Armed Assault Wiki

The M110 is a 7.62 mm sniper rifle featured in both ArmA 2 and ArmA Tactics.


ArmA 2[]

« The M110 Semi-Automatic Sniper System (or M110 SASS) is a semiautomatic sniper rifle used by US Army. This semiautomatic firing option is extremely highly priced by troops on the battlefield.
Armoury Description[1]
»
The M110 7.62 mm sniper rifle.
The M110 7.62 mm sniper rifle.

The M110 is used exclusively by U.S. Army forces in ArmA 2. It was added with the release of the Operation Arrowhead expansion pack.

Overview[]

This is a premium asset that requires ownership of the Operation Arrowhead expansion pack.

The M110 is a gas operated sniper rifle with a rotating bolt that is chambered to fire the 7.62×51 mm NATO round.

It can only load 20-round box magazines used by the Mk17 family of battle rifles.[A2CfgW 6] The M110 can attain a fire rate of up to 600 rounds per minute[A2CfgW 7][Formula 1] and has a muzzle velocity of 802 m/s.[A2CfgM 2] The M110 has an integrated (non-functional) bipod mounted below the barrel, and is available with either a night vision or thermal scope attached by default. It cannot be suppressed nor can it be fitted with flashlights/laser pointers.

Wielded by the U.S. Army's designated marksmen and sniper teams, the M110 is comparable to the Mk17's marksman variant. Both are 7.62 mm-chambered rifles, can share the same 20-rounder magazines, and are effective at ranges of up to 800 metres. However, the M110 is more than capable of hitting targets as distant as 1,000 metres away thanks to its low dispersion.[A2CfgW 1]

The main differences between the two platforms are that the M110 has slightly higher recoil, a fixed magnification strength of 8.53x[A2CfgW 8][A2CfgW 9][Formula 2] (the M110 TWS can toggle between two fields-of-view with a magnification of either 3.31x or 10x)[A2CfgW 10][Formula 3][Formula 4], is unable to feed from 20-round magazines loaded with subsonic 7.62 mm ammunition, and lacks sub-variants fitted with suppressors. As compensation for these drawbacks however, the M110 has thermal/night vision optics that allow it to be reliably used under all lighting conditions, which makes it arguably more useful in most situations than the Mk17 Sniper.[A2CfgW 11][A2CfgW 12]


Optics[]

Arma2-m110tws-ironsight-overview
The M110's thermal scope can be zeroed from a minimum of 100 metres up to a maximum of 1,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000).[A2CfgW 13] By default, it is set to a zeroing of 300 metres.[A2CfgW 14]

It is possible to toggle between two spectrums: white-hot and black-hot.[A2CfgW 15] The thermal scope cannot switch to a normal day vision mode.[A2CfgW 12]

Arma2-m110nvscope-ironsight-overview
The M110's night vision scope can be zeroed from a minimum of 100 metres up to a maximum of 800 metres (100, 200, 300, 400, 500, 600, 700, 800).[A2CfgW 16] By default, it is set to a zeroing of 300 metres.[A2CfgW 17]

The scope is not restricted to only night vision and can switch to a day vision mode if necessary.[A2CfgW 11]


Recoil curves[]

Standing

 
{
    title: {
        text: 'recoil_single_primary_5outof10'
    },
    tooltip: {
        trigger: 'axis',
        axisPointer: {
            type: 'cross',
            label: {
                backgroundColor: '#824100'
            }
        }
    },
    legend: {
        data: ['Time Taken', 'Kickback', 'Kick Up']
    },
    toolbox: {
        feature: {
            saveAsImage: {}
        }
    },
    grid: {
        left: '3%',
        right: '4%',
        bottom: '3%',
        containLabel: true
    },
    xAxis: [
        {
            name: 'Duration',
            nameLocation: 'middle',
            type: 'category',
            boundaryGap: false,
            data: ['0', '0.01', '0.02']
        }
    ],
    yAxis: [
        {
            name: 'Amplitude',
            nameLocation: 'end',
            type: 'value'
        }
    ],
    series: [
        {
            name: 'Time Taken',
            type: 'line',
            stack: 'Total',
            label: {
                show: true,
                position: 'top'
            },
            areaStyle: {},
            emphasis: {
                focus: 'series'
            },
            data: [0.04, 0.01, 0.045],
            smooth: true
        },
        {
            name: 'Kickback',
            type: 'line',
            stack: 'Total',
            label: {
                show: true,
                position: 'top'
            },
            areaStyle: {},
            emphasis: {
                focus: 'series'
            },
            data: [0.0042857142857143, 0.0064285714285714, 0],
            smooth: true
        },
        {
            name: 'Kick Up',
            type: 'line',
            stack: 'Total',
            label: {
                show: true,
                position: 'top'
            },
            areaStyle: {},
            emphasis: {
                focus: 'series'
            },
            data: [0.0178571428571429, 0, -0.0089285714285714],
            smooth: true
        }
    ]
}
Charts/graphs are not available on mobile. Please switch to desktop mode in order to see them.


Prone

 
{
    title: {
        text: 'recoil_single_primary_prone_4outof10'
    },
    tooltip: {
        trigger: 'axis',
        axisPointer: {
            type: 'cross',
            label: {
                backgroundColor: '#824100'
            }
        }
    },
    legend: {
        data: ['Time Taken', 'Kickback', 'Kick Up']
    },
    toolbox: {
        feature: {
            saveAsImage: {}
        }
    },
    grid: {
        left: '3%',
        right: '4%',
        bottom: '3%',
        containLabel: true
    },
    xAxis: [
        {
            name: 'Duration',
            nameLocation: 'middle',
            type: 'category',
            boundaryGap: false,
            data: ['0', '0.01', '0.02', '0.03']
        }
    ],
    yAxis: [
        {
            name: 'Amplitude',
            nameLocation: 'end',
            type: 'value'
        }
    ],
    series: [
        {
            name: 'Time Taken',
            type: 'line',
            stack: 'Total',
            label: {
                show: true,
                position: 'top'
            },
            areaStyle: {},
            emphasis: {
                focus: 'series'
            },
            data: [0.035, 0.01, 0.045, 0.01],
            smooth: true
        },
        {
            name: 'Kickback',
            type: 'line',
            stack: 'Total',
            label: {
                show: true,
                position: 'top'
            },
            areaStyle: {},
            emphasis: {
                focus: 'series'
            },
            data: [0.0022857142857143, 0.0034285714285714, 0, 0],
            smooth: true
        },
        {
            name: 'Kick Up',
            type: 'line',
            stack: 'Total',
            label: {
                show: true,
                position: 'top'
            },
            areaStyle: {},
            emphasis: {
                focus: 'series'
            },
            data: [0.01, 0, -0.0035714285714286, -0.0035714285714286],
            smooth: true
        }
    ]
}
Charts/graphs are not available on mobile. Please switch to desktop mode in order to see them.



Camouflage[]

  • Tan: Standard desert tan colour scheme.

Ammunition[]

Arma2-ammunition-20rndmk17
Ammo parameter 7.62 mm NATO (Ball)
Base damage value 12[A2CfgA 1]
Aerodynamic friction -0.0009324[A2CfgA 2]
Muzzle velocity (m/s) 802[A2CfgM 2]
Expected velocity (m/s) 900[A2CfgA 3][note 1]
Deflection angle (degrees) 10°[A2CfgA 4]

The M110 can only load one type of magazine.[A2CfgW 6] It is fully interchangeable with non-suppressed variants of the Mk17 battle rifle, and only requires one[A2CfgM 3] free primary weapon magazine inventory slot:

MK17 Mag.[]

20-round box magazine loaded with 7.62 mm ball ammunition.[A2CfgM 4]

None of the rounds fired will emit visible tracers.


Magazine compatibility[]

Weapon name
(Classname)
MK17 Mag.
M110 TWS
(M110_TWS_EP1)
M110 NV Scope
(M110_NVG_EP1)

Trivia[]

  • Although based on the real-world "M110 SASS" used by the U.S. Army, ArmA 2's M110 lacks the ambidextrous bolt release catch found on real M110s.
  • Unlike other sniper rifles, the M110 is only available with either a thermal or night vision scope and does not have a variant with a conventional riflescope.
  • Prior to the latest Steam version patches, the TWS-fitted M110 variant was limited to a maximum zeroing of 800 m. This was increased by CorePatch to 1,000 m instead (the AN/PVS-10 variant remains unchanged at 800 m).[2]
    • However, CorePatch also nerfed the M110 after the Mk17's 20-rounder magazines had their muzzle velocity reduced from 900 m/s to 802 m/s.[2]

Gallery[]

ArmA Tactics[]

« The M110 Semi-Automatic Sniper System (or M110 SASS) is a semi-automatic sniper rifle that is chambered for the 7.62x51mm NATO round. The rifle has ambidextrous features such as a double-sided magazine release, safety selector switch, and bolt catch.
Armoury Description
»
The M110 7.62 mm sniper rifle.
The M110 7.62 mm sniper rifle.

The M110 is used exclusively by the Operators in ArmA Tactics.

Overview[]

The M110 can be unlocked at the Armoury for 1,000 credits.

Of the four weapons, it has the longest attack range and retains a consistently high hit probability no matter how distant the target is while inflicting medium-high damage per shot. Depending on the user's skill level with sniper rifles, the M110 is essentially guaranteed to land criticals on almost every shot. Furthermore, it has the ability to mount a suppressor just like the M4A1, making it useful for taking out enemies on missions where maintaining stealth is either ideal (Shadows) or outright mandatory (Tick Tock).[CCharWp 2]

However, the M110 isn't without drawbacks. One of its major flaws stems from its ammunition capacity; with only four rounds per magazine (unupgraded), it is tied with the M1014 for having the least amount of rounds per magazine. You will need to carefully plan your engagements if there are more than three enemies at a time, especially if the Extended Magazine upgrade hasn't been purchased. The other weakness is that the M110 incurs a severe penalty to its damage output against targets at close range, inflicting less than half of what its 7.62 mm round would normally hit for.[CCharWp 3][CComMat 1]

Given its high cost and expensive upgrades, it will only be possible to gear up one member of the team with an M110 for the majority of a first (and possibly second) playthrough. As such, the sole team member with some initial skill levels allotted to sniping, Ellis, should be the first operator to be equipped with the M110. Although any member can technically wield it, it is better if the M110's user either scores a critical hit or inflicts maximum damage on every shot so as to avoid wasting Action Points on having to reload due to a bad engagement.


Upgrades[]

The M110 supports three upgrades:

Tactics-attachment-m110-scopesight

Scope Sight

« A telescopic sight is a sighting device that is based on an optical refracting telescope. It is equipped with a graphical pattern (a reticle) mounted in an optically appropriate position in their optical system to give an accurate aiming point.
Armoury Description
»
Increases Operator hit probability by +10%.[CCharWp 4]

Costs 250 credits to acquire.

Tactics-attachment-m110-extendedmagazine

Extended Magazine

« Allows the operator to shoot more rounds before the weapon needs to be reloaded.
Armoury Description
»
Increases the M110's magazine capacity by +2 rounds (to a maximum of 6).[CCharWp 1]

Costs 250 credits to acquire.

Tactics-attachment-m110-silencer

Weapon Silencer

« Silencer (more accurately Sound suppressor) is a device attached to or part of the barrel of a firearm which reduces the amount of noise generated by firing the weapon.
Armoury Description
»
Suppresses the M110, making it difficult for enemies near the Operator to hear them firing shots against a target. However, whilst the Weapon Silencer remains attached, it cuts the Operator's hit probability by 20%[CComMat 2], lowers damage by 30%[CComMat 3], and reduces the chance of inflicting a critical strike by up to 70%.[CComMat 4]

Costs 450 credits to acquire.


Achievements[]

  • Death From a Distance
    • Kill 25 or more enemies using the M110. The counter is cumulative regardless of whoever uses the weapon, so you only need to make sure that the M110-armed Operator is the one who lands the killing blow.

Trivia[]

  • Just like all other weapons in Tactics, none of the M110's upgrades will alter its in-game model even when equipped.
  • Prior to Update 1.1976's release, there was almost no difference between attacking with a regular shot or an aimed shot (hit percentages and critical strike chances were virtually identical).[3]
  • The M110's upgrades were slightly cheaper before the release of Update 1.2158.[4]
  • In reality, the M110's 7.62 mm NATO round would inflict just as much damage in close quarters as it would against long distance targets. This was most likely implemented as a balancing measure so as to not render the M1014 redundant and make the M110 "overpowered".

Gallery[]

Config/script references[]

CfgAmmo (ArmA 2)

  1. CfgAmmo >> B_762x51_noTracer >> hit
  2. CfgAmmo >> B_762x51_noTracer >> airFriction
  3. CfgAmmo >> B_762x51_noTracer >> typicalSpeed
  4. CfgAmmo >> B_762x51_Ball >> deflecting

CfgMagazines (ArmA 2)

  1. CfgMagazines >> 20rnd_762x51_B_SCAR >> count
  2. 2.0 2.1 CfgMagazines >> 20rnd_762x51_B_SCAR >> initSpeed
  3. CfgMagazines >> 20rnd_762x51_B_SCAR >> type >> "256"
  4. CfgMagazines >> 20rnd_762x51_B_SCAR >> ammo >> "B_762x51_noTracer"

CfgWeapons (ArmA 2)

  1. 1.0 1.1 CfgWeapons >> M110_TWS_EP1 >> Single >> dispersion
  2. CfgWeapons >> M110_TWS_EP1 >> type >> "1"
  3. CfgWeapons >> M110_TWS_EP1 >> Single >> recoil
  4. CfgWeapons >> M110_TWS_EP1 >> Single >> recoilProne
  5. CfgWeapons >> M110_TWS_EP1 >> dexterity
  6. 6.0 6.1 CfgWeapons >> M110_TWS_EP1 >> magazines[] >> {"20Rnd_762x51_B_SCAR"}
  7. CfgWeapons >> M110_TWS_EP1 >> Single >> reloadTime
  8. CfgWeapons >> M110_NVG_EP1 >> OpticsModes >> StepScope >> opticsZoomMin >> "0.0293"
  9. CfgWeapons >> M110_NVG_EP1 >> OpticsModes >> StepScope >> opticsZoomMax >> "0.0293"
  10. CfgWeapons >> M110_TWS_EP1 >> OpticsModes >> HTWS >> discretefov[] >> {0.0755,0.0249}
  11. 11.0 11.1 CfgWeapons >> M110_NVG_EP1 >> OpticsModes >> StepScope >> visionMode[] >> {"Normal","NVG"}
  12. 12.0 12.1 CfgWeapons >> M110_TWS_EP1 >> OpticsModes >> HTWS >> visionMode[] >> {"Ti"}
  13. CfgWeapons >> M110_TWS_EP1 >> OpticsModes >> HTWS >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000}
  14. CfgWeapons >> M110_TWS_EP1 >> OpticsModes >> HTWS >> discreteDistanceInitIndex >> "2"
  15. CfgWeapons >> M110_TWS_EP1 >> OpticsModes >> HTWS >> thermalMode[] >> {0,1}
  16. CfgWeapons >> M110_NVG_EP1 >> OpticsModes >> StepScope >> discreteDistance[] >> {100,200,300,400,500,600,700,800}
  17. CfgWeapons >> M110_NVG_EP1 >> OpticsModes >> StepScope >> discreteDistanceInitIndex >> "2"

EWeaponList.cs (Tactics)

  1. Assembly-CSharp.dll >> EWeaponList.cs >> public enum EWeaponList >> {WEAP_M4A1_CARBINE,WEAP_M1014_SHOTGUN,WEAP_COLT1911_PISTOL,WEAP_M110_SNIPER,WEAP_M249_LIGHT_MACHGUN,WEAP_RPK,WEAP_SVD,WEAP_AK74,WEAP_AKS74U,WEAP_AK107,WEAP_COUNT,WEAP_NONE}

EWeaponType.cs (Tactics)

  1. Assembly-CSharp.dll >> EWeaponType.cs >> public enum EWeaponType >> {NONE,ASSAULT_RIFLE,SHOTGUN,PISTOL,LIGHT_MACHINE_GUN,SNIPER_RIFLE}

CArmory.cs (Tactics)

  1. Assembly-CSharp.dll >> CArmory.cs >> public class CArmory >> public static string[] ItemNames >> {"Weap M249","Weap M4A1","Weap M110","Weap M1014","FlashBang","AdrenalineShot","Medkit","FragGrenade","SmokeGrenade","Morphine","ProximityMine","RemoteCtrlExplosives","GrenadeEnhancer","ExperiencePoints"}

CCharWeaponManager.cs (Tactics)

  1. 1.0 1.1 Assembly-CSharp.dll >> CCharWeaponManager.cs >> public class CCharWeaponManager >> private void GetWeaponUpgradeBonuses() >> else if (armoryItemUpgrade.m_UpgradeType == CItemUpgrade.EUpgradeType.RAISE_MAGAZINE_CAPACITY) >> m_UpgradeExtraAmmo += (int)armoryItemUpgrade.m_UpgradeValue
  2. Assembly-CSharp.dll >> CCharWeaponManager.cs >> public class CCharWeaponManager >> public static bool IsWeaponSilencerCompatible(EWeaponType type) >> case EWeaponType.SNIPER_RIFLE:
  3. Assembly-CSharp.dll >> CCharWeaponManager.cs >> public class CCharWeaponManager >> public float GetMaxDistanceForShooting() >> public float GetMaxDistanceForShooting() >> case EWeaponList.WEAP_M110_SNIPER: >> result = 8f
  4. Assembly-CSharp.dll >> CCharWeaponManager.cs >> public class CCharWeaponManager >> private void GetWeaponUpgradeBonuses() >> if (armoryItemUpgrade.m_UpgradeType == CItemUpgrade.EUpgradeType.RAISE_HIT_PROB) >> m_UpgradeHitProbBonus += armoryItemUpgrade.m_UpgradeValue

CCombatMath.cs (Tactics)

  1. Assembly-CSharp.dll >> CCombatMath.cs >> public class CCombatMath >> private static readonly float c_MaxHitDistSniper = 60f
  2. Assembly-CSharp.dll >> CCombatMath.cs >> public class CCombatMath >> private const float c_AimSilencerCorrection = -0.2f
  3. Assembly-CSharp.dll >> CCombatMath.cs >> public class CCombatMath >> private const float c_DamageSilencerMulti = 0.7f
  4. Assembly-CSharp.dll >> CCombatMath.cs >> public class CCombatMath >> private const float c_CriticalSilencerCorrection = -0.7f

Formulae

  1. 60 / reloadTime = 60 / 0.1
  2. 0.25 / opticsZoomMin = 0.25 / 0.0293
  3. 0.25 / discretefov[0] = 0.25 / 0.0755
  4. 0.25 / discretefov[1] = 0.25 / 0.0249

Notes[]

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

References[]

  1. Bohemia Interactive a.s., 2010, Sniper Rifles, Arma 2, viewed 5 March 2025, <https://www.arma2.com/arma-2-oa-weaponry/a-2-oa-sniper-rifles>.
  2. 2.0 2.1 Mazzon, M et al. 2019, CorePatch, GitHub, viewed 15 April 2024, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.
  3. Ulm, A 2013, Update 1.1976 is now available, Bohemia Interactive Forums, viewed 15 April 2024, <https://forums.bohemia.net/forums/topic/147107-update-11976-is-now-available/>.
  4. Ulm, A 2013, Update 1.2158 available, Bohemia Interactive Forums, viewed 15 April 2024, <https://forums.bohemia.net/forums/topic/150165-update-12158-available/>.

External links[]

See also[]

Weapons of comparable role and configuration[]

Weapons of ArmA 2
Handguns CZ 75 9 mmG17 9 mmM1911 .45M9 9 mmMakarov 9 mmRevolver .45
Submachine guns CZ Scorpion Evo 3 A1 9 mmMP5 9 mmPDW 9 mmPP-19 Bizon 9 mmSa-61 Scorpion .32
Shotguns M1014Saiga 12KAA-12
Carbines AKS-74U 5.45 mm* • G36 series* (G36C*, G36K*) • M4A1 5.56 mm (M4A1 M203, M4A3, M4A3 M203) • Mk16 CQC 5.56 mmXM8 Compact 5.56 mm
Assault rifles AK-107 5.45 mm (AK-107 GP-25) • AK-74 5.45 mm (AK-74 GP-25*, AKS-74*) • AKM 7.62 mmAKS 7.62 mm* • CZ 805 BREN A1 5.56 mm (CZ 805 A1 G1, CZ 805 BREN A2, CZ 805 B1 G1) • FN FAL 7.62 mmG36A 5.56 mm* • L85A2 5.56 mm (L85A2 UGL) • M16A2 5.56 mm* (M16A2 M203*) • M16A4 5.56 mm (M16A4 M203) • SCAR series (Mk16, Mk16 EGLM, Mk17, Mk17 EGLM) • Sa-58 7.62 mmXM8 series (XM8, XM8 M320)
Designated marksman rifles DMR 7.62 mmL86A2 LSW 5.56 mmM14 7.62 mmMk12 SPR 5.56 mmMk17 Sniper 7.62 mmVSS Vintorez 9 mmXM8 Sharpshooter 5.56 mm
Sniper rifles AS50 12.7 mmCZ 550 9.3 mmCZ 750 S1 M1 .308KSVK 12.7 mm* • Lee-Enfield .303LRR .338M107 .50* • M110 7.62 mmM24 7.62 mm* (M40A3) • SVD Dragunov 7.62 mm*
Squad automatic weapons L110A1 5.56 mmM249 SAW 5.56 mm* • MG36 5.56 mm* • RPK-74 5.45 mmXM8 Automatic Rifle 5.56 mm
Machineguns L7A2 GPMG 7.62 mmMk 48 Mod 0 7.62 mm* • M240 7.62 mm* • M60E4 7.62 mmPKP 7.62 mmPKM 7.62 mmUK-59 7.62 mm
Grenade launchers M32M79Mk13
Launchers 9K32 Strela-29K38 Igla9K115-2 Metis-MFGM-148 JavelinFIM-92F StingerM136M47 DragonMAAWSNLAWRPG-7VRPG-18SMAW
Static AGS-30D-30DShKMIgla AA PodKORDL111A1L134A1M119A1M2M252Mk19Metis AT-132B14 PodnosRBS-70SearchlightSPG-9StingerTOWZU-23
(Parenthesis) denote variants.
* indicates partial DLC dependency.
Operation Arrowhead | British Armed Forces | Private Military Company | Army of the Czech Republic
U.S. Army - Armoury (ArmA 2)
Handguns G17 9 mmM1911 .45M9 9 mm
Shotguns M1014
Carbines Mk16 CQC 5.56 mm
Assault rifles SCAR series (Mk16, Mk16 EGLM, Mk17, Mk17 EGLM)
Designated marksman rifles M14 7.62 mmMk17 Sniper 7.62 mm
Sniper rifles M107 .50M110 7.62 mmM24 7.62 mm
Squad automatic weapons M249 SAW 5.56 mm
Machineguns Mk 48 Mod 0 7.62 mmM240 7.62 mm
Grenade launchers M32Mk13
Launchers FGM-148 JavelinFIM-92F StingerM136MAAWS
Static M2M252Mk19M119A1SearchlightStingerTOW
(Parenthesis) denote variants.
Operation Arrowhead
Weapons of ArmA Tactics
Shotguns M1014
Assault rifles M4A1 5.56 mm
Sniper rifles M110 7.62 mm
Squad automatic weapons M249 SAW 5.56 mm