be considered to be a better version of its BLUFOR counterpart (the Falchion-22). The warhead for example, inflicts more damage and has a larger splash radius. The seeker also has the same 10% chance of losing lock against deployed flares, but has 1.5 km greater range and a much more lenient acquisition cone.

Its manoeuvrability is slightly worse compared to the Falchion-22 however, so it has greater difficulty in reliably hitting enemy aircraft that are flying at very close distances (1 km or less from the launching aircraft's position).

Available on:

Sharur

Arma3-weapons-kh25

Sharur

Maximum lock-on range: 6 km
Minimum lock-on range: 300 m
Lock-on cone: 20°
Maximum lockable speed: 144 km/h

Air-to-ground OPFOR anti-tank missile.

The Sharur is identical to the KH25 Kedge in every way besides its display name. There are no functional/aesthetic differences compared to the latter whatsoever aside from being designed for mounting on other fixed-wing aircraft.

Available on:

Skalpel

Arma3-weapons-skalpel

Skalpel

Maximum lock-on range: 6 km
Minimum lock-on range: 250 m
Lock-on cone: 30° (maximum field of regard is 60°)
Maximum lockable speed: 198 km/h

Multi-faction air-to-ground, anti-tank guided missile. The Skalpel can also utilise manual or laser guidance.

The Skalpel is a powerful lightweight ATGM that, depending on where it impacts, can easily destroy almost every ground vehicle (aside from MBTs) in a single hit. Upon launch, the Skalpel will automatically home in towards the target's weakest spot: its roof. Depending on where it impacts, even tanks can be taken out in one hit if it's given enough starting height to strike through the turret.

Though the warhead's payload is nowhere near as powerful as the Macer and KH25/Sharur AGMs are, the Skalpel's smaller size means that many more missiles can be mounted onto a single hardpoint via tri- or quad-rail racks.

In many respects, the Skalpel can be treated as a larger version of the DAGR rocket. Just like the DAGR, the Skalpel has a penetrator submunition designed to punch through heavy armour plating but at the same time, is not very flexible aerodynamically. It doesn't possess the necessary agility to correct itself mid-flight in order to account for sudden movements from the target at short ranges. This can cause the missile to hit slightly off target and for that reason, Skalpels in general work better at medium to long ranges rather than at short distances (1 km or less).

Like DAGRs, line-of-sight is just as necessary for locking the Skalpel onto a target, so smoke countermeasures can easily counter an inbound missile. As soon as the vehicle's sensors alert them, the crew should pop smoke and move immediately (at the same time) to prevent a direct hit.

One benefit of the Skalpel's size is that unlike the DAGR, each missile is large enough to have a built-in camera fitted onto the seeker. This makes guiding the missile significantly more easier in MCLOS mode; provided that the gunner switches the missiles' camera feed on their in-game HUD of course.

Skalpels are available in either individual unit, or three/four missile racks.

Available on:


Anti-radiation

Anti-radiation missiles can only function properly if the aircraft has access to the Passive Sensor module. They do not require an Active Radar in order to use, nor do they need an Anti-Radiation Radar (though the latter is more effective in providing detection).

AGM-88C HARM

Arma3-weapons-agm88

AGM-88C HARM

Maximum lock-on range: 16 km
Minimum lock-on range: 1 km
Lock-on cone: 120°
Maximum lockable speed: 198 km/h

BLUFOR anti-radiation missile. It has lock-on after launch (LOAL) capability.

The AGM-88C has a very specific role, and is designed exactly for use against active radar-equipped ground vehicles and objects such as the S-750's Cronus radar sites. Provided that the radar has been turned on, the AGM-88C will automatically home in onto the emission source once locked onto and in most cases, instantly destroy the target upon impact.

Breaking lock from a HARM can be accomplished if the radar is switched off before the missile arrives. This is generally quite difficult to accomplish in practice however, as the missile cannot be detected by any vehicle sensors. Crews need to be on alert in order to visually identify the incoming missile from afar, and turn off their vehicle's radar before the missile gets too close to miss.

Available on:

KH58 ARM

Arma3-weapons-kh58

KH58 ARM

Maximum lock-on range: 16 km
Minimum lock-on range: 1 km
Lock-on cone: 120°
Maximum lockable speed: 198 km/h

OPFOR anti-radiation missile. It has lock-on after launch (LOAL) capability.

The KH58 is identical to its BLUFOR counterpart (the AGM-88C HARM) in every way besides appearance. Just like the AGM-88C, the KH58 is also guided purely by the source of the radar emitter.

Likewise, if the target switches off their radar before the missile hits, it will also instantly lose lock. The KH58 will either impact the radar source's last known location, or veer off randomly into another direction.

Available on:


Unguided

These munitions lack any built-in seekers that would otherwise provide them with autonomous tracking capability, and will almost always require other forces to provide guidance for them (i.e. laser designation). They usually don't require any sensor modules in order to function, meaning they cannot be detected electronically by avionics, and can only be spotted visually by the enemy crew.

NOTE: Ordnance listed in this category does not necessarily imply that they are entirely unguided. As previously mentioned, some (not all) can make use of laser guidance from other sources; just not via the munition itself.

(*) Denotes that these values only apply when there is a laser spot or night vision/infrared marker to lock onto.

BL778

Arma3-weapons-bl778

BL778

Maximum lock-on range: 5 km*
Minimum lock-on range: 250 m*
Lock-on cone: 120°*
Maximum lockable speed: 108 km/h*

BLUFOR/Independent cluster bomb. It can be laser guided to a target.

It's exceedingly effective against infantry and other soft targets such as trucks/MRAPs, but does no damage to tanks and other heavily armoured vehicles.

Some of the bomblets have a 7% chance to leave behind fragments of UXO (UneXploded Ordnance) which can pose a hazard to any infantry or lightly armoured vehicles passing through the area. The BL778 averages at around 2-4 pieces of UXO per bomb, and will scatter these remnants in a 50 metre radius around the blast crater.

Some aircraft are able to mount two-racked versions instead of the individual bomb unit.

Available on:

CBU-85

Arma3-weapons-cbu85

CBU-85

Maximum lock-on range: 5 km*
Minimum lock-on range: 250 m*
Lock-on cone: 120°*
Maximum lockable speed: 108 km/h*

BLUFOR/Independent cluster bomb. Can be optionally laser guided to a target.

Like the BL778, it's also highly effective against light armoured ground targets, but will inflict virtually no damage to tanks. Similarly, it also has a 7% probability of leaving behind some UXO fragments on impact. But unlike the BL778 however, the CBU-85 has the largest scatter radius of the three cluster bombs, and will spread them in an 85 metre radius around the impact zone.

Some aircraft are able to mount two-racked versions instead of the individual bomb unit.

Available on:

DAR

Arma3-weapons-dagr

DAR

Multi-faction, short-range air-to-ground rocket.

The unguided version of the DAGR rocket, the DAR also comes in pods of either twelve or twenty four rockets. It is designed exclusively for anti-personnel purposes, and does not possess a penetrator submunition.

Unlike most other unguided munitions, DARs can be fired on full-auto mode at 24 rockets per second, allowing pilots to easily fire off devastating barrages at a safe distance. Only 1-2 direct hits from a DAR is required to destroy non-armoured cars and trucks. Heavy armour however, will take virtually zero damage from DARs even with direct hits.

While it is technically possible to disable a tank with up to 24-30 direct hits on the engine, this is generally unfeasible in practice since it's a waste of rockets, and is essentially impossible to achieve under normal circumstances.

Available on:

GBU-12

Arma3-weapons-gbu12

GBU-12

Maximum lock-on range: 5 km*
Minimum lock-on range: 250 m*
Lock-on cone: 120°*
Maximum lockable speed: 108 km/h*

BLUFOR/Independent general-purpose bomb. Can be optionally laser guided to a target.

Particularly useful for razing groups of buildings, and inflicts very high damage against all ground targets. The GBU-12 works best when friendly forces laser mark targets for the attacking pilot, though it can still be utilised as a significantly more powerful Mk-82.

GBU-12s are usually available in racks of either one or two units.

Available on:

GBU SDB

Arma3-weapons-sdb

GBU SDB

Maximum lock-on range: 8 km (weapon lock-on range is 5 km only)*
Minimum lock-on range: 250 m*
Lock-on cone: 120°*
Maximum lockable speed: 108 km/h*

BLUFOR glide bomb. Utilises laser guidance for self-tracking.

Exclusive to BLUFOR air superiority fighters and UCAVs, the SDB is an extremely versatile stand-off weapon that can be used to safely engage enemy ground targets from afar. Unlike the GBU-12/LOM-250G, the SDB is unique for being able to fly directly towards a laser-marked target once locked onto due to its flatter shape and profile (the SDB will automatically unfold its wings upon deployment for this purpose).

Although each SDB's payload is actually less hard-hitting compared to the GBU-12, the SDB will always instantly destroy even the toughest of ground vehicles with a single direct (or indirect) blast.

SDBs are always outfitted in racks of four. This makes it the most space-efficient weapon compared to all other air-to-ground bombs, particularly on aircraft that lack external wing hardpoints.

Available on:

KAB 250

Arma3-weapons-lom250

KAB 250

Maximum lock-on range: 5 km*
Minimum lock-on range: 250 m*
Lock-on cone: 120°*
Maximum lockable speed: 108 km/h*

OPFOR general-purpose bomb. Can be optionally laser guided to a target.

Exclusive to OPFOR air superiority fighters, the KAB 250 is the OPFOR equivalent to the GBU-12. It's virtually identical in most aspects, save that its damage output is even higher and has a (barely) larger blast radius.

Available on:

LOM-250G

Arma3-weapons-lom250

LOM-250G

Maximum lock-on range: 5 km*
Minimum lock-on range: 250 m*
Lock-on cone: 120°*
Maximum lockable speed: 108 km/h*

OPFOR general-purpose bomb. Can be optionally laser guided to a target.

Identical capability and damage-wise to the KAB 250. It has no difference to it aside from the display name and being usable on other fixed/rotary-wing OPFOR aircraft.

Available on:

Mk-82

Arma3-weapons-mk82

Mk-82

BLUFOR/Independent iron bomb.

Free-falling gravity bomb. Nothing too outstanding or special with regards to performance, and is only useful against stationary targets or clumps of infantry. Successfully hitting targets with the Mk-82 is solely dependent on the pilot's proficiency in estimating the location of the impact zone.

For best results, referring to the CCIP circle on the aircraft's Heads Up Display (HUD) is recommended since the Mk-82 cannot lock onto laser spots for guidance.

Available on:

RBK-500F

Arma3-weapons-rbk500

RBK-500F

Maximum lock-on range: 5 km*
Minimum lock-on range: 250 m*
Lock-on cone: 120°*
Maximum lockable speed: 108 km/h*

OPFOR cluster bomb. Can be optionally laser guided to a target.

Powerful against soft targets but useless against heavy armour, the RBK-500F is the only cluster bomb exclusive to OPFOR fixed-wing jets and certain rotary-wing helicopters.

It has the smallest scatter radius of the three cluster bombs, and will also only leave behind traces of UXO within a radius of 45 metres.

Available on:

Shrieker AP

Arma3-weapons-shriekerap

Shrieker AP

BLUFOR/Independent short-range air-to-ground rocket.

The AP version of the Shrieker rocket is designed for anti-vehicle purposes, and has a small penetrator submunition designed to pierce through the plating of light-medium armoured ground vehicles.

Unlike the IR/laser-guided DAGR, the Shrieker AP is not particularly powerful and lacks the punching power of the former. Roughly 10-15 direct hits on the side of a Main Battle Tank for example, will be required to just disable it (not destroy).

Overall, the Shrieker AP is best reserved as a backup anti-vehicle weapon, and shouldn't be used to confront enemy vehicles directly unless the pilot's already out of anti-tank missiles.

Shrieker APs are always armed in pods of 7 rockets.

Available on:

Shrieker HE

Arma3-weapons-shriekerhe

Shrieker HE

BLUFOR/Independent short-range air-to-ground rocket.

Unlike the AP counterpart, the Shrieker HE is intended to be used against infantry only. It does not possess a penetrator submunition, and will inflict absolutely no damage against heavily armoured vehicles.

Cars and lightly armoured vehicles will usually be disabled or outright destroyed after a few hits. Medium armoured vehicles on the other hand, will require many more rockets depending on the impact angle, ranging from 15 and even upwards of up to 40.

Shrieker HEs are always armed in pods of 7 rockets.

Available on:

Tratnyr AP

Arma3-weapons-tratnyrap

Tratnyr AP

OPFOR short-range air-to-ground rocket.

The Tratnyr AP is essentially the OPFOR counterpart to the Shrieker AP and is virtually identical in all aspects except for its penetrator submunition, which is slightly better at piercing through armour plating (though the difference is mostly negligible).

Tratnyr APs are always armed in pods of 20 rockets. If loaded on both sides of an aircraft, the rockets will be fired in pairs.

Available on:

Tratnyr HE

Arma3-weapons-tratnyrhe

Tratnyr HE

OPFOR short-range air-to-ground rocket.

Anti-personnel version of the Tratnyr AP. Just as the AP rocket is similar to the Shrieker AP in almost every way, the Tratnyr HE is also completely identical to the Shrieker HE capability-wise.

As with Tratnyr APs, Tratnyr HEs are always loaded in pods with 20 rockets in total. And if fixed onto both sides of the aircraft, the rockets will be fired in pairs.

Available on:

Skyfire

Arma3-weapons-skyfire

Skyfire

OPFOR short-range air-to-ground rocket.

Anti-personnel rocket. Similarly to the DAR, Skyfires are fired on full-auto and can bombard a location with up to 24 rockets per second.

Likewise, only 1-2 direct hits are required to destroy unarmoured/lightly armoured vehicles and cars/trucks. On the other hand, an absurd amount of direct hits with Skyfires will also be required if the pilot intends on using it to attack medium armoured vehicles (though 10-20 less than the DAR).

Skyfires are always fitted in pods with 19 rockets in total.

Available on:


Guns

These are rapid-fire cannons and gun pods that lack sensors and are almost always unguided. They are designed to serve as auxiliary/backup weapons for the aircraft, and are generally restricted to being mountable onto specific pylons only.

Minigun 6.5 mm

Arma3-weapons-minigun65mm

Minigun 6.5 mm

OPFOR rotary-barrel 6.5 mm Gatling gun.

It can attain a fire rate output of roughly 80 rounds per second, and has a maximum firing range of 1.5 km. The Minigun can easily shred vehicle tires and take out drivers in exposed vehicles while causing minimal damage to the vehicle they're in.

Due to the calibre of its ammunition however, it will inflict absolutely no damage to tanks and any other armoured vehicles. Against infantry, it is quite effective but can be somewhat difficult to land hits at long distances due to how little dispersion the weapon has.

Miniguns are always fed with 2000-round linked belts.

Available on:

Twin Cannon 20 mm

Arma3-weapons-twincannon20mm

Twin Cannon 20 mm

Independent/OPFOR 20 mm multi-purpose gun pod.

Fires 20 mm high-explosive (HE) shells. The cannon has an effective firing range of between roughly 1-2.5 km against both air and ground targets.

Its shells are quite effective against unarmoured and lightly armoured vehicles, and can even immobilise MBTs by destroying their treads or disabling unprotected external optics/systems. Against heavily armoured vehicles however, they will not be able to inflict any actual damage to their vital components (i.e. the engine).

These gun pods are always fed from a single 300-round linked belt. If more than one gun pod is mounted onto an aircraft's pylons, then all of them will be fired simultaneously.

Available on:

Notes

  • All ordnance information is accurate as of September 8th, 2018 (Game Version: 1.84).

Trivia

  • Almost every munition has a real-life counterpart but is simply renamed to avoid licensing issues.
    • Examples include the AMRAAM C/D and BIM-9X missiles, which are based on the real "AIM-120 Advanced Medium-Range Air-to-Air Missile" and "AIM-9X Sidewinder" (respectively) air-to-air missiles designed by United States-based defence contractor Raytheon.
    • OPFOR munitions on the other hand like the R77 Adder (based on the Russian-made "R-77" missile designed by Vympel NPO) simply use a combination of their real manufacturer designations (R-77) and NATO reporting names (Adder) instead.