Armed Assault Wiki

Hand Grenades are throwable explosive ordnance devices.


Overview[]

Arma3-equipment-fraggrenade-00

NATO infantryman throwing an RGO frag grenade (ArmA 3)

Hand grenades in the ARMA series are either high-explosive (HE) or fragmentation based. They are lethal against unarmoured infantry and will damage to unarmoured/light armour ground vehicles as well. They use either timed fuses and explode after several seconds or detonate upon impact.

Depending on the game, the process to throw a hand grenade varies. It must either be equipped as a standalone "weapon" with the user adjusting the power of their throw, or is quick-thrown at the press of a button with the user only needing to point in the direction of where the grenade gets thrown.

NOTE: Hand grenades should not be confused with the rifle grenades launched by specific firearms like the M16A2 in ArmA: Cold War Assault, nor those fired by underbarrel grenade launchers fitted to assault rifles such as the MX in ArmA 3.

ArmA: Cold War Assault[]

In Cold War Assault, the user must manually cycle through their available weapons to equip them (Default: SPACEBAR). Once equipped, the user only needs to face in the general direction of where they need to throw the grenade and then press their FIRE button (Default: LEFT MOUSE BTN). The power of their throw cannot be adjusted even if they hold down the FIRE button.


Grenade name
(Classname)
Base damage value Splash damage value Kill zone radius (metres) Throwing velocity (m/s)
Hand Grenade
(HandGrenade)
20[CWACfgA 1] 18[CWACfgA 2] 7[CWACfgA 3] 22[CWACfgW 1]

Hand Grenade[]

« A Hand Grenade can be thrown 130ft/40m by the average soldier, and is a standard battlefield weapon.

Kill Radius: 16.5 ft/5 m
Effective Casualty-Producing Radius: 50 ft/15 m
Fragmentation Radius: 750 ft/230 m
Weapon Description
»


The Hand Grenade is used by all BLUFOR, REDFOR and INDFOR factions.

Hand Grenades are always thrown with a velocity of 22 m/s.[CWACfgW 1] They do not use a timer-based fuse and explode upon impact with a hard surface. They have a lethal blast radius of 7 metres[CWACfgA 3] and occupy one primary weapon inventory slot per grenade.[CWACfgW 2]

ArmA: Armed Assault[]

Hand grenades in Armed Assault function in the same way as they did in Cold War Assault. The user must manually cycle through their available weapons (Default: F) to equip grenades. Upon being equipped, the user only needs to face in the general direction of where they need to throw the grenade and press the FIRE button (Default: LEFT MOUSE BTN).

Just like in Cold War Assault, Armed Assault does not allow the user to adjust the power of their throw. There is also a slight difference in the animation of the user's throwing sequence: throwing a grenade while sprinting takes slightly longer as the user will transition to a brief jog to slow down before they actually toss the grenade, whereas throwing the grenade whilst standing still is much faster.


Grenade name
(Classname)
Base damage value Splash damage value Kill zone radius (metres) Throwing velocity (m/s)
M67 Frag Grenade
(HandGrenadeTimed)
20[A1CfgA 1] 18[A1CfgA 2] 7[A1CfgA 3] 22[A1CfgM 1]
RGO Frag Grenade
(HandGrenade)
20[A1CfgA 4] 18[A1CfgA 5] 7[A1CfgA 6] 22[A1CfgM 2]

M67 Frag Grenade[]

« The body of the M-67 hand grenade is a sphere designed to burst into numerous fragments when detonated. Each grenade is fitted with a 5 second fuse which activates the explosive charge.
Library Description
»


The M67 Frag Grenade is used by both BLUFOR and INDFOR factions.

M67 Frag Grenades are always thrown with a velocity of 22 m/s.[A1CfgM 1] The M67 Frag Grenade uses a timer fuse and will detonate after 4 seconds have passed.[A1CfgA 7] It has a lethal blast radius of 7 metres[A1CfgA 3] and will take up one primary weapon magazine slot per grenade.[A1CfgM 3]

RGO Frag Grenade[]

« Soviet defensive, impact fused frag grenade. It weights 530g and can be thrown 30 to 40 meters, with a lethal radius of 6 meters on impact.
Library Description
»


The RGO Frag Grenade is mainly used by REDFOR factions and in limited cases by some INDFOR factions.

RGO Frag Grenades are always thrown with a velocity of 22 m/s.[A1CfgM 2] Unlike the BLUFOR/INDFOR M67 Frag Grenade, the RGO Frag Grenade instantly explodes upon impact and does not utilise a timer-based fuse. Its lethal blast radius remains unchanged at 7 metres[A1CfgA 6] and also takes up only one primary weapon magazine slot per grenade.[A1CfgM 4]

ArmA 2[]

« The degree of power with which a hand held projectile is thrown can be controlled. Press and hold LMB to prepare the weapon, pause, and release to throw. Holding LMB for longer time increases the distance.
ArmA 2: Operation Arrowhead Manual
»

ArmA 2 is the first game in the series to allow the user to adjust the power of their throw.

Immediately pressing and releasing the FIRE button (Default: LEFT MOUSE BTN) will have the grenade thrown at its lowest possible velocity. On the other hand, holding onto the FIRE button for as long as possible until the player's character automatically tosses the grenade will have it thrown at maximum velocity. If the player has crosshairs enabled by their difficulty settings, the shape of their reticle will scale accordingly to match the power of their throw.

However, ArmA 2's grenades must still be manually selected as a "weapon" just like in Cold War Assault/Armed Assault. The user must cycle through their inventory to equip hand grenades before they can be thrown (Default: F). Additionally, spare grenades stored in a backpack must be taken out of it before they can be thrown.


Grenade name
(Classname)
Base damage value Splash damage value Kill zone radius (metres) Maximum possible throwing velocity (m/s)
M67 Frag
(HandGrenade_West)
20[A2CfgA 1] 18[A2CfgA 2] 7[A2CfgA 3] 22[A2CfgM 1]
RGD5 Frag Grenade
(HandGrenade_East)
20[A2CfgA 4] 18[A2CfgA 5] 7[A2CfgA 6] 22[A2CfgM 2]
RGO Frag Grenade
(HandGrenade)
20[A2CfgA 7] 18[A2CfgA 8] 7[A2CfgA 9] 22[A2CfgM 3]
L109A2 Frag
(BAF_L109A1_HE)
20[A2CfgA 1] 18[A2CfgA 2] 7[A2CfgA 3] 22[A2CfgM 4]

M67 Frag[]

« The timed anti-personel fragmentation grenade. Explodes 4.2 sec after releasing.
Upon detonation it splits into fragments which then spread across an area about 30m in diameter. Those caught within 5m of the exploding grenade are nearly always killed.
Armoury Description
»


The M67 Frag is used by the majority of BLUFOR factions as well as some INDFOR factions.

The M67 Frag uses a timed fuse. It will automatically explode 4 seconds after being thrown[A2CfgA 10] and will inflict lethal damage to anyone caught within its 7 metre blast radius.[A2CfgA 3] Equipping the M67 Frag will occupy one primary weapon magazine slot per grenade.[A2CfgM 5]

RGD5 Frag Grenade[]

« The timed anti-personel fragmentation grenade. Explodes 4.2 sec after releasing.
Upon detonation it splits into fragments which then spread across an area about 30m in diameter. Those caught within 5m of the exploding grenade are nearly always killed.
Armoury Description
»


The RGD5 Frag Grenade is used by all REDFOR factions as well as some BLUFOR/INDFOR factions.

The RGD5 Frag Grenade uses a timer fuse and will explode 4 seconds after being thrown.[A2CfgA 11] It inflicts lethal damage to all units caught within a blast radius of 7 metres.[A2CfgA 6]

It should be noted that an alternate version designated as the RGO Frag Grenade also exists but it is visually identical to the baseline RGD5 Frag Grenade. It also takes up one primary weapon magazine slot per grenade.[A2CfgM 7] The sole difference is its fuse type[A2CfgM 8] as the RGO Frag Grenade detonates upon impact with a hard surface as opposed to exploding after a 4-second timer expires (just like in Armed Assault).

L109A2 Frag[]

This is a premium asset that requires ownership of the British Armed Forces DLC.

« The timed anti-personel fragmentation grenade. Explodes 4.2 sec after releasing.
Upon detonation it splits into fragments which then spread across an area about 30m in diameter. Those caught within 5m of the exploding grenade are nearly always killed.
Armoury Description
»


The L109A2 Frag is used exclusively by the British Army. It was added with the release of the British Armed Forces DLC.

Aside from its unique status and designation, the L109A2 Frag is both visually and functionally identical to the U.S. M67 Frag. It shares the exact same timer fuse of 4 seconds[A2CfgA 10] and lethal blast radius of 7 metres.[A2CfgA 3] Equipping the L109A2 Frag will also take up one primary weapon magazine slot per grenade.[A2CfgM 9]

ArmA 3[]

« Use grenades to quickly dispatch enemies behind cover.
■ Throw a grenade by pressing [G].
■ Cycle between grenade and chemlight types by pressing [Left Ctrl+G].
The angle of the throw has a great influence on its distance.
Field Manual
»

ArmA 3 no longer requires the user to "equip" hand grenades as a standalone "weapon". Instead, they can be quick-thrown at the press of a button (Default: G) once every 2.5 seconds.

Unlike in ArmA 2, it is not possible for the user to adjust the power of their throw as they are always tossed at their maximum possible velocity (this varies depending on the grenade type). Therefore, throwing a hand grenade only requires the user to face in the general direction of where they want to grenade to land.

Although hand grenades do not need to be manually "equipped", the user can cycle through each type of hand grenade if they have more than one type carried (Default: LEFT CTRL + G). Furthermore, it is no longer necessary for the user to manually retrieve hand grenades from their backpack. This is because hand grenades will automatically be taken out of the backpack if the user's uniform/vest no longer has any grenades left to throw.


Grenade name
(Classname)
Base damage value Splash damage value Kill zone radius (metres) Throwing velocity (m/s)
RGO
(HandGrenade)
8[A3CfgA 1] 8[A3CfgA 2] 6[A3CfgA 3] 18[A3CfgM 1]
RGN
(MiniGrenade)
6[A3CfgA 4] 6[A3CfgA 5] 4[A3CfgA 6] 26[A3CfgM 2]

RGO[]

The RGO is used by multiple BLUFOR, REDFOR and INDFOR factions. It is primarily carried by conventional troops, some special operations units, and guerilla/insurgent fighters alike.

The RGO is designed to serve as a defensive grenade and is always thrown with a velocity of only 18 m/s.[A3CfgM 1] It has a lethal blast radius of 6 metres[A3CfgA 3] and has a weight of 10 "mass" units.[A3CfgM 3] It uses a timer-based fuse and will automatically explode 5 seconds after being thrown.[A3CfgA 7]

RGN[]

The RGN is used by multiple BLUFOR, REDFOR and INDFOR factions. It is mainly utilised by special operations units, specialist conventional troops, and some elite guerilla/insurgent fighters.

Unlike the RGO, the RGN is designed to serve as an offensive grenade. It is much lighter in comparison (weighing only 6 "mass" units)[A3CfgM 4] and can be thrown much further than the RGO since it has a throwing velocity of 26 m/s (an approximate ~ 36% increase).[A3CfgM 2]

However, it contains less explosive filling and has a lethal blast radius of only 4 metres as opposed to the RGO's 6 metres.[A3CfgA 6] The RGN still uses a timer-based fuse and will detonate 5 seconds after being thrown.[A3CfgA 8]

ARMA Reforger[]

« Modern soldiers carry a variety of grenades. They are easy to use and offer tactical advantages in combat scenarios. Yet, despite their simplicity, some basic training is still required to develop throwing accuracy and an understanding of timed fuses, as well as delicate processes, such as the reinserting of a safety pin.
Field Manual
»

In Reforger, the user must once again equip hand grenades as a "weapon" as they can no longer be quick-thrown at the press of a button unlike in ArmA 3. Instead, the process of throwing a hand grenade returns to a style similar to that of ArmA 2's hand grenades but without the ability to adjust the power of their throw.

Reforger allows the user to assign hand grenades to an inventory quick slot, making it possible to immediately switch over to grenades without needing to manually cycle through their inventory (Default PC: 4, Default XBOX: PAUSE + B).

The process of priming and throwing the grenade is as follows:

  • After equipping the grenade first, the user will be able to press the FIRE button (Default PC: LEFT MOUSE BTN, Default XBOX: RIGHT TRIGGER) to remove the grenade's safety pin and switch to a throwing stance.
    • If the FIRE button is not held down, the user's character will automatically throw the grenade shortly after the pin's removal.
    • If the FIRE button is held down, the user will be able to adjust the aim of their throw until they release the FIRE button (note that this does not change the throwing velocity of the grenade).

So long as the grenade has not actually been thrown, Reforger allows the user to reinsert the grenade's safety pin if they do not want to toss it (Default PC: R, Default XBOX: Y). Doing so will automatically return the user to a neutral stance once they have inserted the pin back into the grenade.

Lastly, it is important to note that the grenade cannot be "cooked" even if the user holds down the FIRE button. As the grenade's fuse is not actually armed until it is tossed into the air, there is no risk of it accidentally blowing up in the user's hands no matter how long they keep their FIRE button held.


Explosive Explosion impulse Incendiary blast Fragmentation
Grenade name
(Prefab name)
Base damage value Splash damage value Kill zone radius (metres) Base damage value Shockwave damage value Shockwave radius (metres) Base damage value Splash damage value Burn radius (metres) Base damage value Fragmentation spread radius (metres)
M67
(Grenade_M67.et)
1,000
[RfCmpBt 1]
≈400
[RfCmpBt 2][Formula 1]
10
[RfCmpBt 3]
1
[RfCmpBt 4]
≈0.4
[RfCmpBt 5][Formula 2]
10
[RfCmpBt 6]
30
[RfCmpBt 7]
≈9
[RfCmpBt 8][Formula 3]
8
[RfCmpBt 9]
16
[RfCmpBt 10]
(≈12 @ 55% velocity)
[RfCmpBt 11][Formula 4]
(≈8 @ 25% velocity)
[Formula 5]
25
[RfCmpBt 12]
RGD-5
(Grenade_RGD5.et)
1,000
[RfCmpBt 13]
≈400
[RfCmpBt 14][Formula 6]
10
[RfCmpBt 15]
1
[RfCmpBt 16]
≈0.4
[RfCmpBt 17][Formula 7]
10
[RfCmpBt 18]
30
[RfCmpBt 19]
≈9
[RfCmpBt 20][Formula 8]
8
[RfCmpBt 21]
16
[RfCmpBt 22]
(≈12 @ 55% velocity)
[RfCmpBt 23][Formula 9]
(≈8 @ 25% velocity)
[Formula 10]
25
[RfCmpBt 24]

M67[]

« Fragmentation hand grenade used by US forces with a 4-5 second timed fuse.
Weapon Description
»


The M67 is used exclusively by U.S. military forces.

M67s use time-based fuses and will explode 4 seconds after being thrown.[RfCmpTt 1] The grenade has a charge weight of 180g[RfCmpBt 25] and has a TNT equivalent factor of 1.33.[RfCmpBt 26] A total of 400 pieces of shrapnel[RfCmpBt 27] will be dispersed in a radius of up to 25 metres.[RfCmpBt 12][note 1]

M67s have a weight of 0.39 kg.[RfCmpIt 1] They occupy 1x1 inventory slots[RfCmpIt 2], have a volume of 100 cm3[RfCmpIt 3], and has object dimensions of 5x5x5 cm.[RfCmpIt 4] It costs at least 3 units of Supplies to obtain an M67 from an Arsenal Box or Resupply Pack.[RfEnCat 1]

RGD-5[]

« Fragmentation hand grenade used by Soviet forces with a 3-4 second timed fuse.
Weapon Description
»


The RGD-5 is used by both Soviet military forces and FIA guerillas.

RGD-5s use time-based fuses and will explode 4 seconds after being thrown.[RfCmpTt 2] The grenade has a charge weight of 110g[RfCmpBt 28] and has a TNT equivalent factor of 1.0.[RfCmpBt 29] A total of 350 pieces of shrapnel[RfCmpBt 30] will be dispersed in a radius of up to 25 metres.[RfCmpBt 24][note 1]

RGD-5s have a weight of 0.31 kg.[RfCmpIt 5] They occupy 1x1 inventory slots[RfCmpIt 6], have a volume of 100 cm3[RfCmpIt 7], and has object dimensions of 5x5x5 cm.[RfCmpIt 8] It costs at least 3 units of Supplies to obtain an RGD-5 from an Arsenal Box or Resupply Pack.[RfEnCat 2][RfEnCat 3]

Trivia[]

  • In-game grenades are modelled after various real-world designs:
    • In Cold War Assault, the Hand Grenade is based on the U.S.-made "M26".
    • Grenades in Armed Assault, ArmA 2 and Reforger are directly based on the U.S. "M67" and Soviet "RGD-5".
    • The RGO and RGN in ArmA 3 are modelled after the U.S. "M67" and Dutch-made "V40 Mini-Grenade" (respectively).
  • In Armed Assault, the RGD-5 is strangely referred to as "RGO". In reality, the RGO looks nothing like its in-game model.[1]
  • In ArmA 2, KSK operatives share access to M67s even though they should be more appropriately using the "DM51"/"DM51A1" grenade.[2]
  • ArmA 3's grenades are referred to as "RGO" and "RGN" even though they are completely different grenades in reality.[1]
  • For unknown reasons, REDFOR factions in Cold War Assault and ArmA 3 strangely share access to the same grenade types as their BLUFOR counterparts. Soviet forces in Cold War Assault should be using either the "F-1" or "RGD-5" grenades[3], while Iranian/Chinese CSAT forces and Russian Spetsnaz operatives in ArmA 3 should be using the "RGD-5" (for Iranian CSAT)[4], "Type 82"/"Type 86" (for Chinese CSAT)[5][6], and "RGO"/"RGN" (for Russian Spetsnaz).[1]
  • Prior to Patch 1.04 for Armed Assault, grenades did not get thrown instantly after being cooked and there would be a brief delay of ~ 1-2 seconds before the grenade actually got tossed into the air.[7]
  • Until the release of Patch 1.07 for ArmA 2 (pre-Operation Arrowhead), AI-controlled units did not report over the radio they were throwing grenades even when they were set to COMBAT mode.[8]
  • Before the latest Steam version patches for ArmA 2, grenades were essentially useless in regular gameplay as they had extremely high deflection values. This would cause them to bounce excessively to the point that unless they were thrown directly at the player's feet, the grenade would most likely bounce tens of metres off-target even if the player used very little power when cooking the grenade.
    • The release of the Community Configuration Project would fix this, drastically reducing their deflection values so that they no longer bounce off any terrain surface.[9]
  • Explosion sound effects for ArmA 3's hand grenades were changed after the release of Game Update 1.56.[10]
  • Unless the panes were shattered by gunfire or a nearby explosion, ArmA 3's hand grenades would simply bounce off glass windows even if the windows were not actually bullet-resistant. Game Update 2.18 would correct this by making it so that regular glass windows can now be broken if a grenade is thrown directly at them.[11]
  • Reforger is the first game in the series to properly have grenades disperse shrapnel in addition to overpressure caused by the blast shockwave. However, it does not actually disperse physical shrapnel fragments for performance reasons (shrapnel dispersion is only simulated).[12]
  • In Reforger, it was initially not possible to interrupt the throwing of a grenade if the user performed an action involving the use of a vehicle (e.g. mounting up or opening a vehicle's doors). This was changed after Update 1.2.1.169's release so that vehicle-related actions will prevent grenades from being thrown mid-animation.[13]
    • The same patch also remapped the default grenade re-pinning key from X to Y for XBOX controllers.[13]
  • After Update 1.3's release for Reforger, damage from frag shrapnel was made to be more lethal to take into account changes to personal protective vests (dispersion radius was increased to 25 metres up from 20 metres, damage was increased by ~ 136% up from 3 damage to 16 damage).[14]

Config/script references[]

CfgAmmo (ArmA: Cold War Assault)

  1. CfgAmmo >> GrenadeHand >> hit
  2. CfgAmmo >> GrenadeHand >> indirectHit
  3. 3.0 3.1 3.2 CfgAmmo >> GrenadeHand >> indirectHitRange

CfgWeapons (ArmA: Cold War Assault)

  1. 1.0 1.1 CfgWeapons >> HandGrenade >> initSpeed
  2. 2.0 2.1 CfgWeapons >> HandGrenade >> magazineType >> "256"

CfgAmmo (ArmA: Armed Assault)

  1. CfgAmmo >> GrenadeHandTimed >> hit
  2. CfgAmmo >> GrenadeHandTimed >> indirectHit
  3. 3.0 3.1 3.2 CfgAmmo >> GrenadeHandTimed >> indirectHitRange
  4. CfgAmmo >> GrenadeHand >> hit
  5. CfgAmmo >> GrenadeHand >> indirectHit
  6. 6.0 6.1 6.2 CfgAmmo >> GrenadeHand >> indirectHitRange
  7. 7.0 7.1 CfgAmmo >> GrenadeHandTimed >> explosionTime

CfgMagazines (ArmA: Armed Assault)

  1. 1.0 1.1 CfgMagazines >> HandGrenadeTimed >> initSpeed
  2. 2.0 2.1 CfgMagazines >> HandGrenade >> initSpeed
  3. 3.0 3.1 CfgMagazines >> HandGrenadeTimed >> type >> "256"
  4. 4.0 4.1 CfgMagazines >> HandGrenade >> type >> "256"

CfgAmmo (ArmA 2)

  1. 1.0 1.1 CfgAmmo >> GrenadeHandTimedWest >> hit
  2. 2.0 2.1 CfgAmmo >> GrenadeHandTimedWest >> indirectHit
  3. 3.0 3.1 3.2 3.3 3.4 3.5 CfgAmmo >> GrenadeHandTimedWest >> indirectHitRange
  4. CfgAmmo >> GrenadeHandTimedEast >> hit
  5. CfgAmmo >> GrenadeHandTimedEast >> indirectHit
  6. 6.0 6.1 6.2 CfgAmmo >> GrenadeHandTimedEast >> indirectHitRange
  7. CfgAmmo >> GrenadeHand >> hit
  8. CfgAmmo >> GrenadeHand >> indirectHit
  9. 9.0 9.1 CfgAmmo >> GrenadeHand >> indirectHitRange
  10. 10.0 10.1 10.2 10.3 CfgAmmo >> GrenadeHandTimedWest >> explosionTime
  11. 11.0 11.1 CfgAmmo >> GrenadeHandTimedEast >> explosionTime

CfgMagazines (ArmA 2)

  1. CfgMagazines >> HandGrenade_West >> initSpeed
  2. CfgMagazines >> HandGrenade_East >> initSpeed
  3. CfgMagazines >> HandGrenade >> initSpeed
  4. CfgMagazines >> BAF_L109A1_HE >> initSpeed
  5. 5.0 5.1 CfgMagazines >> HandGrenade_West >> type >> "256"
  6. CfgMagazines >> HandGrenade_East >> type >> "256"
  7. 7.0 7.1 CfgMagazines >> HandGrenade >> type >> "256"
  8. CfgMagazines >> HandGrenade >> ammo >> "GrenadeHand"
  9. 9.0 9.1 CfgMagazines >> BAF_L109A1_HE >> type >> "256"

CfgAmmo (ArmA 3)

  1. CfgAmmo >> GrenadeHand >> hit
  2. CfgAmmo >> GrenadeHand >> indirectHit
  3. 3.0 3.1 3.2 CfgAmmo >> GrenadeHand >> indirectHitRange
  4. CfgAmmo >> mini_Grenade >> hit
  5. CfgAmmo >> mini_Grenade >> indirectHit
  6. 6.0 6.1 6.2 CfgAmmo >> mini_Grenade >> indirectHitRange
  7. 7.0 7.1 CfgAmmo >> GrenadeHand >> explosionTime
  8. 8.0 8.1 CfgAmmo >> mini_Grenade >> explosionTime

CfgMagazines (ArmA 3)

  1. 1.0 1.1 CfgMagazines >> HandGrenade >> initSpeed
  2. 2.0 2.1 CfgMagazines >> MiniGrenade >> initSpeed
  3. 3.0 3.1 CfgMagazines >> HandGrenade >> mass
  4. 4.0 4.1 CfgMagazines >> MiniGrenade >> mass

Base trigger components (ARMA Reforger)

  1. 1.0 1.1 Warhead_Grenade_M67.et >> BaseTriggerComponent >> ExplosionEffects[0] >> BaseExplosionDamage >> DamageValue
  2. Warhead_Grenade_M67.et >> BaseTriggerComponent >> ExplosionEffects[0] >> BaseExplosionDamage >> DamageFalloffCurve >> "0.4"
  3. Warhead_Grenade_M67.et >> BaseTriggerComponent >> ExplosionEffects[0] >> BaseExplosionDamage >> DamageDistance
  4. Warhead_Grenade_M67.et >> BaseTriggerComponent >> ExplosionEffects[1] >> BaseExplosionDamage >> DamageValue
  5. Warhead_Grenade_M67.et >> BaseTriggerComponent >> ExplosionEffects[1] >> ExplosionImpulseEffect >> DamageFalloffCurve >> "0.4"
  6. 6.0 6.1 Warhead_Grenade_M67.et >> BaseTriggerComponent >> ExplosionEffects[1] >> ExplosionImpulseEffect >> DamageDistance
  7. Warhead_Grenade_M67.et >> BaseTriggerComponent >> ExplosionEffects[2] >> BaseExplosionDamage >> DamageValue
  8. Warhead_Grenade_M67.et >> BaseTriggerComponent >> ExplosionEffects[2] >> BaseExplosionDamage >> DamageFalloffCurve >> "0.3"
  9. 9.0 9.1 Warhead_Grenade_M67.et >> BaseTriggerComponent >> ExplosionEffects[2] >> BaseExplosionDamage >> DamageDistance
  10. Warhead_Grenade_M67.et >> BaseTriggerComponent >> ExplosionEffects[3] >> ExplosionFragmentationEffect >> DamageValue
  11. Warhead_Grenade_M67.et >> BaseTriggerComponent >> ExplosionEffects[3] >> ExplosionFragmentationEffect >> DamageFalloffCurve
  12. 12.0 12.1 12.2 Warhead_Grenade_M67.et >> BaseTriggerComponent >> ExplosionEffects[3] >> ExplosionFragmentationEffect >> DamageDistance
  13. 13.0 13.1 Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> ExplosionEffects[0] >> BaseExplosionDamage >> DamageValue
  14. Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> ExplosionEffects[0] >> BaseExplosionDamage >> DamageFalloffCurve >> "0.4"
  15. Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> ExplosionEffects[0] >> BaseExplosionDamage >> DamageDistance
  16. Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> ExplosionEffects[1] >> BaseExplosionDamage >> DamageValue
  17. Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> ExplosionEffects[1] >> ExplosionImpulseEffect >> DamageFalloffCurve >> "0.4"
  18. 18.0 18.1 Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> ExplosionEffects[1] >> ExplosionImpulseEffect >> DamageDistance
  19. Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> ExplosionEffects[2] >> BaseExplosionDamage >> DamageValue
  20. Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> ExplosionEffects[2] >> BaseExplosionDamage >> DamageFalloffCurve >> "0.3"
  21. 21.0 21.1 Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> ExplosionEffects[2] >> BaseExplosionDamage >> DamageDistance
  22. Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> ExplosionEffects[3] >> ExplosionFragmentationEffect >> DamageValue
  23. Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> ExplosionEffects[3] >> ExplosionFragmentationEffect >> DamageFalloffCurve
  24. 24.0 24.1 24.2 Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> ExplosionEffects[3] >> ExplosionFragmentationEffect >> DamageDistance
  25. Warhead_Grenade_M67.et >> BaseTriggerComponent >> PROJECTILE_EFFECTS >> ExplosionDamageContainer >> ChargeWeight
  26. Warhead_Grenade_M67.et >> BaseTriggerComponent >> PROJECTILE_EFFECTS >> ExplosionDamageContainer >> TntEquivalent
  27. Warhead_Grenade_M67.et >> BaseTriggerComponent >> ExplosionEffects[3] >> ExplosionFragmentationEffect >> DamageFragmentCount
  28. Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> PROJECTILE_EFFECTS >> ExplosionDamageContainer >> ChargeWeight
  29. Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> PROJECTILE_EFFECTS >> ExplosionDamageContainer >> TntEquivalent
  30. Warhead_Grenade_RGD5.et >> BaseTriggerComponent >> ExplosionEffects[3] >> ExplosionFragmentationEffect >> DamageFragmentCount

Timer trigger components (ARMA Reforger)

  1. 1.0 1.1 Grenade_M67.et >> TimerTriggerComponent >> TIMER
  2. 2.0 2.1 Grenade_RGD5.et >> TimerTriggerComponent >> TIMER

Item components (ARMA Reforger)

  1. 1.0 1.1 Grenade_M67.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> Weight
  2. Grenade_M67.et >> InventoryItemComponent >> Attributes >> m_Size >> "SLOT_1x1"
  3. Grenade_M67.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> ItemVolume
  4. Grenade_M67.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> ItemDimensions
  5. 5.0 5.1 Grenade_RGD5.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> Weight
  6. Grenade_RGD5.et >> InventoryItemComponent >> Attributes >> m_Size >> "SLOT_1x1"
  7. Grenade_RGD5.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> ItemVolume
  8. Grenade_RGD5.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> ItemDimensions

Entity catalogs (ARMA Reforger)

  1. InventoryItems_EntityCatalog_US.conf >> m_aMultiLists >> SCR_EntityCatalogMultiListEntry[3] >> m_aEntities >> SCR_EntityCatalogInventoryItem[5] >> m_aEntityDataList >> SCR_ArsenalItem[0] >> m_iSupplyCost
  2. InventoryItems_EntityCatalog_USSR.conf >> m_aMultiLists >> SCR_EntityCatalogMultiListEntry[3] >> m_aEntities >> SCR_EntityCatalogInventoryItem[1] >> m_aEntityDataList >> SCR_ArsenalItem[0] >> m_iSupplyCost
  3. InventoryItems_EntityCatalog_FIA.conf >> m_aMultiLists >> SCR_EntityCatalogMultiListEntry[3] >> m_aEntities >> SCR_EntityCatalogInventoryItem[1] >> m_aEntityDataList >> SCR_ArsenalItem[0] >> m_iSupplyCost

Formulae

  1. DamageValue * DamageFalloffCurve X-curve value = 1000 * 0.4
  2. DamageValue * DamageFalloffCurve X-curve value = 1 * 0.4
  3. DamageValue * DamageFalloffCurve X-curve value = 30 * 0.3
  4. DamageValue * DamageFalloffCurve value @ X-curve of 0.55 = 16 * 0.75
  5. DamageValue * DamageFalloffCurve value @ X-curve of 0.25 = 16 * 0.5
  6. DamageValue * DamageFalloffCurve X-curve value = 1000 * 0.4
  7. DamageValue * DamageFalloffCurve X-curve value = 1 * 0.4
  8. DamageValue * DamageFalloffCurve X-curve value = 30 * 0.3
  9. DamageValue * DamageFalloffCurve value @ X-curve of 0.55 = 16 * 0.75
  10. DamageValue * DamageFalloffCurve value @ X-curve of 0.25 = 16* 0.5

Notes[]

  1. 1.0 1.1 Shrapnel pieces are not physically spawned from a grenade's blast and are only simulated.

References[]

  1. 1.0 1.1 1.2 Kirill, R 2013, Hand grenades RGN and RGO, Военное обозрение, viewed 31 August 2024, <https://web.archive.org/web/20200925142701/https://en.topwar.ru/26710-ruchnye-granaty-rgn-i-rgo.html>. (archived link)
  2. Bundeswehr 2019, 60 Sekunden Bundeswehr: Handgranate, 9 September, viewed 31 August 2024, <https://www.youtube.com/watch?v=3JcHOhssz6k>.
  3. Verkhoturov, D 2010, Replaced the legendary F-1, Военное обозрение, viewed 31 August 2024, <https://en.topwar.ru/71495-na-smenu-legendarnoy-f-1.html>.
  4. Operational Environment Enterprise 2019, RGD-5 Russian Anti-Personnel Grenade, ODIN - OE Data Integration Network, viewed 31 August 2024, <https://odin.tradoc.army.mil/WEG/Asset/dbbb3f9bc5636019c9fdcadbb8804add>.
  5. 兵事 2021, 82-2式全塑无柄钢珠手榴弹, 兵事网-首页, viewed 31 August 2024, <https://bingshiwar.com/index/bingqibooks.html?id=12061>.
  6. 科罗廖夫 2020, 同样是一枚手榴弹,你能分得清,哪个是进攻式,哪个是防御型?, 手机新浪网, viewed 31 August 2024, <https://k.sina.cn/article_1403915120_53ae0b7001900sggg.html>.
  7. Španěl, M et al. 2007, ArmA: Armed Assault: Version History, Bohemia Interactive Community Wiki, viewed 31 August 2024, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Version_History#Version_1.04>.
  8. .kju et al. 2009, Arma 2: Version History, Bohemia Interactive Community Wiki, viewed 31 August 2024, <https://community.bistudio.com/wiki/Arma_2:_Version_History#Version_1.07>.
  9. Foltyn, D, Španěl, M et al. 2013, Roadmap - Arma 2: Community Configuration Project, DevHeaven, viewed 31 August 2024, <http://web.archive.org/web/20130627131748/https://dev-heaven.net/projects/arma-2-ccp/roadmap>. (archived link)
  10. van 't Land, J.J. 2016, SPOTREP #00052, Arma 3, viewed 8 November 2024, <https://dev.arma3.com/post/spotrep-00052>.
  11. van 't Land, J.J. 2024, SPOTREP #00115, Arma 3, viewed 10 October 2024, <https://dev.arma3.com/post/spotrep-00115>.
  12. Reyhard et al. 2022, Arma Reforger:Weapon Modding, Bohemia Interactive Community Wiki, viewed 21 October 2024, <https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Modding#Components_Configuration>.
  13. 13.0 13.1 Bohemia Interactive a.s., 2024, 1.2.1.169 Update, Arma Reforger, viewed 12 December 2024, <https://reforger.armaplatform.com/news/update-december-12-2024>.
  14. Bohemia Interactive a.s., 2025, 1.3.0.130 Changelog, Arma Reforger, viewed 28 March 2025, <https://reforger.armaplatform.com/news/changelog-march-27-2025>.

External links[]

See also[]

Equipment
Non-lethal BinocularsChemical DetectorChemlightCompassDetonatorEntrenching ToolFlaresFlashlightFuel ContainerGPSInfrared StrobeLandmine MarkerLaser DesignatorMine DetectorNight Vision GogglesParachuteRadioRangefinderRepair ToolResupply PackSmoke GrenadeSpectrum DeviceToolkitUAV TerminalWatch
Lethal ExplosivesHand GrenadesLandminesUnderbarrel grenade launcher (Cold War Assault, Armed Assault, ArmA 2, ArmA 3, Reforger)
Medical BandageFirst Aid KitMedikitMorphine InjectorSaline SolutionTourniquet