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« The MAR-10 is a powerful marksman weapon used by CTRG forces. This semi-automatic rifle is chambered in .338 Lapua Magnum. With its 66 cm long barrel and 4.4 kg weight, MAR-10 isn't easy to handle, but high power and extreme precision with effective range up to 1700 m compensate it.
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The MAR-10 .338 marksman rifle.

The MAR-10 is a .338 marksman rifle used by both CTRG sharpshooters and in limited numbers with Mediterranean NATO forces in ArmA 3. It was added with the release of the Marksmen DLC.

Overview[]

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This is a premium asset that requires ownership of the Marksmen DLC.


The MAR-10 is a piston driven, semi-automatic marksman rifle chambered to fire the .338 Lapua Magnum round.

It can only load 10-round box magazines, and can attain a fire rate of up to 250 rounds per minute[CfgWp 6][Formula 1] with a muzzle velocity of 915 m/s.[CfgMa 2] It accepts accessories on all three of its rails: top[CfgWp 7], side[CfgWp 8] and underbarrel.[CfgWp 9] Suppressors can also be mounted onto its muzzle.[CfgWp 10]

Performance-wise, the MAR-10's damage output is somewhat underwhelming at close and medium ranges due to using a smaller-sized cartridge compared to its CSAT counterpart (8.6 mm versus 9.3 mm). Consequently, the MAR-10 has a better ballistics model as it retains much of its power regardless of distance.[CfgAm 1] This is in stark contrast to the Cyrus' 9.3 mm round, which suffers from a significant damage and velocity drop-off for targets beyond 700 metres.

When it comes to accuracy, the MAR-10 is fairly precise and can be used to take out targets at ranges of up to 1,000 metres with little-to-no dispersion. In that aspect, it is almost on par (though not quite the same) with sniper rifles like the M320 LRR, making it perfectly suited for use in sniper engagements as opposed to just short/medium-range firefights.

Ironsights[]

Arma3-mar10-ironsight-overview

The MAR-10 allows for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 11] By default, it is set to a zeroing of 200 metres.[CfgWp 12] Neither the front nor rear sight are illuminated.

If an optical sight with a zeroing limit greater than 600 metres is attached onto the top rail (e.g. LRPS), the MAR-10 will allow for an absolute maximum zeroing of 2,000 metres.[CfgWp 13]

Camouflage[]

  • Black: Matte black paint finish.
  • Camo: Custom two-tone splinter camouflage pattern inspired by the Arid Dazzle pattern uniforms worn by CTRG operatives. Exclusively used by CTRG Group 14's sharpshooters.
  • Sand: Desert sand/flat dark earth paint finish. Primarily used by Mediterranean NATO sharpshooters.

Ammunition[]

Arma3-ammunition-10rndmar10
Ammo parameter .338 LM (Ball)
Base damage value 16[CfgAm 2]
Aerodynamic friction -0.00061[CfgAm 1]
Muzzle velocity (m/s) 915[CfgMa 2]
Expected velocity (m/s) 890[CfgAm 3][note 1]
Penetration depth (mm) 27.45[CfgAm 4][Formula 2]
Deflection angle (degrees) 15°[CfgAm 5]

The MAR-10 can only load one type of magazine.[CfgWp 14] It has a weight of 14[CfgMa 3] "mass" units:

.338 LM 10Rnd Mag[]

10-round box magazine loaded with .338 Lapua Magnum ammunition.[CfgMa 4]

None of the rounds fired will emit visible tracers.

Achievements[]

  • Arma3-achievement-marksmenweaponmaster
    Marksmen Weapon Master
    • The MAR-10 is one out of seven premium weapons featured in the DLC. Simply equip it (and the other six) in the Virtual Arsenal and begin testing it. Can be done in a single sitting or in multiple playthroughs.

Trivia[]

  • The MAR-10 is inspired by the real-world "Bad News" rifle designed by Noreen Firearms[1], an outdoor/sporting goods company based in the state of Montana, U.S.A.
    • It is also fitted with a custom-designed stock, and what appears to be a front handguard inspired by the (now-defunct) War Sport "LVOA" rifle complete with a "Top Hat" compensator.
  • Unlike most DMRs in its class, the MAR-10 is only capable of semi-automatic fire.
  • When the Marksmen DLC was first released the MAR-10 was much heavier to wield, though this was reduced after Game Update 1.64.[2]
The information below details unused, pre-release or removed content.
  • Pre-release promotional artwork for the Marksmen DLC showed an additional scheme that used a woodland camouflage pattern in the same style as the one available on the Mk-I EMR. This unique scheme is not available in the release version of the DLC's assets, however.
    • Two other schemes were also (presumably) intended for inclusion: a "Khaki" derivative that uses an olive green finish, as well as an alternate Dazzle pattern with thinner and sharper geometric shapes. As with woodland camouflage, both schemes were not included in the final release for unknown reasons.

Gallery[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 CfgAmmo >> B_338_Ball >> airFriction
  2. CfgAmmo >> B_338_Ball >> hit
  3. CfgAmmo >> B_338_Ball >> typicalSpeed
  4. CfgAmmo >> B_338_Ball >> caliber
  5. CfgAmmo >> B_338_Ball >> deflecting

CfgMagazines

  1. CfgMagazines >> 10Rnd_338_Mag >> count
  2. 2.0 2.1 CfgMagazines >> 10Rnd_338_Mag >> initSpeed
  3. CfgMagazines >> 10Rnd_338_Mag >> mass
  4. CfgMagazines >> 10Rnd_338_Mag >> ammo >> "B_338_Ball"

CfgWeapons

  1. CfgWeapons >> srifle_DMR_02_F >> Single >> dispersion
  2. CfgWeapons >> srifle_DMR_02_F >> WeaponSlotsInfo >> mass
  3. CfgWeapons >> srifle_DMR_02_F >> recoil
  4. CfgWeapons >> srifle_DMR_02_F >> inertia
  5. CfgWeapons >> srifle_DMR_02_F >> dexterity
  6. CfgWeapons >> srifle_DMR_02_F >> Single >> reloadTime
  7. CfgWeapons >> srifle_DMR_02_F >> WeaponSlotsInfo >> CowsSlot_Rail >> compatibleItems >> {optic_aco,optic_ACO_grn,optic_ACO_grn_smg,optic_aco_smg,optic_ams,optic_AMS_khk,optic_AMS_snd,optic_Arco,optic_Arco_AK_arid_F,optic_Arco_AK_blk_F,optic_Arco_AK_lush_F,optic_Arco_arid_F,optic_Arco_blk_F,optic_Aro_ghex_F,optic_Arco_lush_F,optic_DMS,optic_DMS_ghex_F,optic_DMS_weathered_F,optic_DMS_weathered_Kir_F,optic_ERCO_blk_F,optic_ERCO_khk_F,optic_ERCO_snd_F,optic_hamr,optic_Hamr_khk_F,optic_Holosight,optic_Holosight_arid_F,optic_Holosight_blk_F,optic_Holosight_khk_F,optic_Holosight_lush_F,optic_Holosight_smg,optic_Holosight_smg_blk_F,optic_Holosight_smg_khk_F,optic_KHS_blk,optic_KHS_hex,optic_KHS_old,optic_KHS_tan,optic_LRPS,optic_LRPS_ghex_F,optic_LRPS_tna_F,optic_MRCO,optic_Nightstalker,optic_NVS,optic_SOS,optic_SOS_khk_F,optic_tws,optic_tws_mg}
  8. CfgWeapons >> srifle_DMR_02_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  9. CfgWeapons >> srifle_DMR_02_F >> WeaponSlotsInfo >> UnderBarrelSlot_rail >> compatibleItems >> {bipod_01_F_blk,bipod_01_F_khk,bipod_01_F_mtp,bipod_01_F_snd,bipod_02_F_arid,bipod_02_F_blk,bipod_02_F_hex,bipod_02_F_lush,bipod_02_F_tan,bipod_03_F_blk,bipod_03_F_oli}
  10. CfgWeapons >> srifle_DMR_02_F >> WeaponSlotsInfo >> MuzzleSlot_338 >> compatibleItems >> {muzzle_snds_338_black,muzzle_snds_338_green,muzzle_snds_338_sand}
  11. CfgWeapons >> srifle_DMR_02_F >> discreteDistance[] >> {100,200,300,400,500,600}
  12. CfgWeapons >> srifle_DMR_02_F >> discreteDistanceInitIndex >> "1"
  13. CfgWeapons >> srifle_DMR_02_F >> maxZeroing
  14. CfgWeapons >> srifle_DMR_02_F >> magazineWell[] >> {"MAR10_338"}

Formulae

  1. 60 / reloadTime = 60 / 0.24
  2. initSpeed * caliber * 15 / 1000 = 915 * 2 * 15 / 1000

Notes[]

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

References[]

  1. Haládik, L 2015, OPREP - MARKSMEN WEAPONS, Arma 3, viewed 24 September 2017, <https://dev.arma3.com/post/oprep-marksmen-weapons>.
  2. Kovařič, V 2016, SPOTREP #00059, Arma 3, viewed 13 October 2023, <https://dev.arma3.com/post/spotrep-00059>.

External links[]

See also[]

Weapons of comparable role and configuration[]

Weapons of ArmA 3
Handguns 4-five .45ACP-C2 .45P07 9 mmPM 9 mmRook-40 9 mmStarter Pistol 10 mmSpectrum DeviceZubr .45
Submachine guns ADR-97 5.7 mmPDW2000 9 mmProtector 9 mmSting 9 mmVermin .45
Shotguns Kozlice
Carbines AKU-12 7.62 mmAKS-74U 5.45 mmKatiba Carbine 6.5 mmMk20C 5.56 mmMXC 6.5 mmTRG-20 5.56 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mmCAR-95 series (CAR-95, CAR-95 GL) • Katiba 6.5 mm (Katiba GL) • MX series (MX, MX 3GL) • Mk20 5.56 mm (Mk20 EGLM) • Promet series (Promet, Promet GL, Promet SG) • SDAR 5.56 mmSPAR-16 series (SPAR-16, SPAR-16 GL) • Type 115 6.5 mmTRG-21 5.56 mm (TRG-21 EGLM)
Designated marksman rifles ASP-1 Kir 12.7 mmCMR-76 6.5 mmCyrus 9.3 mmMk-I EMR 7.62 mmMk14 7.62 mm (Classic) • Mk18 ABR 7.62 mmMAR-10 .338MXM 6.5 mmPromet MR 6.5 mmRahim 7.62 mmSPAR-17 7.62 mm
Sniper rifles GM6 Lynx 12.7 mmM320 LRR .408
Squad automatic weapons CAR-95-1 5.8 mmLIM-85 5.56 mmMk200 6.5 mmMX SW 6.5 mmRPK-12 7.62 mmSPAR-16S 5.56 mmZafir 7.62 mm
Machineguns Navid 9.3 mmSPMG .338
Launchers 9M135 VoronaMAAWS Mk4PCMLRPG-7RPG-42Titan MPRLTitan MPRL Compact
Static M2Mk6 MortarMk30Mk32Remote DesignatorStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Karts DLC | Marksmen DLC | Apex DLC | Tanks DLC | Contact DLC
Arma3-factionicon-nato NATO - Armoury (ArmA 3)
Handguns 4-five .45P07 9 mm* • Spectrum Device
Submachine guns Vermin .45
Carbines MXC 6.5 mm*
Assault rifles MX series (MX*, MX 3GL*) • SDAR 5.56 mmSPAR-16 series* (SPAR-16*, SPAR-16 GL*)
Designated marksman rifles Mk-I EMR 7.62 mmMAR-10 .338* • MXM 6.5 mmSPAR-17 7.62 mm*
Sniper rifles M320 LRR .408
Squad automatic weapons MX SW 6.5 mm* • SPAR-16S 5.56 mm*
Machineguns SPMG .338
Launchers MAAWS Mk4 Mod 1* • PCML* • Titan MPRLTitan MPRL Compact
Static Mk6 MortarMk30Mk32Remote DesignatorStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* denotes weapons also used or are exclusive to the CTRG sub-faction.
Marksmen DLC | Apex DLC | Tanks DLC
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