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OUTDATED: The information in this article is currently out-of-date and needs to be updated with newer information based on changes from a recent patch.

Landmines are placeable explosive ordnance devices.

Overview

U.S. Army engineer planting an anti-tank mine (ArmA: Armed Assault).

Throughout the ArmA series, landmines have functioned as pressure-based traps and will detonate when a vehicle or person drives/steps on them. Some may instead use alternate forms of triggering or can be manually detonated (remotely).

Beginning with ArmA 3, underwater-based mines are also available and can be triggered by either waterborne vessels or amphibious ground vehicles.

NATO diver defusing a Bottom Naval Mine (ArmA 3).

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

Examples of UXO in ArmA 3 (left-to-right): CSAT, AAF, NATO

Added with the release of the Laws of War DLC, Unexploded Ordnance simulation is enabled for certain artillery shells and airdropped bombs.

UXO is essentially the undetonated, leftover fragments of vehicle/aircraft munitions that function as pressure-based mines.

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
»


Mine

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

Can be safely disarmed by any engineer or special forces operative.

« Anti-Tank mines can destroy or disable vehicles that drive over it.
Equipment Description
»


Mine

OPFOR 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 American M60A3 Medium Tank and the M1A1 Heavy Tank.


Disposal Methods

Can be safely disarmed by any engineer or special forces operative.

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. Disarming mines can only be carried out by engineer classes or special forces units.

Mine

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
Can be safely disarmed by any engineer or special forces operative.

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.

Mine

OPFOR 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
Can be safely disarmed by any engineer or special forces operative.

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 OPFOR factions; namely USMC/U.S. Army forces and the Russian Armed Forces/Takistani Army. Engineer-class soldiers and special forces 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 added four kinds of Improvised Explosive Device (IED) "mines", which can be remotely-detonated by their user against either infantry or vehicle targets on command.

AT15

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
Can be safely disarmed by any engineer or special forces operative.

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.

IED (1)

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

As a remotely-detonated device it can be disarmed by hand. However, attempting to do so is ill-advised since the trigger man will most likely be watching the IED's location. Seeking out the person who planted the IED first should be the first priority for personnel attempting to disarm this explosive.

IED (2)

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.

Appears as an essentially 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 damage both medium and even heavy armour vehicles.

Modern MBTs will not be destroyed, but their tracks can be wrecked and their engines will be severely damaged if caught in the blast radius.


Disposal Methods

As a remotely-detonated device it can be disarmed by hand. However, attempting to do so is ill-advised since the trigger man will most likely be watching the IED's location. Seeking out the person who planted the IED first should be the first priority for personnel attempting to disarm this explosive.

IED (3)

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

As a remotely-detonated device it can be disarmed by hand. However, attempting to do so is ill-advised since the trigger man will most likely be watching the IED's location. Seeking out the person who planted the IED first should be the first priority for personnel attempting to disarm this explosive.

IED (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

As a remotely-detonated device it can be disarmed by hand. However, attempting to do so is ill-advised since the trigger man will most likely be watching the IED's location. Seeking out the person who planted the IED first should be the first priority for personnel attempting to disarm this explosive.

TM46

OPFOR 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
Can be safely disarmed by any engineer or special forces operative.

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 3

ArmA 3 introduced 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. But 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 disarming any ordnance.

Likewise, IEDs from ArmA 2: PMC 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
»


APERS Mine

Pressure-based anti-personnel blast mine. Has a kill zone radius of 20 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 heavy injury to the victim instead (this is generally uncommon, however).

While intended for anti-personnel use, they also perform a fairly decent job at bursting the tires of most wheeled vehicles. No damage will be inflicted on the triggering vehicle for obvious reasons, though unarmoured civilian and logistical vehicles can be damaged if they're not careful (i.e. Quadbikes or Offroads).


Disposal Methods
Can be safely disarmed by simply not stepping or placing any part of the body on the mine itself.

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
»


APERS Bounding Mine

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/tactical vests that provide moderate blast 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
By remaining prone and not placing any part of their body over the mine, an EOD specialist can disarm the bounding mine by hand. Not performing quick or sudden movements is also necessary to avoid springing the bounding mine's proximity sensor.

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
»


APERS Mine Dispenser

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/tactical 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 (it is entirely possible for two or more mini-mines to land right next to each other).


Disposal Methods
It is not possible to prematurely force a dispenser to deploy its mines, nor is it possible to destroy them via gunfire alone. The dispenser must be disarmed by hand in order to remove it completely.

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
»


APERS Tripwire Mine

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 highly lethal trap that can almost always result in an instant death for the victim regardless of their body armour, the APERS Tripwire Mine is for all intents and purposes the tripwire version of the standard APERS Mine.

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 via the naked eye; especially in poor weather or lighting 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; as long as this wire is not stepped on then it cannot be activated.


Disposal Methods
Avoiding the wire by not breaking it (via stepping onto it) is the easiest way prevent its detonation. Disarming the mine by hand can then be performed from any angle in this way.

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
»


AT Mine

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 1 metre. Only vehicles that weigh 7 tons or more can activate it; anything below this weight will not detonate the AT Mine.

vs. Unarmoured/Light armour vehicles
Quadbikes can safely drive over them (as can LSVs) without triggering the mine itself. They will be instantly destroyed if a heavier vehicle activates the AT Mine and the Quadbike/LSV is caught in the ensuing blast, however.

vs. MRAPs
MRAPs like the Hunter are likely to be destroyed if they drive over them; typically after a short delay when their fuel tank is ruptured.

When an MRAP is damaged in this way, the crew will automatically be ejected and will have little time to get away from the vehicle before it explodes. If the MRAP drives over the mine at speeds of 80 km/h or more, it is possible to suffer damage to only its wheels, though this is usually highly unlikely to occur.

vs. Medium armour vehicles
An Infantry Fighting Vehicle/Armoured Personnel Carrier will be destroyed by driving over an AT Mine. Like with MRAPs, the crew will be ejected and the vehicle will blow up shortly after being hit.

vs. Heavy armour vehicles/Main battle tanks
Despite being their intended targets, Main Battle Tanks will only suffer moderate damage from individual AT Mines and will not be destroyed like other less well-protected vehicles.

It takes a pair of AT Mines to disable a tank's treads. Likewise, roughly anywhere from six and up to ten AT Mines might be required to kill both the crew and disable the vehicle itself. The tank itself however, can still be repaired by an engineer (though a dedicated repair vehicle will be required to repair it to full integrity and to refuel it).

An AT mine with a satchel charge placed over it however, can consistently disable both the tank's turret and treads. An AT mine with three satchels can severely damage a tank in this way and also outright kill its crew members, but once again leaving the tank itself in a repairable status. It requires an AT Mine with one more satchel (for a total of four) on top of it to actually destroy a tank in this way.


Disposal Methods
AT Mines will not be triggered even if stepped over by infantry. It can be safely disarmed by hand at any distance.

These mines can also be detonated from afar if hit by a sufficient amount of small arms fire. It takes about nine 6.5 mm rifle rounds to set them off, or about thirty 9 mm pistol rounds.

« 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
»


Claymore Charge

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 (except armoured vehicles) which guarantees that anyone caught in the blast will be instantly killed. It also has 1.5x the range of an APERS Mine's blast radius as well (30 metres), though it only does so in the direction it was planted to face towards.


Disposal Methods
Claymores are only detonated manually or via timer, meaning its spotter will be forced to remain nearby in order to activate it.

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
»


M6 SLAM

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 manually command detonated.

vs. Unarmoured/Light armour vehicles
At its maximum triggering range (20 metres) Quadbike drivers and their rear passenger will be instantly killed, though the Quadbike itself will remain (mostly) intact. At 12-14 metres, the driver will be killed and the Quadbike's wheels will be destroyed. At ≤10 metres, its occupants and the vehicle itself will be instantly destroyed.

Against a Light Strike Vehicle like the NATO Prowler or CSAT Qilin, their wheels will be shredded and the driver/passengers in the direction of the blast will be instantly killed from between 12-20 metres away. At ≤8 meters however, an LSV travelling at speeds of 90 km/h or more can potentially set off the mine but avoid damage from the blast. Otherwise, the driver will be killed and the LSV will be disabled (if not outright destroyed).

vs. MRAPs
MRAPs like the Hunter or Ifrit will trigger SLAMs but incur only minor damage to their wheels, remaining mostly functional. At 16 metres, the NRAP will lose all of its wheels on the side that the mine detonated against. At 12 meters, the MRAP will lose all of its wheels on both sides of the vehicle. At ≤8 meters, the mine will still inflict the same amount of damage against its wheels, but will actually deal little damage to its hull integrity.

vs. Medium armour vehicles
Wheeled medium-armoured vehicles (i.e. the NATO AMV-7 Marshall/CSAT MSE-3 Marid) will set it off but take no minimal damage to their hull. At 16 metres, the vehicle will lose all its wheels on the side that the mine detonated on. At 12 metres, the vehicle will now lose all of its wheels and take damage any exposed systems as well (turret/fuel tank). At ≤8 meters, the mine will now inflict actual damage to its hull, though the amount is still largely negligible.

vs. Heavy armour vehicles/Main battle tanks
SLAMs will not inflict any damage to an MBT even if the target vehicle's armour has been compromised.

Treads that have already been damaged can be destroyed however, and exposed components like RCWS turrets can be disabled if they are struck enough times.


Disposal Methods
SLAMs are purely designed as anti-vehicle mines and can be safely disarmed in any way. They will not be triggered by infantry even if they step onto the IR "wire".

If no engineer/EOD soldier is available, they can be detonated from afar if sufficiently damaged by enough small arms fire. It takes roughly fourteen 6.5 mm rifle or about thirty eight 9 mm pistol rounds to set them off in this way.

« 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
»


Training Mine

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

Training Mines cannot be destroyed or activated by shooting them. They can only be "disarmed" to disable them.


Naval

« 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
»


Naval Mine (Bottom)

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

Because Bottom Naval Mines are placed directly onto the sea bed, there is no way to detonate them through conventional means. They can only be removed by having divers manually disarm them by hand.

« 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
»


Naval Mine (Moored)

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
Moored Naval Mines will not be triggered by Assault Boats or divers, which makes it simple to avoid or alternatively, to disarm. On the other hand, larger boats will have more trouble getting past them due to the Moored Naval Mine being magnetically-triggered.

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
»


PDM-7

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
Since the PDM-7 can be triggered by smaller vessels, simply staying away from it is the best option.

PDM-7s are otherwise untargetable by heavy weapons (i.e. 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 MLR (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.

Trivia

  • Cold War Assault's anti-tank mines are based on the American-made "M19" and Soviet "TM-62M" landmines.
  • In Armed Assault and ArmA 2, the anti-tank mines carried by RACS and U.S. military engineers are based on the real-world "M15". SLA/Russian/Takistani mines on the other hand, are modelled after the Soviet-era "TM-46" instead.
    • The M15 is also reused as a basis for ArmA 3's AT Mine, though it is no longer BLUFOR-exclusive and is strangely used by both Iranian and Chinese CSAT forces.
  • ArmA 3's other landmines are based on a mixture of existing (and retired) designs:
    • APERS Mines are based on Italian-made VS-50s then-manufactured by Valsella Meccanotecnica SpA.
    • APERS Mine Dispensers are based on the American-made "M7 Spider" mine dispenser designed by Alliant Techsystems (in partnership with Textron Systems).
    • The APERS Bounding Mine on the other hand, is based on the American-made "M26" bounding mine.
    • APERS Tripwire Mines are based on the Yugoslavian-made "PMR-3" stake mine.
    • Claymore Charges are modelled after the Arms-Tech "MM-1 Minimore" (not to be confused with the Hawk "MM-1" grenade launcher), which itself is a smaller derivative of the "M18A1 Claymore" mine used by the U.S. military and many more countries worldwide.
      • Contrary to how most games and films usually depict the Claymore and its derivatives as victim initiated mines, the ArmA 3 Minimore is represented authentically as being command-detonated only.
    • The M6 SLAM is based exactly on American-made "Selectable Lightweight Attack Munition" mines, though its M6 designation is completely fictional (real SLAMs are only designated up to "M4").
    • The Moored Naval Mine is based on the U.S. Navy's "Mark 6" sea mine, while the Bottom Naval Mine is modelled after the Italian-made "MN103 MANTA".
    • Lastly, in-game PDM-7s are based directly on their real-world Soviet-made counterparts: the "PMD" family of shallow water mines.

External links

See also

Equipment
Non-lethal BinocularsChemlightsCompassFlaresFlashlightsGPSInfrared StrobesLaser DesignatorMine DetectorNight Vision GogglesRadiosRangefindersSmoke GrenadesSpectrum DeviceToolkitUAV TerminalWatch
Lethal ExplosivesHand GrenadesLandminesUnderbarrel grenade launcher (Cold War Assault, Armed Assault, ArmA 2, ArmA 3, Reforger)
Medical BandageFirst Aid KitMedikit
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