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« The G11 is a 4.73x33 mm assault rifle of German origin.
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The G11K2 4.73 mm assault rifle.
The G11K2 4.73 mm assault rifle.

The G11K2 is a 4.73 mm bullpup assault rifle that remains unused by any faction in ArmA 3. It was added with the release of the Global Mobilization - Cold War Germany Creator DLC.

Overview[]

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The G11K2 is a selective fire bullpup assault rifle that is chambered to fire the caseless 4.73×33 mm cartridge.

It feeds exclusively from proprietary 50-round single-stack magazines and has a muzzle velocity of 960 m/s.[CfgWp 8][Formula 1][note 1] The G11K2's fire rate varies depending on the selected fire mode: on semi-automatic, it is up to 800 rounds per minute.[CfgWp 9][Formula 2] When toggled to its 2-round burst mode, it can attain an impressive fire rate of up to 2,100 RPM.[CfgWp 10][Formula 3] Lastly, when set to full auto it is capped at just 450 RPM.[CfgWp 11][Formula 4]

The G11K2 does not have ironsights and is instead meant to be paired with a dedicated riflescope.[CfgWp 12] This is available in two forms: either as a magnified riflescope (using a fixed 3x zoom) or as an unmagnified 1x scope. Alternately, the user can also choose to mount a night vision scope for use in low-light conditions.[CfgWp 13]

It is not possible to attach a sound suppressor onto the G11K2's muzzle. However, the barrel's housing does have a lug that allows for a bayonet or IR/visible laser pointers and flashlights to be fitted instead.[CfgWp 14]

Variants[]

G11K2 RIS[]

The G11K2 RIS 4.73 mm assault rifle.
The G11K2 RIS 4.73 mm assault rifle.

The RIS sub-variant eschews the G11K2's dedicated riflescope in favour of Picatinny rails fixed onto the rifle's housing. One is located above the breech/barrel assembly, and the other two are on both sides of the barrel's housing.

Unlike the baseline G11K2, the RIS variant allows for Picatinny and Weaver-compatible optics to be mounted.[CfgWp 22] On the other hand, the three o'clock rail allows for post-Cold War flashlights and IR laser pointers to be attached.[CfgWp 23]

It should be noted that the RIS variant no longer permits the user to mount a bayonet onto the lug. Other than that, it remains statistically identical to the baseline G11K2 in every other way.

Ironsights[]

Arma3-gmcwgg11k2-ironsight-overview
The G11K2 is not meant to be used without its dedicated Fero Z-G11 riflescope. If the scope is not attached, it uses a fixed zeroing of 100 metres which cannot be adjusted.[CfgWp 24][CfgWp 25]

It should be noted that any optic attached onto the G11K2 will be restricted to a maximum zeroing limit of 800 metres. This cannot be breached even if the optic itself allows for zeroing beyond 800 metres.[CfgWp 26]

Arma3-gmcwgg11k2ris-ironsight-overview
The G11K2 RIS is not meant to be utilised without a Picatinny-compatible optical sight mounted onto the top rail. If an optic is not attached, then the G11K2 RIS will be restricted to a fixed zeroing of 100 metres which cannot be adjusted.[CfgWp 27][CfgWp 28]

It should be noted that any optic attached onto the G11K2 RIS will be restricted to a maximum zeroing limit of 800 metres. This cannot be breached even if the optic itself allows for zeroing beyond 800 metres.[CfgWp 29]

Ammunition[]

Ammo parameter 4.73 mm DM11 (Ball) 4.73 mm DM21 (Tracer)
Base damage value 7.47[CfgAm 1] 7.47[CfgAm 2]
Aerodynamic friction -0.00078475[CfgAm 3] -0.00078475[CfgAm 4]
Muzzle velocity (m/s) 960[CfgMa 2] 960[CfgMa 3]
Expected velocity (m/s) 920
[CfgAm 5][note 2]
920
[CfgAm 6][note 2]
Penetration depth (mm) 14.4
[CfgAm 7][Formula 5]
14.4
[CfgAm 8][Formula 6]
Deflection angle (degrees) 15°[CfgAm 9] 15°[CfgAm 10]

All variants of the G11K2 can only load two types of magazines.[CfgWp 30][CfgWp 31] Both magazines share the same weight value of 6.11111 "mass" units:[CfgMa 4][CfgMa 5]

4.73 mm 50Rnd G11 Ball DM11 Black Mag[]

Arma3-ammunition-gmcwg50rndg11

Standard 50-round single-stack magazine loaded with caseless 4.73 mm DM11 ball ammunition.[CfgMa 6]

None of the rounds fired will emit visible tracers.

4.73 mm 50Rnd G11 Ball-T DM21 Black Mag[]

Arma3-ammunition-gmcwg50rndg11

Alternate magazine loaded entirely with DM21 tracer ammunition.[CfgMa 7]

All fifty rounds of the magazine will emit visible red tracers.[CfgMa 8][CfgMa 9]

Magazine compatibility[]

gm_magazineWell_473x33mm_g11
Weapon name
(Classname)
4.73 mm 50Rnd G11 Ball DM11 Black Mag
4.73 mm 50Rnd G11 Ball-T DM21 Black Mag
G11K2 4.73x33 mm
(gm_g11k2_blk)
G11K2 RIS 4.73x33 mm
(gm_g11k2_ris_blk)


Trivia[]

  • The G11K2 was not originally featured as part of the DLC's launch assets and was only included after Update 1.5.[1]
  • In reality, the two extra magazine wells on both sides of the barrel's housing would be used to store reserve magazines.[2][3] However, this is not possible to do on the in-game G11K2 due to technical limitations (reserve magazines are still stored in the user's inventory rather than on the weapon itself).
  • Update 1.6 corrected issues with the G11K2's range limits and dispersion values for the AI. Before the patch's release, AI units armed with G11K2s shared the same dispersion values with human players, allowing them to hit targets with pinpoint accuracy at any distance.[4]
  • If a bayonet and a laser pointer or flashlight are mounted simultaneously, a visual glitch will cause only one of the two attachments to be visible (i.e. user removes bayonet and attempts to reattach it; only the laser pointer will be visible).
    • This is a known issue that is caused by engine limitations since bayonets and laser pointers share the exact same proxy slot.[5][6]

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> gm_bullet_473x33mm_B_dm11 >> hit
  2. CfgAmmo >> gm_bullet_473x33mm_B_T_dm21 >> hit
  3. CfgAmmo >> gm_bullet_473x33mm_B_dm11 >> airFriction
  4. CfgAmmo >> gm_bullet_473x33mm_B_T_dm21 >> airFriction
  5. CfgAmmo >> gm_bullet_473x33mm_B_dm11 >> typicalSpeed
  6. CfgAmmo >> gm_bullet_473x33mm_B_T_dm21 >> typicalSpeed
  7. CfgAmmo >> gm_bullet_473x33mm_B_dm11 >> caliber
  8. CfgAmmo >> gm_bullet_473x33mm_B_T_dm21 >> caliber
  9. CfgAmmo >> gm_bullet_473x33mm_B_dm11 >> deflecting
  10. CfgAmmo >> gm_bullet_473x33mm_B_T_dm21 >> deflecting

CfgMagazines

  1. 1.0 1.1 CfgMagazines >> gm_50Rnd_473x33mm_b_dm11_g11_blk >> count
  2. CfgMagazines >> gm_50Rnd_473x33mm_b_dm11_g11_blk >> initSpeed
  3. CfgMagazines >> gm_50Rnd_473x33mm_B_T_DM21_g11_blk >> initSpeed
  4. CfgMagazines >> gm_50Rnd_473x33mm_b_dm11_g11_blk >> mass
  5. CfgMagazines >> gm_50Rnd_473x33mm_B_T_DM21_g11_blk >> mass
  6. CfgMagazines >> gm_50Rnd_473x33mm_b_dm11_g11_blk >> ammo >> "gm_bullet_473x33mm_B_DM11"
  7. CfgMagazines >> gm_50Rnd_473x33mm_B_T_DM21_g11_blk >> ammo >> "gm_bullet_473x33mm_B_T_DM21"
  8. CfgMagazines >> gm_50Rnd_473x33mm_B_T_DM21_g11_blk >> tracersEvery
  9. CfgMagazines >> gm_50Rnd_473x33mm_B_T_DM21_g11_blk >> lastRoundsTracer

CfgWeapons

  1. CfgWeapons >> gm_g11k2_blk >> SemiAuto >> dispersion
  2. CfgWeapons >> gm_g11k2_blk >> Burst >> dispersion
  3. CfgWeapons >> gm_g11k2_blk >> FullAuto >> dispersion
  4. CfgWeapons >> gm_g11k2_blk >> WeaponSlotsInfo >> mass
  5. CfgWeapons >> gm_g11k2_blk >> recoil
  6. CfgWeapons >> gm_g11k2_blk >> Inertia
  7. CfgWeapons >> gm_g11k2_blk >> dexterity
  8. CfgWeapons >> gm_g11k2_blk >> initSpeed
  9. CfgWeapons >> gm_g11k2_blk >> SemiAuto >> reloadTime
  10. CfgWeapons >> gm_g11k2_blk >> Burst >> reloadTime
  11. CfgWeapons >> gm_g11k2_blk >> FullAuto >> reloadTime
  12. CfgWeapons >> gm_g11k2_blk >> LinkedItems >> LinkedItemsOptic >> item >> "gm_g11_lps_prism11mm_blk"
  13. CfgWeapons >> gm_g11k2_blk >> WeaponSlotsInfo >> gm_slotOptic_prism11mm >> compatibleItems >> {gm_feroz51_ris_oli,gm_g11_lps_prism11mm_blk,gm_g11_mps_prism11mm_blk}
  14. CfgWeapons >> gm_g11k2_blk >> WeaponSlotsInfo >> gm_slotSide_bayonetg11 >> compatibleItems >> {gm_bayonet_g11_blk,gm_bayonet_g11_oli,gm_surefire_l60_ir_bayonetg11_blk,gm_surefire_l60_red_bayonetg11_blk,gm_surefire_l60_wht_bayonetg11_blk,gm_surefire_l72_grn_bayonetg11_blk,gm_surefire_l72_red_bayonetg11_blk,gm_surefire_l75_ir_bayonetg11_blk}
  15. CfgWeapons >> gm_g11k2_ris_blk >> SemiAuto >> dispersion
  16. CfgWeapons >> gm_g11k2_ris_blk >> Burst >> dispersion
  17. CfgWeapons >> gm_g11k2_ris_blk >> FullAuto >> dispersion
  18. CfgWeapons >> gm_g11k2_ris_blk >> WeaponSlotsInfo >> mass
  19. CfgWeapons >> gm_g11k2_ris_blk >> recoil
  20. CfgWeapons >> gm_g11k2_ris_blk >> Inertia
  21. CfgWeapons >> gm_g11k2_ris_blk >> dexterity
  22. CfgWeapons >> gm_g11k2_ris_blk >> WeaponSlotsInfo >> gm_slotOptic_risrail >> compatibleItems >> {gm_blits_ris_blk,gm_c79a1_blk,gm_c79a1_oli,gm_feroz24_ris_blk,gm_feroz51_ris_oli,gm_ls1500_ir_ris_blk,gm_ls1500_red_ris_blk,gm_ls45_ir_ris_blk,gm_ls45_red_ris_blk,gm_lsminiv_ir_ris_blk,gm_lsminiv_red_ris_blk,gm_maglite_3d_ris_blk,gm_rv_ris_blk,gm_streamlight_sl20_ris_blk,gm_streamlight_sl20_ris_brn,gm_zf10x42_ris_blk,gm_zf10x42_ris_oli,optic_aco,optic_ACO_grn,optic_ACO_grn_smg,optic_aco_smg,optic_ams,optic_AMS_khk,optic_AMS_snd,optic_Arco,optic_Arco_AK_arid_F,optic_Arco_AK_blk_F,optic_Arco_AK_lush_F,optic_Arco_arid_F,optic_Arco_blk_F,optic_Arco_ghex_F,optic_Arco_lush_F,optic_DMS,optic_DMS_ghex_F,optic_DMS_weathered_F,optic_DMS_weathered_Kir_F,optic_ERCO_blk_F,optic_ERCO_khk_F,optic_ERCO_snd_F,optic_hamr,optic_Hamr_khk_F,optic_Holosight,optic_Holosight_arid_F,optic_Holosight_blk_F,optic_Holosight_khk_F,optic_Holosight_lush_F,optic_Holosight_smg,optic_Holosight_smg_blk_F,optic_Holosight_smg_khk_F,optic_KHS_blk,optic_KHS_hex,optic_KHS_old,optic_KHS_tan,optic_LRPS,optic_LRPS_ghex_F,optic_LRPS_tna_F,optic_MRCO,optic_Nightstalker,optic_NVS,optic_SOS,optic_SOS_khk_F,optic_tws,optic_tws_mg}
  23. CfgWeapons >> gm_g11k2_ris_blk >> WeaponSlotsInfo >> gm_slotSide_risrail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  24. CfgWeapons >> gm_g11k2_blk >> OpticsModes >> Optics_ironsight >> distanceZoomMin
  25. CfgWeapons >> gm_g11k2_blk >> OpticsModes >> Optics_ironsight >> distanceZoomMax
  26. CfgWeapons >> gm_g11k2_blk >> maxZeroing
  27. CfgWeapons >> gm_g11k2_ris_blk >> OpticsModes >> Optics_ironsight >> distanceZoomMin
  28. CfgWeapons >> gm_g11k2_ris_blk >> OpticsModes >> Optics_ironsight >> distanceZoomMax
  29. CfgWeapons >> gm_g11k2_ris_blk >> maxZeroing
  30. CfgWeapons >> gm_g11k2_blk >> magazineWell[] >> {"gm_magazineWell_473x33mm_g11"}
  31. CfgWeapons >> gm_g11k2_ris_blk >> magazineWell[] >> {"gm_magazineWell_473x33mm_g11"}

Formulae

  1. Weapon's initSpeed * Magazine's initSpeed = 1 * 960
  2. 60 / reloadTime = 60 / 0.075
  3. 60 / reloadTime = 60 / 0.0285714285714286
  4. 60 / reloadTime = 60 / 0.1333333333333333
  5. initSpeed * caliber * 15 / 1000 = 960 * 1 * 15 / 1000
  6. initSpeed * caliber * 15 / 1000 = 960 * 1 * 15 / 1000

Notes[]

  1. The G11K2's muzzle velocity is determined by the magazine's initSpeed value (the weapon itself only applies a multiplier).
  2. 2.0 2.1 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. GalComT et al. 2023, Global Mobilization - Changelog, Bohemia Interactive Forums, viewed 26 April 2023, <https://forums.bohemia.net/forums/topic/223833-global-mobilization-changelog/?do=findComment&comment=3474524>.
  2. McCollum, I 2018, Kraut Space Magic: the H&K G11, 26 December, viewed 27 April 2023, <https://www.youtube.com/watch?v=QGKcvM2Hh4g>.
  3. YouTube 2018 [Online Video], McCollum, I, Kraut Space Magic: the H&K G11, 00:14:49, "Ian McCollum: Now, because these things are really long and awkward, and you don't really want them hanging off your belt like an 1870s bayonet, with the K2 pattern of the gun, they decided to add more magazine storage to the gun itself. These mags - while long, are not particularly bulky, and so it's actually really clever idea to just put two more of them -- onto the outside of the gun. Why not? You've got the space to do it."
  4. Vertexmacht 2025, OPREP - GLOBAL MOBILIZATION UPDATE 1.6, Arma 3, viewed 1 June 2025, <https://dev.arma3.com/post/oprep-global-mobilization-update-16>.
  5. GalComT 2023, that unfortunatly a limitation, Discord [Social Media], viewed 27 December 2023, <https://discord.com/channels/245546995874267147/568048874887970816/1093824398751969362>.
  6. GalComT 2023, they both use the same slot position, and there is no proper way in the current attachment system to block one or the other unfortunatly not it would mean a lot of asset duplication otherwise or missfitting of them visualy, Discord [Social Media], viewed 27 December 2023, <https://discord.com/channels/245546995874267147/568048874887970816/1093824525663215656>.

External links[]

See also[]

Weapons of Global Mobilization - Cold War Germany
Night vision devices PN-3
Handguns LP1 26.5 mmP1 9 mm (P1SD) • P2 9 mm (P M/49) • PiM 9 mm (PiMB) • PM 9 mmP2A1 26.5 mmwz. 78 26.5 mm
Submachine guns MP2A1 9 mmPM-63 9 mmSG5A2 9 mm (A3, A4, A5, N, NSD1, NSD2, SD2, SD3, SD5, SD6)
Shotguns MZF512
Assault rifles AKM 7.62 mm (L, N, S, SL, SN, Pallad) • AK-74 5.45 mm (N) • C7A1 5.56 mmG3A3 7.62 mm (A3A0, A3A1, A4, A4A0, A4A1, KA4, KA4A1, SG1, GV M/75, GV M/75 Carbine) • G11K2 4.73 mmG33A2 5.56 mm (A3, KA2, KA3, SG1) • G36A1 5.56 mm (G36E) • G53A2 5.56 mm (A3, Mp M/85) • GV M/95 5.56 mmLMG K 500 7.62 mm (S) • M16A1 5.56 mm (M16A2) • MPi AK-74 (AKS-74, AKS-74K) • MPi KM-72 7.62 mm (KMS-72, KMS-72K, KMS-72KSD, KM) • SG542 7.62 mmSG550 5.56 mm (SG551, SG551 SWAT)
Squad automatic weapons G8A1 7.62 mm (A2, MG8A1, MG8A2) • LMG RPK 7.62 mmLMG RPK-74 5.45 mmRPK 7.62 mm (N) • RPK-74 5.45 mm (N)
Machineguns HMG PKM 7.62 mmMG3 7.62 mm (LMG M/62)
Designated marksman rifles SVD 7.62 mm
Sniper rifles MSG90 7.62 mm (A1, PSG1)
Grenade launchers GraPiwz.83 Pallad-D
Launchers FIM-43M72A3 LAWPzF 3PzF 44-2PzF 84RPG-7RPG-18Strela-2M
Static 2B11DShKMFagotLATGMM120MG3 - Anti Air TripodSearchlightSPG-9
(Parenthesis) denote variants.