Armed Assault Wiki

The FV-720 Mora is a tracked Infantry Fighting Vehicle used by the AAF in ArmA 3.

An alternate variant is also used by the Livonian Defense Force, and is designated as the FV-720 Odyniec. It was added with the release of the Contact DLC.


  • Roles:
    • Troop transport
    • Fire support
« The FV-720 Mora is an infantry fighting vehicle used by the AAF. They were bought by the AAF from British Armed Forces and reconditioned to serve two more decades. The Mora is armed with a 30 mm cannon and a coaxial machinegun, providing not only a carrying capacity, but also reliable fire support.
Field Manual


The Mora is an armoured vehicle used to transport infantry squads into combat under protection, and to provide fire support once troops have disembarked.

It is fitted with a 30 mm cannon that is capable of firing both high-explosive and armour-piercing shells. A secondary 7.62 mm coaxial medium machine gun is also fitted alongside the cannon for use in lieu of the cannon against infantry.

The standard loadout of the Mora gives it 280 rounds of multi-purpose (MP-T) explosive rounds and 120 armour-piercing fin-stabilised discarding sabot (APFSDS-T) shells for the main gun.

Each munition type feeds from 140- and 60-round "magazines" for MP and APFSDS shells (respectively). The coaxial MMG on the other hand, feeds from a single 200-round belt and has a further 7 belts in reserve. When combined, this amounts to a total of 1,600 rounds.


Mora on the move.

An old but proven and reliable British-made IFV, the Mora serves as an intermediate platform that combines the firepower of a modern 30 mm autocannon on a well-protected chassis.

In contrast to both the AAF's own wheeled IFV and CSAT counterparts, however, the Mora serves as more of a compromise between the two platforms. It lacks the ATGM launcher of both while also having inferior mobility compared to the latter. In addition, the Mora transports one less passenger as it only has a seating capacity of ten personnel including the crew.

Regardless of these drawbacks, the Mora works well under most circumstances as it is still better armoured than the Gorgon. This enables it to survive relatively unscathed in situations where direct combat would be unavoidable and would otherwise result in a total loss or severe damage to a Gorgon instead.

Crew Capacity
The Mora has a seating capacity of ten personnel including the crew. The crew includes the driver, gunner and commander.


Baseline variant used exclusively by the AAF.

The Mora's default loadout contains yellow-coloured tracers for both its MP and APFSDS shells. The coaxial 7.62 mm medium machine gun also fires yellow tracers.

Partially premium content logo
This asset partially requires the Contact expansion pack.

Slightly modified configuration used by the LDF.

Its armament loadout remains the same but utilises red-coloured tracers for its MP/APFSDS shells and coaxial MMG instead.


All schemes can be applied onto the AAF Mora, though the LDF's Odyniec is exclusively restricted to using its own camouflage pattern:

  • Digital Green: Digitised semi-fractal camouflage pattern used by all AAF vehicles and aircraft. Suited to forested and grassy environments, but otherwise useless in arid and desert terrain.
  • Digital Green (Desert Camo Net):* Identical to the standard Digital Green camouflage pattern but changes any applied camo nets to use a two-tone desert camouflage scheme.
  • Digital Green (Jungle Camo Net):* Also identical to the baseline Digital Green camouflage pattern, but changes any applied camo nets to use a two-tone woodland camouflage scheme instead.
  • Geometric: Subdued woodland camouflage intended to mimic the LDF's Geometric pattern. Applied by default on LDF-operated Odyniecs. Camo Nets applied over the vehicle will be using a woodland-themed camouflage scheme*.

(*) Changes are only visible if the Mora/Odyniec has the Camo Net component attached to it.


The Mora has a base armour value of 900. It relies on both Composite Armour plating and (optionally) addon Slat cages. It does not support being fitted with Explosive Reactive Armour blocks/panels.

Attached slat cages are fixed onto both sides, front and rear of the hull. Both sides of the turret are also protected, though the front will remain exposed.

The following highlighted positions serve as weak points on the Mora:


Green = Hull
Orange = Engine
Violet = Fuel tanks
Light blue = Treads
Maroon = Turret

Note that in order to inflict actual damage, a munition must first penetrate through the surrounding armour plates and directly hit the component's weak point. Any strikes on non-highlighted parts will cause little (if any) noticeable damage.


The hull can only survive 270 points of damage. It will not cause a catastrophic kill on its own if fully depleted, but can potentially result in one if the Mora is at or near critical "health" status.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing None 10
High-Explosive 80* 50
High-Explosive Anti-Tank 80* 80
Tandem High-Explosive Anti-Tank 80* 10

(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge

If the hull has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.

Hull Slat[]


Slat cages reinforce and shield all sides of the hull (including the passenger compartment door but excluding the upper half of the frontal hull). They can take up to 200 points of damage before they break.

The cages take 200% extra damage from high-explosive (HE) type munitions. If the cages break, they will no longer protect the hull and must be repaired; either by hand or with the help of logistics.


The engine can survive 720 points of damage before failing. 60% of damage is always shared with the Mora's main "health" pool. Incoming damage from HE-based munitions is reduced by 80%.

Destroying the engine will not result in a catastrophic kill unless the Mora's "health" is at critical.

If damaged: Reduces power output, acceleration is decreased and it may become impossible to climb uphill.
If destroyed: Instantly immobilises the Mora.

Fuel tanks[]

The Mora's fuel tanks can incur 450 points of damage before rupturing. 70% of incoming damage is always shared with the Mora's main "health" pool. It takes 40% less damage from HE-type munitions.

As with the engine, destroying the Mora's fuel tanks will not result in a catastrophic kill unless the vehicle has been critically damaged.

If damaged: Gradually leaks fuel over time, but will stop at a threshold of 70% of the Mora's remaining fuel capacity.
If destroyed: All fuel will be completely lost over the course of several seconds.


Both treads can resist 400 points worth of damage. No amount of damage inflicted on them is transferred onto the Mora's "health" pool. They take 20% less damage from HE-type munitions.

Destroying either tread will greatly hamper the Mora's handling but will not prevent it from moving. Destroying both will completely degrade the Mora's handling to the point of stopping it from being able to traverse on rough surfaces.


The turret can resist up to 250 points worth of damage. No amount of damage incurred is transferred onto the Mora's "health" pool.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing None 10
High-Explosive 80* 50
High-Explosive Anti-Tank 80* 80
Tandem High-Explosive Anti-Tank 80* 10

(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge

If the turret's armour plating has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.

Turret Slat[]


Slat cages sheld all sides of the turret aside from the top and frontal cheeks. Each cage is able to withstand up to 200 points of damage before breaking.

The cages incur a 200% additional damage penalty from HE-type munitions. If broken, they must be manually refitted by hand or with the aid of a logistics vehicle.

Commander viewfinder[]

The commander's optics can only take up to 90 points of damage. It has no resistance against explosive weapons and can be disabled by large calibre gunfire. No amount of damage is transferred onto the Mora's main "health" pool.

Disabling this component will prevent the commander from being able to rotate their optics independently.


NOTE: Cosmetic-only component modules with no gameplay effects are deliberately excluded from this section.

  • Slat Cage (Hull): Attaches slat cages around the entire hull except for the turret. Slat cages will protect the Mora from non-AP munitions but can be destroyed after multiple hits.
  • Slat Cage (Turret): Identical to the Hull slat cages but are attached to the turret instead.
  • Camo Net (Hull): Drapes some of hull (sides and rear) with camouflage netting. Note that the turret itself is not covered. Partially conceals covered sections from thermal sensors.
  • Camo Net (Turret): Identical to the Hull camo nets but for the turret only. Components such as the commander's optics, barrel, and the top of the turret are not concealed.


NOTE: For specifics on the CTWS Cannon 30 mm's munitions, see its related section listed here.

The Mora's gunner controls both of the turret's weapons: the CTWS Cannon 30 mm and Coaxial MG 7.62 mm. Regardless of the weapon, the gunner's optics feature three fields of view and can toggle a day, night or green-/black-hot thermal vision mode:

CTWS Cannon 30 mm[]


General-purpose 30 mm autocannon. Can load either AP or HE-type shells.

It can attain a fire rate of up to 200 rounds per minute. There is no delay for switching munitions, but it needs at least 20 seconds to fully rearm either munition type (or both) from a supply truck. Dispersion is always identical regardless of whether AP or HE rounds are being fired (0.0018 rad).

The Fire Control System can automatically adjust zeroing on targets moving at speeds of up to ~ 110 km/h. There is a fixed delay of 1 second before the FCS can finish adjusting zero. Manual zeroing is also available, starting from a minimum of 100 m up to a maximum of 2500 m. Adjustments are made with increments/decrements of 100 m.

Coaxial MG 7.62 mm[]

Base damage value Aerodynamic friction Initial velocity (m/s) Penetration depth (mm)
11.6 -0.001 860 20.64

Coaxial 7.62 mm medium machine gun.

It can attain a fire rate of up to 800 RPM and always has a fixed dispersion of 0.0016 rad regardless of range. It takes at least 10 seconds to reload a fresh belt.

The Coaxial MG's FCS can only zero against targets moving at speeds of up to ~ 110 km/h. It has an imposed delay of 1 second before it can finish adjusting. Unlike the CTWS Cannon 30 mm, the Coaxial MG is restricted to a maximum automated and manual zeroing of 1500 m (even the FCS is not able to exceed this limit).


  • The Mora is based on the real-world "FV510 Warrior" IFV manufactured by BAE Systems.
  • "Mora" is an ancient Greek term for a Spartan military unit of that is usually comprised of heavy infantry.
  • The Mora was not initially available on ArmA 3's release. It would not be included into the game until the release of Game Update 1.08, whereupon it was added as part of the AAF Reinforcements Pack.[1]
  • Prior to the release of the Tanks DLC, the Mora had minimal armour plating and was only just slightly tougher than the Gorgon. Its armour was later refactored following the DLC's release and was turned into a much more durable vehicle (though it continues to remain fairly thinly armoured compared to other tracked IFVs/APCs in its class).[3]
  • Player-controlled Mora IFVs could trigger a glitch that would enable them to drive underwater depending on the player's speed and what angle they were at when first entering the water. This was eventually fixed after the release of Game Update 1.70.[4]
  • Bug
    Due to an issue with the physics-related properties of its model, Mora IFVs will behave in an unexpected and unpredictable fashion upon destruction. The burning wreckage may flip several times into the air or in some cases, get knocked back hundreds of metres depending on the force of the initial explosion.


Main article: Firing from vehicles (mechanic)#FV-720 Mora



  1. van 't Land, J.J. 2013, SPOTREP #00016, Arma 3, viewed 19 August 2017, <>.
  2. van 't Land, J.J. 2013, SITREP #00036, Arma 3, viewed 23 April 2023, <>.
  3. Kovařič, V 2018, SPOTREP #00079, Arma 3, viewed 20 February 2019, <>.
  4. Kovařič, V 2017, SPOTREP #00067, Arma 3, viewed 11 September 2023, <>.

External links[]

See also[]

Vehicles of comparable role and configuration[]

Vehicles of ArmA 3
Wheeled AFV-4 GorgonAMV-7 MarshallHatchbackHEMTTHunterIfritKartMB 4WDMSE-3 MaridOffroadProwlerQilinRhino MGS (UP) • StriderSUVTempestTractorTruckQuadbikeUGV StomperVanZamak (MRL)
Tracked 2S9 SochorAWC NyxBTR-K KamyshCRV-6e BobcatED-1D Mini UGV (ED-1E) • IFV-6a CheetahIFV-6c PantherFV-720 MoraM2A1 Slammer (A4 UP) • M4 ScorcherM5 SandstormMBT-52 KumaT-100 Varsuk (X Futura) • T-140 Angara (T-140K) • ZSU-39 Tigris
Rotor-wing AH-9 PawneeAH-99 BlackfootAR-2 DarterCH-49 MohawkCH-67 HuronDemining DroneMH-9 Hummingbird (M900) • Mi-48 KajmanMi-290 TaruMQ-12 FalconPO-30 OrcaUH-80 Ghost HawkUtility DroneWY-55 Hellcat
Fixed-wing A-143 BuzzardA-149 GryphonA-164 WipeoutCaesar BTTF/A-181 Black Wasp IIKH-3A FenghuangMQ-4A GreyhawkTo-199 NeophronTo-201 ShikraUCAV SentinelV-44X BlackfishY-32 Xi'an
Aquatic Assault BoatMotorboatRHIBSpeedboatSDVWater Scooter
(Parenthesis) denote variants.
Karts DLC | Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
Arma3-factionicon-aaf AAF - Vehicles (ArmA 3)
Wheeled AFV-4 GorgonQuadbikeStriderUGV StomperZamak (MRL)
Tracked AWC NyxED-1D Pelter (ED-1E Roller) • FV-720 MoraMBT-52 Kuma
Rotor-wing AR-2 DarterAL-6 PelicanCH-49 MohawkWY-55 Hellcat
Fixed-wing A-143 BuzzardA-149 GryphonK40 Abalil-3
Aquatic Assault Boat (Rescue) • Speedboat MinigunSDV
Parenthesis denote variants.
Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
Arma3-factionicon-livoniandefenseforce LDF - Vehicles (ArmA 3)
Wheeled OffroadQuadbikeUGV StomperVanZamak (MRL)
Tracked ED-1D Pelter (ED-1E Roller) • FV-720 Odyniec
Rotor-wing AL-6 PelicanAR-2 DarterWY-55 Czapla
Fixed-wing A-149 Gryphon
(Parenthesis) denote variants.
Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC