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The M5 Sandstorm is a tracked self-propelled multiple rocket launcher vehicle used exclusively by NATO forces in ArmA 3.

Overview[]

  • Role:
    • Indirect fire support
« The Swedish Multiple Launch Rocket System is a replacement of the original U.S. MLRS platform. Built in 2021, it utilizes smaller rockets equipped with modern engines, resulting in longer range and better accuracy. The launch pod is mounted on a Slammer chassis and loads twelve 230 mm rockets.
Field Manual[1]
»

Design[]

The Sandstorm is an armoured, self-propelled, multiple rocket launcher that is capable of delivering a powerful payload of explosive rockets at distances of up to 67 kilometres away.

Armament
It is armed with a multiple rocket launcher pod that is mounted onto the roof of the tank's hull.[CfgVh 5] This rocket pod is capable of firing 230 mm unguided rockets that are fitted with high-explosive (HE) warheads. In addition to HE, alternate rocket payloads are available in the form of cluster munitions.[note 1] By default, the Sandstorm's rocket pod has access to total pool of 12× HE rockets.[CfgVh 6]

The driver can also activate the Sandstorm's defensive smoke grenade launchers.[CfgVh 7] 2× volleys of smoke screens can be deployed to ward off infrared and visually-guided missiles.[CfgVh 8]

Features
Replacing the U.S. Army's venerable M270 MLRS, the Sandstorm shares a similar design philosophy with its predecessor: pairing the chassis of a proven armoured fighting vehicle platform with a multiple rocket launcher. As such, the Sandstorm utilises the same chassis as the M2A1/M2A4 Slammer Main Battle Tanks, granting it the superior protection of an MBT with the firepower and range of a self-propelled rocket launcher.

There is almost no ground target that is considered to be out of reach for the Sandstorm. With a maximum range of 67 kilometres, its 230 mm rockets - fired in quick succession and being resupplied with an ammunition truck, can effectively "delete" entire grid sectors with a constant barrage of HE rockets.

Mobility
The Sandstorm's engine has a power output of 1,230 kW[CfgVh 9] and has a maximum attainable torque of 5,000 N·m.[CfgVh 10]

Drawbacks
Sandstorms do not have access to weaponry that can be used for self-defence. Due to the launcher pod's awkward depression limits (it cannot be depressed below zero since it is capped to an elevation of 5 degrees)[CfgVh 11], attempting to fire its 230 mm rockets in direct fire mode is risky since the HE rockets have a massive kill zone radius of 30 metres (lethal blast damage still extends out to 120 metres).

The gunner can't rely on the artillery computer for attacks at very close range, and with the launcher's inability to depress to a flat angle, this makes them highly imprecise and increases the risk of inflicting collateral damage. Not to mention that this is an inefficient usage of the Sandstorm's already limited pool of rockets, or the fact that infantry and light strike vehicles can simply dodge the launcher by moving out of the way before the gunner can rotate it fast enough to face in their direction.

Furthermore, Sandstorms are not impervious to anti-tank weapons even though they share the same hull with the Slammer MBT. Although the hull's composite armour is durable enough to shrug off multiple hits from smaller RPGs, the same cannot be said for ATGMs with tandem warheads. Enemy MBTs loaded with AP shells can easily destroy the Sandstorm in one hit with a single 120 mm/125 mm APFSDS to the rear of the vehicle. This is because just like on the baseline Slammer tank, the Sandstorm's rear 80 mm armour plate isn't thick enough to block AP tank shells, and won't prevent said shell from piercing through and damaging both the hull and engine hitpoints simultaneously.

Crew Capacity
The Sandstorm has a seating capacity of just two personnel for a crew that consists of the driver and gunner. It cannot transport any passengers or additional crewmen.

Camouflage[]

  • Olive: Tropical olive green paint scheme. Only useful for jungle or woodland environments. Camo nets attached to the Sandstorm use a two-tone woodland camouflage pattern when this scheme is used.
  • Sand: Standard pattern-less dark tan paint scheme used by all NATO ground vehicles and certain aircraft. This can be universally employed in all types of terrain, but is more suited to arid and forested environments. Any camo nets applied on the Sandstorm's hull will use a two-tone desert camouflage pattern scheme.

Protection: Hitpoints[]

The Sandstorm has a base armour value of 900.[CfgVh 12]

The following highlighted positions serve as weak points on the Sandstorm:

LEGEND'"`UNIQ--ref-00000016-QINU`"'Green = HullOrange = EngineViolet = Fuel tanksLight blue = TracksMaroon = Turret: TraverseGold = Turret: Elevation

LEGEND[SCR 2]
Green = Hull
Orange = Engine
Violet = Fuel tanks
Light blue = Tracks
Maroon = Turret: Traverse
Gold = Turret: Elevation

Note that in order to inflict actual damage, a munition must first penetrate through the surrounding armour plates and directly hit the component's weak point. Any strikes on non-highlighted parts will cause little (if any) noticeable damage.


Hull[]

The Sandstorm's hull can withstand up to 1,620 points of damage.[CfgVh 13][Formula 1] It takes 80% reduced damage from high-explosive (HE) type munitions.[CfgVh 14]

Depletion of the hull's integrity will instantly result in a catastrophic kill.[CfgVh 15][CfgVh 16]

Engine[]

The engine can take a maximum of 360 points of damage before it fails.[CfgVh 17][Formula 2] It takes 80% reduced damage from HE-type munitions.[CfgVh 18] At least 20% of incoming damage will be shared with the Sandstorm's main "health" pool. Destroying the engine can potentially cause the Sandstorm to explode catastrophically.[CfgVh 19]

Fuel tanks[]

The Sandstorm's twin fuel tanks can each withstand up to 270 points of damage before they rupture.[CfgVh 20][Formula 3] They take 40% reduced damage from HE-type munitions.[CfgVh 21] Only 10% of incoming damage onto either of the tanks will be shared with the Sandstorm's main "health" pool.[CfgVh 22]

Tracks[]

The Sandstorm's treads and wheels can take up to 650 points of damage before they break.[CfgVh 23][CfgVh 24][note 2] They take 20% reduced damage from HE-type munitions.[CfgVh 25][CfgVh 26] No damage inflicted upon either of the tracks will be shared with the Sandstorm's main "health" pool.[CfgVh 27][CfgVh 28]

Turret: Traverse[]

Traverse mechanisms for the rocket pod can withstand up to 720 points of damage before they suffer from failure.[CfgVh 29][Formula 4] They take 80% reduced damage from HE-type munitions.[CfgVh 30] Damage inflicted upon the rocket pod's traverse mechanisms will not be shared with the Sandstorm's main "health" pool.[CfgVh 31]

Turret: Elevation[]

Elevation mechanisms for the rocket pod can only take a maximum of 540 points of damage before they fail.[CfgVh 32][Formula 5] The mechanisms take 60% less damage from HE-type munitions.[CfgVh 33] No damage inflicted upon the elevation mechanisms will be shared with the Sandstorm's main "health" pool.[CfgVh 34]

Protection: Armour[]

The Sandstorm hull, chassis, and its rocket launcher pod utilise a mix of Composite Armour plates and various non-composite materials. The Sandstorm cannot be retrofitted with addon armour modules:

.bisurf Density
[2][3][4]
Thickness
[2][3][4]
bulletPenetrability
[2][3][4]
bulletPenetrabilityWithThickness
[2][3][4]
Friction
[2][5]
Restitution
[2][5]
armour.bisurf 8600 N/A; based on vehicle fire geometry thickness 15 N/A; not used by armour.bisurf 0.7 0.3
armour_plate.bisurf 8600 30 N/A; not used by armour_plate.bisurf 15 0.7 0.3
armour_plate_12mm.bisurf 8600 12 N/A; not used by armour_plate_12mm.bisurf 15 0.7 0.3
armour_plate_20mm.bisurf 8600 20 N/A; not used by armour_plate_20mm.bisurf 15 0.7 0.3
armour_plate_30mm.bisurf 8600 30 N/A; not used by armour_plate_30mm.bisurf 15 0.7 0.3
armour_plate_40mm.bisurf 8600 40 N/A; not used by armour_plate_40mm.bisurf 15 0.7 0.3
armour_plate_80mm.bisurf 8600 80 N/A; not used by armour_plate_80mm.bisurf 15 0.7 0.3
metal_plate.bisurf 4000 30 N/A; not used by metal_plate.bisurf 48 0.7 0.3
plastic.bisurf 1200 N/A; based on vehicle fire geometry thickness 160 N/A; not used by plastic.bisurf 0.7 0.3
vehicle_interior.bisurf 6500 200 30 30 0.7 0.3

Composite armour[]

LEGEND:'"`UNIQ--ref-00000044-QINU`"'Teal/Dark blue green = armour

LEGEND:[SCR 3]
Teal/Dark blue green = armour.bisurf

LEGEND:'"`UNIQ--ref-00000045-QINU`"'Purple = armour_plate

LEGEND:[SCR 3]
Purple = armour_plate.bisurf

LEGEND:'"`UNIQ--ref-00000046-QINU`"'Maroon = armour_plate_12mm

LEGEND:[SCR 3]
Maroon = armour_plate_12mm.bisurf

LEGEND:'"`UNIQ--ref-00000047-QINU`"'Dark blue = armour_plate_20mm

LEGEND:[SCR 3]
Dark blue = armour_plate_20mm.bisurf

LEGEND:'"`UNIQ--ref-00000048-QINU`"'Yellow = armour_plate_30mm

LEGEND:[SCR 3]
Yellow = armour_plate_30mm.bisurf

LEGEND:'"`UNIQ--ref-00000049-QINU`"'Green = armour_plate_40mm

LEGEND:[SCR 3]
Green = armour_plate_40mm.bisurf

LEGEND:'"`UNIQ--ref-0000004A-QINU`"'Pink = armour_plate_80mm

LEGEND:[SCR 3]
Pink = armour_plate_80mm.bisurf

Composite armour protects various sections of the tank's hull and the rocket launcher pod:

  • The Sandstorm's side skirts, majority of the hull, and loading booms on the 230 mm rocket launcher pod are protected by plates of composite armour.[rvmat 1][bisurf 1] However, it should be noted that the front-right exhaust port and rear compartment hatch are not protected by the same composite armour plates (there is a gap in the armour for both areas of the hull).
  • The base of the rocket launcher pod and crew compartment interior are protected by plates that have a thickness of 30 millimetres.[rvmat 2][bisurf 2]
  • Both of the Sandstorm's treads (not the wheels) are protected by composite armour plates that have a thickness of 12 millimetres.[rvmat 3][bisurf 3]
  • The cage assembly/rocket pods/tubes for the 230 mm rocket launcher is protected by a 20 millimetre-thick armour plate.[rvmat 4][bisurf 4]
  • The turret assembly and elevation actuator are protected by armour plates that have a thickness of 30 millimetres.[rvmat 5][bisurf 5] Two 30 mm-thick armour plates also cover both rear ends of the tracks, though it should be noted that this does not extend to the mudguard flaps dangling below them.
  • The Sandstorm's idlers, road wheels, and drive sprockets are all protected by composite armour plates that have a thickness of 40 millimetres.[rvmat 6][bisurf 6]
  • The rear compartment hatch is protected by an 80 millimetre-thick plate of composite armour.[rvmat 7][bisurf 7]

Miscellaneous[]

LEGEND:'"`UNIQ--ref-0000005A-QINU`"'Light blue = metal_plate

LEGEND:[SCR 3]
Light blue = metal_plate.bisurf

LEGEND:'"`UNIQ--ref-0000005B-QINU`"'Lime green = plastic

LEGEND:[SCR 3]
Lime green = plastic.bisurf

LEGEND:'"`UNIQ--ref-0000005C-QINU`"'Gold = vehicle_interior

LEGEND:[SCR 3]
Gold = vehicle_interior.bisurf

The rear hull storage container bins and front-right hull exhaust port are made out of plates of (non-composite) metal. These metal plates have a thickness of 30 millimetres.[rvmat 8][bisurf 8] On the other hand, the mudguard flaps are made out of plastic[rvmat 9][bisurf 9], while the turret interior are made out of plates of non-composite metals that have a thickness of 200 millimetres.[rvmat 10][bisurf 10]

Mobility[]

Engine[]

The Sandstorm's engine has a power output of 1,230 kW.[CfgVh 9] It has an idle rotational speed of 146.608 rad/s[CfgVh 35] and a maximum rotational speed of 345.575 rad/s.[CfgVh 36] It has a maximum attainable torque of 5,000 N·m[CfgVh 10] and a moment of inertia[6] value of 9.[CfgVh 37]

Torque curves[]

Engine RPM (@%) X-value[7] Y-value[7]
@ 36% 0.363636[CfgVh 38] 0.68[CfgVh 38]
@ 45% 0.454545[CfgVh 38] 0.8[CfgVh 38]
@ 54% 0.545455[CfgVh 38] 0.95[CfgVh 38]
@ 60% 0.606061[CfgVh 38] 0.98[CfgVh 38]
@ 66% 0.666667[CfgVh 38] 1[CfgVh 38]
@ 72% 0.727273[CfgVh 38] 0.94[CfgVh 38]
@ 84% 0.848485[CfgVh 38] 0.8[CfgVh 38]
@ 100% 1[CfgVh 38] 0.64[CfgVh 38]

Gearbox[]

The Sandstorm utilises an automatic gearbox:[CfgVh 39]

Gear #[8] Gearbox Ratio[8]
Reverse (R) -3.5[CfgVh 40]
Neutral (N) 0[CfgVh 40]
Gear 1 (D1) 4.7[CfgVh 40]
Gear 2 (D2) 2.9[CfgVh 40]
Gear 3 (D3) 1.9[CfgVh 40]
Gear 4 (D4) 1.05[CfgVh 40]

Idle[]

The Sandstorm's engine has an idle RPM of 1,400:[CfgVh 41][SCR 4]

Gear #[8] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -42.00 -0.00
Neutral (N) 0.455 0.333 0.00 0.00
Gear 1 (D1) 0.939 0.424 56.40 0.00
Gear 2 (D2) 0.909 0.636 34.80 0.00
Gear 3 (D3) 0.848 0.667 22.80 0.00
Gear 4 (D4) 1.000 0.667 12.60 0.00

Reverse[]

The Sandstorm's engine has an RPM of 3,300 when reversing:[SCR 4]

Gear #[8] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -42.00 3335.25
Neutral (N) 0.455 0.333 0.00 -0.00
Gear 1 (D1) 0.939 0.424 56.40 -4478.77
Gear 2 (D2) 0.909 0.636 34.80 -2763.49
Gear 3 (D3) 0.848 0.667 22.80 -1810.57
Gear 4 (D4) 1.000 0.667 12.60 -1000.58

Drive (4th gear/normal)[]

When accelerating at 4th gear without vehicle turbo active, the Sandstorm's engine has an RPM of 2,287.67:[SCR 4]

Gear #[8] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -42.00 -6303.38
Neutral (N) 0.455 0.333 0.00 0.00
Gear 1 (D1) 0.939 0.424 56.40 8464.54
Gear 2 (D2) 0.909 0.636 34.80 5222.80
Gear 3 (D3) 0.848 0.667 22.80 3421.83
Gear 4 (D4) 1.000 0.667 12.60 1891.01

Drive (4th gear/turbo)[]

When accelerating at 4th gear with vehicle turbo toggled, the Sandstorm's engine has an RPM of 3,158.30:[SCR 4]

Gear #[8] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -42.00 -8701.25
Neutral (N) 0.455 0.333 0.00 0.00
Gear 1 (D1) 0.939 0.424 56.40 11684.53
Gear 2 (D2) 0.909 0.636 34.80 7209.61
Gear 3 (D3) 0.848 0.667 22.80 4723.53
Gear 4 (D4) 1.000 0.667 12.60 2610.37

Components[]

  • Camo Net (Hull): Drapes the entire hull with camouflage netting. Partially conceals covered sections from thermal sensors.
  • Camo Net (Turret): Identical to the Hull camo net, but for the launcher pod instead.

Sensors[]

The Sandstorm is not equipped with sensors that can be used for targeting purposes.

Armament[]

The Sandstorm's gunner has exclusive control over the 230 mm Rocket multiple rocket launcher pod.[CfgVh 5] The driver on the other hand, retains access to the tank's defensive smoke grenade launchers.[CfgVh 7]

For turret rotation limits, the rocket launcher pod can be freely swivelled in any direction horizontally.[CfgVh 42][CfgVh 43] Vertical rotation is restricted to a maximum elevation of 5-66 degrees (depression below zero is not possible):[CfgVh 11][CfgVh 44]

230 mm Rocket[]

Arma3-vehicleweapons-m5sandstorm-mlrs

NOTE: Refer to the Capabilities section for a more detailed explanation of the 230 mm Rocket's usage.

Multiple rocket launcher. Can load and fire 230 mm rockets with HE or cluster payloads.[note 1]

By default, only one type of rocket[note 1] can be loaded into the 230 mm Rocket (muzzle velocity varies depending on the selected firing solution):[CfgWp 1]

  • High-Explosive (HE): General-purpose anti-personnel and anti-unarmoured/light vehicle rocket. Has a baseline muzzle velocity of 850 m/s.[CfgMa 1][note 3]
    • The primary rocket will automatically separate and deploy its submunition warhead once it is 500 metres away from the impact area.[CfgAm 1] The submunition warhead inflicts High-Explosive-type damage.[CfgAm 2] It has a kill radius of 30 metres[CfgAm 3] and a likely kill radius of 120 metres.[Formula 6]

Once the launcher has been depleted, it will take up to 90 seconds to fully rearm the 230 mm Rocket with a fresh "magazine" of rockets or to switch between payloads.[CfgWp 2] Accuracy-wise, the 230 mm Rocket has a dispersion radius modifier of 0.5 for all firing solutions.[CfgWp 3][CfgWp 4][CfgWp 5]

The 230 mm Rocket's zeroing cannot be manually adjusted.

230 mm Rocket: Munitions[]

General-purpose rockets (HE)
Ammo parameter 230 mm HE
(HE/Primary)
230 mm HE
(HE/Submunition)
Base damage value 300
[CfgAm 4]
1,200
[CfgAm 5]
Splash damage value 0
[CfgAm 6]
800
[CfgAm 7]
Damage type High-Explosive
[CfgAm 8][note 4]
High-Explosive
[CfgAm 2][note 4]
Aerodynamic friction N/A
[CfgAm 9][note 5]
N/A
[CfgAm 10][note 5]
Muzzle velocity (m/s) 850 (Base only)
[CfgMa 1][note 3]
13.5% charge: 114.75
[CfgWp 6][Formula 7]
15.3% charge: 130.05
[CfgWp 7][Formula 7]
17.5% charge: 148.75
[CfgWp 8][Formula 7]
20% charge: 170
[CfgWp 9][Formula 7]
22.8% charge: 193.8
[CfgWp 10][Formula 7]
26.1% charge: 221.85
[CfgWp 11][Formula 7]
30% charge: 255
[CfgWp 12][Formula 7]
34.1% charge: 289.85
[CfgWp 13][Formula 7]
38.8% charge: 329.8
[CfgWp 14][Formula 7]
44% charge: 374
[CfgWp 15][Formula 7]
49.5% charge: 420.75
[CfgWp 16][Formula 7]
56% charge: 476
[CfgWp 17][Formula 7]
63.9% charge: 543.15
[CfgWp 18][Formula 7]
74% charge: 629
[CfgWp 19][Formula 7]
84.2% charge: 715.7
[CfgWp 20][Formula 7]
96% charge: 816
[CfgWp 21][Formula 7]
Expected velocity (m/s) 900
[CfgAm 11][note 6]
900
[CfgAm 12][note 6]
Penetration depth (mm) N/A
[CfgAm 8][note 4]
N/A
[CfgAm 13][note 4]
Deflection angle (degrees)
[CfgAm 14]

[CfgAm 15]

Capabilities[]

The 230 mm Rocket has sixteen usable firing solutions:[CfgWp 22]

The propellant charges for fired rockets are also determined by the selected firing solution:

Regardless of the selected firing solution, rockets are always fired with a delay of 0.8 seconds in-between launches.[CfgWp 55][CfgWp 56][CfgWp 57] Assuming that the gunner fires all 12× rockets in a single volley (thereby depleting the entire "magazine"), it will take only ~ 9 seconds to complete the fire mission.[Formula 24]

Optics[]

Driver[]

Arma3-sandstorm-optics-driver

The driver's periscope hatch has the ability to switch between a day or night vision mode.[CfgVh 45]

Gunner[]

Arma3-sandstorm-optics-gunner

The gunner's terminal is linked to the Fire Control Unit (FCU) on the rocket launcher pod. The camera can switch between three vision modes: day, night, and black-/white-hot thermal.[CfgVh 46][CfgVh 47] It has variable zoom capability, allowing for a minimum magnification of 1.78x zoom[CfgVh 48][Formula 25][note 8] and a maximum of 32.1x zoom.[CfgVh 49][Formula 26]

Element displays for the gunner's Fire Control System (FCS) are available, comprising of a laser rangefinder, elevation controls, azimuth, and firing solution.[CfgVh 50]

Defensive sensors[]

The Sandstorm's crew will not be warned if a guided weapon system is attempting to acquire a lock onto the vehicle.[CfgVh 51]

However, it is equipped with a Missile Approach Warning System that will alert the crew if a guided projectile has successfully locked onto the Sandstorm and is inbound towards it.[CfgVh 52]

AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The Sandstorm has a camouflage[9] rating of 8.[CfgVh 53]

Cost[]

Main article: AI Basics: Targeting priority

The Sandstorm has a cost[10] value of 2500000.[CfgVh 54]

Threat values[]

Main article: AI Basics: Targeting priority

The Sandstorm is considered to be an extremely dangerous threat[11] to AI-controlled ground vehicles (1).[CfgVh 55] Ground vehicles will always prioritise attacking the Sandstorm or attempt to flee if they lack the means to engage it.

AI-controlled infantry units also consider the Sandstorm to be a dangerous threat (0.8). However, aircraft only see the Sandstorm as a low-risk threat (0.3).[CfgVh 55]

Noise factor[]

Main article: AI Basics: Detection

The Sandstorm has an audible[12] factor of 18.[CfgVh 56]

Trivia[]

  • The Sandstorm's rocket launcher pod is based on the "M993 Launcher" fitted onto the real-world "M270 MLRS". The chassis on the other hand, is based on the "Merkava Mark IV" MBT.
    • Functionally, the Sandstorm's overall role and operation is also similar to that of the Russian-made "TOS-1 Buratino". Like the Sandstorm, the Buratino combines an MRL pod with a tank chassis.
  • It was not originally featured as a usable vehicle in the Alpha and were only added in the Beta's final patch (coinciding with the game's full launch as part of Game Update 1.00).[13]
  • After Game Update 1.12, the Sandstorms's side skirts were changed so that they would animate if the vehicle was driving over rough terrain (the skirts would remain static before the patch's release).[14]
  • Prior to the release of the Tanks DLC, the Sandstorm was the only rocket-based artillery vehicle of its kind in ArmA 3 until the inclusion of the Zamak MRL.[15]
    • The DLC's release also gave the Sandstorm the option of loading cluster rockets, though they are not a part of the Sandstorm's default loadout and must be added by scripting commands.[16]
  • Before Game Update 1.82, it was possible to get into the Sandstorm's gunner position from the side of the hull rather than from the rear entry hatch.[15]
The information below details unused, pre-release or removed content.
  • In addition to rockets with cluster warheads, an unused third rocket type exists within the game's configuration files (Classname: R_230mm_LG).[17][18] Based on its naming scheme and configuration settings, this third rocket type would be fitted with a laser-guided seeker.
    • However, because it lacks a "magazine" classname, it cannot be loaded into the Sandstorm's rocket launcher even with scripting commands. A custom addon would be needed to make the third rocket type usable.

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> R_230mm_HE >> triggerDistance
  2. 2.0 2.1 CfgAmmo >> R_230mm_fly >> warheadName >> "HE"
  3. CfgAmmo >> R_230mm_fly >> indirectHitRange
  4. CfgAmmo >> R_230mm_HE >> hit
  5. CfgAmmo >> R_230mm_fly >> hit
  6. CfgAmmo >> R_230mm_HE >> indirectHit
  7. CfgAmmo >> R_230mm_fly >> indirectHit
  8. 8.0 8.1 CfgAmmo >> R_230mm_HE >> explosive
  9. CfgAmmo >> R_230mm_HE >> airFriction
  10. CfgAmmo >> R_230mm_fly >> airFriction
  11. CfgAmmo >> R_230mm_HE >> typicalSpeed
  12. CfgAmmo >> R_230mm_fly >> typicalSpeed
  13. CfgAmmo >> R_230mm_fly >> explosive
  14. CfgAmmo >> R_230mm_HE >> deflecting
  15. CfgAmmo >> R_230mm_fly >> deflecting

CfgMagazines

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 CfgMagazines >> 12Rnd_230mm_rockets >> initSpeed

CfgWeapons

  1. CfgWeapons >> rockets_230mm_GAT >> magazines[] >> {"12Rnd_230mm_rockets","12Rnd_230mm_rockets_cluster"}
  2. CfgWeapons >> rockets_230mm_GAT >> magazineReloadTime
  3. CfgWeapons >> rockets_230mm_GAT >> Mode_1 >> artilleryDispersion >> "0.5"
  4. CfgWeapons >> rockets_230mm_GAT >> Mode_8 >> artilleryDispersion >> "0.5"
  5. CfgWeapons >> rockets_230mm_GAT >> Mode_16 >> artilleryDispersion >> "0.5"
  6. 6.0 6.1 CfgWeapons >> rockets_230mm_GAT >> Mode_1 >> artilleryCharge
  7. 7.0 7.1 CfgWeapons >> rockets_230mm_GAT >> Mode_2 >> artilleryCharge
  8. 8.0 8.1 CfgWeapons >> rockets_230mm_GAT >> Mode_3 >> artilleryCharge
  9. 9.0 9.1 CfgWeapons >> rockets_230mm_GAT >> Mode_4 >> artilleryCharge
  10. 10.0 10.1 CfgWeapons >> rockets_230mm_GAT >> Mode_5 >> artilleryCharge
  11. 11.0 11.1 CfgWeapons >> rockets_230mm_GAT >> Mode_6 >> artilleryCharge
  12. 12.0 12.1 CfgWeapons >> rockets_230mm_GAT >> Mode_7 >> artilleryCharge
  13. 13.0 13.1 CfgWeapons >> rockets_230mm_GAT >> Mode_8 >> artilleryCharge
  14. 14.0 14.1 CfgWeapons >> rockets_230mm_GAT >> Mode_9 >> artilleryCharge
  15. 15.0 15.1 CfgWeapons >> rockets_230mm_GAT >> Mode_10 >> artilleryCharge
  16. 16.0 16.1 CfgWeapons >> rockets_230mm_GAT >> Mode_11 >> artilleryCharge
  17. 17.0 17.1 CfgWeapons >> rockets_230mm_GAT >> Mode_12 >> artilleryCharge
  18. 18.0 18.1 CfgWeapons >> rockets_230mm_GAT >> Mode_13 >> artilleryCharge
  19. 19.0 19.1 CfgWeapons >> rockets_230mm_GAT >> Mode_14 >> artilleryCharge
  20. 20.0 20.1 CfgWeapons >> rockets_230mm_GAT >> Mode_15 >> artilleryCharge
  21. 21.0 21.1 CfgWeapons >> rockets_230mm_GAT >> Mode_16 >> artilleryCharge
  22. CfgWeapons >> rockets_230mm_GAT >> modes[] >> {"Mode_1","Mode_2","Mode_3","Mode_4","Mode_5","Mode_6","Mode_7","Mode_8","Mode_9","Mode_10","Mode_11","Mode_12","Mode_13","Mode_14","Mode_15","Mode_16"}
  23. CfgWeapons >> rockets_230mm_GAT >> Mode_1 >> minRange
  24. CfgWeapons >> rockets_230mm_GAT >> Mode_1 >> maxRange
  25. CfgWeapons >> rockets_230mm_GAT >> Mode_2 >> minRange
  26. CfgWeapons >> rockets_230mm_GAT >> Mode_2 >> maxRange
  27. CfgWeapons >> rockets_230mm_GAT >> Mode_3 >> minRange
  28. CfgWeapons >> rockets_230mm_GAT >> Mode_3 >> maxRange
  29. CfgWeapons >> rockets_230mm_GAT >> Mode_4 >> minRange
  30. CfgWeapons >> rockets_230mm_GAT >> Mode_4 >> maxRange
  31. CfgWeapons >> rockets_230mm_GAT >> Mode_5 >> minRange
  32. CfgWeapons >> rockets_230mm_GAT >> Mode_5 >> maxRange
  33. CfgWeapons >> rockets_230mm_GAT >> Mode_6 >> minRange
  34. CfgWeapons >> rockets_230mm_GAT >> Mode_6 >> maxRange
  35. CfgWeapons >> rockets_230mm_GAT >> Mode_7 >> minRange
  36. CfgWeapons >> rockets_230mm_GAT >> Mode_7 >> maxRange
  37. CfgWeapons >> rockets_230mm_GAT >> Mode_8 >> minRange
  38. CfgWeapons >> rockets_230mm_GAT >> Mode_8 >> maxRange
  39. CfgWeapons >> rockets_230mm_GAT >> Mode_9 >> minRange
  40. CfgWeapons >> rockets_230mm_GAT >> Mode_9 >> maxRange
  41. CfgWeapons >> rockets_230mm_GAT >> Mode_10 >> minRange
  42. CfgWeapons >> rockets_230mm_GAT >> Mode_10 >> maxRange
  43. CfgWeapons >> rockets_230mm_GAT >> Mode_11 >> minRange
  44. CfgWeapons >> rockets_230mm_GAT >> Mode_11 >> maxRange
  45. CfgWeapons >> rockets_230mm_GAT >> Mode_12 >> minRange
  46. CfgWeapons >> rockets_230mm_GAT >> Mode_12 >> maxRange
  47. CfgWeapons >> rockets_230mm_GAT >> Mode_13 >> minRange
  48. CfgWeapons >> rockets_230mm_GAT >> Mode_13 >> maxRange
  49. CfgWeapons >> rockets_230mm_GAT >> Mode_14 >> minRange
  50. CfgWeapons >> rockets_230mm_GAT >> Mode_14 >> maxRange
  51. CfgWeapons >> rockets_230mm_GAT >> Mode_15 >> minRange
  52. CfgWeapons >> rockets_230mm_GAT >> Mode_15 >> maxRange
  53. CfgWeapons >> rockets_230mm_GAT >> Mode_16 >> minRange
  54. CfgWeapons >> rockets_230mm_GAT >> Mode_16 >> maxRange
  55. CfgWeapons >> rockets_230mm_GAT >> Mode_1 >> reloadTime
  56. CfgWeapons >> rockets_230mm_GAT >> Mode_8 >> reloadTime
  57. CfgWeapons >> rockets_230mm_GAT >> Mode_16 >> reloadTime

CfgVehicles

  1. CfgVehicles >> B_MBT_01_mlrs_F >> maximumLoad
  2. CfgVehicles >> B_MBT_01_mlrs_F >> fuelCapacity
  3. CfgVehicles >> B_MBT_01_mlrs_F >> slingLoadCargoMemoryPoints[] >> {}
  4. CfgVehicles >> B_MBT_01_mlrs_F >> slingLoadCargoMemoryPointsDir[] >> {}
  5. 5.0 5.1 5.2 CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> weapons[] >> {"rockets_230mm_GAT"}
  6. 6.0 6.1 CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> magazines[] >> {"12Rnd_230mm_rockets"}
  7. 7.0 7.1 7.2 CfgVehicles >> B_MBT_01_mlrs_F >> weapons[] >> {"SmokeLauncher"}
  8. 8.0 8.1 CfgVehicles >> B_MBT_01_mlrs_F >> magazines[] >> {"SmokeLauncherMag"}
  9. 9.0 9.1 CfgVehicles >> B_MBT_01_mlrs_F >> enginePower
  10. 10.0 10.1 CfgVehicles >> B_MBT_01_mlrs_F >> peakTorque
  11. 11.0 11.1 CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> minElev
  12. CfgVehicles >> B_MBT_01_mlrs_F >> armor
  13. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitHull >> armor
  14. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitHull >> explosionShielding
  15. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitHull >> passThrough
  16. CfgVehicles >> B_MBT_01_mlrs_F >> hullDamageCauseExplosion >> "1"
  17. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitEngine >> armor
  18. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitEngine >> explosionShielding
  19. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitEngine >> passThrough
  20. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitFuel >> armor
  21. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitFuel >> explosionShielding
  22. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitFuel >> passThrough
  23. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitLTrack >> armor
  24. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitRTrack >> armor
  25. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitLTrack >> explosionShielding
  26. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitRTrack >> explosionShielding
  27. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitLTrack >> passThrough
  28. CfgVehicles >> B_MBT_01_mlrs_F >> HitPoints >> HitRTrack >> passThrough
  29. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor
  30. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> HitPoints >> HitTurret >> explosionShielding
  31. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> HitPoints >> HitTurret >> passThrough
  32. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor
  33. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> HitPoints >> HitGun >> explosionShielding
  34. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> HitPoints >> HitGun >> passThrough
  35. CfgVehicles >> B_MBT_01_mlrs_F >> minOmega
  36. CfgVehicles >> B_MBT_01_mlrs_F >> maxOmega
  37. CfgVehicles >> B_MBT_01_mlrs_F >> engineMOI
  38. 38.00 38.01 38.02 38.03 38.04 38.05 38.06 38.07 38.08 38.09 38.10 38.11 38.12 38.13 38.14 38.15 CfgVehicles >> B_MBT_01_mlrs_F >> torqueCurve[] >> {{0.363636,0.68},{0.454545,0.8},{0.545455,0.95},{0.606061,0.98},{0.666667,1},{0.727273,0.94},{0.848485,0.8},{1,0.64}}
  39. CfgVehicles >> B_MBT_01_mlrs_F >> complexGearbox >> gearBoxMode >> "auto"
  40. 40.0 40.1 40.2 40.3 40.4 40.5 CfgVehicles >> B_MBT_01_mlrs_F >> complexGearbox >> GearboxRatios[] >> {"R1",-3.5,"N",0,"D1",4.7,"D2",2.9,"D3",1.9,"D4",1.05}
  41. CfgVehicles >> B_MBT_01_mlrs_F >> idleRpm
  42. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> maxTurn
  43. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> minTurn
  44. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> maxElev
  45. CfgVehicles >> B_MBT_01_mlrs_F >> ViewOptics >> visionMode[] >> {"Normal","NVG"}
  46. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","TI"}
  47. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> thermalMode[] >> {0,1}
  48. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> maxFov >> "0.14"
  49. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> minFov >> "0.0077778"
  50. CfgVehicles >> B_MBT_01_mlrs_F >> Turrets >> MainTurret >> turretInfoType >> "RscWeaponRangeArtilleryAuto"
  51. CfgVehicles >> B_MBT_01_mlrs_F >> LockDetectionSystem >> "0"
  52. CfgVehicles >> B_MBT_01_mlrs_F >> incomingMissileDetectionSystem >> "16"
  53. CfgVehicles >> B_MBT_01_mlrs_F >> camouflage
  54. CfgVehicles >> B_MBT_01_mlrs_F >> cost
  55. 55.0 55.1 CfgVehicles >> B_MBT_01_mlrs_F >> threat[] >> {0.8,1,0.3}
  56. CfgVehicles >> B_MBT_01_mlrs_F >> audible

.bisurf

  1. \a3\data_f\penetration\armour.bisurf
  2. \a3\data_f\penetration\armour_plate.bisurf
  3. \a3\data_f\penetration\armour_plate_12mm.bisurf
  4. \a3\data_f\penetration\armour_plate_20mm.bisurf
  5. \a3\data_f\penetration\armour_plate_30mm.bisurf
  6. \a3\data_f\penetration\armour_plate_40mm.bisurf
  7. \a3\data_f\penetration\armour_plate_80mm.bisurf
  8. \a3\data_f\penetration\metal_plate.bisurf
  9. \a3\data_f\penetration\plastic.bisurf
  10. \a3\data_f\penetration\vehicle_interior.bisurf

.rvmat

  1. \a3\data_f\penetration\armour.rvmat
  2. \a3\data_f\penetration\armour_plate.rvmat
  3. \a3\data_f\penetration\armour_plate_12mm.rvmat
  4. \a3\data_f\penetration\armour_plate_20mm.rvmat
  5. \a3\data_f\penetration\armour_plate_30mm.rvmat
  6. \a3\data_f\penetration\armour_plate_40mm.rvmat
  7. \a3\data_f\penetration\armour_plate_80mm.rvmat
  8. \a3\data_f\penetration\metal_plate.rvmat
  9. \a3\data_f\penetration\plastic.rvmat
  10. \a3\data_f\penetration\vehicle_interior.rvmat

Scripts

  1. getMass (get3DENSelected "object" select 0)
  2. diag_drawMode "FireGeometry"; diag_toggle "HitPoints";
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 diag_drawMode "FireGeometry"; diag_drawMode "Wire"; diag_toggle "Shots";
  4. 4.0 4.1 4.2 4.3 "EPEVehicle" diag_enable true;

Formulae

  1. Base vehicle armor value * HitPoint armor value = 900 * 1.8
  2. Base vehicle armor value * HitPoint armor value = 900 * 0.4
  3. Base vehicle armor value * HitPoint armor value = 900 * 0.3
  4. Base vehicle armor value * HitPoint armor value = 900 * 0.8
  5. Base vehicle armor value * HitPoint armor value = 900 * 0.6
  6. indirectHitRange * 4 = 30 * 4
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 7.15 Magazine's initSpeed * (Weapon's artilleryCharge) = 850 * (0.135 ∨ 0.153 ∨ 0.175 ∨ 0.2 ∨ 0.228 ∨ 0.261 ∨ 0.3 ∨ 0.341 ∨ 0.388 ∨ 0.44 ∨ 0.495 ∨ 0.56 ∨ 0.639 ∨ 0.74 ∨ 0.842 ∨ 0.96)
  8. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_1 firing solution artilleryCharge = 850 * 0.135
  9. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_2 firing solution artilleryCharge = 850 * 0.153
  10. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_3 firing solution artilleryCharge = 850 * 0.175
  11. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_4 firing solution artilleryCharge = 850 * 0.2
  12. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_5 firing solution artilleryCharge = 850 * 0.228
  13. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_6 firing solution artilleryCharge = 850 * 0.261
  14. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_7 firing solution artilleryCharge = 850 * 0.3
  15. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_8 firing solution artilleryCharge = 850 * 0.341
  16. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_9 firing solution artilleryCharge = 850 * 0.388
  17. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_10 firing solution artilleryCharge = 850 * 0.44
  18. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_11 firing solution artilleryCharge = 850 * 0.495
  19. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_12 firing solution artilleryCharge = 850 * 0.56
  20. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_13 firing solution artilleryCharge = 850 * 0.639
  21. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_14 firing solution artilleryCharge = 850 * 0.74
  22. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_15 firing solution artilleryCharge = 850 * 0.842
  23. HE magazine's initSpeed * 230 mm Rocket weapon's Mode_16 firing solution artilleryCharge = 850 * 0.96
  24. Weapon mode's reloadTime * Magazine's count = 0.8 * 12
  25. 0.25 / maxFov = 0.25 / 0.14
  26. 0.25 / minFov = 0.25 / 0.0077778

Notes[]

  1. 1.0 1.1 1.2 The 230 mm Rocket's alternate cluster munition rockets are not available as part of the Sandstorm's default loadout. They must be added to the vehicle turret's ammo reserves using the addMagazineTurret scripting command (see below) or a custom addon that overrides the Sandstorm's loadout.
  2. The Sandstorm's track hitpoints do not use a coefficient value and are always set to a fixed value of 650.
  3. 3.0 3.1 This value is only the baseline muzzle velocity for the munition. The actual launch velocity is affected by the 230 mm Rocket's selected firing solution (artilleryCharge), which is always less than the baseline velocity (between 13.5% up to 96%).
  4. 4.0 4.1 4.2 4.3 This munition exclusively inflicts explosive-type damage and is not a kinetic projectile (its explosive token is set to a value of 1).
  5. 5.0 5.1 The Real Virtuality engine does not simulate air drag for artillery munitions.
  6. 6.0 6.1 Damage will be reduced if the projectile's velocity drops below this value.
  7. 7.0 7.1 7.2 7.3 The 230 mm Rocket's fifteenth (40000m-52000m) and sixteenth (52000m-67000m) firing solutions cannot feasibly be used in regular gameplay. This is because no official terrains made by Bohemia Interactive for ArmA 3 (nor third party-developed terrains for that matter) are sufficiently large enough to accomodate the size of the range bands on the artillery computer's map. Fire missions with these two solutions will not be possible in regular gameplay unless the mission and/or player specifically relocates the Sandstorm well outside the bounds of the terrain's playable area so that the range bands become visible on the artillery computer's map.
  8. The gunner's terminal shows that the camera has a minimum zoom of 1.4x but the formula for calculating its zoom actually returns a value of 1.785714285714286 instead (0.25 / 0.14).

Scripting commands for cluster munitions[]

this removeMagazinesTurret ["12Rnd_230mm_rockets",[0]];
this removeWeaponTurret ["rockets_230mm_GAT",[0]];
this addMagazineTurret ["12Rnd_230mm_rockets_cluster",[0]];
this addWeaponTurret ["rockets_230mm_GAT",[0]];

References[]

  1. Hlava, B et al. 2014, Arma 3: Field Manual - Vehicles Info, Bohemia Interactive Community Wiki, viewed 25 March 2023, <https://community.bistudio.com/wiki/Arma_3:_Field_Manual_-_Vehicles_Info>.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Foltyn, D, Reyhard et al. 2009, RVMAT basics, Bohemia Interactive Community Wiki, viewed 1 January 2026, <https://community.bistudio.com/wiki/RVMAT_basics#Physical_Properties>.
  3. 3.0 3.1 3.2 3.3 Kolář, P et al. 2013, Tanks Config Guidelines – Arma 3, Bohemia Interactive Community Wiki, viewed 1 January 2026, <https://community.bistudio.com/wiki/Arma_3:_Tanks_Config_Guidelines#Armour_plates_setup>.
  4. 4.0 4.1 4.2 4.3 Vida, J et al. 2014, Damage Description – Arma 3, Bohemia Interactive Community Wiki, viewed 1 January 2026, <https://community.bistudio.com/wiki/Arma_3:_Damage_Description>.
  5. 5.0 5.1 Dedmen, Reyhard et al. 2014, Config Properties Megalist, Bohemia Interactive Community Wiki, viewed 1 January 2026, <https://community.bistudio.com/wiki/Config_Properties_Megalist#ARMOR/MATERIAL_Configs>.
  6. Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 2 January 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#engineMOI>.
  7. 7.0 7.1 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 2 January 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#torqueCurve>.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 2 January 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#class_complexGearbox>.
  9. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 1 January 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  10. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 1 January 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  11. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 1 January 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  12. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 1 January 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  13. van 't Land, J.J. 2013, SPOTREP #00010, Arma 3, viewed 6 October 2023, <https://dev.arma3.com/post/spotrep-00010>.
  14. van 't Land, J.J. 2014, SPOTREP #00019, Arma 3, viewed 10 March 2024, <https://dev.arma3.com/post/spotrep-00019>.
  15. 15.0 15.1 Kovařič, V 2018, SPOTREP #00079, Arma 3, viewed 25 March 2023, <https://dev.arma3.com/post/spotrep-00079>.
  16. Mořický, K et al. 2013, Arma 3: CfgMagazines, Bohemia Interactive Community Wiki, viewed 25 March 2023, <https://community.bistudio.com/wiki/Arma_3:_CfgMagazines>.
  17. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\config.bin, CfgAmmo >> R_230mm_LG
  18. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\config.bin, CfgAmmo >> M_Mo_230mm_AT_LG

External links[]

See also[]

Variants[]

Vehicles of comparable role and configuration[]

Vehicles of ArmA 3
Wheeled AFV-4 GorgonAMV-7 MarshallHatchbackHEMTTHunterIfritKartMB 4WDMSE-3 MaridOffroadProwlerQilinRhino MGS (UP) • StriderSUVTempestTractorTruckQuadbikeUGV StomperVanZamak (MRL)
Tracked 2S9 SochorAWC NyxBTR-K KamyshCRV-6e BobcatED-1D Mini UGV (ED-1E) • IFV-6a CheetahIFV-6c PantherFV-720 MoraM2A1 Slammer (A4 UP) • M4 ScorcherM5 SandstormMBT-52 KumaT-100 Varsuk (X Futura) • T-140 Angara (T-140K) • ZSU-39 Tigris
Rotor-wing AH-9 PawneeAH-99 BlackfootAR-2 DarterCH-49 MohawkCH-67 HuronDemining DroneMH-9 Hummingbird (M900) • Mi-48 KajmanMi-290 TaruMQ-12 FalconPO-30 OrcaUH-80 Ghost HawkUtility DroneWY-55 Hellcat
Fixed-wing A-143 BuzzardA-149 GryphonA-164 WipeoutCaesar BTTF/A-181 Black Wasp IIKH-3A FenghuangMQ-4A GreyhawkTo-199 NeophronTo-201 ShikraUCAV SentinelV-44X BlackfishY-32 Xi'an
Aquatic Assault BoatMotorboatRHIBSpeedboatSDVWater Scooter
(Parenthesis) denote variants.
Karts DLC | Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
Arma3-factionicon-nato NATO - Vehicles (ArmA 3)
Wheeled AMV-7 MarshallHEMTT (Ammo, Box, Cargo, Fuel, Flatbed, Medical, Repair, Transport, Transport Covered) • Hunter (HMG, GMG) • Prowler (Light, HMG, AT) • QuadbikeRhino MGS (UP) • UGV Stomper (RCWS)
Tracked CRV-6e BobcatED-1D Pelter (ED-1E Roller) • IFV-6a CheetahIFV-6c PantherM2A1 Slammer (A4 UP) • M4 ScorcherM5 Sandstorm
Rotor-wing AH-9 PawneeAH-99 Blackfoot (Stub Wings) • AL-6 Pelican (Medical) • AR-2 DarterCH-67 Huron (Unarmed) • MH-9 HummingbirdMQ-12 FalconUH-80 Ghost Hawk (Stub Wings)
Fixed-wing A-164 WipeoutF/A-181 Black Wasp II (Stealth) • MQ-4A GreyhawkUCAV SentinelV-44X Blackfish (Infantry Transport, Vehicle Transport)
Aquatic Assault Boat (Rescue) • Speedboat MinigunSDV
(Parenthesis) denote variants.
Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
Western Sahara
Arma3-factionicon-nato NATO - Vehicles (Western Sahara)
Wheeled AMV-7 Marshall (ATGM, CV, Mortar) • HEMTTHunterQuadbikeUGV Stomper
Tracked CRV-6e BobcatIFV-6a CheetahIFV-6c PantherM2A1 Slammer (A4 UP) • M4 ScorcherM5 Sandstorm
Rotor-wing AH-9 PawneeAH-99 BlackfootAP-5 BustardAR-2 DarterMH-9 HummingbirdUH-80 Ghost Hawk
Fixed-wing A-164 Wipeout
(Parenthesis) denote variants.
Expeditionary Forces
Arma3-factionicon-efmjtf Marine Joint Task Force - Vehicles (Expeditionary Forces)
Wheeled HEMTTHunter (FSV, AT, LAAD) • QuadbikeUGV Stomper
Tracked AAV-9 Mack (A1) • M2A1 Slammer (A4 UP) • M5 Sandstorm
Rotor-wing AH-99 Blackfoot (99J Python) • AR-2 DarterUH-80 Ghost Hawk
Fixed-wing MQ-4A Greyhawk
Aquatic Assault BoatCombat BoatLCC-1Speedboat MinigunSDV
(Parenthesis) denote variants.