NOTE: This article is about the baseline Hunter MRAP in ArmA 3. For its reconnaissance counterpart in the semi-official Expeditionary Forces Creator DLC, see Hunter (Expeditionary Forces). |
The Hunter is an MRAP used exclusively by NATO forces in ArmA 3.
Overview[]
- Roles:
- Troop transport
- Reconnaissance
- Fire support
« | The Hunter is a Mine-Resistant Ambush Protected (MRAP) vehicle manufactured by US arms factories to provide troops with enhanced protection. The armored hull can withstand light weapons and protects the crew against landmines and improvised explosive devices. Even though the heavy armor and powerful engine cause increased fuel consumption, it has been favored by frontline troops over the lighter vehicles for its easy maintenance and good protection level. Armed version of the sturdy Hunter MRAP vehicle is fitted with a Remotely Controlled Weapons System turret. The turret is fitted with the universal 12.7 mm heavy machinegun or the multi-role 40 mm Grenade Machine Gun. The armed Hunters are used for troop transport in combat zones, as light reconnaissance vehicles or even in fire support role in COIN operations. Field Manual[1]
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Design[]
The Hunter is an American-made four-wheel drive, all-terrain, MRAP-type vehicle. Primarily intended for use in counter-insurgency operations, it is multi-role and can act as both a troop carrier and supply vehicle if needed.
Features
The Hunter has two main configurations:
- An unarmed troop carrier vehicle
- Light fire support variants fitted with an RCWS turret that has either a 12.7 mm heavy machine gun[CfgVh 7] or 40 mm automatic grenade launcher[CfgVh 8]
Mobility
Handling-wise, the Hunter's turn rate and off-road performance are identical to its CSAT counterpart, the Ifrit.[CfgVh 9][CfgVh 10] On the other hand, it has slightly worse off-road performance compared to the AAF's Strider[CfgVh 11] and faces a higher risk of rollovers if the driver turns too hard on sharp corners due to its high centre of gravity.
Where the Hunter significantly differs is its engine which is the weakest of the three MRAPs. This results in it being capped to a top speed of 116 km/h on turbo, because even though its engine has a power output of 276 kW (which is tied with the Ifrit)[CfgVh 12], it can only generate up to 1,253 N·m of torque[CfgVh 13] in contrast to the Ifrit's 1,546 N·m[CfgVh 14] or the Strider's 1,950 N·m.[CfgVh 15]
Notable Traits
Of the three MRAPs, the Hunter offers the best ballistic protection to its crew and passengers. This is because both sides of the Hunter's hull as well as its rear section and the roof are shielded by composite armour plates that have a thickness of 30 millimetres.
Although it isn't quite capable of stopping 12.7 mm bullet projectiles fired by heavy machine guns and armour-piercing sniper rifles, its armour plates are more than sufficient against 9.3 mm medium machine guns. In stark contrast, both the Ifrit and the Strider are only protected by 23 mm armour plates which offer no protection to any of the aforementioned calibres (only against 7.62 mm DMRs/LMGs).
Drawbacks
Despite offering impressive protection against ballistic projectiles, Hunters have poor survivability when it comes to large explosives and Improvised Explosive Devices (IED).

From left-to-right, a Small IED is detonated at the front of each MRAP (background-to-foreground: Hunter, Ifrit, Strider). Note how the Hunter is the only MRAP that explodes catastrophically a few seconds after the IED is triggered.
For instance, the Hunter can still survive the blast from an anti-tank mine at the cost of becoming immobilised but allowing the crew to escape with only minor injuries. However, the same cannot be said for IEDs that explode either at the front or rear of the vehicle. Since neither section of the Hunter is as well-protected as the main hull, damage from these sections seep through to the rest of vehicle's hitpoints, resulting in the Hunter exploding not long after coming into contact with an IED (the driver and passengers will only have a few seconds to get away before it explodes).

The same scenario is repeated but with the Small IED exploding at the rear of the vehicle. The Hunter consistently remains as the only MRAP to explode first in both situations (the Strider explodes a few seconds after the Hunter's destruction).
In stark contrast, the Ifrit is extremely durable to explosives since the layout of its 23 mm armour plating is uniformly spread across the entire hull. As such, Ifrits won't explode catastrophically unless they get caught by one of the larger IEDs. This similarly applies to the Strider but to a lesser extent; the Strider will only explode if an IED is triggered from the rear (frontal blasts remain perfectly survivable since the frontal hull section is fully covered by 23 mm armour plates). The Hunter's uneven armour layout; consisting of 16 mm plates for the frontal hull section/7 mm for the bonnet (and none in the rear section of the body) means that explosive damage will always inflict some damage to the majority if not all of its hitpoints.
Crew Capacity
Regardless of variant, the Hunter always has a seating capacity of four personnel. The crew includes the driver and in the case of the armed variants, a gunner as well, leaving enough space for up to two dismounts.[CfgVh 2][CfgVh 3] Only the baseline troop carrier Hunter allows for three passengers to be ferried at a time as there is no gunner.[CfgVh 1]
Variants[]

This variant has a gross weight of 8306.63 kg.[SCR 1]

Its RCWS turret is equipped with a 12.7 mm heavy machine gun.[CfgVh 7] The 12.7 mm HMG feeds from 200-round linked belts. One is always pre-loaded by default while another remains in reserve (for a combined total of 400 rounds).[CfgVh 16] It can only carry two passengers at a time as the third passenger seat is occupied by the gunner.[CfgVh 2]
This variant has a gross weight of 8389.04 kg.[SCR 1]

The RCWS turret on this variant is equipped with a 40 mm automatic grenade launcher.[CfgVh 8] The 40 mm AGL feeds from 96-round belts that are loaded with grenades that are fitted with high-explosive anti-tank (HEAT) warheads. Two grenade belts are available (one is always pre-loaded), forming a combined pool of 192 grenades.[CfgVh 17] This variant can only carry two passengers at a time since the third passenger seat is occupied by its gunner.[CfgVh 3]
This variant has a gross weight of 8389.04 kg.[SCR 1]
Camouflage[]
- Sand: Coyote brown paint scheme. Used by Mediterranean NATO forces.
- Olive: Tropical green paint scheme. Used by both Eastern European and Pacific NATO forces.
Western Sahara Creator DLC only |
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NOTE: The following camouflage schemes will only be available if the third party-developed Western Sahara Creator DLC is activated.
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Protection: Hitpoints[]
All Hunter variants share the same base armour value of 200.[CfgVh 18]
The following highlighted positions serve as weak points on the Hunter:

Left: Unarmed, Right: Armed variants (RCWS)
LEGEND[SCR 2]
Green = Body
Dark blue = Hull
Orange = Engine
Violet = Fuel tank
Maroon = RCWS (Traverse)
Gold = RCWS (Elevation)
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.
Body[]
The Hunter's body can withstand up to 1,200 points of damage.[CfgVh 19][Formula 1] It takes 150% additional damage from high-explosive (HE) type munitions.[CfgVh 20] 100% of incoming damage to the vehicle body will always be shared with the Hunter's main "health" pool. Depletion of its integrity can potentially result in the Hunter exploding catastrophically.[CfgVh 21]
Hull[]
The Hunter's hull can only take 200 points of damage.[CfgVh 22][Formula 2] It takes 60% reduced damage from HE-type munitions.[CfgVh 23] Up to 50% of damage inflicted to the hull will be shared with the Hunter's main "health" pool.[CfgVh 24] Depletion of the hull's integrity has a high chance of causing the Hunter to explode catastrophically.[CfgVh 25]
Engine[]
The Hunter's engine can only take a maximum of 100 points of damage before it fails.[CfgVh 26][Formula 3] It takes 80% reduced damage from HE-type munitions.[CfgVh 27] Only 30% of damage inflicted upon the engine will be shared with the Hunter's main "health" pool. Destroying the engine can potentially result in the Hunter exploding catastrophically if it is at critical "health" status.[CfgVh 28]
Fuel tank[]
The Hunter's fuel tank can withstand up to 100 points of damage before it ruptures.[CfgVh 29][Formula 4] It takes 80% reduced damage from HE-type munitions.[CfgVh 30] At least 50% of incoming damage will always be shared with the Hunter's main "health" pool. If the Hunter is at critical "health" status, destruction of the fuel tank can potentially cause it to explode catastrophically.[CfgVh 31]
Wheels[]
Each of the Hunter's wheels can take up to 250 points of damage before their tyres burst.[CfgVh 32][CfgVh 33][note 1] They take 400% additional damage from HE-type munitions.[CfgVh 34][CfgVh 35] No damage inflicted upon any of the wheels will be shared with the Hunter's main "health" pool.[CfgVh 36][CfgVh 37]
It is technically possible to continue driving even if all four of the Hunter's tyres are burst. However, it will be nearly impossible to drive over rough terrain or to climb up steep hills.
RCWS[]
The RCWS turret's traverse and elevation mechanisms can each withstand up to 250 points of damage before they suffer from failure.[CfgVh 38][CfgVh 39][note 2]
Damage reduction against HE-type munitions varies for its mechanisms. Traverse takes only 60% reduced damage[CfgVh 40] while elevation reduces it by up to 80%.[CfgVh 41] No damage inflicted upon the RCWS turret will be shared with the Hunter's main "health" pool.[CfgVh 42][CfgVh 43]
Protection: Armour[]
The Hunter is protected by a mix of Composite Armour plating and non-composite materials. It cannot be retrofitted with addon armour modules:
.bisurf | Density [2][3][4] |
Thickness [2][3][4] |
bulletPenetrability [2][3][4] |
bulletPenetrabilityWithThickness [2][3][4] |
Friction [2][5] |
Restitution [2][5] |
---|---|---|---|---|---|---|
armour_plate.bisurf | 8600 | 30 | N/A; not used by armour_plate.bisurf | 15 | 0.7 | 0.3 |
armour_plate_7mm.bisurf | 8600 | 7 | N/A; not used by armour_plate_7mm.bisurf | 15 | 0.7 | 0.3 |
armour_plate_12mm.bisurf | 8600 | 12 | N/A; not used by armour_plate_12mm.bisurf | 15 | 0.7 | 0.3 |
armour_plate_16mm.bisurf | 8600 | 16 | N/A; not used by armour_plate_16mm.bisurf | 15 | 0.7 | 0.3 |
glass_armored_plate.bisurf | 8000 | 30 | N/A; not used by glass_armored_plate.bisurf | 36 | 0.7 | 0.3 |
metal_plate.bisurf | 4000 | 30 | N/A; not used by metal_plate.bisurf | 48 | 0.7 | 0.3 |
plastic_plate.bisurf | 1200 | 1 | N/A; not used by plastic_plate.bisurf | 160 | 0.7 | 0.3 |
Composite armour[]

LEGEND:[SCR 3]
Orange = armour_plate.bisurf

LEGEND:[SCR 3]
Orange = armour_plate.bisurf

LEGEND:[SCR 3]
Purple = armour_plate_7mm.bisurf

LEGEND:[SCR 3]
Teal = armour_plate_12mm.bisurf

LEGEND:[SCR 3]
Yellow = armour_plate_16mm.bisurf
Composite armour plates are spread across the following sections of the Hunter:
- The RCWS turret on armed variants and the vehicle's main hull (but excluding its underbelly and the frontal section) are protected by composite metal armour plates that have a thickness of 30 millimetres.[rvmat 1][bisurf 1]
- The bonnet and frontal section of chassis are protected by composite metal armour plates that have a thickness of 7 millimetres.[rvmat 2][bisurf 2]
- The engine is protected by a wedge-shaped block of composite metal armour that has a thickness of 12 millimetres.[rvmat 3][bisurf 3]
- The frontal section of the main hull and its underbelly are protected by composite metal armour plates that have a thickness of 16 millimetres.[rvmat 4][bisurf 4]
Miscellaneous[]

LEGEND:[SCR 3]
Green = glass_armored_plate.bisurf

LEGEND:[SCR 3]
Maroon = metal_plate.bisurf

LEGEND:[SCR 3]
Pink = plastic_plate.bisurf
All of the Hunter's windows are protected by bullet-resistant glass panes that have a thickness of 30 millimetres.[rvmat 5][bisurf 5] These glass panes can block bullet projectiles up to (and including) 6.5 mm/7.62 mm assault rifles. However, they are not durable enough to block hits from 7.62 mm DMRs/LMGs or any other larger calibre bullet projectiles.
The Hunter's engine, side mirrors, rear section of the chassis, door steps, and spare tyre mount are made out of plates of plain metal. These plates have a thickness of 30 millimetres.[rvmat 6][bisurf 6]
The rear bed's tarpaulin cover, driving spotlights and mud flaps are made out of a thin sheet of plastic that has a thickness of just 1 millimetre.[rvmat 7][bisurf 7]
Mobility[]
Engine[]
The engine on all variants of the Hunter has a power output of 276 kW.[CfgVh 12] It has a maximum rotational speed of 471 rad/s[CfgVh 44] and a maximum attainable torque of 1,253 N·m.[CfgVh 13]
Torque curves[]
Engine RPM (@%) | X-value[6] | Y-value[6] |
---|---|---|
@ 12.5% | 0[CfgVh 45] | 0[CfgVh 45] |
@ 25% | 0.178[CfgVh 45] | 0.5[CfgVh 45] |
@ 37.5% | 0.25[CfgVh 45] | 0.85[CfgVh 45] |
@ 50% | 0.4[CfgVh 45] | 0.9[CfgVh 45] |
@ 62.5% | 0.5[CfgVh 45] | 1[CfgVh 45] |
@ 75% | 0.725[CfgVh 45] | 0.95[CfgVh 45] |
@ 87.5% | 0.85[CfgVh 45] | 0.6[CfgVh 45] |
@ 100% | 1[CfgVh 45] | 0.3[CfgVh 45] |
Gearbox[]
The Hunter utilises an automatic gearbox:[CfgVh 46]
Gear #[7] | Gearbox Ratio[7] |
---|---|
Reverse (R) | -3.182[CfgVh 47] |
Neutral (N) | 0[CfgVh 47] |
Gear 1 (D1) | 4.182[CfgVh 47] |
Gear 2 (D2) | 2.318[CfgVh 47] |
Gear 3 (D3) | 1.85[CfgVh 47] |
Gear 4 (D4) | 1.65[CfgVh 47] |
Gear 5 (D5) | 1.45[CfgVh 47] |
Idle[]
The Hunter's engine technically[note 3] has an idle RPM of 0:[CfgVh 48][SCR 4]
Gear #[7] | Ratio | RPM |
---|---|---|
Reverse (R) | -17.63 | -0.00 |
Neutral (N) | 0.00 | 0.00 |
Gear 1 (D1) | 23.16 | 0.00 |
Gear 2 (D2) | 12.84 | 0.00 |
Gear 3 (D3) | 10.25 | 0.00 |
Gear 4 (D4) | 9.14 | 0.00 |
Gear 5 (D5) | 8.03 | 0.00 |
Reverse[]
The Hunter's engine has an RPM of 4,497.72 when reversing:[SCR 4]
Gear #[7] | Ratio | RPM |
---|---|---|
Reverse (R) | -17.63 | 4524.28 |
Neutral (N) | 0.00 | -0.00 |
Gear 1 (D1) | 23.16 | -5946.11 |
Gear 2 (D2) | 12.84 | -3295.81 |
Gear 3 (D3) | 10.25 | -2630.39 |
Gear 4 (D4) | 9.14 | -2346.03 |
Gear 5 (D5) | 8.03 | -2061.66 |
Drive (5th gear/normal)[]
When accelerating at 5th gear without vehicle turbo active, the Hunter's engine has an RPM of 3,492.50:[SCR 4]
Gear #[7] | Ratio | RPM |
---|---|---|
Reverse (R) | -17.63 | -7661.86[note 4] |
Neutral (N) | 0.00 | 0.00 |
Gear 1 (D1) | 23.16 | 10069.74[note 4] |
Gear 2 (D2) | 12.84 | 5581.46[note 4] |
Gear 3 (D3) | 10.25 | 4454.57[note 4] |
Gear 4 (D4) | 9.14 | 3972.99[note 4] |
Gear 5 (D5) | 8.03 | 3491.42[note 4] |
Drive (5th gear/turbo)[]
When accelerating at 5th gear with vehicle turbo toggled, the Hunter's engine has an RPM of 4,074.82:[SCR 4]
Gear #[7] | Ratio | RPM |
---|---|---|
Reverse (R) | -17.63 | -8939.34[note 4] |
Neutral (N) | 0.00 | 0.00 |
Gear 1 (D1) | 23.16 | 11748.69[note 4] |
Gear 2 (D2) | 12.84 | 6512.07[note 4] |
Gear 3 (D3) | 10.25 | 5197.29[note 4] |
Gear 4 (D4) | 9.14 | 4635.42[note 4] |
Gear 5 (D5) | 8.03 | 4073.55[note 4] |
Sensors[]
No variant of the Hunter has access to sensors that can be used for targeting purposes.
Armament[]
The gunner position exclusively has control over all weapon systems on the armed variants:[CfgVh 7][CfgVh 8]
RCWS HMG 12.7 mm[]

NOTE: Only available on the Hunter HMG variant.
Ammo parameter | Value |
---|---|
Base damage value | 30[CfgAm 1] |
Aerodynamic friction | -0.00086[CfgAm 2] |
Muzzle velocity (m/s) | 910[CfgMa 1] |
Expected velocity (m/s) | 880[CfgAm 3][note 5] |
Penetration depth (mm) | 35.49[CfgAm 4][Formula 5] |
General-purpose 12.7 mm heavy machine gun.
It can attain a fire rate of up to 600 rounds per minute[CfgWp 1][Formula 6] and has a muzzle velocity of 910 m/s.[CfgMa 1] Accuracy-wise, the RCWS HMG 12.7 mm has a dispersion of 0.002 rad.[CfgWp 2] It takes at least 20 seconds for the RCWS turret to reload itself with a fresh belt or to fully rearm from a supply truck.[CfgWp 3] Every third round fired will emit a visible red tracer.[CfgMa 2]
Its Fire Control System only supports automatic zeroing against stationary targets.[CfgWp 4] It takes at least 1 second for the FCS to finish adjustments.[CfgWp 5] Manual zeroing is also available, starting from a minimum of 100 metres up to a maximum of 1,500 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500).[CfgVh 49] By default, the RCWS HMG 12.7 mm is set to a zeroing of 300 metres.[CfgVh 50]
RCWS GMG 40 mm[]

NOTE: Only available on the Hunter GMG variant.
Parameter | Value |
---|---|
Base damage value | 100[CfgAm 5] |
Splash damage value | 6[CfgAm 6] |
Warhead type | High-Explosive Anti-Tank [CfgAm 7] |
Blast radius (metres) | 4[CfgAm 8] |
Muzzle velocity (m/s) | 241[CfgMa 3] |
40 mm automatic grenade launcher.
It can attain a fire rate of up to ~ 349 RPM[CfgWp 6][Formula 7] and has a muzzle velocity of 241 m/s.[CfgMa 3] Accuracy-wise, the RCWS GMG 40 mm has a dispersion of 0.005 rad.[CfgWp 7] It takes at least 20 seconds to reload the RCWS GMG 40 mm with a fresh belt of grenades or to fully rearm from a supply truck/ammunition crate.[CfgWp 8]
Its 40 mm grenades use a high-explosive anti-tank (HEAT) based warhead[CfgAm 7] that has a blast radius of 4 metres.[CfgAm 8] They have a minimum fuse distance of 15 metres. Grenades impacting the terrain under this distance will not explode.[CfgAm 9] The fuse also has a maximum timer of 20 seconds; the grenade will automatically explode if it does not hit a hard surface within that timeframe.[CfgAm 10]
Its FCS only supports automatic zeroing against stationary targets.[CfgWp 9] It takes at least 1 second for the FCS to finish adjustments.[CfgWp 10] Manual zeroing is also available, starting from a minimum of 100 metres up to a maximum of 1,500 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500).[CfgVh 51] By default, the RCWS GMG 40 mm is set to a zeroing of 300 metres.[CfgVh 52]
Optics[]
Gunner[]
The gunner's video display terminal provides a direct feed of the camera on the RCWS turret. It has the ability to toggle a day, night, and black-/white-hot thermal vision modes.[CfgVh 53][CfgVh 54] The camera has variable zoom capability, allowing for a minimum magnification of 0.57x zoom[CfgVh 55][Formula 8] up to a maximum of 7.17x.[CfgVh 56][Formula 9]
A laser rangefinder is available, as well as a compass display for showing the turret's current azimuth (but not for elevation).[CfgVh 57]
Defensive sensors[]
Hunters are not equipped with defensive sensors. The crew will not be warned if there are guided weapon systems attempting to acquire a lock-on.[CfgVh 58] No alerts will be issued if a guided projectile has managed to lock onto the Hunter and is flying towards it.[CfgVh 59]
AI[]
NOTE: The following information only applies to the AI.
Camouflage rating[]
- Main article: AI Basics: Detection
The Hunter has a camouflage[8] rating of 2.[CfgVh 60]
Cost[]
- Main article: AI Basics: Targeting priority
Armed variants of the Hunter have a cost[9] value of 600000.[CfgVh 61][CfgVh 62]
Only the baseline unarmed Hunter has a lower cost value of 500000.[CfgVh 63]
Threat values[]
- Main article: AI Basics: Targeting priority
The threat[10] value for each variant of the Hunter depends on its configuration:
- The baseline unarmed Hunter is considered to be a low-risk threat to AI-controlled infantry units, ground vehicles, and aircraft (0.1/0.1/0.1).[CfgVh 64]
- The HMG-armed Hunter is considered to be a dangerous threat to AI-controlled infantry units (0.8), a low-risk threat to ground vehicles (0.3), and a medium-risk threat to aircraft (0.6).[CfgVh 65]
- The GMG-armed Hunter is considered to be a dangerous threat to AI-controlled infantry units (0.8), a medium-risk threat to ground vehicles (0.6), and a low-risk threat to aircraft (0.3).[CfgVh 66]
Noise factor[]
- Main article: AI Basics: Detection
The Hunter has an audible[11] factor of 5.[CfgVh 67]
Trivia[]
- The Hunter is directly based on the real-world "M-ATV" MRAP designed by the Oshkosh Corporation (parodied as an in-universe product of the "Rozkos" company).
- Despite being classified as an MRAP, the in-game Hunter remains quite fragile even with the release of Tanks DLC's platform update (which refactored vehicle armour simulation[12]).
- The Hunter is able to survive the initial blast of a small/medium-sized IED but will blow up after a short time. Meanwhile, the initial blast of larger IEDs will instantly destroy it. Real-life MRAPs are designed to survive an IED blast and protect the crew from within regardless of how powerful the IED is.
- Before the release of the Laws of War DLC (pre-Tanks DLC armour overhaul), the Hunter was unusually resistant to being hit by both 30 mm/40 mm HE and AP-type autocannon shells from the front. Their resistance to such projectiles was greatly reduced after Game Update 1.76.[13]
- On Apex's release, Pacific NATO Hunters used the same coyote brown paint scheme as their Mediterranean counterparts. The Olive camouflage scheme - better suited to Tanoa's tropical environment, was finally added after the release of Game Update 1.90.[14]
- The information below details unused, pre-release or removed content.
- In a similar fashion to the A-143 Buzzard, screenshots and gameplay demos released during the pre-Alpha phase of ArmA 3's development indicated that the Hunter was originally meant to be a CSAT vehicle instead.[15][16][17]
- Like several other pre-Alpha vehicles, the Hunter is also one of the few original vehicles in ArmA 3 that has animated doors. The doors can still be configured through a replacement addon or via script so that they will automatically open when entering or exiting the MRAP. However, the doors cannot be opened on the armed variants even with addons or scripts.
Gallery[]
Promotional screenshot released during the pre-Alpha. Note the Hunter to the right of the Panther; both in an arid Hexacam camouflage scheme. Pre-Alpha screenshot showing the dual-feed RCWS turret-armed Hunter. This indicates that both armed variants were meant to be a single vehicle originally instead of being separate variants. Another pre-Alpha promotional screenshot displaying the interior of the Hunter. Note the CSAT Slammer visible through the right-side window in the background. |
Config/script references[]
CfgAmmo
CfgMagazinesCfgWeapons
CfgVehicles
.bisurf
.rvmat
ScriptsFormulae
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Notes[]
- ↑ The Hunter's wheel hitpoints do not use a coefficient value and are always set to a fixed value of 250.
- ↑ Hitpoints for the Hunter's RCWS turret do not use a coefficient value. Instead, they are always set to a fixed value of 250.
- ↑ The minOmega configuration value is not used for any variant of the Hunter. It will not default to an idle RPM of 800 even though the idleRpm token IS defined.
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 Due to the vehicle's increased weight, the RPM value for RCWS-equipped variants of the Hunter have a slight deviation of ±2%-3% while they are shifted to 5th gear.
- ↑ Damage will be reduced if the projectile's velocity drops below this value.
References[]
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External links[]
See also[]
Vehicles of comparable role and configuration[]
- Ifrit (CSAT counterpart)
- Strider (AAF counterpart)
- Dingo 2 CZ (ACR counterpart, ArmA 2: ACR only)
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Wheeled | AMV-7 Marshall • HEMTT • Hunter • Prowler • Quadbike • Rhino MGS (UP) • UGV Stomper |
Tracked | CRV-6e Bobcat • ED-1D Pelter (ED-1E Roller) • IFV-6a Cheetah • IFV-6c Panther • M2A1 Slammer (A4 UP) • M4 Scorcher • M5 Sandstorm |
Rotor-wing | AH-9 Pawnee • AH-99 Blackfoot • AL-6 Pelican • AR-2 Darter • CH-67 Huron • MH-9 Hummingbird • MQ-12 Falcon • UH-80 Ghost Hawk |
Fixed-wing | A-164 Wipeout • F/A-181 Black Wasp II • MQ-4A Greyhawk • UCAV Sentinel • V-44X Blackfish |
Aquatic | Assault Boat (Rescue) • Speedboat Minigun • SDV |
(Parenthesis) denote variants. Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC |
Western Sahara | ||||||||||||||||||||
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Expeditionary Forces | ||||||||||||||
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