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Landmines are placeable explosive ordnance devices.
Overview[]
Landmines function as anti-vehicle and anti-personnel traps designed to detonate when a vehicle or person drives over/steps onto them. Some may instead use alternate forms of triggers or can be activated with a set timer or remote detonator. Beginning with ArmA 3, underwater-based mines are also available and can be triggered by either waterborne vessels or amphibious ground vehicles.
Depending on their filling and size, landmines can be intended for either anti-personnel or anti-vehicle purposes. In both cases, they can be disposed of by simply shooting at them with large calibre small arms fire or explosives. Engineer and Explosive Ordnance Disposal (EOD)-trained soldiers can also safely disarm the device by hand and in most cases, retrieve it for further use.
Unlike handheld grenades, landmines cannot be thrown and can only be planted onto the ground. They may also be dispersed via artillery shells which will scatter individual mines around their impact zone.
NOTE: Satchel charges and other non-landmine explosives are not listed here. Please refer to the Explosives article for further information regarding their usage and statistics.
Triggers[]
There are five different types of triggers that land/naval mines can use:
- Pressure: The most basic form of trigger. Placing any part of the human body or driving over a pressure-based mine will activate it.
- Tripwire: Similar to pressure triggers, but will only activate if the wire extending out of the mine (usually between two stakes) is broken. Tripwires can either be actual physical wires or "invisible" infrared-based beams.
- Magnetic: Works similarly to a pressure trigger, but will only activate if a specific weight threshold is exceeded. Magnetic mines are almost always exclusively intended for anti-vehicle purposes. Objects need not be physically on top of magnetic mines, as they will be set off as soon as a valid target comes within range.
- Proximity: Will activate if the mine senses motion (humans/vehicles) above a certain height limit within its detection radius. Mainly used by bounding mines.
- Contact: Utilised by naval-based mines and functions as an underwater version of pressure-based triggers. Touching the mine is enough to set it off.
UXO[]
Added with the release of ArmA 3's Laws of War DLC, Unexploded Ordnance simulation is enabled for certain artillery shells, rockets, missiles, and airdropped bombs.
UXO devices are essentially the undetonated, leftover fragments of vehicle/aircraft munitions that function as pressure-based mines (some may have delayed fuses instead). Without a mine detector, UXO is notoriously difficult to spot with the naked eye as they can easily blend into the rubble of structures or miscellaneous urban trash/debris. As such, UXO poses an extremely dangerous hazard to both civilians and unprotected infantry.
ArmA: Cold War Assault[]
Landmines in ArmA: Cold War Assault are primarily carried by both U.S. and Soviet military engineers.
They are exclusively designed for anti-tank purposes, and will automatically trigger whenever they are driven over by vehicles (regardless of weight). Both require a minimum of two free inventory slots to carry, and can be disarmed by either conventional engineer-type classes or special forces operatives.
There are no other differences between the two mines.
« | The Anti-Tank mine will kill or disable tanks and other heavy vehicles. It is activated by 350 pounds of pressure and is therefore not detonated by personnel. Equipment Description
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Base damage value | Blast radius (metres) |
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750 | 5 |
BLUFOR anti-tank landmine. Uses a pressure-based trigger and has a kill radius of 5 metres.
Powerful anti-vehicle mine that can instantly destroy most vehicles, including both the Soviet T-72 Medium Tank and the T-80 Heavy Tank.
Disposal Methods
« | Anti-Tank mines can destroy or disable vehicles that drive over it. Equipment Description
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Base damage value | Blast radius (metres) |
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750 | 5 |
REDFOR anti-tank landmine. Uses a pressure-based trigger and has a kill radius of 5 metres.
Powerful anti-vehicle mine that can instantly destroy most vehicles, including both the U.S. M60A3 Medium Tank and the M1A1 Heavy Tank.
Disposal Methods
ArmA: Armed Assault[]
In ArmA: Armed Assault, landmines remain identical to their Cold War Assault predecessors and are intended for exclusive use against vehicles. They are carried by U.S. Army, RACS, and SLA engineers.
Only engineer-type classes or specops infantry are able to disarm mines by hand.
Base damage value | Blast radius (metres) |
---|---|
1,200 | 2 |
BLUFOR anti-tank landmine. Uses a pressure-based trigger and has a kill radius of 2 metres.
Effective against light/medium armoured vehicles and tanks but will not be triggered by infantry.
Disposal Methods
Weapons chambered in large calibres (7.62 mm up to 12.7 mm) can also be used to destroy the mine from afar, though care should obviously be taken to avoid having any friendly vehicles or infantry close by.
Base damage value | Blast radius (metres) |
---|---|
1,200 | 2 |
REDFOR anti-tank landmine. Uses a pressure-based trigger and has a kill radius of 2 metres.
Highly effective against light/medium armoured vehicles and tanks but will not be triggered by infantry.
Disposal Methods
Weapons chambered in large calibres (7.62 mm up to .50 cal) can also be used to destroy the mine from afar, though care should obviously be taken to avoid having any friendly vehicles or infantry close by.
ArmA 2[]
Landmines in ArmA 2 are carried by the engineers of the main BLUFOR and REDFOR factions; namely USMC/U.S. Army forces and the Russian Armed Forces/Takistani Army. Engineer-type infantry and specops units are able to disarm landmines, though they still cannot be retrieved for further use upon "disposal".
The release of the British Armed Forces and Private Military Company DLCs also adds four kinds of Improvised Explosive Device (IED) "mines", which can be remotely-detonated by their user against either infantry or vehicle targets on command.
Base damage value | Blast radius (metres) |
---|---|
1,200 | 2 |
BLUFOR anti-tank landmine. Uses a pressure-based trigger and has a kill radius of 2 metres.
Effective against light-medium armoured vehicles and tanks but will not be triggered by infantry.
Disposal Methods
Weapons chambered in large calibres (7.62 mm up to 12.7 mm) can also be used to destroy the mine from afar, though care should obviously be taken to avoid having any friendly vehicles or infantry close by take damage from the explosion.
Base damage value | Blast radius (metres) |
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20 | 7 |
Improvised explosive device. It was added with the release of the British Armed Forces DLC.
This IED is remotely-detonated and has a kill zone radius of 7 metres. It appears as a rusted round case covered with a plastic bottle and drink can. This IED has a relatively small payload and will only be effective against infantry and unarmoured light vehicles (i.e. HMMWVs).
Disposal Methods
Base damage value | Blast radius (metres) |
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1,200 | 4 |
Improvised explosive device. It was added with the release of the British Armed Forces DLC.
This IED is remotely-detonated and has a kill zone radius of 4 metres.
It appears as a larger version of the small IED but with even more bottles concealing the buried explosive while a cylindrical-shaped case contains extra explosives. It is extremely powerful and can damage or outright destroy medium armour vehicles.
Modern MBTs may not be destroyed instantly, but their tracks can be wrecked and their engines will be instantly disabled if it is caught in the blast radius.
Disposal Methods
Base damage value | Blast radius (metres) |
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20 | 7 |
Improvised explosive device. It was added with the release of the Private Military Company DLC.
This IED is remotely-detonated and has a kill zone radius of 7 metres. Similar to its smaller counterpart, the only difference being that it appears as a cylindrical-shaped case covered by some rocks. It is still only marginally effective against light-medium armour vehicles and will not inflict any damage on modern MBTs.
Disposal Methods
Base damage value | Blast radius (metres) |
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1,200 | 4 |
Improvised explosive device. It was added with the release of the Private Military Company DLC.
This IED is remotely-detonated and has a kill zone radius of 4 metres. Identical in usage to all the other IEDs, save that this IED consists of a howitzer shell buried within a dirt mound. Compared to its smaller counterpart, this version is extremely powerful and can outright destroy MBTs if their engines are caught in the blast radius (they will only suffer moderate damage against other parts of chassis).
Though it can be employed against infantry, this particular IED is best reserved for vehicles since its blast radius is much smaller.
Disposal Methods
Base damage value | Blast radius (metres) |
---|---|
1,200 | 2 |
REDFOR anti-tank landmine. Uses a pressure-based trigger and has a kill radius of 2 metres.
Highly effective against light-medium armoured vehicles and tanks but will not be triggered by infantry.
Disposal Methods
Weapons chambered in large calibres (7.62 mm up to .50 cal) can also be used to destroy the mine from afar, though care should obviously be taken to avoid having any friendly vehicles or infantry close by take damage from the explosion.
ArmA 3[]
ArmA 3 introduces a much wider selection of landmines both of land and naval varieties, and is also the first game to introduce non-pressure sensitive mines as well. Unlike in ArmA 2, landmines that are disarmed by hand can be retrieved for reuse. However, only specialist soldiers carrying a Toolkit are capable of deactivating them.
Likewise, IEDs from ArmA 2 also make a return and are now available in both urban and rural varieties; the former designed for better concealment in heavily built-up areas and cities (with gravel/asphalt surfaces), and the latter for countryside/sparsely-populated locales (i.e. dirt roads).
Landmines can now be detected from afar by Mine Detectors which will display a small window on the user's Heads Up Display (HUD). A visual indicator and beeping noise will sound as soon as a mine is detected, and will continue to beep more rapidly as the user approaches its location.
Aside from standard pressure-based triggers, anti-vehicle/personnel mines can now utilise either tripwires or proximity/infrared sensors instead. Provided that the user remains prone or crouches at all times and does not step over it, they can safely disarm most landmines by crawling near them and using the appropriate Disarm action.
Land[]
« | A classic pressure-activated anti-personnel mine is still widely used despite being prohibited by international conventions. When dug-in, they are very hard to detect without the help of a mine detector. Field Manual
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Base damage value | Blast radius (metres) |
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10 | 5 |
Pressure-based anti-personnel blast mine. Has a kill zone radius of 5 metres.
The APERS Mine is quite powerful and is lethal to all infantry - even to those wearing explosive-resistant vests. On occasion, the blast may not always be fatal and will simply result in severe injuries to the victim instead.
While intended for anti-personnel use, they also do a fairly decent job at bursting the tyres of most wheeled vehicles. No damage will be inflicted onto the vehicle, though unarmoured civilian and logistical vehicles can be damaged if they're not careful (e.g. Quadbikes/Offroads).
Disposal Methods
A single round from any firearm can also be used to trigger the mine without needing to risk disarming it by hand.
« | The anti-personnel bounding mine is best suitable for open areas. It is usually burried just bellow the surface of the ground. When triggered, a charge launches the body of the mine one meter into the air. The explosion covers a close area with fragments, killing the whole group. Field Manual
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Base damage value | Blast radius (metres) |
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20 | 20 |
Proximity-based bounding mine. It has a sensor range of 3 metres and kill zone radius of 20 metres.
APERS Bounding Mines take one second to register the presence of a nearby valid target. After a target springs its sensor there is a 0.3 second delay, following which the mine itself jumps two metres into the air and detonates, showering all nearby targets with a hail of explosive fragments.
It should be noted that unlike regular APERS Mines, the blast from a bounding mine is not always fatal. So as long as the victim(s) are wearing heavy plate carriers/blast protection vests that provide moderate explosive resistance, then it is possible to survive the detonation (urgent medical aid will still be required afterwards, however).
Damage from the blast can be (mostly) avoided if the user remains completely flat on the ground when the mine detonates in the air. In spite of this however, doing so while being within range of the blast is not recommended regardless, as the blast can and will still hit exposed parts of their body while they are prone for the entire duration.
Disposal Methods
They can also be triggered from afar if hit by small arms fire. A single round is always sufficient, though care should obviously be taken to avoid being too close to the mine when it triggers.
« | The anti-personnel mine dispenser is not an explosive device itself. Rather, on activation, it scatters 14 AP mines to cover an area in front of it. These small mines feature unfolding spikes that enable them to stick to most surfaces. This incredibly lethal weapon is is used for quick area denial and defense, but also leaves behind a dangerous field of ordinance, if the mines are not properly cleared afterwards. Its use is prohibited by international treaties. Field Manual
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Base damage value | Blast radius (metres) |
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7 | 3 |
Remotely-activated "mine". It was added with the release of the Laws of War DLC.
On command, these can dispense up to fourteen miniature anti-personnel mines in an approximately 125° arc around it at distances of between roughly 7-20 metres on flat surfaces. The dispersed mini AP mines are pressure-sensitive and will only detonate if stepped on or driven over. They have a maximum kill zone radius of 3 metres.
By itself, a mine dispenser is essentially "harmless" and will not be a threat to infantry. Instead, they are designed to scatter mini AP mines around them. This deadly capability is what allows users to instantly establish a minefield at almost any location at the touch of a button.
Furthermore, they can also be set on a timer which allows users to plant one, attack elsewhere to draw enemies, and then fall back behind them to deter further pursuit.
It should be noted that the mini AP clusters are not particularly powerful compared to regular APERS Mines. Victims can potentially live through a single blast should they be unfortunate to walk over one. However, they must be wearing one of the heavier explosive-resistant plate carriers/protective vests in order to survive the blast.
Immediate medical attention is necessary as the victim will be heavily injured. Care should also be taken to not walk into another mini AP mine after the first blast, as it is entirely possible for two or more mini-mines to land right next to each other (and potentially cause a chain reaction of explosions to other mini-mines).
Disposal Methods
The smaller AP mines can be destroyed by small arms fire, however. A single round will always detonate them provided that the user does not miss (their extremely small size makes them particularly difficult to hit from a safe distance).
« | Tripwire anti-personnel mines consist of a dug-in mine and a 5m wire. They are very hard to spot, but carry a smaller explosive charge than more typical mines. Field Manual
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Base damage value | Blast radius (metres) |
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15 | 10 |
Tripwire-based anti-personnel stake mine. It has a kill zone radius of 10 metres and uses a wire that extends out three metres to a second stake placed opposite the primary mine stake.
A deceptively lethal trap that can almost always result in an instant death for the victim regardless of the type of vest they may be wearing. Because of its inconspicuous profile, these stake mines are notoriously difficult to see if placed in dense grasslands or any locale with thick weeds and other bunched-up flora. The wires themselves are even more difficult (if not outright impossible) to spot with the naked eye - especially in poor weather or low-light conditions.
Infantry operating in areas known to be booby trapped with APERS Tripwire Mines should be careful to look for the stake and not the wires themselves. Whichever direction that the stake is pointing in is the direction of the wire; so long as this wire is not stepped on then it cannot be activated.
Disposal Methods
A single round from any firearm can also trigger the mine. Shooting the wire is extremely hard to do under normal circumstances however, so aiming at the stake itself where the mine is attached is the only reliable way to dispose of it.
« | The design of anti-tank mines has not changed much during the last 50 years. An AT mine is the strongest ground mine manufactured today. They are triggered only by vehicles. Field Manual
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Base damage value | Blast radius (metres) |
---|---|
2,000 | 1 |
Anti-vehicle blast mine. Uses a magnetic-based trigger that can only be activated by vehicles driving over it.
The AT Mine has a kill zone radius of only 1 metre. Vehicles that weigh 7 tons or more can activate its trigger; anything below this weight will not activate the AT Mine.
Disposal Methods
These mines can also be detonated from afar if hit by a sufficient amount of small arms fire, though it is recommended to use high-powered ammunition as opposed to pistol cartridges as the latter will take many more hits to detonate the mine.
« | A Claymore fragmentation charge is one of the deadliest anti-personnel charges available. On a timed or remote-triggered detonation, the Claymore sends deadly steel balls in a frontal direction. Effective kill radius is up to 50 meters. Unlike dug-in mines the Claymore is placed on the ground and is easier to spot. Field Manual
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Base damage value | Blast cone (metres) |
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40 | 30 |
Remotely-detonated explosive mine. The Claymore Charge has a kill zone cone of 60° and extends out to a maximum distance of 30 metres. It is command detonated but can also be set on a timer to automatically detonate after a set period.
Unlike conventional pressure or proximity-based mines, the Claymore Charge is unique for being the only command-detonated mine (apart from the M6 SLAM, which has an infrared sensor). It does not trigger autonomously and always requires the user to manually trigger its explosive charge assuming that it isn't set to a 40 second timer.
The main advantage of the Claymore lies in its extremely high damage output compared to regular APERS Mines. A single Claymore inflicts twice the amount of damage to all targets (aside from armoured vehicles) which guarantees that anyone caught in the blast will be instantly killed.
Disposal Methods
Getting close to one is not advisable under any circumstances. It is not possible to determine whether a Claymore is set on a timer (which means it's liable to explode in front of the victim's face at any moment) or is being observed by the trapper. All the trapper has to do is detonate it the moment a soldier closes in to disarm it, so not being in the blast cone of the Claymore is vital.
To remain on the safe side, Claymores should only be detonated from afar using small arms fire. Two to three rounds are usually sufficient, though more may be required to prematurely trigger the Claymore depending on the shooter's accuracy.
« | The M6 SLAM mine is a next generation Selectable Lightweight Attack Munition. They are very effective against light armored vehicles, penetrating 40 mm armor from up to eight meters. Unlike dug-in mines, SLAM is placed on the ground and is easier to spot. Field Manual
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Base damage value | Blast cone (metres) |
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1,000 | 10 |
Directional anti-vehicle mine with a shaped charge. It uses an infrared-based sensor that will trigger as soon as a vehicle trips its IR "wire".
The "wire" extends out to a maximum distance of 20 metres from the direction it was planted in, and has a kill zone cone of 30° extending out to 10 metres. The M6 SLAM can also be set on a timer to automatically self-destruct after a set period or be command detonated.
Disposal Methods
If no engineer/EOD soldier is available, they can be detonated from afar if sufficiently damaged by enough small arms fire.
« | This dummy training mine is used to train and demonstrate usage of mines in a non-lethal manner. It uses a small flag and pyrotechnic charge to indicate activation. Even though this device is safe to use in most settings, it is not a toy and should be handled with care! Field Manual
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Harmless simulation mine. It was added with the release of the Laws of War DLC.
The Training Mine uses a pressure-sensitive trigger that will cause it to "detonate" upon being stepped on. Upon activation, it will raise a miniature "Boom!" flag, release a cloud puff of orange-coloured smoke and sparks, and produce a high-pitched sound somewhat like a rocket shooting off.
Disposal Methods
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« | Naval mines sitting on the bottom of the sea are used at depths of up to 200 meters. Deployed by ships and airplanes, a single mine carries a large load of explosives and a variety of sensors to punish every ship that sails too close. Field Manual
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Base damage value | Blast radius (metres) |
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2,000 | 10 |
Deep water sea mine. Uses a magnetic trigger that causes it to detonate the moment a vessel comes within 10 metres range. The Bottom Naval Mine has a kill zone radius of 10 metres, and will not activate if the watercraft weighs less than 1 ton.
Essentially a deep water version of the PDM-7, the Bottom Naval Mine is designed to be planted at the bottom of the sea bed. It is meant to be used to deter infiltration attempts by submersibles rather than against surface watercraft.
They are slightly less powerful than regular Moored Naval Mines, but are deadly enough to instantly destroy SDVs in a single blast. Their magnetic triggers are not affected by water depth (unlike the PDM-7) and will function regardless of how deeply submerged the mine is.
Disposal Methods
« | Moored naval mine is the most used naval mine. Deployed by ships and airplanes, it carries a large load of explosives and a variety of sensors to punish every ship or submarine that sails too close. Field Manual
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Base damage value | Blast radius (metres) |
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3,000 | 10 |
Sea mine. Uses a magnetic trigger that causes it to detonate the moment a vessel comes within 10 metres range. The Moored Naval Mine has a kill zone radius of 10 metres and will not activate if the watercraft weighs less than 1 ton.
A conventional sea mine, the Moored Naval Mine as its name would suggest is always fixed to a location. Unlike PDM-7s which float under the surface of the water, Moored Naval Mines almost always float on the surface. They are extremely powerful and can destroy any watercraft or amphibious vehicle in a single hit.
They are generally quite easy to spot due to their round-shaped bodies with fuse rods visibly protruding. Depending on how they were set up however, some Moored Naval Mines are more difficult to identify from others as they may be chained at lower depths instead of at the surface, which will deter SDVs from being able to infiltrate at lower depths.
Disposal Methods
As a result (and unlike PDM-7s or Bottom Naval Mines), Moored Naval Mines floating on the surface can be shot at. Small arms fire is generally not recommended as they won't be strong enough to damage the mine so heavy guns chambered in 12.7 mm/.50 cal are preferred.
Ensure that no friendlies are nearby when the mine is detonated as the blast radius is still significantly large enough to damage friendly vessels or injure nearby divers when it explodes.
« | The PDM-7 is an amphibious mine used in shallow waters against light assault boats and amphibious vehicles. A fuse placed on the base serves to discourage handling of the armed mine. Field Manual
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Base damage value | Blast radius (metres) |
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500 | 5 |
Shallow water contact mine. It will only trigger if a boat collides over it. The explosive charge has a kill zone radius of 5 metres.
The PDM-7 is a sea mine that is primarily intended to be used against littoral watercraft and amphibious land vehicles. Unlike the regular Naval Mines which are moored and fixed to a specific location, the PDM-7 floats just below the water's surface and is next to impossible to spot visually.
The mine's explosive charge is significantly weaker than moored Naval Mines however, so its usefulness is mostly limited to intercepting Assault Boats. Larger vessels like the Speedboat or the RHIB can potentially survive a blast, though the boat will still need to be quickly repaired to avoid further loss of fuel (assuming the boat's fuel tank was caught in the blast).
One other note is that the PDM-7 is exclusively a shallow water mine and cannot operate at depths of more than 5 metres. Below this distance, the PDM-7's sensors will not function correctly even if an SDV collides right into it.
Disposal Methods
PDM-7s are otherwise untargetable by heavy weapons (e.g. static turrets) as they float too low below the surface for the rounds to hit them before losing all their velocity. Likewise, the SDAR rifle's 5.56 mm ammunition is not powerful enough to destroy it in a single hit without expending an unfeasible number of rounds.
UXO[]
The following munitions can leave traces of UXO:
- Cluster 155 mm howitzer shells fired by the 2S9 Sochor/M4 Scorcher
- Cluster 230 mm rockets fired by the M5 Sandstorm/Zamak MRL (not a part of their default loadouts)
- Airdropped cluster bombs; either NATO CBU-85s, CSAT RBK-500s or the AAF BL778
- Cluster 120 mm naval artillery shells fired by Liberty-class destroyer MK45 Hammer guns
- Venator cruise missiles with a cluster payload, also launched by Liberty-class destroyers but from MK41 VLS batteries instead
All munitions have a 7% chance to disperse at least one UXO fragment. Each of these fragments have a further 25% chance to create anywhere from 1 and up to 4 smaller pieces of UXO. UXO can have either delayed fuses or pressure-sensitive triggers.
ARMA Reforger[]
ARMA Reforger currently features landmines in the form of anti-tank mines for both U.S. and Soviet forces as well as with FIA guerillas.
Unlike all previous games, Reforger only allows mines to be carried in the user's primary or secondary weapon slot, and alternately, in a backpack that has sufficient space to store a mine. As a result, this means that it is no longer possible for a single human to feasibly carry more than one mine at a time unless they have a backpack or choose to give up the use of their primary weapon altogether.
Additionally, the placement location of the mine is now visualised by being represented with a transparent 3D silhouette of the mine's model. Once the user has confirmed the mine's placement, they will then arm the mine by manually inserting the fuse. Alternately, the user can simply drop the mine, look in its direction, and then select the ARM action when prompted to do so.
« | Anti-tank, pressure-fused, blast mine. Equipment Description
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Parameter | Primary blast | Secondary blast | Fragments |
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Base damage value | 1,000 | 30 | 3 |
Effect radius (m) | 10 | 8 | 20 |
Damage type | Explosive | Incendiary | Fragmentation |
Anti-tank mine that uses a pressure-based trigger with a minimum activation threshold of 150 kg. It has an explosive content of 10.3 kg, weighs 14.2 kg, occupies 2x1 inventory slots, and has a volume of 4,000 cm3.
M15s are exclusively designed for anti-vehicle purposes cannot be activated by humans. It will automatically detonate if a vehicle drives over the mine. A single blast is usually sufficient to inflict critical damage and set the vehicle on fire simultaneously.
It should be noted that in the case of lighter vehicles (e.g. UAZ-469s) they can still avoid triggering the mine if the vehicle's tyres or chassis do not physically come into contact with it.
Disposal Methods
« | Anti-tank, pressure-fused, blast mine. Equipment Description
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Parameter | Primary blast | Secondary blast | Fragments |
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Base damage value | 1,000 | 30 | 3 |
Effect radius (m) | 10 | 8 | 20 |
Damage type | Explosive | Incendiary | Fragmentation |
Anti-tank mine that uses a pressure-based trigger with a minimum activation threshold of 150 kg. It has an explosive content of 8.1 kg, weighs 10.8 kg, occupies 2x1 inventory slots, and has a volume of 4,000 cm3.
TM-62Ms are exclusively designed for anti-vehicle purposes cannot be activated by humans. It will automatically detonate if a vehicle drives over the mine. Damage-wise, the TM-62M is guaranteed to inflict critical damage to the vehicle and also set it on fire.
It should be noted that in the case of lighter vehicles (e.g. M151A2s) they can still avoid triggering the mine if the vehicle's tyres or chassis do not physically come into contact with it.
Disposal Methods
Video[]
Achievements[]
- (ArmA 3 only) Explosive Treasure
- You need to trigger all eight hidden Training Mines in the official Showcase: IDAP scenario.
- The mines are always located at the same spots regardless of playthrough (there is no randomisation involved).
- They are easily identifiable by their bright reddish-orange cases and high visibility yellow markings. A single leaflet will also always be placed next to each mine:
- Mine #1 is located at grid 089-214. Look behind the centre portable toilet (coloured in tan).
- Mine #2 is located at grid 090-213. This mine is placed inside a gap between a cluster of bushes.
- Mine #3 is located at grid 090-215. Search behind the pallet with cardboard boxes in-between the International Humanitarian Law (IHL) demonstration tent.
- Mine #4 is located at grid 092-216. It is located directly behind the canvas tent next to the shipping containers close to the exhibition's entrance.
- Mine #5 is located at grid 091-216. It is hidden inside the smallest of the three shipping containers placed next to the exhibition's entrance.
- Mine #6 is located at grid 089-215. Look behind the concrete ramp with road cones on the north-western slope.
- Mine #7 is located at grid 091-214. Placed right in the open next to the tables with a Demining Drone.
- Mine #8 is located at grid 091-216. This mine is located behind the mini-substation and wrecked Offroad.
- Keep in mind that the Training Mines at the Activity zone do not count towards this achievement's progress as they are a part of the demonstration's activities.
- (Reforger only) Mined Out
- Requires planting a total of twenty landmines while playing on any official server that's running the Combat Ops, Game Master or Conflict scenarios.
- The Conflict scenario is ideal as the Main Operating Base on either faction will almost always have an Ammunition Supply Point constructed within the first few minutes of the match. If one has not been built yet, start constructing one at the MOB via the Command Post and rearm from the Arsenal Boxes to get as many mines as possible. You can obtain four at a time by having two in a backpack and by discarding your primary weapon, thereby replacing both the primary and secondary weapon slots with the mine(s).
- To avoid friendly fire (and a potential vote kick), place them in a safe location away from allies at the MOB (minimum 30 metres or more). The mines do not have to be destroyed nor do they need to be triggered by a victim.
- As of Update 1.0.0.95, this only applies to the U.S. M15 and the Soviet TM-62M. Although unconfirmed as of yet, this could potentially apply to anti-personnel mines once they get added in the Final Strike milestone.[1]
Trivia[]
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References[]
- ↑ 1.0 1.1 Bohemia Interactive a.s., 2023, Roadmap, Arma Reforger, viewed 14 October 2023, <https://reforger.armaplatform.com/roadmap>.
- ↑ Mazzon, M et al. 2019, CorePatch, GitHub, viewed 12 October 2023, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.
- ↑ van 't Land, J.J. 2017, SPOTREP #00073, Arma 3, viewed 12 May 2023, <https://dev.arma3.com/post/spotrep-00073>.
- ↑ Bohemia Interactive a.s., 2023, 0.9.8.53 Update, Arma Reforger, viewed 12 May 2023, <https://reforger.armaplatform.com/news/update-may-11>.
External links[]
- Wikipedia: M7 Spider
- Wikipedia: M15 mine
- Wikipedia: M19 mine
- Wikipedia: MM-1 Minimore
- Wikipedia: Mark 6 Mine
- Wikipedia: PMD series mines
- Wikipedia: PMR-3 mine
- Wikipedia: Selectable Lightweight Attack Munition
- Wikipedia: TM-46 mine
- Wikipedia: TM-62 series of mines
- Wikipedia: VS-50 mine
See also[]
Equipment | |
---|---|
Non-lethal | Binoculars • Chemical Detector • Chemlight • Compass • Detonator • Entrenching Tool • Flares • Flashlight • Fuel Container • GPS • Infrared Strobe • Landmine Marker • Laser Designator • Mine Detector • Night Vision Goggles • Parachute • Radio • Rangefinder • Repair Tool • Resupply Pack • Smoke Grenade • Spectrum Device • Toolkit • UAV Terminal • Watch |
Lethal | Explosives • Hand Grenades • Landmines • Underbarrel grenade launcher (Cold War Assault, Armed Assault, ArmA 2, ArmA 3, Reforger) |
Medical | Bandage • First Aid Kit • Medikit • Morphine Injector • Saline Solution • Tourniquet |