Armed Assault Wiki

NOTE: This article is about M16A2s featured in the main ARMA games. For other similarly named articles, you may wish to use the following links instead:
■ For the M16A2 in Global Mobilization, see M16A2 (Global Mobilization).
■ For the M16A2 in CSLA Iron Curtain, see M16A2 (CSLA).


The M16A2 is a 5.56 mm assault rifle featured in ArmA: Cold War Assault, ArmA: Armed Assault, ArmA 2, and ARMA Reforger.


ArmA: Cold War Assault

« The M16 Assault Rifle series of weapons developed from research conducted by the U.S. Army's Operations Research Office (ORO), created at Johns Hopkins University in September 1948. As the United States Army's standard-issue rifle, the M16 is a reliable and accurate weapon (although prone to jamming, as it's relatively easy for dirt to get into the chamber and magazine).
Weapon Description[1]
»
The M16A2 5.56 mm assault rifle.
The M16A2 5.56 mm assault rifle.

The M16A2 is used exclusively by U.S. military forces in ArmA: Cold War Assault.

Overview

The M16A2 is a gas operated, select-fire assault rifle. It is chambered to fire the 5.56×45 mm NATO cartridge.

It can load either 30-round 5.56 mm magazines or explosive rifle grenades[CWACfgW 7], and can attain a fire rate of up to ~ 857 rounds per minute on semi-auto[CWACfgW 8][Formula 1] or 600 RPM on burst.[CWACfgW 9][Formula 2] It has a muzzle velocity of 900 m/s.[CWACfgW 10]

The M16A2 was the U.S. military's standard-issue service rifle at the height of the Cold War. Chambered to fire the ubiquitous 5.56 mm NATO cartridge, it has decent stopping power and can kill most infantry targets with just a single burst at most ranges.[CWACfgA 1][CWACfgA 2] Additionally, the M16A2 has the ability to load and fire rifle grenades, allowing its user to provide instant fire support in the form of its quasi-"mortar" rifle grenades.[CWACfgW 7]

Where the M16A2 falls short compared to its Soviet counterpart, the AK-74, is its lack of a full auto firemode.[CWACfgW 11] Even though the AK-74 has a much lower ROF (600 RPM) compared to an M16A2 firing on semi-auto (~ 857 RPM), the AK-74 is more reliable in close quarters since the user can simply hold down the AK-74's trigger and dump their magazine until it runs dry.

Meanwhile, options for the M16A2's operator in close quarters are far more limited: either they to stick to firing on semi-auto or use its 3-round burst firemode. The former faces the drawback of forcing its user to constantly pull its trigger for each shot since they can't just keep the trigger held down, while the latter suffers from a brief delay between each burst that leaves the user vulnerable for a split second.[CWACfgW 9]


Variants

M16A2 GL

The M16A2 GL 5.56 mm assault rifle.
The M16A2 GL 5.56 mm assault rifle.

A grenadier configuration of the baseline M16A2 rifle, the M16A2 GL features an underbarrel 40 mm grenade launcher.

Statistically, it remains identical to its parent weapon when it comes to recoil, accuracy, and fire modes. The only major difference is that it loses the ability to load and fire rifle grenades.[CWACfgW 18] However, this loss in capability is compensated by the underbarrel M203 launcher being able to load and fire lethal high-explosive (HE) grenade rounds and signal/illumination flare shells instead.[CWACfgW 19]


Ironsights

OFP-m16a2-ironsight-overview
Ironsights on the M16A2's carryhandle utilise a fixed zeroing of 400 metres. It is not possible to manually adjust this to a different setting.[CWACfgW 20][CWACfgW 21]

OFP-m16a2-ironsight-overview
The ironsights on M16A2s fitted with an underbarrel grenade launcher utilise a fixed zeroing of 400 metres. It is not possible to manually adjust this to a different setting.[CWACfgW 22][CWACfgW 23]


Recoil curves

Semi-automatic

 
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Burst fire

 
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Ammunition

OFP-ammunition-30rndxm177
Ammo parameter 5.56 mm NATO (Ball)
Base damage value 9
[CWACfgA 1][CWACfgA 2]
Spill damage value 2
[CWACfgA 3][CWACfgA 4]
Muzzle velocity (m/s) 900
[CWACfgW 10][CWACfgW 24]

For M203 grenade rounds and rifle grenades, refer to its dedicated article here.

Both variants of the M16A2 can load only one type of magazine.[CWACfgW 7][CWACfgW 18] It requires one[CWACfgW 25] free inventory slot to carry:

M16 Mag.

30-round STANAG magazine loaded with 5.56 mm ball ammunition.[CWACfgW 26][CWACfgW 27]

Its bullets have a spill radius of 0.1 metres upon impact.[CWACfgA 5][CWACfgA 6]


Trivia

  • Although technically not anachronistic, the M16A2 didn't actually begin replacing the M16A1 in U.S. Army service until 1986 when it was officially adopted, one year after the events of Cold War Crisis. Prior to this, it was only issued primarily to the U.S. Marine Corps (U.S. forces in Cold War Assault predominately consist of units from the Army).[2]
  • Prior to Patch 1.40 for Operation Flashpoint: Cold War Crisis (the name of Cold War Assault prior to its re-release), AI units armed with M16A2s that had grenade launchers fitted had the ability to fire grenade rounds without even aiming in the direction of their target(s). This bug was eventually fixed by the patch's release.[3]
The information below details unused, pre-release or removed content.
  • An unused sub-variant of the M16A2 rifle exists within Cold War Assault's configuration files (Classname: M16S).[4] This unique variant of the M16A2 has an alternate "muzzle" that allows the user to damage targets with a melee attack.[5]
    • Because it is directly based on the unused Stroke "weapon"[6], the animation depicts the user striking targets with the rifle's stock. As the melee attack's "ammo" has a base damage value of 8[7], successfully hitting targets with this alternate "muzzle" can outright kill if the attack manages to connect.

Gallery

ArmA: Armed Assault

« The M16 assault rifle entered service in 1965 at the onset of the Vietnam War. It answered the army's need to replace the ill-suited M14 with a lightweight rifle capable of effective automatic fire.
The M16 uses a small, high velocity round with low recoil and good armor penetration, effective to about 500m. After numerous improvements and upgrades throughout its lifespan, the M16A2 remains in service today as the army's basic service rifle.
Library Description[8]
»
The M16A2 5.56 mm assault rifle.
The M16A2 5.56 mm assault rifle.

The M16A2 is used by both RACS military forces and Black Element PMCs in ArmA: Armed Assault.

Overview

Returning in Armed Assault, the M16A2 is now utilised primarily by the Kingdom of Sahrani's military forces and in limited numbers with Black Element mercenaries.

Compared to its predecessor in Cold War Assault, Armed Assault's M16A2 has one major change in that it can now feed from a common pool of 5.56 mm STANAG magazines as opposed to being limited to its own magazine pool (i.e. M16A2s can share magazines with the M16A4, Mk12 marksman rifle, and the M4 carbine), allowing the M16A2 to load either 30- or 20-round STANAG magazines.[A1CfgW 8] Armed Assault's M16A2 also has a slightly increased muzzle velocity of 930 m/s.[A1CfgM 3]

However, Armed Assault's iteration of the M16A2 has also been downgraded in three areas. Its fire rate has been normalised to 600 RPM for both semi-auto and 3-round burst fire modes.[A1CfgW 9][Formula 3] It can no longer load and fire rifle grenades from its muzzle, and its accuracy has been sharply reduced since it now has ~ 133% increased dispersion (0.001 rad versus Cold War Assault's 0.0002 rad).[A1CfgW 1]

Furthermore, Armed Assault's M16A2 has no sub-variants fitted with optical sights or sound suppressors. Whereas the M16A4 and M4 carbine have multiple sub-variants that are equipped with reflex sights and riflescopes, the M16A2 is limited to just its carryhandle ironsights. The only advantage that the M16A2 has over its modernised counterparts is that it has slightly less recoil, but this does little to compensate for its drawbacks in every other aspect.


Variants

M16A2 + M203

The M16A2 + M203 5.56 mm assault rifle.
The M16A2 + M203 5.56 mm assault rifle.

The M16A2 GL has an M203 40 mm underbarrel grenade launcher attached.

The M203 underbarrel launcher can load and fire either 40 mm high-explosive (HE) grenade rounds or less-than-lethal (LTL) flare shells.[A1CfgW 17] The M203 is set to a fixed zeroing of 400 metres.[A1CfgW 18][A1CfgW 19]

Other than the M203's addition making the M16A2 GL heavier to wield[A1CfgW 16], there are no other statistical changes from the baseline M16A2 rifle.


Ironsights

Arma1-m16a2-ironsight-overview
Ironsights on the M16A2's carryhandle are set to a fixed zeroing of 300 metres.[A1CfgW 20][A1CfgW 21] It is not possible to manually adjust this to a different setting.

Arma1-m16a2gl-ironsight-overview
On M16A2s that have an M203 grenade launcher fitted, the carryhandle's ironsights utilise a fixed zeroing of 300 metres.[A1CfgW 22][A1CfgW 23] This cannot be changed to a different setting.

Arma1-m16a2m203-ironsight-overview
The M203 grenade launcher is set to a fixed zeroing of 400 metres.[A1CfgW 18][A1CfgW 19] It is not possible to change this to a different setting.


Recoil curves

 
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Ammunition

Ammo parameter 5.56 mm NATO (Ball) 5.56 mm NATO SD (Ball)
Base damage value 8[A1CfgA 1] 7[A1CfgA 2]
Aerodynamic friction -0.001425[A1CfgA 3] -0.0006[A1CfgA 4]
Muzzle velocity (m/s) 930[A1CfgM 3] 320[A1CfgM 5]
Expected velocity (m/s) 900[A1CfgA 5][note 1] 320[A1CfgA 6][note 1]
Deflection angle (degrees) 10°[A1CfgA 7] 10°[A1CfgA 8]

For grenade rounds usable with the GL, refer to its dedicated article here.

Both variants of the M16A2 can load up to three types of magazines.[A1CfgW 8][A1CfgW 24] All three magazine types need at least one[A1CfgM 6][A1CfgM 7] free inventory slot:

30Rnd. Stanag

Arma1-ammunition-30rndstanag

Standard 30-round magazine loaded with 5.56 mm NATO ball ammunition.[A1CfgM 8]

None of the rounds fired will emit visible tracers.

30Rnd. Stanag SD

Arma1-ammunition-30rndstanag

Specialised magazine loaded with subsonic 5.56 mm ammunition.[A1CfgM 9]

It is mostly identical to regular 30-rounder STANAGs but rounds fired from this magazine have a much lower velocity of 320 m/s.[A1CfgM 5]

20Rnd. Stanag

Arma2-ammunition-20rndfnfal

20-round box magazine used by the Mk12 marksman rifle.

Aside from its reduced capacity, it is completely identical to regular 30-round STANAGs (none of the rounds fired will emit visible tracers).


Magazine compatibility

Weapon name
(Classname)
30Rnd. Stanag
30Rnd. Stanag SD
20Rnd. Stanag
M16A2
(M16A2)
M16A2 + M203
(M16A2GL)

Trivia

  • On release, Armed Assault's M16A2s had an unrealistically low fire rate of just 400 rounds per minute. This was later corrected to 600 RPM after the release of Patch 1.14 and is also adjusted correctly by default in the Gold version of the game.[9]

Gallery

ArmA 2

« The M16 assault rifle entered service in 1965 at the onset of the Vietnam War. It answered the Army's need to replace the ill-suited M14 with a lightweight rifle capable of effective automatic fire.
Armoury Description[10][11]
»
The M16A2 5.56 mm assault rifle.
The M16A2 5.56 mm assault rifle.

The M16A2 is used by both the Takistani Army and anti-government rebels in ArmA 2.

Overview

ArmA 2's iteration of the M16A2 remains mostly unchanged from its counterpart in Armed Assault.

Its fire rate has been uprated to 800 RPM (a ~ 28% increase)[A2CfgW 9][Formula 4] but its muzzle velocity (930 m/s)[A2CfgM 4] and accuracy (0.001 rad)[A2CfgW 1] remains unchanged. In addition, ArmA 2's M16A2 still does not have sub-variants fitted with optical sights or sound suppressors, though it does allow the user to manually adjust zeroing for its ironsights (fully adjustable up to 600 metres).[A2CfgW 10]

The only real "upgrade" that ArmA 2's M16A2 gains is that it can now load from a wider variety of 5.56 mm magazines and is no longer limited to loading just 30-/20-round STANAGs. In addition to the G36 family's plastic magazines, the M16A2 can also feed from the XM8 Automatic Rifle/MG36's 100-round drums.[A2CfgW 11]

However aside from this "upgrade", nothing else has been changed with ArmA 2's M16A2. Given that ArmA 2 has far better platforms like the M16A4 and the Mk16, the M16A2 continues to remain as an inferior option compared to not just the AK-74 but also every other 5.56 mm-chambered platform.


Variants

M16A2 M203

« The M16 assault rifle entered service in 1965 at the onset of the Vietnam War. It answered the Army's need to replace the ill-suited M14 with a lightweight rifle capable of effective automatic fire.
This version is equipped with an additional M203 40 mm grenade launcher.
Armoury Description[10][11]
»
The M16A2 M203 5.56 mm assault rifle.
The M16A2 M203 5.56 mm assault rifle.

The M16A2 M203 has a 40 mm underbarrel grenade launcher attached.

The M203 grenade launcher has the ability to load and fire a variety of 40 mm grenade rounds, ranging from lethal HE grenades to LTL flares and non-lethal smoke shells.[A2CfgW 20] The M203 uses a fixed zeroing of 400 metres.[A2CfgW 21][A2CfgW 22]

Unlike the baseline M16A2 rifle, it is slightly heavier to wield due to the added bulk of the M203 grenade launcher.[A2CfgW 19] Aside from this, the M16A2 M203 remains statistically unchanged from its parent weapon in every other way.


Ironsights

Arma2-m16a2-ironsight-overview
The carryhandle ironsights on the baseline M16A2 rifle allow for zeroing to be manually adjusted, starting from a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[A2CfgW 10] By default, zeroing is always set to 100 metres.[A2CfgW 23]

Arma2-m16a2m203-ironsight-overview
Ironsights on M16A2s that have an M203 UGL fitted allow for zeroing to be manually adjusted, starting from a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[A2CfgW 24] By default, zeroing is always set to 100 metres.[A2CfgW 25]

Arma2-m203m16a2-ironsight-overview
The M203 uses a fixed zeroing of 400 metres.[A2CfgW 21][A2CfgW 22] It is not possible to manually adjust this to a different setting.


Recoil curves

Standing

 
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Prone

 
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Ammunition

Ammo parameter 5.56 mm NATO (Ball/STANAG) 5.56 mm NATO (Ball/G36) 5.56 mm NATO SD (Ball)
Base damage value 8[A2CfgA 1] 8[A2CfgA 1] 7[A2CfgA 2]
Aerodynamic friction -0.001425[A2CfgA 3] -0.001425[A2CfgA 3] -0.0006[A2CfgA 4]
Muzzle velocity (m/s) 930[A2CfgM 4] 920[A2CfgM 5] 320[A2CfgM 6]
Expected velocity (m/s) 900[A2CfgA 5][note 1] 900[A2CfgA 5][note 1] 320[A2CfgA 6][note 1]
Deflection angle (degrees) 10°[A2CfgA 7] 10°[A2CfgA 7] 10°[A2CfgA 8]

For grenade rounds usable with the M203, refer to its dedicated article here.

Both variants of the M16A2 can load up to six types of magazines.[A2CfgW 11][A2CfgW 26] All of these magazines are fully interchangeable with any M16/G36-type assault rifle and carbine that is chambered to fire the 5.56 mm NATO cartridge. This also includes (but is not limited to) light machine guns like the M249 SAW and the L110A1, as well as marksman rifles like the Mk12 SPR.

With the sole exception of the 100-round drum magazines, all magazines only need one free inventory slot to carry.[A2CfgM 7][A2CfgM 8][A2CfgM 9] Only the 100-rounder drums require at least two[A2CfgM 10] inventory slots:

30Rnd. STANAG

Arma1-ammunition-30rndstanag

30-round STANAG magazine used primarily by M16-type assault rifles and carbines. Loaded exclusively with 5.56 mm NATO ball ammunition.[A2CfgM 11]

None of the rounds fired will emit visible tracers.

30Rnd. STANAG SD

Arma1-ammunition-30rndstanag

Special 30-round STANAG magazine loaded with subsonic 5.56 mm NATO ammunition.[A2CfgM 12] Rounds fired from this magazine specifically have a reduced muzzle velocity of 320 m/s.[A2CfgM 6]

As with the stock 30-rounder STANAGs, it does not contain any visible tracer rounds.

20Rnd. STANAG

Arma2-ammunition-20rndfnfal

20-round STANAG magazine containing only twenty rounds worth of 5.56 mm ball ammunition.[A2CfgM 13]

None of the rounds fired from this magazine will emit visible tracers.

G36 Mag.

Arma1-ammunition-30rndg36

30-round plastic magazine used primarily by G36-type weapons and non-M16 assault rifles/carbines loaded with 5.56 mm ball ammunition.[A2CfgM 14] Rounds fired from this magazine specifically have a lower muzzle velocity of 920 m/s.[A2CfgM 5]

Aside from its reduced muzzle velocity and appearance, this magazine remains statistically unchanged from 30-rounder STANAGs.

30rnd G36 SD

Arma1-ammunition-30rndg36

Special G36-type plastic magazine loaded with thirty rounds of subsonic 5.56 mm ammunition.[A2CfgM 15] Rounds fired from this magazine specifically have a reduced muzzle velocity of 320 m/s.[A2CfgM 16]

Aside from its subsonic loadout, this magazine is statistically unchanged from the standard G36-type magazine.

MG36 Mag.

Arma2-ammunition-100rndmg36

High-capacity 100-round drum magazine loaded with a mix of 5.56 mm ball and tracer ammunition.[A2CfgM 17] Rounds fired from this drum specifically have a lower muzzle velocity of 920 m/s.[A2CfgM 18]

Every fourth[A2CfgM 19] round fired will emit a visible tracer. The last four[A2CfgM 20] rounds of the drum will always emit tracers.


Magazine compatibility

Weapon name
(Classname)
30Rnd. STANAG
30Rnd. STANAG SD
20Rnd. STANAG
G36 Mag.
30rnd G36 SD
MG36 Mag.
M16A2
(M16A2)
M16A2 M203
(M16A2GL)

Trivia

  • ArmA 2 is the first game in the series to feature the M16A2 as a REDFOR weapon rather than BLUFOR or a BLUFOR-aligned INDFOR faction.
    • Some USMC units can still be seen wielding the M16A2 in the early stages of the Operation Harvest Red campaign. However, none of their units actually utilise the M16A2 in regular gameplay.[12]
  • Like the G36 and XM8 assault rifles, the M16A2 was actually available in ArmA 2 first[10] but would remain unused by any in-game faction until the release of Operation Arrowhead.[11]

Gallery

ARMA Reforger

« 5.56×45mm assault rifle.
Weapon Description
»
The M16A2 5.56 mm assault rifle.
The M16A2 5.56 mm assault rifle.

The M16A2 is used exclusively by U.S. military forces in ARMA Reforger.

Overview

This section is a stub. You can help Armed Assault Wiki by expanding it.

The M16A2 returns once more in Reforger, serving as the standard-issue service weapon of the U.S. military just like in Cold War Assault.

Unlike its predecessor in ArmA 2, Reforger's iteration of the M16A2 has gained the ability to mount muzzle attachments in the form of a flash hider (attached by default)[RfCmpW 4] and a 5.56 mm sound suppressor.[RfCmpW 5] Optical sights are also available as it is possible to attach an unmagnified reflex sight or a 4x zoom riflescope.[RfCmpW 6] Lastly, a bayonet can also be mounted below the barrel for improved melee attacks.[RfCmpW 7]

However, Reforger's M16A2 remains unchanged performance-wise as it still has a muzzle velocity of 930 m/s[Formula 5] (when loaded with 5.56 mm M855 FMJ ammunition)[RfCmpW 8][RfCmpA 1] and a fire rate of just 800 RPM (both on semi-auto and 3-round burst fire).[RfCmpW 9][RfCmpW 10] It is also no longer able to feed from drum magazines and is restricted to loading just 30-rounder STANAG magazines.[RfCmpW 11]

The M16A2 has an unloaded weight of 3.5 kg[RfCmpW 3], occupies 2x1 inventory slots[RfCmpW 12], has a volume of 1,500 cm3[RfCmpW 13], and has object dimensions of 25x25x25 cm.[RfCmpW 14]

M16A2s with no attachments and only their default flash hider equipped have a Supply cost of 8 units if they are obtained from an Arsenal Box crate.[RfEnCat 1]


Variants

M16A2 M203

The M16A2 M203 5.56 mm assault rifle.
The M16A2 M203 5.56 mm assault rifle.

This grenadier configuration of the M16A2 uses a unique heat shield handguard and has an M203 40 mm underbarrel grenade launcher attached by default.

The M203 can load and fire 40 mm explosive grenades fitted with either M406 high-explosive (HE) or M433 high-explosive dual-purpose (HEDP), as well as M583A1/M661/M662 signalling/illumination flares.[RfCmpW 19] The M203 is paired alongside a folding ladder sight that can be zeroed up to a maximum of 250 metres.[RfCmpW 20]

It should be noted that because the M203 launcher obstructs the M16A2's barrel, it is no longer possible to mount a bayonet.[RfCmpW 21] However, 5.56 mm suppressors can still be attached onto its muzzle[RfCmpW 22], and the carryhandle still permits the mounting of various optical sights.[RfCmpW 23]

The M16A2 M203 has an unloaded weight of 4.86 kg[RfCmpW 17][RfCmpW 18], occupies 2x1 inventory slots[RfCmpW 24], has a volume of 2,500 cm3[RfCmpW 25][RfCmpW 26], and has object dimensions of 25x25x25 cm[RfCmpW 27] (the M203 launcher has a dimension of 15x15x15 cm).[RfCmpW 28]

M203-fitted M16A2s with no other attachments and only the default flash hider equipped have a Supply cost of 38 units[Formula 6] if they are obtained from an Arsenal Box crate.[RfEnCat 2][RfEnCat 3]


Ironsights

Reforger-m16a2-ironsight-overview
The carryhandle ironsights on the M16A2 can be manually zeroed from a minimum of 200 metres up to a maximum of 800 metres (200[RfCmpW 29], 300[RfCmpW 30], 400[RfCmpW 31], 500[RfCmpW 32], 600[RfCmpW 33], 700[RfCmpW 34], 800[RfCmpW 35]). By default, it is set to a zeroing setting of 300 metres.[RfCmpW 36]

Reforger-m16a2m203-ironsight-overview
The carryhandle ironsights on M16A2s that have an M203 grenade launcher fitted can be manually zeroed, starting from a minimum of 200 metres up to a maximum of 800 metres (200[RfCmpW 37], 300[RfCmpW 38], 400[RfCmpW 39], 500[RfCmpW 40], 600[RfCmpW 41], 700[RfCmpW 42], 800[RfCmpW 43]). By default, it is set to a zeroing setting of 300 metres.[RfCmpW 44]

Reforger-m203m16a2-ironsight-overview
Zeroing for the M203 launcher's ladder sight can be adjusted from a minimum of 50 metres up to a maximum of 250 metres (50[RfCmpW 45], 100[RfCmpW 46], 150[RfCmpW 47], 200[RfCmpW 48], 250[RfCmpW 20]). By default, the ladder sight is set to a zeroing of 50 metres.[RfCmpW 49]


Recoil curves

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Charts/graphs are not available on mobile. Please switch to desktop mode in order to see them.


M16A2
Axis Curve magnitude[13] Curve minimum[13] Curve maximum[13]
X 1[RfCmpW 50] -0.001[RfCmpW 51] 0[RfCmpW 52]
Y 1[RfCmpW 53] -0.001[RfCmpW 54] -0.001[RfCmpW 55]
Z 1[RfCmpW 56] -0.022[RfCmpW 57] -0.018[RfCmpW 58]

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Charts/graphs are not available on mobile. Please switch to desktop mode in order to see them.


M16A2
Axis Curve magnitude[13] Curve minimum[13] Curve maximum[13]
X 1[RfCmpW 59] -1[RfCmpW 60] 1[RfCmpW 61]
Y 1[RfCmpW 62] 1.5[RfCmpW 63] 1.8[RfCmpW 64]
Z 1[RfCmpW 65] 1[RfCmpW 66] 1[RfCmpW 67]

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Charts/graphs are not available on mobile. Please switch to desktop mode in order to see them.


M16A2
Axis Curve magnitude[13] Curve minimum[13] Curve maximum[13]
X 1[RfCmpW 68] -1.5[RfCmpW 69] 1.5[RfCmpW 70]
Y 1[RfCmpW 71] 4.5[RfCmpW 72] 6[RfCmpW 73]
Z 0[RfCmpW 74] 0[RfCmpW 75] 0[RfCmpW 76]

Melee

SCR_MeleeWeaponProperties Parameter Buttstroke Bayonet stab
Base damage value 20
[RfCmpW 77][RfCmpW 78][note 10]
200
[RfCmpW 79][Formula 7][note 10]
Attack range (metres) 1
[RfCmpW 80][RfCmpW 81]
2.5
[RfCmpW 82][Formula 8]
Precision factor 0.3
[RfCmpW 83][RfCmpW 84]
0.09
[RfCmpW 85][Formula 9]

Melee attacks involve striking the target with a buttstroke. Buttstrokes have a maximum range of 1 metre.[RfCmpW 80][RfCmpW 81]

If the M16A2's dedicated bayonet has been attached, melee attacks involve stabbing the target instead. Stabbing with a bayonet has a maximum range of 2.5 metres[RfCmpW 82][Formula 8] and is more precise compared to attacking with a buttstroke.[RfCmpW 85][Formula 9]


Camouflage

  • Black: Standard black colour finish.
  • Camouflaged: Spraypainted sand camouflage scheme.
  • Olive: Spraypainted olive green camouflage scheme.

Ammunition

Ammo parameter 5.56 mm M855 (FMJ) 5.56 mm M856 (Tracer)
Base damage value Kinetic: 50
[RfCmpA 2]
Kinetic: 50
[RfCmpA 3]
Incendiary: 0.75
[RfCmpA 4]
Aerodynamic friction 0.0000050[RfCmpA 5] 0.0000051[RfCmpA 6]
Muzzle velocity (m/s) 930[RfCmpA 1] 911[RfCmpA 7]
Muzzle velocity randomisation (m/s) ±9.1
[RfCmpA 8][note 11]
±9.1
[RfCmpA 9][note 11]
Dispersion multiplier No change 1.62x
[RfCmpA 10][note 12]
Damage type Kinetic
[RfCmpA 11]
Kinetic + Incendiary
[RfCmpA 12][RfCmpA 13]
Bullet type Full Metal Jacket
[RfCmpM 5][RfCmpM 6]
Tracer
[RfCmpM 6][RfCmpM 7]
Mass 0.00402[RfCmpA 14] 0.00413[RfCmpA 15]
Diameter (mm) 5.7[RfCmpA 16] 5.7[RfCmpA 17]
Length (mm) 23[RfCmpA 18] 29.3[RfCmpA 19]
Mushrooming damage multiplier 0.1[RfCmpA 20] 0.1[RfCmpA 21]
Tumbling damage threshold (m/s) 200[RfCmpA 22] 200[RfCmpA 23]
Tumbling damage multiplier 0.1[RfCmpA 24] 0.1[RfCmpA 25]
Penetration depth (mm) 4[RfCmpA 26] 4[RfCmpA 27]
Penetration density (g/cm3) 7.86[RfCmpA 28] 7.86[RfCmpA 29]
Penetration speed (m/s) 675[RfCmpA 30] 675[RfCmpA 31]
Deflection angle (degrees) 45°[RfCmpA 32] 45°[RfCmpA 33]

For grenade rounds usable with the M203, refer to its dedicated article here.

The M16A2 can load up to three types of magazines.[RfCmpW 11][RfCmpW 86] These magazines are fully interchangeable with the M16 Carbine but cannot be shared with M249 light machine guns:

5.56×45mm 30rnd STANAG Mag (1)

Reforger-ammunition-30rndstanag

30-round STANAG magazine loaded with thirty rounds worth of M855 Full Metal Jacket (FMJ) ammunition.[RfCmpM 8] None of the rounds fired will emit visible tracers.[RfCmpM 9]

An empty STANAG magazine has a weight of 0.12 kg[RfCmpM 10], a volume of 200 cm3[RfCmpM 11], and object dimensions of 10x10x10 cm.[RfCmpM 12] Individual cartridges within the magazine have a weight of 0.012 kg.[RfCmpM 13] A full magazine has a total weight of 0.48 kg.[Formula 10]

This magazine has a Supply cost of 2 units if it is obtained from Arsenal Box crates and/or Resupply Packs.[RfEnCat 4]

5.56×45mm 30rnd STANAG Mag (2)

Reforger-ammunition-30rndstanag

Standard 30-rounder STANAG magazine that utilises a mixed loadout consisting of M855 FMJ and M856 tracer ammunition.[RfCmpM 14] The last five rounds of the magazine will always emit visible red tracers.[RfCmpM 15]

An empty STANAG magazine has a weight of 0.12 kg[RfCmpM 2], a volume of 200 cm3[RfCmpM 16], and has an object dimension of 10x10x10 cm.[RfCmpM 17] Individual cartridges within the magazine (both M855 FMJ and M856 tracer) have a weight of 0.012 kg.[RfCmpM 18] A full magazine has a total weight of 0.48 kg.[Formula 11]

This magazine has a Supply cost of 2 units if it is obtained from Arsenal Box crates and/or Resupply Packs.[RfEnCat 5]

5.56×45mm 30rnd STANAG Tracer Mag

Reforger-ammunition-30rndstanag

Special STANAG magazine loaded exclusively with M856 tracer ammunition.[RfCmpM 19] All thirty rounds of the magazine will emit visible red tracers when fired.[RfCmpM 20]

An empty STANAG magazine has a weight of 0.12 kg[RfCmpM 21], a volume of 200 cm3[RfCmpM 22], and has object dimensions of 10x10x10 cm.[RfCmpM 23] Individual cartridges within the magazine have a weight of 0.012 kg.[RfCmpM 24] A full magazine has a total weight of 0.48 kg.[Formula 12]

This magazine has a Supply cost of 2 units if it is obtained from Arsenal Box crates and/or Resupply Packs.[RfEnCat 6]


Magazine compatibility

MagazineWellStanag556
Weapon name
(Prefab)
5.56×45mm 30rnd STANAG Mag (1)
5.56×45mm 30rnd STANAG Mag (2)
5.56×45mm 30rnd STANAG Tracer Mag
M16A2
(Rifle_M16A2.et)
M16A2
(Rifle_M16A2_M203.et)
M16A2 - Camouflaged
(Rifle_M16A2_M203_OliveGreen_Sand_Stripes.et)
M16A2 - Olive
(Rifle_M16A2_M203_OliveGreen_Solid.et)
M16A2 - Camouflaged
(Rifle_M16A2_OliveGreen_Sand_Stripes.et)
M16A2 - Olive
(Rifle_M16A2_OliveGreen_Solid.et)

Trivia

  • When firing on burst mode, Reforger accurately simulates the M16A2's burst trigger memory "flaw" whereby if the user interrupts the 3-round burst early, the next burst will only fire the remainder of the previous burst's rounds (i.e. user fires two rounds, halts, and then fires only one round for the next burst).[14]
  • Prior to Update 0.9.6, the M203's ladder sight did not flip up when the user switched over to using the grenade launcher. This was corrected by the patch's release.[15]
  • Before the release of the first Ground Support update, the M16A2's magazines did not account for the weight of rounds inside the magazine. The patch subsequently refactored Reforger's weighting system and now properly includes the weight of each individual round.[16]
  • After the release of Update 1.1, the M16A2's model and reloading animation were both replaced with newer and improved ones (as part of the Resistance Ops patch).[17]
    • Update 1.1 also made changes to the M16A2's STANAG magazines by adding a catch cutout window to its model (it was previously missing on the older model) and included alternate camouflage schemes for both variants of the rifle.[17]
  • Before Update 1.1's release, the M16A2 was manufactured by an Armaverse company, Bohemia Interactive Industries (an easter egg company referencing the studio itself). The patch changed the markings and the rifle's origins to that of the Bowen Arms Co. instead, another fictitious Armaverse company.[18]
  • From Reforger's Early Access and all the way to Update 1.2, the M16A2's magazines were free to obtain and did not impose a Supply cost on the user. This was refactored after Update 1.3's balance changes, which adjusted it so that all of the M16A2's magazines now have a Supply cost of 2.[19][20]
The information below details unused, pre-release or removed content.
  • Reforger-icon-m16a2nohandguard

    Early Access M16A2 with an exposed barrel.

    When Reforger first launched in Early Access, the M203 could be removed on M16A2s that already had one attached by default (thereby leaving the barrel exposed). This would result in a visual glitch that depicted the user's hands continuing to grip the M16A2's invisible handguard as if it were still present.

Gallery

Config/script references

CfgAmmo (ArmA: Cold War Assault)

  1. 1.0 1.1 CfgAmmo >> BulletSingleW >> hit
  2. 2.0 2.1 CfgAmmo >> BulletBurstW >> hit
  3. CfgAmmo >> BulletSingleW >> indirectHit
  4. CfgAmmo >> BulletBurstW >> indirectHit
  5. CfgAmmo >> BulletSingleW >> indirectHitRange
  6. CfgAmmo >> BulletBurstW >> indirectHitRange

CfgWeapons (ArmA: Cold War Assault)

  1. CfgWeapons >> M16 >> count
  2. CfgWeapons >> Mortar >> count
  3. CfgWeapons >> M16 >> Single >> dispersion
  4. CfgWeapons >> M16 >> Burst >> dispersion
  5. CfgWeapons >> M16 >> Single >> recoil
  6. CfgWeapons >> M16 >> Burst >> recoil
  7. 7.0 7.1 7.2 CfgWeapons >> M16 >> magazines[] >> {"M16","Mortar"}
  8. CfgWeapons >> M16 >> Single >> reloadTime
  9. 9.0 9.1 CfgWeapons >> M16 >> Burst >> reloadTime
  10. 10.0 10.1 CfgWeapons >> M16 >> initSpeed
  11. CfgWeapons >> M16 >> modes[] >> {"Single","Burst"}
  12. CfgWeapons >> M16GrenadeLauncher >> M16Muzzle >> count
  13. CfgWeapons >> M16GrenadeLauncher >> M203Muzzle >> count
  14. CfgWeapons >> M16GrenadeLauncher >> M16Muzzle >> Single >> dispersion
  15. CfgWeapons >> M16GrenadeLauncher >> M16Muzzle >> Burst >> dispersion
  16. CfgWeapons >> M16GrenadeLauncher >> M16Muzzle >> Single >> recoil
  17. CfgWeapons >> M16GrenadeLauncher >> M16Muzzle >> Burst >> recoil
  18. 18.0 18.1 CfgWeapons >> M16GrenadeLauncher >> M16Muzzle >> magazines[] >> {"M16"}
  19. CfgWeapons >> M16GrenadeLauncher >> M203Muzzle >> magazines[] >> {"GrenadeLauncher","Flare","FlareGreen","FlareRed","FlareYellow"}
  20. CfgWeapons >> M16 >> distanceZoomMin
  21. CfgWeapons >> M16 >> distanceZoomMax
  22. CfgWeapons >> M16GrenadeLauncher >> M16Muzzle >> distanceZoomMin
  23. CfgWeapons >> M16GrenadeLauncher >> M16Muzzle >> distanceZoomMax
  24. CfgWeapons >> M16GrenadeLauncher >> M16Muzzle >> initSpeed
  25. CfgWeapons >> M16 >> magazineType >> "256"
  26. CfgWeapons >> M16 >> Single >> ammo >> "BulletSingleW"
  27. CfgWeapons >> M16 >> Burst >> ammo >> "BulletBurstW"

CfgAmmo (ArmA: Armed Assault)

  1. CfgAmmo >> B_556x45_Ball >> hit
  2. CfgAmmo >> B_556x45_SD >> hit
  3. CfgAmmo >> B_556x45_Ball >> airFriction
  4. CfgAmmo >> B_556x45_SD >> airFriction
  5. CfgAmmo >> B_556x45_Ball >> typicalSpeed
  6. CfgAmmo >> B_556x45_SD >> typicalSpeed
  7. CfgAmmo >> B_556x45_Ball >> deflecting
  8. CfgAmmo >> B_556x45_SD >> deflecting

CfgMagazines (ArmA: Armed Assault)

  1. 1.0 1.1 CfgMagazines >> 30Rnd_556x45_Stanag >> count
  2. CfgMagazines >> 20Rnd_556x45_Stanag >> count
  3. 3.0 3.1 CfgMagazines >> 30Rnd_556x45_Stanag >> initSpeed
  4. CfgMagazines >> 1Rnd_HE_M203 >> count
  5. 5.0 5.1 CfgMagazines >> 30Rnd_556x45_StanagSD >> initSpeed
  6. CfgMagazines >> 30Rnd_556x45_Stanag >> type >> "256"
  7. CfgMagazines >> 20Rnd_556x45_Stanag >> type >> "256"
  8. CfgMagazines >> 30Rnd_556x45_Stanag >> ammo >> "B_556x45_Ball"
  9. CfgMagazines >> 30Rnd_556x45_StanagSD >> ammo >> "B_556x45_SD"

CfgWeapons (ArmA: Armed Assault)

  1. 1.0 1.1 CfgWeapons >> M16A2 >> Single >> dispersion
  2. CfgWeapons >> M16A2 >> Burst >> dispersion
  3. CfgWeapons >> M16A2 >> Single >> recoil
  4. CfgWeapons >> M16A2 >> Burst >> recoil
  5. CfgWeapons >> M16A2 >> Single >> recoilProne
  6. CfgWeapons >> M16A2 >> Burst >> recoilProne
  7. CfgWeapons >> M16A2 >> dexterity
  8. 8.0 8.1 CfgWeapons >> M16A2 >> magazines[] >> {"20Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD"}
  9. CfgWeapons >> M16A2 >> Burst >> reloadTime
  10. CfgWeapons >> M16A2GL >> M16Muzzle >> Single >> dispersion
  11. CfgWeapons >> M16A2GL >> M16Muzzle >> Burst >> dispersion
  12. CfgWeapons >> M16A2GL >> M16Muzzle >> Single >> recoil
  13. CfgWeapons >> M16A2GL >> M16Muzzle >> Burst >> recoil
  14. CfgWeapons >> M16A2GL >> M16Muzzle >> Single >> recoilProne
  15. CfgWeapons >> M16A2GL >> M16Muzzle >> Burst >> recoilProne
  16. 16.0 16.1 CfgWeapons >> M16A2GL >> dexterity
  17. CfgWeapons >> M16A2GL >> M203Muzzle >> magazines[] >> {"1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203"}
  18. 18.0 18.1 CfgWeapons >> M16A2GL >> M203Muzzle >> distanceZoomMin
  19. 19.0 19.1 CfgWeapons >> M16A2GL >> M203Muzzle >> distanceZoomMax
  20. CfgWeapons >> M16A2 >> distanceZoomMin
  21. CfgWeapons >> M16A2 >> distanceZoomMax
  22. CfgWeapons >> M16A2GL >> M16Muzzle >> distanceZoomMin
  23. CfgWeapons >> M16A2GL >> M16Muzzle >> distanceZoomMax
  24. CfgWeapons >> M16A2GL >> magazines[] >> {"20Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD"}

CfgAmmo (ArmA 2)

  1. 1.0 1.1 CfgAmmo >> B_556x45_Ball >> hit
  2. CfgAmmo >> B_556x45_SD >> hit
  3. 3.0 3.1 CfgAmmo >> B_556x45_Ball >> airFriction
  4. CfgAmmo >> B_556x45_SD >> airFriction
  5. 5.0 5.1 CfgAmmo >> B_556x45_Ball >> typicalSpeed
  6. CfgAmmo >> B_556x45_SD >> typicalSpeed
  7. 7.0 7.1 CfgAmmo >> B_556x45_Ball >> deflecting
  8. CfgAmmo >> B_556x45_SD >> deflecting

CfgMagazines (ArmA 2)

  1. 1.0 1.1 CfgMagazines >> 30Rnd_556x45_Stanag >> count
  2. 2.0 2.1 CfgMagazines >> 20Rnd_556x45_Stanag >> count
  3. 3.0 3.1 CfgMagazines >> 100Rnd_556x45_BetaCMag >> count
  4. 4.0 4.1 CfgMagazines >> 30Rnd_556x45_Stanag >> initSpeed
  5. 5.0 5.1 CfgMagazines >> 30Rnd_556x45_G36 >> initSpeed
  6. 6.0 6.1 CfgMagazines >> 30Rnd_556x45_StanagSD >> initSpeed
  7. CfgMagazines >> 30Rnd_556x45_Stanag >> type >> "256"
  8. CfgMagazines >> 20Rnd_556x45_Stanag >> type >> "256"
  9. CfgMagazines >> 30Rnd_556x45_G36 >> type >> "256"
  10. CfgMagazines >> 100Rnd_556x45_BetaCMag >> type >> "2 * 256"
  11. CfgMagazines >> 30Rnd_556x45_Stanag >> ammo >> "B_556x45_Ball"
  12. CfgMagazines >> 30Rnd_556x45_StanagSD >> ammo >> "B_556x45_SD"
  13. CfgMagazines >> 20Rnd_556x45_Stanag >> ammo >> "B_556x45_Ball"
  14. CfgMagazines >> 30Rnd_556x45_G36 >> ammo >> "B_556x45_Ball"
  15. CfgMagazines >> 30Rnd_556x45_G36SD >> ammo >> "B_556x45_SD"
  16. CfgMagazines >> 30Rnd_556x45_G36SD >> initSpeed
  17. CfgMagazines >> 100Rnd_556x45_BetaCMag >> ammo >> "B_556x45_Ball"
  18. CfgMagazines >> 100Rnd_556x45_BetaCMag >> initSpeed
  19. CfgMagazines >> 100Rnd_556x45_BetaCMag >> tracersEvery
  20. CfgMagazines >> 100Rnd_556x45_BetaCMag >> lastRoundsTracer

CfgWeapons (ArmA 2)

  1. 1.0 1.1 CfgWeapons >> M16A2 >> Single >> dispersion
  2. CfgWeapons >> M16A2 >> Burst >> dispersion
  3. CfgWeapons >> M16A2 >> type >> "1"
  4. CfgWeapons >> M16A2 >> Single >> recoil
  5. CfgWeapons >> M16A2 >> Burst >> recoil
  6. CfgWeapons >> M16A2 >> Single >> recoilProne
  7. CfgWeapons >> M16A2 >> Burst >> recoilProne
  8. CfgWeapons >> M16A2 >> dexterity
  9. CfgWeapons >> M16A2 >> Single >> reloadTime
  10. 10.0 10.1 CfgWeapons >> M16A2 >> discreteDistance[] >> {100,200,300,400,500,600}
  11. 11.0 11.1 CfgWeapons >> M16A2 >> magazines[] >> {"30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD","20Rnd_556x45_Stanag","30Rnd_556x45_G36","100Rnd_556x45_BetaCMag","30Rnd_556x45_G36SD"}
  12. CfgWeapons >> M16A2GL >> Single >> dispersion
  13. CfgWeapons >> M16A2GL >> Burst >> dispersion
  14. CfgWeapons >> M16A2GL >> type >> "1"
  15. CfgWeapons >> M16A2GL >> Single >> recoil
  16. CfgWeapons >> M16A2GL >> Burst >> recoil
  17. CfgWeapons >> M16A2GL >> Single >> recoilProne
  18. CfgWeapons >> M16A2GL >> Burst >> recoilProne
  19. 19.0 19.1 CfgWeapons >> M16A2GL >> dexterity
  20. CfgWeapons >> M16A2GL >> M203Muzzle >> magazines[] >> {"1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203","1Rnd_Smoke_M203","1Rnd_SmokeRed_M203","1Rnd_SmokeGreen_M203","1Rnd_SmokeYellow_M203"}
  21. 21.0 21.1 CfgWeapons >> M16A2GL >> M203Muzzle >> distanceZoomMin
  22. 22.0 22.1 CfgWeapons >> M16A2GL >> M203Muzzle >> distanceZoomMax
  23. CfgWeapons >> M16A2 >> discreteDistanceInitIndex >> "0"
  24. CfgWeapons >> M16A2GL >> discreteDistance[] >> {100,200,300,400,500,600}
  25. CfgWeapons >> M16A2GL >> discreteDistanceInitIndex >> "0"
  26. CfgWeapons >> M16A2GL >> magazines[] >> {"30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD","20Rnd_556x45_Stanag","30Rnd_556x45_G36","100Rnd_556x45_BetaCMag","30Rnd_556x45_G36SD"}

Ammunition components (ARMA Reforger)

  1. 1.0 1.1 Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> InitSpeed
  2. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> ProjectileEffects[0] >> ProjectileDamage >> DamageValue
  3. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> ProjectileEffects[0] >> ProjectileDamage >> DamageValue
  4. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> ProjectileEffects[4] >> ProjectileDamage >> DamageValue
  5. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> AirDrag
  6. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> AirDrag
  7. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> InitSpeed
  8. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> InitSpeedVariation >> "9.100"
  9. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> InitSpeedVariation >> "9.100"
  10. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> DispersionMultiplier >> "1.620"
  11. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> ProjectileEffects[0] >> ProjectileDamage >> DamageType
  12. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> ProjectileEffects[0] >> ProjectileDamage >> DamageType
  13. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> ProjectileEffects[4] >> ProjectileDamage >> DamageType
  14. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> Mass
  15. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> Mass
  16. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> Diameter
  17. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> Diameter
  18. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> Length
  19. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> Length
  20. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> MushroomingDamageMultiplier
  21. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> MushroomingDamageMultiplier
  22. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> TumblingDamageThreshold
  23. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> TumblingDamageThreshold
  24. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> TumblingDamageMultiplier
  25. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> TumblingDamageMultiplier
  26. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> PenetrationDepth
  27. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> PenetrationDepth
  28. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> PenetrationDensity
  29. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> PenetrationDensity
  30. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> PenetrationSpeed
  31. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> PenetrationSpeed
  32. Ammo_556x45_Ball_M855.et >> ShellMoveComponent >> DeflectionCriticalAngle
  33. Ammo_556x45_Tracer_M856.et >> ShellMoveComponent >> DeflectionCriticalAngle

Magazine components (ARMA Reforger)

  1. 1.0 1.1 Magazine_556x45_STANAG_30rnd_M855_M856_Last_5Tracer.et >> MagazineComponent >> MaxAmmo
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Magazine_556x45_STANAG_30rnd_M855_M856_Last_5Tracer.et >> InventoryMagazineComponent >> Attributes >> ItemPhysAttributes >> Weight
  3. Ammo_Grenade_HEDP_M433.et >> MagazineComponent >> MaxAmmo
  4. 4.0 4.1 Ammo_Grenade_HEDP_M433.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> Weight
  5. Magazine_556x45_STANAG_30rnd_M855_Ball.et >> MagazineComponent >> UIInfo >> m_eAmmoTypeFlags >> {FMJ}
  6. 6.0 6.1 Magazine_556x45_STANAG_30rnd_M855_M856_Last_5Tracer.et >> MagazineComponent >> UIInfo >> m_eAmmoTypeFlags >> {FMJ,TRACER}
  7. Magazine_556x45_STANAG_30rnd_M856_Tracer.et >> MagazineComponent >> UIInfo >> m_eAmmoTypeFlags >> {TRACER}
  8. Magazine_556x45_STANAG_30rnd_M855_Ball.et >> MagazineComponent >> AmmoConfig >> "Configs/Weapons/Ammo/Ammo_556x45.conf"
  9. Magazine_556x45_STANAG_30rnd_M855_Ball.et >> MagazineComponent >> AmmoMapping
  10. Magazine_556x45_STANAG_30rnd_M855_Ball.et >> InventoryMagazineComponent >> Attributes >> ItemPhysAttributes >> Weight
  11. Magazine_556x45_STANAG_30rnd_M855_Ball.et >> InventoryMagazineComponent >> Attributes >> ItemPhysAttributes >> ItemVolume
  12. Magazine_556x45_STANAG_30rnd_M855_Ball.et >> InventoryMagazineComponent >> Attributes >> ItemPhysAttributes >> ItemDimensions
  13. Magazine_556x45_STANAG_30rnd_M855_Ball.et >> InventoryMagazineComponent >> WeightPerAmmo
  14. Magazine_556x45_STANAG_30rnd_M855_M856_Last_5Tracer.et >> MagazineComponent >> AmmoConfig >> "Configs/Weapons/Ammo/Ammo_556x45.conf"
  15. Magazine_556x45_STANAG_30rnd_M855_M856_Last_5Tracer.et >> MagazineComponent >> AmmoMapping
  16. Magazine_556x45_STANAG_30rnd_M855_M856_Last_5Tracer.et >> InventoryMagazineComponent >> Attributes >> ItemPhysAttributes >> ItemVolume
  17. Magazine_556x45_STANAG_30rnd_M855_M856_Last_5Tracer.et >> InventoryMagazineComponent >> Attributes >> ItemPhysAttributes >> ItemDimensions
  18. Magazine_556x45_STANAG_30rnd_M855_M856_Last_5Tracer.et >> InventoryMagazineComponent >> WeightPerAmmo
  19. Magazine_556x45_STANAG_30rnd_M856_Tracer.et >> MagazineComponent >> AmmoConfig >> "Configs/Weapons/Ammo/Ammo_556x45.conf"
  20. Magazine_556x45_STANAG_30rnd_M856_Tracer.et >> MagazineComponent >> AmmoMapping
  21. Magazine_556x45_STANAG_30rnd_M856_Tracer.et >> InventoryMagazineComponent >> Attributes >> ItemPhysAttributes >> Weight
  22. Magazine_556x45_STANAG_30rnd_M856_Tracer.et >> InventoryMagazineComponent >> Attributes >> ItemPhysAttributes >> ItemVolume
  23. Magazine_556x45_STANAG_30rnd_M856_Tracer.et >> InventoryMagazineComponent >> Attributes >> ItemPhysAttributes >> ItemDimensions
  24. Magazine_556x45_STANAG_30rnd_M856_Tracer.et >> InventoryMagazineComponent >> WeightPerAmmo

Weapon components (ARMA Reforger)

  1. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> DispersionDiameter >> "0.400"
  2. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> DispersionRange >> "400.000"
  3. 3.0 3.1 3.2 3.3 3.4 Rifle_M16A2.et >> SCR_WeaponAttachmentsStorageComponent >> Attributes >> ItemPhysAttributes >> Weight
  4. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> AttachmentSlotComponent >> AttachmentSlot >> Prefab >> "FlashHider_M16.et"
  5. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> AttachmentSlotComponent >> AttachmentType >> "AttachmentMuzzle556_45"
  6. Rifle_M16A2.et >> WeaponComponent >> AttachmentSlotComponent >> AttachmentType >> "AttachmentOpticsCarryHandle"
  7. Rifle_M16A2.et >> WeaponComponent >> AttachmentSlotComponent >> AttachmentType >> "AttachmentBayonetM9"
  8. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> BulletInitSpeedCoef
  9. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> FireModes[1] >> BaseFireMode >> RoundsPerMinute
  10. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> FireModes[2] >> BaseFireMode >> RoundsPerMinute
  11. 11.0 11.1 Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> MagazineWell >> "MagazineWellStanag556"
  12. Rifle_M16A2.et >> SCR_WeaponAttachmentsStorageComponent >> Attributes >> m_Size >> "SLOT_2x1"
  13. Rifle_M16A2.et >> SCR_WeaponAttachmentsStorageComponent >> Attributes >> ItemPhysAttributes >> ItemVolume
  14. Rifle_M16A2.et >> SCR_WeaponAttachmentsStorageComponent >> Attributes >> ItemPhysAttributes >> ItemDimensions
  15. Rifle_M16A2_M203.et >> WeaponComponent >> MuzzleComponent >> DispersionDiameter >> "0.400"
  16. Rifle_M16A2_M203.et >> WeaponComponent >> MuzzleComponent >> DispersionRange >> "400.000"
  17. 17.0 17.1 17.2 17.3 17.4 Rifle_M16A2_M203.et >> SCR_WeaponAttachmentsStorageComponent >> Attributes >> ItemPhysAttributes >> Weight
  18. 18.0 18.1 18.2 18.3 18.4 UGL_M203_long.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> Weight
  19. UGL_M203_long.et >> MuzzleInMagComponent >> FireModes >> MagazineWell >> "MagazineWellUS_UGL"
  20. 20.0 20.1 UGL_M203_long.et >> MuzzleInMagComponent >> SightsComponent >> SightsRanges[4] >> Range >> y
  21. Bayonet_M9.et >> InventoryItemComponent >> Attributes >> CustomAttributes >> SCR_WeaponAttachmentObstructionAttributes >> m_aObstructedAttachmentTypes >> {AttachmentSuppressorMark3,AttachmentUnderBarrelM203,AttachmentUnderBarrelM203Carbine}
  22. Rifle_M16A2_M203.et >> WeaponComponent >> MuzzleComponent >> AttachmentSlotComponent >> AttachmentType >> "AttachmentMuzzle556_45"
  23. Rifle_M16A2_M203.et >> WeaponComponent >> AttachmentSlotComponent >> AttachmentType >> "AttachmentOpticsCarryHandle"
  24. Rifle_M16A2_M203.et >> SCR_WeaponAttachmentsStorageComponent >> Attributes >> m_Size >> "SLOT_2x1"
  25. Rifle_M16A2_M203.et >> SCR_WeaponAttachmentsStorageComponent >> Attributes >> ItemPhysAttributes >> ItemVolume
  26. UGL_M203_long.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> ItemVolume
  27. Rifle_M16A2_M203.et >> SCR_WeaponAttachmentsStorageComponent >> Attributes >> ItemPhysAttributes >> ItemDimensions
  28. UGL_M203_long.et >> InventoryItemComponent >> Attributes >> ItemPhysAttributes >> ItemDimensions
  29. Rifle_M16A2.et >> WeaponComponent >> SightsComponent >> SightsRanges[0] >> Range >> y
  30. Rifle_M16A2.et >> WeaponComponent >> SightsComponent >> SightsRanges[1] >> Range >> y
  31. Rifle_M16A2.et >> WeaponComponent >> SightsComponent >> SightsRanges[2] >> Range >> y
  32. Rifle_M16A2.et >> WeaponComponent >> SightsComponent >> SightsRanges[3] >> Range >> y
  33. Rifle_M16A2.et >> WeaponComponent >> SightsComponent >> SightsRanges[4] >> Range >> y
  34. Rifle_M16A2.et >> WeaponComponent >> SightsComponent >> SightsRanges[5] >> Range >> y
  35. Rifle_M16A2.et >> WeaponComponent >> SightsComponent >> SightsRanges[6] >> Range >> y
  36. Rifle_M16A2.et >> WeaponComponent >> SightsComponent >> SightsRangesDefaultIndex >> "1"
  37. Rifle_M16A2_M203.et >> WeaponComponent >> SightsComponent >> SightsRanges[0] >> Range >> y
  38. Rifle_M16A2_M203.et >> WeaponComponent >> SightsComponent >> SightsRanges[1] >> Range >> y
  39. Rifle_M16A2_M203.et >> WeaponComponent >> SightsComponent >> SightsRanges[2] >> Range >> y
  40. Rifle_M16A2_M203.et >> WeaponComponent >> SightsComponent >> SightsRanges[3] >> Range >> y
  41. Rifle_M16A2_M203.et >> WeaponComponent >> SightsComponent >> SightsRanges[4] >> Range >> y
  42. Rifle_M16A2_M203.et >> WeaponComponent >> SightsComponent >> SightsRanges[5] >> Range >> y
  43. Rifle_M16A2_M203.et >> WeaponComponent >> SightsComponent >> SightsRanges[6] >> Range >> y
  44. Rifle_M16A2_M203.et >> WeaponComponent >> SightsComponent >> SightsRangesDefaultIndex >> "1"
  45. UGL_M203_long.et >> MuzzleInMagComponent >> SightsComponent >> SightsRanges[0] >> Range >> y
  46. UGL_M203_long.et >> MuzzleInMagComponent >> SightsComponent >> SightsRanges[1] >> Range >> y
  47. UGL_M203_long.et >> MuzzleInMagComponent >> SightsComponent >> SightsRanges[2] >> Range >> y
  48. UGL_M203_long.et >> MuzzleInMagComponent >> SightsComponent >> SightsRanges[3] >> Range >> y
  49. UGL_M203_long.et >> MuzzleInMagComponent >> SightsComponent >> SightsRangesDefaultIndex >> "0"
  50. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> LinearData >> CurveMagnitudes >> x
  51. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> LinearData >> CurveMins >> x
  52. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> LinearData >> CurveMaxs >> x
  53. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> LinearData >> CurveMagnitudes >> y
  54. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> LinearData >> CurveMins >> y
  55. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> LinearData >> CurveMaxs >> y
  56. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> LinearData >> CurveMagnitudes >> z
  57. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> LinearData >> CurveMins >> z
  58. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> LinearData >> CurveMaxs >> z
  59. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> AngularData >> CurveMagnitudes >> x
  60. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> AngularData >> CurveMins >> x
  61. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> AngularData >> CurveMaxs >> x
  62. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> AngularData >> CurveMagnitudes >> y
  63. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> AngularData >> CurveMins >> y
  64. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> AngularData >> CurveMaxs >> y
  65. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> AngularData >> CurveMagnitudes >> z
  66. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> AngularData >> CurveMins >> z
  67. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> AngularData >> CurveMaxs >> z
  68. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> TurnOffsetData >> CurveMagnitudes >> x
  69. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> TurnOffsetData >> CurveMins >> x
  70. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> TurnOffsetData >> CurveMaxs >> x
  71. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> TurnOffsetData >> CurveMagnitudes >> y
  72. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> TurnOffsetData >> CurveMins >> y
  73. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> TurnOffsetData >> CurveMaxs >> y
  74. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> TurnOffsetData >> CurveMagnitudes >> z
  75. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> TurnOffsetData >> CurveMins >> z
  76. Rifle_M16A2.et >> WeaponComponent >> MuzzleComponent >> WeaponAimModifiers >> RecoilWeaponAimModifier >> TurnOffsetData >> CurveMaxs >> z
  77. Rifle_M16A2.et >> SCR_MeleeWeaponProperties >> m_fDamage
  78. Rifle_M16A2_M203.et >> SCR_MeleeWeaponProperties >> m_fDamage
  79. Bayonet_M9.et >> InventoryItemComponent >> Attributes >> CustomAttributes >> SCR_WeaponAttachmentBayonetAttributes >> m_fDamageModificationFactor
  80. 80.0 80.1 Rifle_M16A2.et >> SCR_MeleeWeaponProperties >> m_fRange
  81. 81.0 81.1 Rifle_M16A2_M203.et >> SCR_MeleeWeaponProperties >> m_fRange
  82. 82.0 82.1 Bayonet_M9.et >> InventoryItemComponent >> Attributes >> CustomAttributes >> SCR_WeaponAttachmentBayonetAttributes >> m_fRangeModificationFactor
  83. Rifle_M16A2.et >> SCR_MeleeWeaponProperties >> m_fAccuracy
  84. Rifle_M16A2_M203.et >> SCR_MeleeWeaponProperties >> m_fAccuracy
  85. 85.0 85.1 Bayonet_M9.et >> InventoryItemComponent >> Attributes >> CustomAttributes >> SCR_WeaponAttachmentBayonetAttributes >> m_fPrecisionModificationFactor
  86. Rifle_M16A2_M203.et >> WeaponComponent >> MuzzleComponent >> MagazineWell >> "MagazineWellStanag556"

Entity catalogs (ARMA Reforger)

  1. InventoryItems_EntityCatalog_US.conf >> m_aMultiLists >> SCR_EntityCatalogMultiListEntry[0] >> m_aEntities >> SCR_EntityCatalogInventoryItem[7] >> m_aEntityDataList >> SCR_ArsenalItem[0] >> m_iSupplyCost
  2. InventoryItems_EntityCatalog_US.conf >> m_aMultiLists >> SCR_EntityCatalogMultiListEntry[0] >> m_aEntities >> SCR_EntityCatalogInventoryItem[8] >> m_aEntityDataList >> SCR_ArsenalItem[0] >> m_iSupplyCost
  3. InventoryItems_EntityCatalog_US.conf >> m_aMultiLists >> SCR_EntityCatalogMultiListEntry[7] >> m_aEntities >> SCR_EntityCatalogInventoryItem[0] >> m_aEntityDataList >> SCR_ArsenalItem[0] >> m_iSupplyCost
  4. InventoryItems_EntityCatalog_US.conf >> m_aMultiLists >> SCR_EntityCatalogMultiListEntry[1] >> m_aEntities >> SCR_EntityCatalogInventoryItem[3] >> m_aEntityDataList >> SCR_ArsenalItem[0] >> m_iSupplyCost
  5. InventoryItems_EntityCatalog_US.conf >> m_aMultiLists >> SCR_EntityCatalogMultiListEntry[1] >> m_aEntities >> SCR_EntityCatalogInventoryItem[4] >> m_aEntityDataList >> SCR_ArsenalItem[0] >> m_iSupplyCost
  6. InventoryItems_EntityCatalog_US.conf >> m_aMultiLists >> SCR_EntityCatalogMultiListEntry[1] >> m_aEntities >> SCR_EntityCatalogInventoryItem[5] >> m_aEntityDataList >> SCR_ArsenalItem[0] >> m_iSupplyCost

Formulae

  1. 60 / reloadTime = 60 / 0.07
  2. 60 / reloadTime = 60 / 0.1
  3. 60 / reloadTime = 60 / 0.1
  4. 60 / reloadTime = 60 / 0.075
  5. M16A2 prefab's BulletInitSpeedCoef * M855 prefab's InitSpeed = 1 * 930
  6. M16A2 prefab's Arsenal m_iSupplyCost + M203 prefab's Arsenal m_iSupplyCost = 8 + 30
  7. M16A2's prefab m_fDamage * M9 bayonet's prefab m_fDamageModificationFactor = 20.000 * 10.000
  8. 8.0 8.1 M16A2's prefab m_fRange * M9 bayonet's prefab m_fRangeModificationFactor = 1.000 * 2.500
  9. 9.0 9.1 M16A2's prefab m_fAccuracy * M9 bayonet's prefab m_fPrecisionModificationFactor = 0.300 * 0.300
  10. 30-round M855 only STANAG magazine empty Weight + (MaxAmmo * WeightPerAmmo) = 0.12 + (30 * 0.012)
  11. 30-round M855/M856 mix STANAG magazine empty Weight + (MaxAmmo * WeightPerAmmo) = 0.12 + (30 * 0.012)
  12. 30-round M856 only STANAG magazine empty Weight + (MaxAmmo * WeightPerAmmo) = 0.12 + (30 * 0.012)

Notes

  1. 1.0 1.1 1.2 1.3 1.4 Damage will be reduced if the projectile's velocity drops below this value.
  2. No magazine loaded, flash hider removed, and no +1 round in the chamber.
  3. Full 30-round STANAG magazine loaded (M855/M856 mixed), no flash hider attached, no +1 round in the chamber.
  4. Full 30-round STANAG magazine loaded (M855/M856 mixed), flash hider attached, no +1 round in the chamber.
  5. Full 30-round STANAG magazine loaded (M855/M856 mixed), flash hider attached, including +1 round in the chamber.
  6. No magazine loaded, flash hider removed, no 40 mm grenade loaded, and no +1 round in the chamber.
  7. Full 30-round STANAG magazine loaded (M855/M856 mixed), no flash hider attached, no 40 mm grenade loaded, no +1 round in the chamber.
  8. Full 30-round STANAG magazine loaded (M855/M856 mixed), flash hider attached, M433 HEDP 40 mm grenade loaded into launcher tube, no +1 round in the chamber.
  9. Full 30-round STANAG magazine loaded (M855/M856 mixed), flash hider attached, M433 HEDP 40 mm grenade loaded into launcher tube, including +1 round in the chamber.
  10. 10.0 10.1 Base damage value only. This value can be reduced if the target is wearing personal protection that lowers damage from melee attacks.
  11. 11.0 11.1 The bullet projectile's muzzle velocity at the time of leaving the barrel can randomly have this amount of velocity added or reduced. This is randomised and will not consistently be the same each time a round is fired.
  12. This multiplier increases the dispersion diameter, making the bullet projectile less accurate at long distances.

References

  1. Bohemia Interactive a.s., The Codemasters Software Company Limited 2001, M16 A2, flashpoint1985.com, viewed 5 March 2025, <https://web.archive.org/web/20020803135334/http://www.flashpoint1985.com/gear/west/m16/m16.html>. (archived link)
  2. Operational Environment Enterprise 2019, M16A2 American 5.56mm Assault Rifle, ODIN - OE Data Integration Network, viewed 17 March 2024, <https://odin.tradoc.army.mil/WEG/Asset/07b39d5ec0cf5104f02f94ee5eda4d9b>.
  3. Mcnicoll, J et al. 2006, Operation Flashpoint: Version History, Bohemia Interactive Community Wiki, viewed 15 March 2024, <https://community.bistudio.com/wiki/Operation_Flashpoint:_Version_History#Patch_v1.40>.
  4. ARMA: Cold War Assault 2011 [Video Game], Bohemia Interactive a.s., \BIN\CONFIG.BIN, CfgWeapons >> M16S
  5. ARMA: Cold War Assault 2011 [Video Game], Bohemia Interactive a.s., \BIN\CONFIG.BIN, CfgWeapons >> M16S >> muzzles[] >> {"M16Muzzle","M16StrikeMuzzle"}
  6. ARMA: Cold War Assault 2011 [Video Game], Bohemia Interactive a.s., \BIN\CONFIG.BIN, CfgWeapons >> M16S >> M16StrikeMuzzle
  7. ARMA: Cold War Assault 2011 [Video Game], Bohemia Interactive a.s., \BIN\CONFIG.BIN, CfgAmmo >> StrokeGunHit >> hit
  8. Bohemia Interactive a.s., 2006, Weapons, armedassault.com, viewed 5 March 2025, <https://web.archive.org/web/20071011200457/http://www.armedassault.com/weapons.html>. (archived link)
  9. Jennik_bi_wiki et al. 2008, ArmA: Armed Assault: Update 1.14, Bohemia Interactive Community Wiki, viewed 15 March 2024, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Update_1.14>.
  10. 10.0 10.1 10.2 Bohemia Interactive a.s., 2009, Assault Rifles, Arma 2, viewed 2 October 2024, <https://www.arma2.com/arma-2-weaponry/assault-rifles>.
  11. 11.0 11.1 11.2 Bohemia Interactive a.s., 2010, Assault Rifles, Arma 2, viewed 2 October 2024, <https://www.arma2.com/arma-2-oa-weaponry/a-2-oa-assault-rifles>.
  12. ARMA 2 2009 [Video Game], Bohemia Interactive a.s., Operation Harvest Red, First To Fight
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 Revial, F, Reyhard 2023, Arma Reforger: Weapon Creation/Prefab Configuration, Bohemia Interactive Community Wiki, viewed 26 January 2025, <https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Weapon_Behaviour_Configuration>.
  14. Nathan 2015, 'How the M-16 3-Round Burst Works', The Firearm Blog, 11 May, viewed 17 March 2024, <https://www.thefirearmblog.com/blog/2015/05/11/how-the-m-16-3-round-burst-works/>.
  15. Bohemia Interactive a.s., 2022, 0.9.6 Stable, Arma Reforger, viewed 25 October 2022‎, <https://reforger.armaplatform.com/news/october-update-20>.
  16. Bohemia Interactive a.s., 2022, Ground Support Changelog, Arma Reforger, viewed 27 January 2023‎, <https://reforger.armaplatform.com/news/december-update-1>.
  17. 17.0 17.1 Bohemia Interactive a.s., 2024, 1.1 Update, Arma Reforger, viewed 15 March 2024, <https://reforger.armaplatform.com/news/update-march-13-2024>.
  18. ARMA Reforger 2024 [Video Game], Bohemia Interactive a.s., \ArmaReforger\Weapons\Rifles\M16A2\Data\M16A2_Receiver1_01_BCR.edds, "BOWEN ARMS CO. M16 A2 CAL. 5.56 MM. B0019300"
  19. Bohemia Interactive a.s., 2025, 1.3.0.130 Changelog, Arma Reforger, viewed 28 March 2025, <https://reforger.armaplatform.com/news/changelog-march-27-2025>.
  20. Bohemia Interactive a.s., 2025, 1.3 Update, Arma Reforger, viewed 28 March 2025, <https://reforger.armaplatform.com/news/fire-support>.

External links

See also

Weapons of comparable role and configuration

Weapons of ArmA: Cold War Assault
Handguns 92F 9 mmCZ-75 9 mmGlock 17 9 mmS&W .357Tokarev TT-33 7.62 mm
Submachine guns Ingram .45MP5SD3 9 mmPP-19 Bizon 9 mmSa-61 Scorpion 7.65 mmUZI 9 mm
Shotguns Kozlice
Carbines AK-74 SU 5.45 mmXM-177E2 5.56 mm (XM-177S)
Assault rifles AK-47 7.62 mm (AK-47 GL, AK-47 CZ) • AK-74 5.45 mm (AK-74 GL) • AUG A1 5.56 mmFN-FAL 7.62 mmG3A4 7.62 mmG36 5.56 mmM16A2 5.56 mm (M16A2 GL)
Sniper rifles Hunting Rifle 7.62 mmM21 7.62 mmSVD 7.62 mm
Machineguns M60 7.62 mmPK 7.62 mm
Grenade launchers 6G30MM-1
Launchers 9K32 Strela-2AT-4 SpigotCarl Gustav M2FIM-92 StingerM72 LAWRPG-75NH
Static M2
(Parenthesis) denote variants.
United States - Armoury (ArmA: Cold War Assault)
Handguns 92F 9 mmGlock 17 9 mmS&W .357
Submachine guns MP5SD3 9 mmUZI 9 mm
Carbines XM-177E2 5.56 mm (XM-177S)
Assault rifles AUG A1 5.56 mmM16A2 5.56 mm (M16A2 GL)
Sniper rifles M21 7.62 mm
Machineguns M60 7.62 mm
Grenade launchers MM-1
Launchers Carl Gustav M2FIM-92 StingerM72 LAW
Static M2
(Parenthesis) denote variants.
Weapons of ArmA: Armed Assault
Handguns M9 9 mmMakarov 9 mm
Submachine guns MP5A5 9 mm (SD6)
Carbines AKS-74U 5.45 mmM4A1 5.56 mm (M4A1 GL, M4, M4 GL)
Assault rifles AK-74 5.45 mm (AK-74 + GP-25, AKS-74 PSO) • G36 series (G36, G36C, G36K) • M16A2 5.56 mm (M203) • M16A4 5.56 mm (GL)
Designated marksman rifles Mk12 SPR 5.56 mm
Sniper rifles KSVK 12.7 mmM107 .50M24 7.62 mmSVD Dragunov 7.62 mm
Squad automatic weapons M249 SAW 5.56 mm
Machineguns M240 7.62 mmPKM 7.62 mm
Grenade launchers 6G30
Launchers 9K32 StrelaFIM-92F StingerJavelin LauncherM136RPG-7V
Static AA PodAT TripodAGS-30D-30DShKMM2M119A1Mk. 19Searchlight
(Parenthesis) denote variants.
Queen's Gambit
RACS - Armoury (ArmA: Armed Assault)
Handguns M9 9 mm
Submachine guns MP5A5 9 mm (SD6)
Carbines G36 series (G36C, G36K)
Assault rifles G36 5.56 mmM16A2 5.56 mm (M203)
Sniper rifles M24 7.62 mm
Machineguns M240 7.62 mm
Launchers FIM-92F StingerM136
Static M2* • Searchlight§
(Parenthesis) denote variants.
* only used for the Warfare game mode.
§ denotes campaign-exclusive weapons.
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
Takistani Army - Armoury (ArmA 2)
Handguns Makarov 9 mmRevolver .45
Submachine guns PDW 9 mm
Carbines AKS-74U 5.45 mmM4A1 5.56 mm
Assault rifles AK-74 5.45 mm (AK-74 GP-25, AKS-74) • FN-FAL 7.62 mmM16A2 5.56 mm (M16A2 M203)
Sniper rifles KSVK 12.7 mmSVD Dragunov 7.62 mm
Squad automatic weapons RPK-74 5.45 mm
Machineguns M240 7.62 mmPKM 7.62 mm
Launchers 9K32 Strela-2Metis-M 9K115-2RPG-7VRPG-18
Static AGS-30D-30Igla AA PodKORDMetis AT-132B14 PodnosSearchlightSPG-9ZU-23
(Parenthesis) denote variants. | Operation Arrowhead
Takistani Rebels - Armoury (ArmA 2)
Assault rifles AK-74 5.45 mm (AK-74 GP-25, AKS-74) • AKM 7.62 mmAKS 7.62 mmFN-FAL 7.62 mmM16A2 5.56 mm (M16A2 M203)
Sniper rifles Lee-Enfield .303SVD Dragunov 7.62 mm
Squad automatic weapons RPK-74 5.45 mm
Machineguns PKM 7.62 mm
Launchers FIM-92F StingerRPG-7V
Static D-30DShKM2B14 PodnosSPG-9ZU-23
(Parenthesis) denote variants.
Operation Arrowhead
ION Services - Armoury (ArmA 2)
Handguns G17 9 mmM9 9 mm
Shotguns AA-12
Carbines M4A1 5.56 mm (M4A3) • XM8 Compact 5.56 mm
Assault rifles FN FAL 7.62 mmM16A2 M203 5.56 mmXM8 series (XM8, XM8 M320)
Designated marksmen rifles XM8 Sharpshooter 5.56 mm
Sniper rifles AS50 12.7 mmKSVK 12.7 mm
Squad automatic weapons XM8 Automatic Rifle 5.56 mm
Machineguns PKM 7.62 mm
Launchers FIM-92F StingerRPG-18
(Parenthesis) denote variants.
Operation Arrowhead | Private Military Company
Weapons of ARMA Reforger
Handguns M9 9 mmPM 9 mm
Carbines AKS-74U 5.45 mm (N) • M16 Carbine 5.56 mm (M203)
Assault rifles AK-74 5.45 mm (N) • M16A2 5.56 mm (M203) • Sa-58V 7.62 mm (P)
Sniper rifles M21 SWS 7.62 mmSVD 7.62 mm
Squad automatic weapons M249 SAW 5.56 mmRPK-74 5.45 mm (N)
Machine guns M60 7.62 mmPKM 7.62 mm (N) • UK-59L 7.62 mm
Launchers M72A3 LAWRPG-7V1
Static 2B14M2HB - TripodM240* • M252M60 - TripodNSV - TripodPKM - Tripod
(Parenthesis) denotes variants.
* this weapon is not available in a standalone turret configuration and is only available as a vehicle-mounted weapon.
United States - Armoury (ARMA Reforger)
Handguns M9 9 mm
Carbines M16 Carbine 5.56 mm (M203)
Assault rifles M16A2 5.56 mm (M203)
Sniper rifles M21 SWS 7.62 mm
Squad automatic weapons M249 SAW 5.56 mm
Machineguns M60 7.62 mm
Launchers M72A3 LAW
Static M2HB - TripodM240* • M252M60 - Tripod
(Parenthesis) denote variants.
* this weapon is not available in a standalone turret configuration and is only available as a vehicle-mounted weapon.