Armed Assault Wiki

The M2 Bradley is a family of tracked Infantry Fighting Vehicles featured in both ArmA: Cold War Assault and ArmA 2.


ArmA: Cold War Assault[]

The M2A2 Bradley is used exclusively by U.S. military forces in ArmA: Cold War Assault.

Overview[]

  • Roles:
    • Troop transport
    • Fire support
« The mission of the Bradley Fighting Vehicle [BFV] is to provide mobile protected transport of an infantry squad to critical points on the battlefield and to perform cavalry scout missions. The BFVS will also provide overwatching fires to support dismounted infantry and to suppress or defeat enemy tanks and other fighting vehicles. The Bradley Fighting Vehicle is a fully armored, fully tracked vehicle designed to carry Mechanized Infantry into close contact with the enemy.
Vehicle Description[1]
»

Design[]

First designed in 1981, the M2A2 Bradley is a tracked Infantry Fighting Vehicle that is intended to be used for reconnaissance duties and transporting infantry squads; all while providing its dismounts protection against small arms fire.

Armament
It is armed with a 25 mm autocannon, a coaxial 7.62 mm medium machine gun, as well as a TOW missile pod.[CWACfgV 5] The standard loadout of the M2A2 gives it 300 rounds of high-explosive (HE) shells for the main gun[CWACfgW 1] while the coaxial MMG is fed from a single 500-round belt.[CWACfgW 2] The TOW missile pod is pre-loaded with 2× ATGMs by default[CWACfgW 3] and has a further six missiles in reserve for a combined total of 8× missiles.[CWACfgV 6]

Features
The direct counterpart to the Soviet BMP-1 and BMP-2, the M2A2 serves as the heavy IFV of U.S. forces in Cold War Assault.

Compared to the M113, the addition of its dedicated TOW missile pod grants not only a significant firepower boost, but also allows the crew to fight tanks like the T-72 without having to rely on friendly anti-tank support. Paired with its explosive 25 mm munitions that are excellent against infantry and light armour, as well as its higher armour plating (200)[CWACfgV 7], the M2A2 has overall better survivability and is more flexible in combat.

Mobility
Speed-wise, the M2A2 shares the exact same top speed with the M113 and caps out at 69 km/h, making it ~ 14% slower than the BMP-1/BMP-2 (80 km/h). It isn't amphibious like both vehicles or the M113, and is therefore restricted to land travel only.

Drawbacks
The M2A2's main drawback is its lack of armour piercing munitions. As the 25 mm autocannon can only fire HE shells, it relies solely on its TOW missiles to destroy armoured enemy vehicles. This is in stark contrast to the BMP-2 which is capable of firing both AP shells and ATGMs. On the other hand, when compared to the M113, it can only ferry up to six troops at a time which is two less transportable passengers in total.[CWACfgV 7] It also has a significantly taller and bulkier turret profile, which makes it easier to spot from afar as opposed to the smaller M113.

Crew Capacity
The M2A2 has a seating capacity of three for a driver, the gunner and commander. It can transport up to six passengers in its rear compartment.[CWACfgV 1]


Protection[]

The M2A2 has 200 points worth of armour plating.[CWACfgV 7]


Armament[]

The gunner position controls all of the Bradley's weapon systems (Cannon 25 mm autocannon/TOW missile launcher/coaxial MG 7.62 mm).[CWACfgV 5]

The M2A2's turret can be freely rotated in any direction horizontally[CWACfgV 8][CWACfgV 9] but has more restrictive vertical rotation limits of a maximum elevation of 74 degrees[CWACfgV 10] and a depression of just 4.5 degrees:[CWACfgV 11]

Cannon 25 mm[]

OFP-vehicleweapons-m2a2-cannon25mm
Ammo parameter Value
Base damage value 30[CWACfgA 1]
Splash damage value 15[CWACfgA 2]
Muzzle velocity (m/s) 1,000[CWACfgW 4]

General-purpose 25 mm autocannon. Fires HE-type shells.

It has a "fake" fire rate of ~ 857 rounds per minute[Formula 1][note 1] and an actual fire rate of only ~ 428 RPM.[CWACfgW 5][Formula 2] The Cannon 25 mm has a muzzle velocity of 1,000 m/s.[CWACfgW 4] Accuracy-wise, the Cannon 25 mm has a dispersion of 0.002 rad.[CWACfgW 6] The shells have a blast radius of 3 metres.[CWACfgA 3]

MG 7.62 mm[]

OFP-vehicleweapons-m2a2-mg762mm
Ammo parameter Value
Base damage value 8[CWACfgA 4]
Spill damage value 2[CWACfgA 5]
Muzzle velocity (m/s) 1,000[CWACfgW 7]

Coaxial 7.62 mm medium machine gun.

It can attain a fire rate of up to 600 RPM[CWACfgW 8][Formula 3] and has a muzzle velocity of 1,000 m/s.[CWACfgW 7] Accuracy-wise, the MG 7.62 mm has a dispersion of 0.0007 rad.[CWACfgW 9] The bullets have a spill radius of 0.1 metres upon impact.[CWACfgA 6]

TOW[]

OFP-vehicleweapons-m2a2-tow
Parameter Value
Base damage value 500[CWACfgA 7]
Splash damage value 150[CWACfgA 8]
Blast radius (metres) 2.5[CWACfgA 9]
Launch velocity (m/s) 30[CWACfgW 10]
Maximum speed (m/s) 200[CWACfgA 10]

Infrared-guided anti-tank missile.[CWACfgA 11] Can be optionally guided by SACLOS[CWACfgA 12] up to a maximum distance of 250 metres.[CWACfgA 13]

TOW missiles can be launched once every 0.5 seconds.[CWACfgW 11] It takes 12 seconds to rearm the pod with another batch of missiles.[CWACfgW 12] TOW missiles are always fired with an initial launch velocity of 30 m/s.[CWACfgW 10] The missile's motor will ignite 0.15 seconds after launch and needs a further 2.5 seconds[CWACfgA 14] of flight time to attain a top speed of 200 m/s.[CWACfgA 10] The warhead has a blast radius of 2.5 metres.[CWACfgA 9]


Optics[]

Driver[]

OFP-bradley-optics-driver

The driver has the ability to wear their own night vision goggles while looking through the periscope.

Commander[]

OFP-bradley-optics-commander

The commander's vision block view has variable zoom capability. It has a minimum of magnification of 1.14x[CWACfgV 12][Formula 4] and a maximum of 5.71x.[CWACfgV 13][Formula 5]

The commander can wear their NVGs while looking through the block view.

Gunner[]

OFP-bradley-optics-gunner

The Gunner's Primary Sight (GPS) has variable zoom capability. It has a minimum of magnification of 1.14x[CWACfgV 12][Formula 4] and a maximum of 5.71x.[CWACfgV 13][Formula 5]

The reticle is illuminated and will be fully visible under low-light conditions. It is possible to equip an NVG whilst the gunner is looking through the GPS.


AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The M2A2 has a camouflage[2] rating of 8.[CWACfgV 14]

Cost[]

Main article: AI Basics: Targeting priority

The M2A2 has a cost[3] value of 100000.[CWACfgV 15]

Threat values[]

Main article: AI Basics: Targeting priority

The M2A2 is considered to be a medium-risk threat[4] to AI-controlled infantry units and ground vehicles (0.5/0.5).[CWACfgV 16]

On the other hand, AI-controlled aircraft consider the M2A2 to be an extremely dangerous threat (1).[CWACfgV 16]

Noise factor[]

Main article: AI Basics: Detection

The M2A2 has an audible[5] factor of 6.[CWACfgV 17]


Trivia[]

  • The M2A2 was not actually included as part of the default set of vehicles that could be used in Operation Flashpoint: Cold War Crisis (the initial name for Cold War Assault) and was only added with the release of Patch 1.30.[1][6]
  • For unknown reasons, the in-game M2A2's TOW launcher actually fires the same 9M14 (AT-3 Sagger) missiles as the BMP-1 even though the two missiles are completely different designs in reality.[7]

Gallery[]

ArmA 2[]

The M2A3 Bradley and its sub-variants are used exclusively by U.S. Army forces in ArmA 2. They were added with the release of the Operation Arrowhead expansion pack.

Overview[]

  • Roles:
    • Troop transport
    • Fire support
    • Low altitude anti-aircraft defence
« The M2 Bradley is an infantry fighting vehicle used by US Army. It is designed to transport infantry with armor protection while providing covering fire to suppressing enemy troops and armored vehicles.
The A3 variant brings improvements in fire control systems and features the improved survivability of the crew.
Armoury Description[8]
»

Design[]

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

Returning in ArmA 2, the M2A3 Bradley is an improved version of the original M2 Bradley IFV that was first developed during the Cold War. The M2A3 is the latest development and incorporates enhancements including enhancements intended to improve its lethality, mobility, and survivability.

Armament
Like its Cold War Assault counterpart, the M2A3 retains the same armament in the form of a 25 mm autocannon, coaxial 7.62 mm machine gun, and an ATGM launcher pod that can fire surface-to-surface anti-vehicle missiles.[A2CfgV 6]

The standard loadout for the M2A3's M242 25 mm autocannon consists of:[A2CfgV 11]

  • 480 rounds of armour-piercing discarding sabot (APDS) shells that are split across 2× 240-round magazines
  • 480 rounds worth of high-explosive (HE) shells, split across 2× 240-round magazines

The coaxial M240 7.62 mm MMG feeds from a single 1,200-round belt. It has no spare belts to reload from. Lastly, the M220 TOW launcher pod is always pre-loaded with a 2-round BGM-71A TOW missile "magazine". Four more 2-round missile "magazines" are available in reserve, providing the M220 TOW launcher with access to a combined total of 10× SACLOS-guided[A2CfgA 1] missiles.[A2CfgV 11]

The M2A3's commander also has the ability to activate the vehicle's defensive smoke launchers.[A2CfgV 9] 4× volleys' worth of smoke grenades are always ready for launch[A2CfgV 12], and can be used to confuse incoming autonomously guided missiles or to generate a smoke screen cover for friendly forces.

Features
Unlike its Cold War Assault predecessor, the M2A3 is fitted with the Bradley Urban Survival Kit (BUSK) module which protects it with additional 30 millimetre-thick Explosive Reactive Armour (ERA) blocks on both sides of the hull. Thanks to it being better armoured, the M2A3 also has a base armour value of 400 as well[A2CfgV 13], which grants it slightly better survivability to autocannon fire, light AT munitions, and Improvised Explosive Devices (IED). ArmA 2's M2A3 is similarly better equipped since it can actually load anti-vehicle AP shells as opposed to just anti-personnel HE shells.

Drawbacks
The Bradley family's main downsides are their low speeds, slow acceleration, and overall poorer handling compared to other IFVs. Its Russian counterpart, the BMP-3, can attain a top speed of 81 km/h whereas the Bradley is capped to a speed of only 70 km/h. In fact, it is by far the slowest of all tracked IFVs, and is surpassed in pure speed even by the older BVP-1 and the BMP-2.

It should also be noted that the Linebacker variant is noticeably inferior to its Russian-made dedicated anti-aircraft counterpart in almost every way. Not only are its Stinger missiles less agile and shorter ranged compared to the latter's AA missiles, but the Linebacker's 25 mm cannon lacks the range and fire rate of the 2S6M's twin autocannons.

Its only saving grace is that both the gunner and commander have access to night/thermal vision modes[A2CfgV 14][A2CfgV 15] that can help negate visibility issues under low-light conditions (a problem that the 2S6M suffers from due to not possessing advanced optics), but this doesn't address its primary weakness of lacking adequate AA capabilities.

Crew Capacity
The M2A3 has a seating capacity of three personnel for a crew consisting of the driver, gunner and commander. It can transport up to six passengers in its rear compartment (this applies to older configurations of the Bradley as well).[A2CfgV 1]


Variants[]

Older model of the Bradley IFV.

Armament-wise, the M2A2 uses the exact same loadout as the newer M2A3 IFV (M242 25 mm autocannon/M240 7.62 mm coaxial medium machine gun/M220 TOW ATGM launcher pod).[A2CfgV 5] Where the M2A2 differs is that it lacks addon armour modules, resulting in it having a lower base armour value of 300.[A2CfgV 16] The vehicle's commander also does not have access to a laser rangefinder as they only have a periscope with a thermal imager.[A2CfgV 17][A2CfgV 18]

Dedicated SHORAD configuration.

The Linebacker variant retains the same M242 25 mm autocannon and M240 7.62 mm coaxial medium machine gun as the older M2A2 and newer M2A3 IFVs.[A2CfgV 7] Just like the M2A2, the Linebacker also has a lower base armour value of only 300 since it does not have addon armour modules installed[A2CfgV 19], and that the Linebacker's commander only has access to a thermal imaging-capable periscope but no laser rangefinder.[A2CfgV 17][A2CfgV 18]

The main difference is that the Linebacker specifically replaces the M220 TOW with a FIM-92F surface-to-air missile launcher pod instead.[A2CfgV 7] The Linebacker's Stinger pod always comes with 12× infrared-guided Stinger missiles that are split across three 4-round missile "magazines".[A2CfgV 20]


Protection: Hitpoints[]

The M2A3 variant has a base armour value of 400[A2CfgV 13] while the older M2A2/M6 variants have base armour values of 300 instead.[A2CfgV 16][A2CfgV 19]

Successful strikes to any of the following highlighted sections will inflict full damage to the component:

Arma2-bradley-hitpoints

Left: M2A2/M6, Right: M2A3

LEGEND
Green = Hull
Orange = Engine
Light blue = Tracks
Maroon = Turret

It should be noted that the Explosive Reactive Armour (ERA) blocks on the baseline M2A3 variant are not functional in regular gameplay and do not provide any enhanced protection against anti-tank weapons or AP-based projectiles.[note 2]

Hull[]

Bradley variant Hitpoint maximum damage threshold Damage shared to main "health" pool
M2A3 Bradley 400
[A2CfgV 21][Formula 6]
100%
[A2CfgV 22]
M2A2 Bradley 300
[A2CfgV 23][Formula 7]
100%
[A2CfgV 24]
M6 Linebacker 300
[A2CfgV 25][Formula 8]
100%
[A2CfgV 26]

Engine[]

Bradley variant Hitpoint maximum damage threshold Damage shared to main "health" pool
M2A3 Bradley 140
[A2CfgV 27][Formula 9]
20%
[A2CfgV 28]
M2A2 Bradley 105
[A2CfgV 29][Formula 10]
20%
[A2CfgV 30]
M6 Linebacker 105
[A2CfgV 31][Formula 11]
20%
[A2CfgV 32]

Tracks[]

Bradley variant Hitpoint maximum damage threshold Damage shared to main "health" pool
M2A3 Bradley 60
[A2CfgV 33][A2CfgV 34][Formula 12]
30%
[A2CfgV 35][A2CfgV 36]
M2A2 Bradley 45
[A2CfgV 37][A2CfgV 38][Formula 13]
30%
[A2CfgV 39][A2CfgV 40]
M6 Linebacker 45
[A2CfgV 41][A2CfgV 42][Formula 14]
30%
[A2CfgV 43][A2CfgV 44]

Turret: Traverse[]

Bradley variant Hitpoint maximum damage threshold Damage shared to main "health" pool
M2A3 Bradley 400
[A2CfgV 45][Formula 15]
100%
[A2CfgV 46]
M2A2 Bradley 300
[A2CfgV 47][Formula 16]
100%
[A2CfgV 48]
M6 Linebacker 300
[A2CfgV 49][Formula 17]
100%
[A2CfgV 50]

Turret: Elevation[]

Bradley variant Hitpoint maximum damage threshold Damage shared to main "health" pool
M2A3 Bradley 120
[A2CfgV 51][Formula 18]
0% (No damage transfer)
[A2CfgV 52]
M2A2 Bradley 90
[A2CfgV 53][Formula 19]
0% (No damage transfer)
[A2CfgV 54]
M6 Linebacker 90
[A2CfgV 55][Formula 20]
0% (No damage transfer)
[A2CfgV 56]

Protection: Armour[]

.bisurf Density[9] Thickness[9] bulletPenetrability[10] bulletPenetrabilityWithThickness[10]
armour.bisurf 7840 N/A; based on vehicle fire geometry thickness 1 N/A; not used by armour.bisurf
armor_5mm_plate.bisurf 7800 5 200 13
armor_7mm_plate.bisurf 7800 7 200 13
armor_11mm_plate.bisurf 7800 11 200 13
armor_16mm_plate.bisurf 7800 16 200 13
armor_23mm_plate.bisurf 7800 23 200 13
armor_30mm_plate.bisurf 7800 30 200 13
glass_armored.bisurf 2400 N/A; based on vehicle fire geometry thickness 50 N/A; not used by glass_armored.bisurf


M2A3 Bradley[]

Arma2-bradleym2a3-firegeo-penetration

LEGEND
Dark blue = armor_16mm_plate.bisurf
Green = glass_armored.bisurf
Maroon = armor_5mm_plate.bisurf
Orange = armor_23mm_plate.bisurf
Pink = armor_30mm_plate.bisurf
Purple = armour.bisurf
Teal = armor_7mm_plate.bisurf
Yellow = armor_11mm_plate.bisurf

The baseline M2A3 Bradley IFV is protected by a mix of ballistic-resistant glass and seven types of armour plates:

  • The commander's Transparent Armor Gun Shield (TAGS) is made out of panes of armoured glass.[rvmat 1][bisurf 1]
  • The Bradley's engine is protected by a wedge-shaped block of armour.[rvmat 2][bisurf 2]
  • The turret's smoke launchers and the mount for the Commander's Independent Viewer (CIV) but not the CIV itself are protected by metal armour plates that have a thickness of 5 millimetres.[rvmat 3][bisurf 3]
  • The underbelly of the Bradley's hull exterior, the vehicle's lights, the AN/VLQ-12 CREW Duke Electronic Warfare System antennas, the M220 TOW missile launcher pod, the Commander's Independent Viewer (CIV), rear stowage boxes, and parts of the troop/crew compartment roofs are protected by metal armour plates that have a thickness of 7 millimetres.[rvmat 4][bisurf 4]
  • The barrel of the M242 autocannon, the Bradley's wheels, turret bustle stowage rack, and the Integrated Sight Unit (ISU) are protected by metal armour plates that have a thickness of 11 millimetres.[rvmat 5][bisurf 5]
  • All crew hatches (but excluding the rear troop compartment ramp) are protected by metal armour plates that have a thickness of 16 millimetres.[rvmat 6][bisurf 6]
  • The entirety of the Bradley's hull (including the bottom of the vehicle's interior) is protected by metal armour plates that have a thickness of 23 millimetres.[rvmat 7][bisurf 7]
  • The Explosive Reactive Armour (ERA) blocks[note 3] on both sides of the Bradley's hull have a thickness of 30 millimetres.[rvmat 8][bisurf 8]

The commander's Transparent Armor Gun Shield (TAGS) is ballistic-resistant and can block bullet projectiles fired by 7.62 mm assault rifles/medium machine guns. However, the glass is not sufficiently durable enough to block .50 cal/12.7 mm bullet projectiles.

M2A2 Bradley/M6 Linebacker[]

Arma2-bradleym2a2-firegeo-penetration

LEGEND
Dark blue = armor_16mm_plate.bisurf
Maroon = armor_5mm_plate.bisurf
Orange = armor_23mm_plate.bisurf
Purple = armour.bisurf
Teal = armor_7mm_plate.bisurf
Yellow = armor_11mm_plate.bisurf

The older M2A2 Bradley IFV and M6 Linebacker variants are protected by six types of armour plates:

  • The Bradley's engine is protected by a wedge-shaped block of armour.[rvmat 2][bisurf 2]
  • The turret's smoke launchers and the mount for the M220 TOW (but not the launcher pod itself) are protected by metal armour plates that have a thickness of 5 millimetres.[rvmat 3][bisurf 3]
  • The underbelly of the Bradley's hull exterior, the vehicle's lights, the M220 TOW missile launcher pod, rear stowage boxes, and parts of the troop/crew compartment roofs are protected by metal armour plates that have a thickness of 7 millimetres.[rvmat 4][bisurf 4]
  • The barrel of the M242 autocannon, the Bradley's wheels, turret bustle stowage rack, and the Integrated Sight Unit (ISU) are protected by metal armour plates that have a thickness of 11 millimetres.[rvmat 5][bisurf 5]
  • All crew hatches (but excluding the rear troop compartment ramp) are protected by metal armour plates that have a thickness of 16 millimetres.[rvmat 6][bisurf 6]
  • The entirety of the Bradley's hull (including the bottom of the vehicle's interior) is protected by metal armour plates that have a thickness of 23 millimetres.[rvmat 7][bisurf 7]

Armament[]

NOTE: For specifics on the M242's munitions, see its related section listed here.

Regardless of variant, the gunner position exclusively has control over all weapon systems on the Bradley (M242 25 mm autocannon/M240 7.62 mm coaxial medium machine gun/M220 TOW anti-tank guided missile launcher/FIM-92F Stinger surface-to-air missiles).[A2CfgV 5][A2CfgV 6][A2CfgV 7] On the other hand, the commander position is the only crewman who has access to the vehicle's defensive smoke launchers.[A2CfgV 8][A2CfgV 9][A2CfgV 10]

Turret rotation limits for all variants of the Bradley are identical to one another no matter their configuration. The turret can be freely rotated in any direction horizontally.[A2CfgV 57][A2CfgV 58] When it comes to vertical rotation limits, they are restricted to a maximum elevation of 59 degrees[A2CfgV 59] and a depression of just 9 degrees:[A2CfgV 60]

M242[]

Arma2-vehicleweapons-m2a3bradleyera-m242

General-purpose 25 mm autocannon. Can load and fire either AP or HE-type shells.

Muzzle velocity varies depending on the type of munition loaded:[A2CfgW 1]

It can attain a fire rate of up to 200 RPM.[A2CfgW 2][Formula 21] Accuracy-wise, the M242 has a dispersion value of 0.0003 rad.[A2CfgW 3] There is no delay for swapping between munition types.[A2CfgW 4]

Its zeroing can be manually adjusted, starting from a minimum of 100 metres up to a maximum of 1,800 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800).[A2CfgV 61][A2CfgV 62][A2CfgV 63] By default, the M242 utilises a zeroing of 600 metres.[A2CfgV 64][A2CfgV 65][A2CfgV 66]

M240[]

Arma2-vehicleweapons-m2a3bradleyera-m240
Ammo parameter Value
Base damage value 12[A2CfgA 2]
Aerodynamic friction -0.0009324[A2CfgA 3]
Muzzle velocity (m/s) 834[A2CfgM 3]
Expected velocity (m/s) 900[A2CfgA 4][note 4]
Deflection angle (degrees) 10°[A2CfgA 5]

Coaxial 7.62 mm medium machine gun.

It can attain a fire rate of up to 800 RPM[A2CfgW 5][Formula 22] and has a muzzle velocity of 834 m/s.[A2CfgM 3] Accuracy-wise, the M240 has a dispersion of 0.0012 rad.[A2CfgW 6] It takes at least 5 seconds to reload the M240 with a fresh belt after rearming from a supply truck/ammunition crate.[A2CfgW 7] Every fourth round fired will emit a visible red tracer.[A2CfgM 4]

Zeroing limits for the M240 are shared with the primary M242 autocannon. Just like the M242, zeroing for M240s can be manually adjusted from a minimum of 100 metres up to a maximum of 1,800 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800).[A2CfgV 61][A2CfgV 62][A2CfgV 63] By default, M240s always utilise a zeroing of 600 metres.[A2CfgV 64][A2CfgV 65][A2CfgV 66]

M220 TOW[]

Arma2-vehicleweapons-m2a3bradleyera-bgm71etow

NOTE: Only available on the baseline M2A3 and unmodified M2A2 variants.

Parameter Value
Base damage value 480[A2CfgA 6]
Splash damage value 12[A2CfgA 7]
Warhead type High-Explosive Anti-Tank
Blast radius (metres) 1.2[A2CfgA 8]
Launch velocity (m/s) 55.16[A2CfgM 5]
Maximum speed (m/s) 296[A2CfgA 9]

Anti-tank guided missile launcher pod. Its missiles utilise SACLOS for guidance.[A2CfgA 1] They can be manually controlled up to a maximum distance of 3,750 metres.[A2CfgA 10]

The M220 launcher pod can load and fire one BGM-71A TOW missile every second (fire rate of 60 RPM).[A2CfgW 8][Formula 23] However, the missile pod requires at least 30 seconds to reload another batch of missiles or to fully rearm from a supply truck/ammunition crate.[A2CfgW 9] BGM-71A TOW missiles are always launched with an initial velocity of 55.16 m/s.[A2CfgM 5] It takes a further 1.45 seconds[A2CfgA 11] of flight time for the missile to attain a top speed of 296 m/s.[A2CfgA 9] The missile utilises a high-explosive anti-tank (HEAT) warhead that has a blast radius of only 1.2 metres.[A2CfgA 8]

FIM-92F Stinger[]

Arma2-vehicleweapons-m6linebacker-stinger

NOTE: Only available on the M6 Linebacker variant.

Parameter Value
Base damage value 70[A2CfgA 12]
Splash damage value 50[A2CfgA 13]
Warhead type High-Explosive
Blast radius (metres) 8[A2CfgA 14]
Launch velocity (m/s) 40[A2CfgM 6]
Maximum speed (m/s) 750[A2CfgA 15]

Surface-to-air missile launcher pod. Utilises infrared-homing guidance.[A2CfgA 16][A2CfgA 17][note 5]

The FIM-92F launcher can load and fire a Stinger missile once every 4 seconds (fire rate of 15 RPM).[A2CfgW 10][Formula 24] However, the launcher pod requires at least 30 seconds to reload another batch of 4-round missile "magazines" or to fully rearm from a supply truck/ammunition crate once all missile "magazines" have been depleted.[A2CfgW 11] They take 3 seconds to lock onto a target.[A2CfgW 12] The launcher's seeker has a 20% chance to have its lock-on get temporarily disrupted by defensive flare-based countermeasures.[A2CfgW 13]

Stinger missiles are always fired with an initial velocity of 40 m/s.[A2CfgM 6] The missile's motor will ignite 0.2 seconds after launch[A2CfgA 18] and take an additional 2.5 seconds of flight time[A2CfgA 19] to attain a top speed of 750 m/s.[A2CfgA 15] The missile's warhead utilises a high-explosive (HE) payload. It has a blast radius of 8 metres.[A2CfgA 14] Its seeker has a 20% chance to have its lock get broken by flare-based countermeasures.[A2CfgA 20]


Optics[]

Driver[]

Arma2-bradley-optics-driver

The driver's periscope does not have the ability to toggle enhanced vision modes. However, they can wear their own night vision goggles whilst they are through it.

Commander[]

The commander position's optics differs depending on the Bradley's configuration:

It should be noted that the commander's periscope on the M2A2 Bradley IFV and M6 Linebacker does not have access to a laser rangefinder. Only the M2A3's CIV features an integrated laser rangefinder.[A2CfgV 73]

Gunner[]

The gunner's Integrated Sight Unit (ISU) has a laser rangefinder[A2CfgV 74] and can toggle between three vision modes: day, night, and green-/black-hot thermal.[A2CfgV 14][A2CfgV 15][A2CfgV 75][A2CfgV 76]

It can switch between two fields of view: Wide (WFOV 2.13x)[A2CfgV 77][Formula 29] and Narrow (NFOV 6.41x).[A2CfgV 78][Formula 30]

It should be noted that the gunner's ISU is not powered by an auxiliary power unit (APU). Because of this, rotating the turret in any direction will automatically force the Bradley's engine to be switched on.[A2CfgV 79][A2CfgV 80][A2CfgV 81]


Defensive sensors[]

All configurations of the Bradley are equipped with defensive sensors in the form of a Laser Warning Receiver (LWR). The LWR will warn the crew if a laser-based targeting system is attempting acquire a lock onto the Bradley.[A2CfgV 82]

Bradley IFVs are also equipped with a Missile Approach Warning System (MAWS). The MAWS will relay an alert to the crew if a guided projectile has successfully locked onto the vehicle and is inbound towards it.[A2CfgV 83]


AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

All configurations of the Bradley have a camouflage[2] rating of 8.[A2CfgV 84]

Cost[]

Main article: AI Basics: Targeting priority

All configurations of the Bradley have a cost[3] value of 1000000.[A2CfgV 85]

Threat values[]

Main article: AI Basics: Targeting priority

The threat[4] value of the Bradley depends on its configuration:

  • The M2A3/M2A2 Bradley IFVs are considered to be a dangerous threat to AI-controlled infantry units and ground vehicles (0.9/0.9). However, aircraft consider the Bradley to only be a medium-risk threat (0.4).[A2CfgV 86]
  • The M6 Linebacker is considered to be a dangerous threat to AI-controlled infantry units (0.9) and a low-risk threat to ground vehicles (0.3). On the other hand, aircraft consider the Linebacker to be an extremely dangerous threat (1). They will prioritise attacking it or attempting to flee at first contact if they are unable to engage the Linebacker with their available weapon(s).[A2CfgV 87]

Noise factor[]

Main article: AI Basics: Detection

All configurations of the Bradley have an audible[5] factor of 18.[A2CfgV 88]


Trivia[]

  • As part of the latest Steam version patches (Community Configuration Project), the M242 chain gun on all Bradley variants were granted a firepower boost with AP/HE munitions dealing slightly increased damage.[11]
    • Accuracy was also greatly improved with much lower dispersion at distances beyond 800 metres. The M242 is now statistically comparable to the 2A42 30 mm autocannon utilised on most Russian ground vehicles and attack helicopters.[12]
  • Until the release of ArmA 3, the ArmA 2 Bradley would remain as the only IFV in the series that had a dedicated anti-aircraft sub-variant.

Gallery[]

Config/script references[]

CfgAmmo (ArmA: Cold War Assault)

  1. CfgAmmo >> Cannon25HE >> hit
  2. CfgAmmo >> Cannon25HE >> indirectHit
  3. CfgAmmo >> Cannon25HE >> indirectHitRange
  4. CfgAmmo >> Bullet7_6 >> hit
  5. CfgAmmo >> Bullet7_6 >> indirectHit
  6. CfgAmmo >> Bullet7_6 >> indirectHitRange
  7. CfgAmmo >> AT3 >> hit
  8. CfgAmmo >> AT3 >> indirectHit
  9. 9.0 9.1 CfgAmmo >> AT3 >> indirectHitRange
  10. 10.0 10.1 CfgAmmo >> AT3 >> maxSpeed
  11. CfgAmmo >> AT3 >> irLock
  12. CfgAmmo >> AT3 >> manualControl
  13. CfgAmmo >> AT3 >> maxControlRange
  14. CfgAmmo >> AT3 >> thrustTime

CfgWeapons (ArmA: Cold War Assault)

  1. CfgWeapons >> Cannon25HE >> count
  2. CfgWeapons >> MachineGun7_6 >> count
  3. CfgWeapons >> HellfireLauncherM2A2 >> count
  4. 4.0 4.1 CfgWeapons >> Cannon25HE >> initSpeed
  5. CfgWeapons >> Cannon25HE >> reloadTime
  6. CfgWeapons >> Cannon25HE >> dispersion
  7. 7.0 7.1 CfgWeapons >> MachineGun7_6 >> initSpeed
  8. CfgWeapons >> MachineGun7_6 >> reloadTime
  9. CfgWeapons >> MachineGun7_6 >> dispersion
  10. 10.0 10.1 CfgWeapons >> HellfireLauncherM2A2 >> initSpeed
  11. CfgWeapons >> HellfireLauncherM2A2 >> reloadTime
  12. CfgWeapons >> HellfireLauncherM2A2 >> magazineReloadTime

CfgVehicles (ArmA: Cold War Assault)

  1. 1.0 1.1 CfgVehicles >> Bradley >> transportSoldier
  2. CfgVehicles >> Bradley >> transportMaxWeapons
  3. CfgVehicles >> Bradley >> transportMaxMagazines
  4. CfgVehicles >> Bradley >> fuelCapacity
  5. 5.0 5.1 5.2 5.3 5.4 CfgVehicles >> Bradley >> weapons[] >> {"Cannon25HE","MachineGun7_6","HellfireLauncherM2A2"}
  6. 6.0 6.1 CfgVehicles >> Bradley >> magazines[] >> {"Cannon25HE","MachineGun7_6","HellfireLauncherM2A2","HellfireLauncherM2A2","HellfireLauncherM2A2","HellfireLauncherM2A2"}
  7. 7.0 7.1 7.2 CfgVehicles >> Bradley >> armor
  8. CfgVehicles >> Bradley >> Turret >> minTurn
  9. CfgVehicles >> Bradley >> Turret >> maxTurn
  10. CfgVehicles >> Bradley >> Turret >> maxElev
  11. CfgVehicles >> Bradley >> Turret >> minElev
  12. 12.0 12.1 CfgVehicles >> Bradley >> ViewOptics >> maxFov >> "0.35"
  13. 13.0 13.1 CfgVehicles >> Bradley >> ViewOptics >> minFov >> "0.07"
  14. CfgVehicles >> Bradley >> camouflage
  15. CfgVehicles >> Bradley >> cost
  16. 16.0 16.1 CfgVehicles >> Bradley >> threat[] >> {0.5,0.5,1}
  17. CfgVehicles >> Bradley >> audible

CfgAmmo (ArmA 2)

  1. 1.0 1.1 CfgAmmo >> M_TOW_AT >> manualControl
  2. CfgAmmo >> B_762x51_Ball >> hit
  3. CfgAmmo >> B_762x51_Ball >> airFriction
  4. CfgAmmo >> B_762x51_Ball >> typicalSpeed
  5. CfgAmmo >> B_762x51_Ball >> deflecting
  6. CfgAmmo >> M_TOW_AT >> hit
  7. CfgAmmo >> M_TOW_AT >> indirectHit
  8. 8.0 8.1 CfgAmmo >> M_TOW_AT >> indirectHitRange
  9. 9.0 9.1 CfgAmmo >> M_TOW_AT >> maxSpeed
  10. CfgAmmo >> M_TOW_AT >> maxControlRange
  11. CfgAmmo >> M_TOW_AT >> thrustTime
  12. CfgAmmo >> M_Stinger_AA >> hit
  13. CfgAmmo >> M_Stinger_AA >> indirectHit
  14. 14.0 14.1 CfgAmmo >> M_Stinger_AA >> indirectHitRange
  15. 15.0 15.1 CfgAmmo >> M_Stinger_AA >> maxSpeed
  16. CfgAmmo >> M_Stinger_AA >> irLock
  17. CfgAmmo >> M_Stinger_AA >> weaponLockSystem >> "16 + 2"
  18. CfgAmmo >> M_Stinger_AA >> initTime
  19. CfgAmmo >> M_Stinger_AA >> thrustTime
  20. CfgAmmo >> M_Stinger_AA >> cmImmunity >> "0.8"

CfgMagazines (ArmA 2)

  1. CfgMagazines >> 210Rnd_25mm_M242_APDS >> initSpeed
  2. CfgMagazines >> 210Rnd_25mm_M242_HEI >> initSpeed
  3. 3.0 3.1 CfgMagazines >> 1200Rnd_762x51_M240 >> initSpeed
  4. CfgMagazines >> 1200Rnd_762x51_M240 >> tracersEvery
  5. 5.0 5.1 CfgMagazines >> 2Rnd_TOW >> initSpeed
  6. 6.0 6.1 CfgMagazines >> 4Rnd_Stinger >> initSpeed

CfgWeapons (ArmA 2)

  1. CfgWeapons >> M242BC >> magazines[] >> {"210Rnd_25mm_M242_APDS","210Rnd_25mm_M242_HEI"}
  2. CfgWeapons >> M242BC >> HighROF >> reloadTime
  3. CfgWeapons >> M242BC >> HighROF >> dispersion
  4. CfgWeapons >> M242BC >> magazineReloadTime
  5. CfgWeapons >> M240BC_veh >> manual >> reloadTime
  6. CfgWeapons >> M240BC_veh >> manual >> dispersion
  7. CfgWeapons >> M240BC_veh >> magazineReloadTime
  8. CfgWeapons >> TOWLauncher >> reloadTime
  9. CfgWeapons >> TOWLauncher >> magazineReloadTime
  10. CfgWeapons >> StingerLaucher_4x >> reloadTime
  11. CfgWeapons >> StingerLaucher_4x >> magazineReloadTime
  12. CfgWeapons >> StingerLaucher_4x >> weaponLockDelay
  13. CfgWeapons >> StingerLaucher_4x >> cmImmunity >> "0.8"

CfgVehicles (ArmA 2)

  1. 1.0 1.1 CfgVehicles >> M2A2_Base >> transportSoldier
  2. CfgVehicles >> M2A2_Base >> transportMaxWeapons
  3. CfgVehicles >> M2A2_Base >> transportMaxMagazines
  4. CfgVehicles >> M2A2_Base >> fuelCapacity
  5. 5.0 5.1 5.2 5.3 5.4 CfgVehicles >> M2A2_EP1 >> Turrets >> MainTurret >> weapons[] >> {"M242BC","M240BC_veh","TOWLauncher"}
  6. 6.0 6.1 6.2 6.3 6.4 CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> weapons[] >> {"M242BC","M240BC_veh","TOWLauncher"}
  7. 7.0 7.1 7.2 7.3 7.4 7.5 CfgVehicles >> M6_EP1 >> Turrets >> MainTurret >> weapons[] >> {"M242BC","M240BC_veh","StingerLaucher_4x"}
  8. 8.0 8.1 CfgVehicles >> M2A2_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> weapons[] >> {"SmokeLauncher"}
  9. 9.0 9.1 9.2 CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> weapons[] >> {"SmokeLauncher"}
  10. 10.0 10.1 CfgVehicles >> M6_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> weapons[] >> {"SmokeLauncher"}
  11. 11.0 11.1 CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> magazines[] >> {"1200Rnd_762x51_M240","2Rnd_TOW2","2Rnd_TOW2","2Rnd_TOW2","2Rnd_TOW2","2Rnd_TOW2","210Rnd_25mm_M242_APDS","210Rnd_25mm_M242_HEI","210Rnd_25mm_M242_APDS","210Rnd_25mm_M242_HEI"}
  12. CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> magazines[] >> {"SmokeLauncherMag","SmokeLauncherMag"}
  13. 13.0 13.1 CfgVehicles >> M2A3_EP1 >> armor
  14. 14.0 14.1 CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","Ti"}
  15. 15.0 15.1 CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> OpticsIn >> Narrow >> visionMode[] >> {"Normal","NVG","Ti"}
  16. 16.0 16.1 CfgVehicles >> M2A2_EP1 >> armor
  17. 17.0 17.1 17.2 CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  18. 18.0 18.1 18.2 CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> thermalMode[] >> {4,5}
  19. 19.0 19.1 CfgVehicles >> M6_EP1 >> armor
  20. CfgVehicles >> M6_EP1 >> Turrets >> MainTurret >> magazines[] >> {"1200Rnd_762x51_M240","4Rnd_Stinger","4Rnd_Stinger","4Rnd_Stinger","210Rnd_25mm_M242_APDS","210Rnd_25mm_M242_HEI","210Rnd_25mm_M242_APDS","210Rnd_25mm_M242_HEI"}
  21. CfgVehicles >> M2A3_EP1 >> HitPoints >> HitHull >> armor
  22. CfgVehicles >> M2A3_EP1 >> HitPoints >> HitHull >> passThrough
  23. CfgVehicles >> M2A2_EP1 >> HitPoints >> HitHull >> armor
  24. CfgVehicles >> M2A2_EP1 >> HitPoints >> HitHull >> passThrough
  25. CfgVehicles >> M6_EP1 >> HitPoints >> HitHull >> armor
  26. CfgVehicles >> M6_EP1 >> HitPoints >> HitHull >> passThrough
  27. CfgVehicles >> M2A3_EP1 >> HitPoints >> HitEngine >> armor
  28. CfgVehicles >> M2A3_EP1 >> HitPoints >> HitEngine >> passThrough
  29. CfgVehicles >> M2A2_EP1 >> HitPoints >> HitEngine >> armor
  30. CfgVehicles >> M2A2_EP1 >> HitPoints >> HitEngine >> passThrough
  31. CfgVehicles >> M6_EP1 >> HitPoints >> HitEngine >> armor
  32. CfgVehicles >> M6_EP1 >> HitPoints >> HitEngine >> passThrough
  33. CfgVehicles >> M2A3_EP1 >> HitPoints >> HitLTrack >> armor
  34. CfgVehicles >> M2A3_EP1 >> HitPoints >> HitRTrack >> armor
  35. CfgVehicles >> M2A3_EP1 >> HitPoints >> HitLTrack >> passThrough
  36. CfgVehicles >> M2A3_EP1 >> HitPoints >> HitRTrack >> passThrough
  37. CfgVehicles >> M2A2_EP1 >> HitPoints >> HitLTrack >> armor
  38. CfgVehicles >> M2A2_EP1 >> HitPoints >> HitRTrack >> armor
  39. CfgVehicles >> M2A2_EP1 >> HitPoints >> HitLTrack >> passThrough
  40. CfgVehicles >> M2A2_EP1 >> HitPoints >> HitRTrack >> passThrough
  41. CfgVehicles >> M6_EP1 >> HitPoints >> HitLTrack >> armor
  42. CfgVehicles >> M6_EP1 >> HitPoints >> HitRTrack >> armor
  43. CfgVehicles >> M6_EP1 >> HitPoints >> HitLTrack >> passThrough
  44. CfgVehicles >> M6_EP1 >> HitPoints >> HitRTrack >> passThrough
  45. CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor
  46. CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> passThrough
  47. CfgVehicles >> M2A2_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor
  48. CfgVehicles >> M2A2_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> passThrough
  49. CfgVehicles >> M2A2_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor
  50. CfgVehicles >> M2A2_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> passThrough
  51. CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor
  52. CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> passThrough
  53. CfgVehicles >> M6_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor
  54. CfgVehicles >> M6_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> passThrough
  55. CfgVehicles >> M6_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor
  56. CfgVehicles >> M6_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> passThrough
  57. CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> minTurn
  58. CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> maxTurn
  59. CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> maxElev
  60. CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> minElev
  61. 61.0 61.1 CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800}
  62. 62.0 62.1 CfgVehicles >> M2A2_EP1 >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800}
  63. 63.0 63.1 CfgVehicles >> M6_EP1 >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800}
  64. 64.0 64.1 CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "5"
  65. 65.0 65.1 CfgVehicles >> M2A2_EP1 >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "5"
  66. 66.0 66.1 CfgVehicles >> M6_EP1 >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "5"
  67. CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> maxFov >> "0.466"
  68. CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> minFov >> "0.015"
  69. CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  70. CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> thermalMode[] >> {4,5}
  71. CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> maxFov >> "0.155"
  72. CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> minFov >> "0.067"
  73. CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> turretInfoType >> "RscWeaponRangeFinder"
  74. CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> turretInfoType >> "RscWeaponRangeZeroing"
  75. CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> OpticsIn >> Wide >> thermalMode[] >> {2,3}
  76. CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> OpticsIn >> Narrow >> thermalMode[] >> {2,3}
  77. CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> OpticsIn >> Wide >> minFov >> "0.117"
  78. CfgVehicles >> M2A2_Base >> Turrets >> MainTurret >> OpticsIn >> Narrow >> minFov >> "0.039"
  79. CfgVehicles >> M2A3_EP1 >> Turrets >> MainTurret >> startEngine >> "1"
  80. CfgVehicles >> M2A2_EP1 >> Turrets >> MainTurret >> startEngine >> "1"
  81. CfgVehicles >> M6_EP1 >> Turrets >> MainTurret >> startEngine >> "1"
  82. CfgVehicles >> M2A2_Base >> LockDetectionSystem >> "4"
  83. CfgVehicles >> M2A2_Base >> IncommingMisslieDetectionSystem >> "16"
  84. CfgVehicles >> M2A2_Base >> camouflage
  85. CfgVehicles >> M2A2_Base >> cost
  86. CfgVehicles >> M2A2_Base >> threat[] >> {0.9,0.9,0.4}
  87. CfgVehicles >> M6_EP1 >> threat[] >> {0.9,0.3,1}
  88. CfgVehicles >> M2A2_Base >> audible

.bisurf

  1. \ca\data\penetration\glass_armored.bisurf
  2. 2.0 2.1 \ca\data\penetration\armour.bisurf
  3. 3.0 3.1 \ca\data\penetration\armor_5mm_plate.bisurf
  4. 4.0 4.1 \ca\data\penetration\armor_7mm_plate.bisurf
  5. 5.0 5.1 \ca\data\penetration\armor_11mm_plate.bisurf
  6. 6.0 6.1 \ca\data\penetration\armor_16mm_plate.bisurf
  7. 7.0 7.1 \ca\data\penetration\armor_23mm_plate.bisurf
  8. \ca\data\penetration\armor_30mm_plate.bisurf

.rvmat

  1. \ca\data\penetration\glass_armored.rvmat
  2. 2.0 2.1 \ca\data\penetration\armour.rvmat
  3. 3.0 3.1 \ca\data\penetration\armor_5mm_plate.rvmat
  4. 4.0 4.1 \ca\data\penetration\armor_7mm_plate.rvmat
  5. 5.0 5.1 \ca\data\penetration\armor_11mm_plate.rvmat
  6. 6.0 6.1 \ca\data\penetration\armor_16mm_plate.rvmat
  7. 7.0 7.1 \ca\data\penetration\armor_23mm_plate.rvmat
  8. \ca\data\penetration\armor_30mm_plate.rvmat

Formulae

  1. (60 / reloadTime) * multiplier = (60 / 0.14) * 2
  2. 60 / reloadTime = 60 / 0.14
  3. 60 / reloadTime = 60 / 0.1
  4. 4.0 4.1 0.4 / maxFov = 0.4 / 0.35
  5. 5.0 5.1 0.4 / minFov = 0.4 / 0.07
  6. Base vehicle armor value * HitPoint armor value = 400 * 1
  7. Base vehicle armor value * HitPoint armor value = 300 * 1
  8. Base vehicle armor value * HitPoint armor value = 300 * 1
  9. Base vehicle armor value * HitPoint armor value = 400 * 0.35
  10. Base vehicle armor value * HitPoint armor value = 300 * 0.35
  11. Base vehicle armor value * HitPoint armor value = 300 * 0.35
  12. Base vehicle armor value * HitPoint armor value = 400 * 0.15
  13. Base vehicle armor value * HitPoint armor value = 300 * 0.15
  14. Base vehicle armor value * HitPoint armor value = 300 * 0.15
  15. Base vehicle armor value * HitPoint armor value = 400 * 1
  16. Base vehicle armor value * HitPoint armor value = 300 * 1
  17. Base vehicle armor value * HitPoint armor value = 300 * 0.3
  18. Base vehicle armor value * HitPoint armor value = 400 * 0.3
  19. Base vehicle armor value * HitPoint armor value = 300 * 1
  20. Base vehicle armor value * HitPoint armor value = 300 * 0.3
  21. 60 / reloadTime = 60 / 0.3
  22. 60 / reloadTime = 60 / 0.075
  23. 60 / reloadTime = 60 / 1
  24. 60 / reloadTime = 60 / 4
  25. 0.25 / maxFov = 0.25 / 0.466
  26. 0.25 / minFov = 0.25 / 0.015
  27. 0.25 / maxFov = 0.25 / 0.155
  28. 0.25 / minFov = 0.25 / 0.067
  29. 0.25 / minFov = 0.25 / 0.117
  30. 0.25 / minFov = 0.25 / 0.039

Notes[]

  1. Due to the usage of the multiplier token, the Cannon 25 mm on Cold War Assault's M2A2 does not actually have a fire rate of ~ 857 RPM and merely consumes 2 rounds for every shell fired (it has a real fire rate of just ~ 428 RPM).
  2. The A3 variant's Explosive Reactive Armour (ERA) blocks are purely cosmetic additions that visualise the A3 variant having increased "health" compared to the older A2 model. Unlike in reality, they cannot actually protect the vehicle from high-explosive anti-tank (HEAT) projectiles.
  3. ArmA 2's iteration of the Real Virtuality engine does not have support for the simulation of Explosive Reactive Armour (ERA) functionality in regular gameplay. These blocks merely serve as an additional 30 millimetre-thick layer of vehicle armour on the A3 Bradley.
  4. Damage will be reduced if the projectile's velocity drops below this value.
  5. If available, the Linebacker's Stinger missiles can be detected by the target's Infrared Warning Receiver (IWR) during lock-on and by its Missile Approach Warning System (MAWS) while inbound towards it.

References[]

  1. 1.0 1.1 Bohemia Interactive a.s., The Codemasters Software Company Limited 2001, Operation Flashpoint - M2A2, flashpoint1985.com, viewed 3 March 2023, <https://web.archive.org/web/20011223061659/http://www.flashpoint1985.com/download/Bredly/m2a2.html>. (archived link)
  2. 2.0 2.1 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 14 December 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  3. 3.0 3.1 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 14 December 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  4. 4.0 4.1 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 14 December 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  5. 5.0 5.1 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 14 December 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  6. Mcnicoll, J et al. 2006, Operation Flashpoint: Version History, Bohemia Interactive Community Wiki, viewed 3 March 2023, <https://community.bistudio.com/wiki/Operation_Flashpoint:_Version_History#Patch_v1.30>.
  7. ARMA: Cold War Assault 2011 [Video Game], Bohemia Interactive a.s., \m2a2\config.bin, CfgWeapons >> HellfireLauncherM2A2 >> ammo = "AT3"
  8. Bohemia Interactive a.s., 2010, Tracked military vehicles, Arma 2, viewed 15 March 2025, <https://www.arma2.com/arma-2-oa-vehicles/a-2-oa-tracked-military-vehicles>.
  9. 9.0 9.1 Španěl, M et al. 2007, RVMAT – ArmA: Armed Assault, Bohemia Interactive Community Wiki, viewed 15 March 2025, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_RVMAT#Surface_physical_properties>.
  10. 10.0 10.1 Foltyn, D et al. 2009, Bullet penetrability, Bohemia Interactive Community Wiki, viewed 15 March 2025, <https://community.bistudio.com/wiki/Bullet_penetrability>.
  11. Mazzon, M et al. 2015, CorePatch, GitHub, viewed 3 March 2023, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.
  12. Foltyn, D, Španěl, M et al. 2013, Roadmap - Arma 2: Community Configuration Project, DevHeaven, viewed 8 April 2023, <http://web.archive.org/web/20130627131748/https://dev-heaven.net/projects/arma-2-ccp/roadmap>. (archived link)

External links[]

See also[]

Vehicles of comparable role and configuration[]

Vehicles of ArmA: Cold War Assault
Wheeled BikeBRDMBusHMMWVMotorcyclePV3SJeepSCUDSkodaSmall carSports carTrabantTractorTruck 5TUAZUral
Tracked BMP-1BMP-2M1A1M113 (Vulcan) • M60A3M2A2 BradleyShilkaT-55T-72T-80
Rotor-wing AH-1 CobraAH-64CH-47DKa-50Mi-17Mi-24OH-58UH-60
Fixed-wing A-10PlaneSopwith F.1 CamelSu-25
Aquatic BoatLSTMark II PBR
(Parenthesis) denote variants.
United States - Vehicles (ArmA: Cold War Assault)
Wheeled HMMWVJeepTruck 5T
Tracked M1A1M113 (Vulcan) • M60A3M2A2 Bradley
Rotor-wing AH-1 CobraAH-64CH-47DOH-58UH-60
Fixed-wing A-10Sopwith F.1 Camel
Aquatic LSTMark II PBR
(Parenthesis) denote variants.
Vehicles of ArmA 2
Wheeled 9P117 SCUD-BATVBRDM-2* • BTR-40BTR-60BTR-90BM-21 Grad* • Bus* • CarDingo 2 CZHatchbackHMMWV* • GAZJackal 2 MWMIKKamazLada* • LAV-25Military OffroadMotorcycle* (Old moto) • Mountain bike (Old bike) • MTVR* • Offroad* • Pandur II 8x8 CZPickup* • RM-70S1203SedanStryker (MGS) • SUV (Armored SUV) • T810TractorTouring CarTowing TractorUAZ-469* • Ural* • V3S* • Vodnik
Tracked 2S6M TunguskaAAVP-7A1BMP-2BMP-3BVP-1FV510 WarriorM1A1 Abrams* (M1A2 TUSK*) • M113M2A3 Bradley (M2A2, M6) • M270 MLRS* • T-34* • T-55T-72* (T-72M4 CZ) • T-90ZSU-23-4*
Rotor-wing AH-1Z ViperAH-6J Little Bird (AH-6X) • AH-11 WildcatAH-64D Apache Longbow* (AH-1) • CH-47F Chinook (Chinook HC4) • Ka-52Ka-60Ka-137Merlin HC3MH-6J Little BirdMi-8MTV-3* (Mi-17*) • Mi-24P (Mi-24D*, Mi-24V*) • UH-1Y Venom (UH-1H) • UH-60M Black Hawk (MEV, MH-60S)
Fixed-wing A-10 Thunderbolt II* • An-2AV-8B HarrierC-130J Hercules* • F-35B Lightning IIL-159 ALCAL-39ZA (L-39C) • MQ-9 Reaper* • MV-22 OspreyPchela-1TSu-39 (Su-25*) • Su-34
Aquatic CRRCFishing BoatPBXRHIBSmall Boat
(Parenthesis) denote variants.
* indicates partial DLC dependency.
Operation Arrowhead | British Armed Forces | Private Military Company | Army of the Czech Republic
U.S. Army - Vehicles (ArmA 2)
Wheeled ATVHMMWVMotorcycleMTVRStryker (MGS)
Tracked M1A1 Abrams (M1A2 TUSK) • M2A3 Bradley (M2A2, M6) • M270 MLRS
Rotor-wing AH-6J Little Bird (AH-6X) • AH-64D Apache LongbowCH-47F ChinookMH-6J Little BirdUH-60M Black Hawk (MEV)
Fixed-wing A-10 Thunderbolt IIC-130J HerculesMQ-9 Reaper
(Parenthesis) denote variants.
Operation Arrowhead