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« The light infantry machine gun 85 is an iteration of a special purpose weapon. Combining a high fire-rate and relatively easy maintenance with high reliability, it was adopted by several armies around the world. It features standard accessory rails and 200-round box 5.56x45 mm magazines. Its weight is 7.1 kilograms which is less than its predecessors.
Field Manual
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The LIM-85 5.56 mm light machine gun.

The LIM-85 (full name: Light Infantry Machine Gun[1]) is a 5.56 mm light machine gun used by several BLUFOR, REDFOR and INDFOR factions in ArmA 3. It was added with the release of the Apex DLC.

Overview[]

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The LIM-85 is a belt fed, gas operated, selective-fire light machine gun that is chambered to fire the 5.56×45 mm NATO round.

It feeds from 200-round linked belts stored in ammoboxes and has a muzzle velocity of 915 m/s.[CfgWp 7] Depending on currently selected firemode[CfgWp 8], the LIM-85 can attain a fire rate of 400 rounds per minute on its "slow" setting[CfgWp 9][Formula 1] or up to 800 RPM on its "high" setting.[CfgWp 10][Formula 2] Accessories can be fitted to its top[CfgWp 11] and side[CfgWp 12] rails, and can also mount suppressors onto its muzzle.[CfgWp 13] The LIM-85 does not accept underbarrel accessories since it is already fitted with an integral grippod.[CfgWp 14]

Compared to the AAF's Mk200, the LIM-85's recoil is slightly more difficult to control but it has better accuracy that is on par with modern light support weapons like the MX SW.

Despite not being chambered to fire caseless 6.5 mm ammunition like the Mk200, the LIM-85's 200-round boxes are surprisingly much lighter to carry in comparison.[CfgMa 2] This makes the LIM-85 a viable alternative for users who require the firepower of a light machine gun but wish to avoid the stamina burden of the Mk200 or CSAT's 7.62 mm-chambered Zafir.[CfgWp 15][CfgWp 16]

Consequently, this does mean that the LIM-85's effective range to limited to roughly ~ 500 metres. Beyond that distance, the 5.56 mm ammunition that it fires loses energy rapidly[CfgAm 1] and suffers greatly from damage drop off. When it is pitted against targets that are wearing heavy plate carriers and/or armoured uniforms, the LIM-85's stopping power is subpar at distances of 400-500 metres and will require a few more hits to put down such targets (~ 5-6 rounds compared to the Mk200 needing only ~ 4-5 hits with its 6.5 mm cartridge or ~ 2-3 for the Zafir's 7.62 mm). As such, it works best in close quarters or for medium-range engagements where the 5.56 mm round's damage drop off is negligible.

Ironsights[]

Arma3-lim85-ironsight-overview

The LIM-85 can be manually zeroed starting at a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 17] By default, it is set to a zeroing of 200 metres.[CfgWp 18] Neither the front nor rear sights are illuminated.

If the top rail is fitted with an optic that can be zeroed beyond 600 metres (e.g. TWS MG), the LIM-85 will permit an absolute maximum zeroing of 1,000 metres.[CfgWp 19]

Ammunition[]

Ammo parameter 5.56 mm NATO (Ball/Yellow) 5.56 mm NATO (Ball/Red)
Base damage value 9[CfgAm 2] 9[CfgAm 3]
Aerodynamic friction -0.0012[CfgAm 1] -0.0012[CfgAm 4]
Muzzle velocity (m/s) 915[CfgMa 3] 915[CfgMa 4]
Expected velocity (m/s) 920[CfgAm 5][note 1] 920[CfgAm 6][note 1]
Penetration depth (mm) 11.934779625[CfgAm 7][Formula 3] 11.934779625[CfgAm 8][Formula 4]
Deflection angle (degrees) 15°[CfgAm 9] 15°[CfgAm 10]

The LIM-85 supports being loaded with four types of belt boxes.[CfgWp 20] All four magazines share the same weight of 40[CfgMa 2][CfgMa 5] "mass" units:

5.56 mm 200Rnd Reload Tracer (Yellow) Box[]

Arma3-ammunition-200rndlim85ball

Standard 200-round linked belt stored in a plastic ammobox. Contains a mix of 5.56 mm ball and tracer ammunition.[CfgMa 6]

Every fourth round fired will emit a visible yellow tracer.[CfgMa 7] The last four rounds of the belt will always consist of tracers.[CfgMa 8]

5.56 mm 200Rnd Reload Tracer (Red) Box[]

Arma3-ammunition-200rndlim85ball

Alternate 200-round belt box loaded with a mix of 5.56 mm ball and red tracer ammunition.[CfgMa 9]

As with the ball/yellow tracer belt boxes, this magazine also emits one tracer for every fourth round fired.[CfgMa 10] Only the last four rounds of the belt consist exclusively of red tracers.[CfgMa 11]

5.56 mm 200Rnd Tracer (Yellow) Box[]

Arma3-ammunition-200rndlim85tracerred

Dedicated 200-round belt loaded exclusively with yellow tracer ammunition.[CfgMa 12]

Aside from its yellow tracer-exclusive loadout, it is identical to the baseline 200-rounder magazines.

5.56 mm 200Rnd Tracer (Red) Box[]

Arma3-ammunition-200rndlim85traceryellow

Dedicated 200-round belt loaded exclusively with red tracer ammunition.[CfgMa 13]

Aside from its red tracer-exclusive loadout, it is identical to the baseline 200-rounder magazines.

Trivia[]

  • The LIM-85 appears to be based on an amalgamation of parts from the "M249 Para" and "Mk 46 Mod 1" light machine guns.
  • Excluding those featured in third party-developed Creator DLCs, it is the only LMG in ArmA 3 that allows its user to adjust its fire rate of while remaining fully automatic. Other machine guns either do not have the ability to toggle fire modes or can only switch between semi-auto/burst fire.
  • Prior to the release of the Tac-Ops DLC, the LIM-85 was exclusively a Syndikat-only weapon. It was later changed with the release of the DLC's first scenario, Beyond Hope, which showed the weapon in use by Altian Government Loyalists as well (the predecessors of the modern-day FIA).[2]
    • Subsequently, both the Tanoan Gendarmerie and L'Ensemble anti-government fighters are depicted with using the LIM-85 following the release of the Old Man mini-campaign.[3]
  • When the LIM-85 was initially added in the Apex expansion, it was not possible to attach a sound suppressor onto its muzzle. This was eventually changed after Game Update 1.64 so that the LIM-85 now accepts 5.56 mm suppressors.[4]
  • Before the release of the Tanks DLC, parts of the LIM-85's gas tube collar were not actually modelled. This was fixed after Game Update 1.82 so that it is no longer possible to "see" through the tube.[5]

Gallery[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> airFriction
  2. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> hit
  3. CfgAmmo >> B_556x45_Ball_Tracer_Red >> hit
  4. CfgAmmo >> B_556x45_Ball_Tracer_Red >> airFriction
  5. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> typicalSpeed
  6. CfgAmmo >> B_556x45_Ball_Tracer_Red >> typicalSpeed
  7. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> caliber
  8. CfgAmmo >> B_556x45_Ball_Tracer_Red >> caliber
  9. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> deflecting
  10. CfgAmmo >> B_556x45_Ball_Tracer_Red >> deflecting

CfgMagazines

  1. CfgMagazines >> 200Rnd_556x45_Box_F >> count
  2. 2.0 2.1 CfgMagazines >> 200Rnd_556x45_Box_F >> mass
  3. CfgMagazines >> 200Rnd_556x45_Box_F >> initSpeed
  4. CfgMagazines >> 200Rnd_556x45_Box_Red_F >> initSpeed
  5. CfgMagazines >> 200Rnd_556x45_Box_Red_F >> mass
  6. CfgMagazines >> 200Rnd_556x45_Box_F >> ammo >> "B_556x45_Ball_Tracer_Yellow"
  7. CfgMagazines >> 200Rnd_556x45_Box_F >> tracersEvery
  8. CfgMagazines >> 200Rnd_556x45_Box_F >> lastRoundsTracer
  9. CfgMagazines >> 200Rnd_556x45_Box_Red_F >> ammo >> "B_556x45_Ball_Tracer_Red"
  10. CfgMagazines >> 200Rnd_556x45_Box_Red_F >> tracersEvery
  11. CfgMagazines >> 200Rnd_556x45_Box_Red_F >> lastRoundsTracer
  12. CfgMagazines >> 200Rnd_556x45_Box_Tracer_F >> ammo >> "B_556x45_Ball_Tracer_Yellow"
  13. CfgMagazines >> 200Rnd_556x45_Box_Tracer_Red_F >> ammo >> "B_556x45_Ball_Tracer_Red"

CfgWeapons

  1. CfgWeapons >> LMG_03_F >> FullAutoFast >> dispersion
  2. CfgWeapons >> LMG_03_F >> FullAutoSlow >> dispersion
  3. CfgWeapons >> LMG_03_F >> WeaponSlotsInfo >> mass
  4. CfgWeapons >> LMG_03_F >> recoil
  5. CfgWeapons >> LMG_03_F >> inertia
  6. CfgWeapons >> LMG_03_F >> dexterity
  7. CfgWeapons >> LMG_03_F >> initSpeed
  8. CfgWeapons >> LMG_03_F >> modes[] >> {"FullAutoFast","FullAutoSlow","close","short","medium","far_optic1","far_optic2"}
  9. CfgWeapons >> LMG_03_F >> FullAutoSlow >> reloadTime
  10. CfgWeapons >> LMG_03_F >> FullAutoFast >> reloadTime
  11. CfgWeapons >> LMG_03_F >> WeaponSlotsInfo >> CowsSlot_Rail >> compatibleItems >> {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_Aro_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}
  12. CfgWeapons >> LMG_03_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  13. CfgWeapons >> LMG_03_F >> WeaponSlotsInfo >> MuzzleSlot_556 >> compatibleItems >> {muzzle_snds_M,muzzle_snds_m_khk_F,muzzle_snds_m_snd_F}
  14. CfgWeapons >> LMG_03_F >> hasBipod
  15. CfgWeapons >> LMG_Mk200_F >> WeaponSlotsInfo >> mass
  16. CfgWeapons >> LMG_Zafir_F >> WeaponSlotsInfo >> mass
  17. CfgWeapons >> LMG_03_F >> discreteDistance[] >> {100,200,300,400,500,600}
  18. CfgWeapons >> LMG_03_F >> discreteDistanceInitIndex >> "1"
  19. CfgWeapons >> LMG_03_F >> maxZeroing
  20. CfgWeapons >> LMG_03_F >> magazines[] >> {"200Rnd_556x45_Box_F","200Rnd_556x45_Box_Red_F","200Rnd_556x45_Box_Tracer_F","200Rnd_556x45_Box_Tracer_Red_F"}

Formulae

  1. 60 / reloadTime = 60 / 0.15
  2. 60 / reloadTime = 60 / 0.075
  3. initSpeed * caliber * 15 / 1000 = 915 * 0.869565 * 15 / 1000
  4. initSpeed * caliber * 15 / 1000 = 915 * 0.869565 * 15 / 1000

Notes[]

  1. 1.0 1.1 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. ARMA 3: Apex 2016 [Video Game], Bohemia Interactive a.s., Field Manual/Weapons/LIM-85 5.56 mm, "The light infantry machine gun 85 is an iteration of a special purpose weapon. Combining a high fire-rate and relatively easy maintenance with high reliability, it was adopted by several armies around the world. It features standard accessory rails and 200-round box 5.56x45 mm magazines. Its weight is 7.1 kilograms which is less than its predecessors."
  2. ARMA 3: Tac-Ops 2017 [Video Game], Bohemia Interactive a.s., Beyond Hope, No Reprieve
  3. ARMA 3: Apex 2020 [Video Game], Bohemia Interactive a.s., Old Man
  4. Kovařič, V 2016, SPOTREP #00059, Arma 3, viewed 18 January 2024, <https://dev.arma3.com/post/spotrep-00059>.
  5. Kovařič, V 2018, SPOTREP #00079, Arma 3, viewed 18 January 2024, <https://dev.arma3.com/post/spotrep-00079>.

External links[]

See also[]

Weapons of comparable role and configuration[]

Weapons of ArmA 3
Handguns 4-five .45ACP-C2 .45P07 9 mmPM 9 mmRook-40 9 mmStarter Pistol 10 mmSpectrum DeviceZubr .45
Submachine guns ADR-97 5.7 mmPDW2000 9 mmProtector 9 mmSting 9 mmVermin .45
Shotguns Kozlice
Carbines AKU-12 7.62 mmAKS-74U 5.45 mmKatiba Carbine 6.5 mmMk20C 5.56 mmMXC 6.5 mmTRG-20 5.56 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mmCAR-95 series (CAR-95, CAR-95 GL) • Katiba 6.5 mm (Katiba GL) • MX series (MX, MX 3GL) • Mk20 5.56 mm (Mk20 EGLM) • Promet series (Promet, Promet GL, Promet SG) • SDAR 5.56 mmSPAR-16 series (SPAR-16, SPAR-16 GL) • Type 115 6.5 mmTRG-21 5.56 mm (TRG-21 EGLM)
Designated marksman rifles ASP-1 Kir 12.7 mmCMR-76 6.5 mmCyrus 9.3 mmMk-I EMR 7.62 mmMk14 7.62 mm (Classic) • Mk18 ABR 7.62 mmMAR-10 .338MXM 6.5 mmPromet MR 6.5 mmRahim 7.62 mmSPAR-17 7.62 mm
Sniper rifles GM6 Lynx 12.7 mmM320 LRR .408
Squad automatic weapons CAR-95-1 5.8 mmLIM-85 5.56 mmMk200 6.5 mmMX SW 6.5 mmRPK-12 7.62 mmSPAR-16S 5.56 mmZafir 7.62 mm
Machineguns Navid 9.3 mmSPMG .338
Launchers 9M135 VoronaMAAWS Mk4PCMLRPG-7RPG-42Titan MPRLTitan MPRL Compact
Static M2Mk6 MortarMk30Mk32Remote DesignatorStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Karts DLC | Marksmen DLC | Apex DLC | Tanks DLC | Contact DLC
Arma3-factionicon-fia Government Loyalists - Armoury (ArmA 3)
Handguns ACP-C2 .45
Carbines AKS-74U 5.45 mmMk20C 5.56 mmTRG-20 5.56 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mmMk20 5.56 mm (Mk20 EGLM) • SPAR-16 series (SPAR-16, SPAR-16 GL) • TRG-21 5.56 mm (TRG-21 EGLM)
Designated marksmen rifles Mk14 7.62 mmMk18 ABR 7.62 mm
Squad automatic weapons LIM-85 5.56 mmMk200 6.5 mm
Launchers RPG-7RPG-42
Static M2Mk6 Mortar
(Parenthesis) denote variants.
Marksmen DLC | Apex DLC
Arma3-factionicon-gendarmerie Gendarmerie - Armoury (ArmA 3)
Handguns P07 9 mm
Submachine guns ADR-97 TR* (ADR-97C TR*) • Protector 9 mm
Carbines AKS-74U 5.45 mm* • Katiba Carbine 6.5 mm*
Assault rifles AKM 7.62 mm* • Katiba 6.5 mm* • Promet series* (Promet*, Promet SG*) • SPAR-16 5.56 mm*
Squad automatic weapons LIM-85 5.56 mm*
Launchers RPG-7*
Static M2*
(Parenthesis) denote variants.
* denotes post-Apex Protocol weapons.
Apex DLC | Contact DLC
Arma3-factionicon-syndikat Syndikat - Armoury (ArmA 3)
Handguns PM 9 mm
Carbines AKS-74U 5.45 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mm
Squad automatic weapons LIM-85 5.56 mm
Launchers RPG-7
Static M2
(Parenthesis) denote variants.
Apex DLC
Arma3-factionicon-syndikat L'Ensemble - Armoury (ArmA 3)
Handguns PM 9 mm
Submachine guns Sting 9 mmPDW2000 9 mmProtector 9 mm
Shotguns Kozlice
Carbines AKS-74U 5.45 mmAKU-12 7.62 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mmSPAR-16 series (SPAR-16, SPAR-16 GL)
Designated marksmen rifles Mk14 Classic 7.62 mm
Squad automatic weapons LIM-85 5.56 mmRPK-12 7.62 mm
Launchers RPG-7RPG-42
Static M2
(Parenthesis) denote variants.
Apex DLC | Contact DLC
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