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« The MG3 is a 7,62×51 mm NATO General Purpose Machinegun of West German origin derived from the World War II Machinegun MG42. It is well known for its high rate of fire.
Field Manual
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The MG3 7.62 mm medium machine gun.
The MG3 7.62 mm medium machine gun.

The MG3 is a 7.62 mm general-purpose machine gun used by West German military forces in ArmA 3. It was added with the release of the Global Mobilization - Cold War Germany Creator DLC.

Overview[]

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The MG3 is a short-recoil operated and striker-fired general-purpose machine gun with a roller-locked bolt carrier, firing from a closed bolt. It is chambered to fire the 7.62×51 mm DM21 cartridge.

It feeds exclusively from 120-round belts stored in ammoboxes, and can attain a fire rate of up to 1,200 rounds per minute[CfgWp 6][Formula 1] with a muzzle velocity of 820 m/s.[CfgWp 7][Formula 2][note 1]

The MG3 cannot be fitted with optical sights, suppressors, or flashlights/laser sights, but it does feature the ability to deploy its integral folding bipod.[CfgWp 8] Its ironsights can be manually adjusted up to a maximum zeroing of 1,200 metres.[CfgWp 9] A dedicated AA sight is also available if the MG3 is being employed for anti-air purposes.[CfgWp 10]

Variants[]

LMG M/62[]

The LMG M/62 7.62 mm medium machine gun.
The LMG M/62 7.62 mm medium machine gun.

The LMG M/62 is the Danish military's designation for the MG3.

Aside from minor aesthetic differences with its furniture, the LMG M/62 is statistically identical to its West German counterpart and has no functional changes from stock MG3s.

MG3 - Anti Air Tripod[]

The MG3 - Anti Air Tripod is a static defence version of the MG3. It is mounted onto a raised tripod and has completely identical performance to its man-portable counterpart.

By default, the static MG3 is pre-loaded with one 120-round belt box and has a further three in reserve (for a combined total of 480 rounds).[CfgVh 2] Reloading the MG3 with a fresh belt will take up to 8 seconds to complete.[CfgWp 19]

Its tripod can be fully rotated in all directions horizontally[CfgVh 3][CfgVh 4] but has an elevation limit of 45 degrees[CfgVh 5] and a depression of 13 degrees.[CfgVh 4]

Upon disassembly, the turret will be broken down into two components: the tripod itself, and the MG3 weapon and its belt boxes.[CfgVh 6][SCR 1] Reassembling the turret does not require the original MG3. A turret can be erected using either West German MG3s or the Danish LMG M/62.[CfgVh 7][SCR 2]

How many belts an MG3 turret can have in reserve depends on the user at the time of its assembly. For instance, assembling the turret with eight belts in the user's inventory/backpack will provide the turret's gunner with one pre-loaded and have the other seven in reserve.

It is also possible to mix and match belts through this approach. If the user carried different belts at the time of assembly (e.g. DM21A1 and DM21A2), the turreted MG3 will be able to swap between them once it is mounted onto the tripod.

Ironsights[]

Arma3-gmcwgmg3-ironsight-overview

The MG3's ironsights allow for a minimum zeroing of 100 metres up to a maximum of 1,200 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200).[CfgWp 9] It utilises a default setting of 400 metres.[CfgWp 20]

Arma3-gmcwgmg3-ironsight-specifics

AA sight after zeroing beyond 1,200 metres.

It should be noted that attempting to adjust zeroing beyond 1,200 metres will enable access to the MG3's dedicated AA sight. This sight uses a fixed zeroing of 600 metres[CfgWp 9], though the user has the option of toggling three views.[CfgWp 10]

Arma3-gmcwglmgm62-ironsight-overview

The LMG M/62's ironsights allow for a minimum zeroing of 100 metres up to a maximum of 1,200 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200).[CfgWp 21] The LMG M/62 always uses a default zeroing of 400 metres.[CfgWp 22]

Arma3-gmcwglmgm62-ironsight-specifics

AA sight after zeroing beyond 1,200 metres.

It should be noted that attempting to adjust zeroing beyond 1,200 metres will enable use of the LMG M/62's dedicated AA sight. This sight uses a fixed zeroing of 600 metres[CfgWp 21], though the user has the option of switching between three views.[CfgWp 23]

Arma3-gmcwgmg3antiairtripod-ironsight-overview
The ironsights on static MG3s can be zeroed starting at a minimum of 100 metres up to a maximum of 1,200 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200).[CfgVh 8] By default, the MG3's zeroing will always be set to 800 metres.[CfgVh 9]

It should be noted that the anti-air sight is not available on static MG3s. Zeroing is always capped to 1,200 metres (it will not jump to a dedicated 600 metres zeroing setting).[CfgVh 8]

Ammunition[]

Ammo parameter 7.62 mm DM21
(Tracer)
7.62 mm DM21A1
(Tracer)
7.62 mm DM21A2
(Tracer)
Base damage value 11.76[CfgAm 1] 11.76[CfgAm 2] 11.76[CfgAm 3]
Aerodynamic friction -0.00094464[CfgAm 4] -0.00094464[CfgAm 5] -0.00094464[CfgAm 6]
Muzzle velocity (m/s) 820[CfgMa 3] 820[CfgMa 4] 820[CfgMa 5]
Expected velocity (m/s) 800
[CfgAm 7][note 3]
800
[CfgAm 8][note 3]
800
[CfgAm 9][note 3]
Penetration depth (mm) 11.07
[CfgAm 10][Formula 3]
11.07
[CfgAm 11][Formula 4]
11.07
[CfgAm 12][Formula 5]
Deflection angle (degrees) 15°[CfgAm 13] 15°[CfgAm 14] 15°[CfgAm 15]

MG3s (static turrets included) are capable of loading three types of "magazines".[CfgWp 24][CfgWp 25][CfgWp 26] All three "magazines" share the same weight of 62.2222 "mass" units:[CfgMa 6][CfgMa 7][CfgMa 8]

7.62 mm 120Rnd MG3 Ball-T DM21 Green Mag[]

Arma3-ammunition-gmcwg120rndmg3

Standard 120-round belt loaded with a mix of DM21 ball/tracer ammunition.[CfgMa 9]

Every third round fired will emit a visible red tracer.[CfgMa 10] The last four rounds of the belt will always emit tracers.[CfgMa 11]

7.62 mm 120Rnd MG3 Ball-T DM21A1 Green Mag[]

Arma3-ammunition-gmcwg120rndmg3

Alternate 120-rounder belt loaded with DM21A1 ball/tracer ammunition.[CfgMa 12]

Every third round fired will emit a visible yellow tracer.[CfgMa 13] The last four rounds of the belt will always emit tracers.[CfgMa 14]

7.62 mm 120Rnd MG3 Ball-T DM21A2 Green Mag[]

Arma3-ammunition-gmcwg120rndmg3

Alternate 120-rounder belt loaded with DM21A2 ball/tracer ammunition.[CfgMa 15]

Every third round fired will emit a visible red tracer.[CfgMa 16] The last four rounds of the belt will always emit tracers.[CfgMa 17]

Magazine compatibility[]

gm_magazineWell_762x51mm_mg3
Weapon name
(Classname)
7.62 mm 120Rnd MG3 Ball-T DM21 Green Mag
7.62 mm 120Rnd MG3 Ball-T DM21A1 Green Mag
7.62 mm 120Rnd MG3 Ball-T DM21A2 Green Mag
LMG M/62 7.62x51 mm
(gm_lmgm62_blk)
MG3 7.62x51 mm
(gm_mg3_blk)
MG3 7.62x51 mm
(gm_mg3_MachineGunTurret_01)


Trivia[]

  • The MG3's accuracy was significantly reduced after the release of Update 1.1.3844[1].
  • The static turret variant was not included until the release of Update 1.2.[2]
  • After Update 1.5, handheld MG3s were given the ability to make use of a dedicated AA sight.[3]
  • Before Update 1.6's release, AI soldiers wielding any variant of the MG3 would share the same dispersion values with human players, allowing them to shoot with pinpoint accuracy no matter how distant the AI's target(s) were.[4]
The information below details unused, pre-release or removed content.
  • Arma3-render-gmcwgmg3desert

    Pre-1.5 Desert/Tan MG3.

    Prior to Update 1.5's release, the MG3 still had access to a Tan camouflage scheme, though it was only available for West German MG3s as Danish LMG M/62s were not configured to have alternate colour/camouflage schemes. The patch subsequently removed the Tan camouflage scheme but its classname remains intact for compatibility reasons.[3]
    • Since its texture no longer seems to exist within the DLC's files, equipping it through the use of a custom addon or scripting command will simply show it using a default Black colour scheme.[5]

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21 >> hit
  2. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21A1 >> hit
  3. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21A2 >> hit
  4. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21 >> airfriction
  5. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21A1 >> airfriction
  6. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21A2 >> airfriction
  7. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21 >> typicalSpeed
  8. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21A1 >> typicalSpeed
  9. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21A2 >> typicalSpeed
  10. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21 >> caliber
  11. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21A1 >> caliber
  12. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21A2 >> caliber
  13. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21 >> deflecting
  14. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21A1 >> deflecting
  15. CfgAmmo >> gm_bullet_762x51mm_B_T_DM21A2 >> deflecting

CfgMagazines

  1. 1.0 1.1 CfgMagazines >> gm_120Rnd_762x51mm_b_t_DM21_mg3_grn >> count
  2. CfgMagazines >> gm_120Rnd_762x51mm_b_t_DM21A1_mg3_grn >> count
  3. CfgMagazines >> gm_120Rnd_762x51mm_b_t_DM21_mg3_grn >> initSpeed
  4. CfgMagazines >> gm_120Rnd_762x51mm_B_T_DM21A1_mg3_grn >> initSpeed
  5. CfgMagazines >> gm_120Rnd_762x51mm_B_T_DM21A2_mg3_grn >> initSpeed
  6. CfgMagazines >> gm_120Rnd_762x51mm_b_t_DM21_mg3_grn >> Mass
  7. CfgMagazines >> gm_120Rnd_762x51mm_B_T_DM21A1_mg3_grn >> Mass
  8. CfgMagazines >> gm_120Rnd_762x51mm_B_T_DM21A2_mg3_grn >> Mass
  9. CfgMagazines >> gm_120Rnd_762x51mm_b_t_DM21_mg3_grn >> ammo >> "gm_bullet_762x51mm_B_T_DM21"
  10. CfgMagazines >> gm_120Rnd_762x51mm_b_t_DM21_mg3_grn >> tracersEvery
  11. CfgMagazines >> gm_120Rnd_762x51mm_b_t_DM21_mg3_grn >> lastRoundsTracer
  12. CfgMagazines >> gm_120Rnd_762x51mm_B_T_DM21A1_mg3_grn >> ammo >> "gm_bullet_762x51mm_B_T_DM21A1"
  13. CfgMagazines >> gm_120Rnd_762x51mm_B_T_DM21A1_mg3_grn >> tracersEvery
  14. CfgMagazines >> gm_120Rnd_762x51mm_B_T_DM21A1_mg3_grn >> lastRoundsTracer
  15. CfgMagazines >> gm_120Rnd_762x51mm_B_T_DM21A2_mg3_grn >> ammo >> "gm_bullet_762x51mm_B_T_DM21A2"
  16. CfgMagazines >> gm_120Rnd_762x51mm_B_T_DM21A2_mg3_grn >> tracersEvery
  17. CfgMagazines >> gm_120Rnd_762x51mm_B_T_DM21A2_mg3_grn >> lastRoundsTracer

CfgWeapons

  1. CfgWeapons >> gm_mg3_blk >> FullAuto >> dispersion
  2. CfgWeapons >> gm_mg3_blk >> WeaponSlotsInfo >> Mass
  3. CfgWeapons >> gm_mg3_blk >> recoil
  4. CfgWeapons >> gm_mg3_blk >> inertia
  5. CfgWeapons >> gm_mg3_blk >> dexterity
  6. CfgWeapons >> gm_mg3_blk >> FullAuto >> reloadTime
  7. CfgWeapons >> gm_mg3_blk >> initSpeed
  8. CfgWeapons >> gm_mg3_blk >> hasBipod
  9. 9.0 9.1 9.2 CfgWeapons >> gm_mg3_blk >> OpticsModes >> Optics_IronSight >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,600,600,600}
  10. 10.0 10.1 CfgWeapons >> gm_mg3_blk >> OpticsModes >> Optics_IronSight >> discreteDistanceCameraPoint[] >> {"eye_100_pos","eye_200_pos","eye_300_pos","eye_400_pos","eye_500_pos","eye_600_pos","eye_700_pos","eye_800_pos","eye_900_pos","eye_1000_pos","eye_1100_pos","eye_1200_pos","eye_aa_600_pos","eye_aa_601_pos","eye_aa_602_pos"}
  11. CfgWeapons >> gm_lmgm62_blk >> FullAuto >> dispersion
  12. CfgWeapons >> gm_lmgm62_blk >> WeaponSlotsInfo >> Mass
  13. CfgWeapons >> gm_lmgm62_blk >> recoil
  14. CfgWeapons >> gm_lmgm62_blk >> inertia
  15. CfgWeapons >> gm_lmgm62_blk >> dexterity
  16. CfgWeapons >> gm_mg3_MachineGunTurret_01 >> FullAuto >> dispersion
  17. CfgWeapons >> gm_mg3_MachineGunTurret_01 >> recoil
  18. CfgWeapons >> gm_mg3_MachineGunTurret_01 >> dexterity
  19. CfgWeapons >> gm_mg3_MachineGunTurret_01 >> magazinereloadtime
  20. CfgWeapons >> gm_mg3_blk >> OpticsModes >> Optics_IronSight >> discreteDistanceInitIndex >> "3"
  21. 21.0 21.1 CfgWeapons >> gm_lmgm62_blk >> OpticsModes >> Optics_IronSight >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,600,600,600}
  22. CfgWeapons >> gm_lmgm62_blk >> OpticsModes >> Optics_IronSight >> discreteDistanceInitIndex >> "3"
  23. CfgWeapons >> gm_lmgm62_blk >> OpticsModes >> Optics_IronSight >> discreteDistanceCameraPoint[] >> {"eye_100_pos","eye_200_pos","eye_300_pos","eye_400_pos","eye_500_pos","eye_600_pos","eye_700_pos","eye_800_pos","eye_900_pos","eye_1000_pos","eye_1100_pos","eye_1200_pos","eye_aa_600_pos","eye_aa_601_pos","eye_aa_602_pos"}
  24. CfgWeapons >> gm_mg3_blk >> magazineWell[] >> {"gm_magazineWell_762x51mm_mg3"}
  25. CfgWeapons >> gm_lmgm62_blk >> magazineWell[] >> {"gm_magazineWell_762x51mm_mg3"}
  26. CfgWeapons >> gm_mg3_MachineGunTurret_01 >> magazineWell[] >> {"gm_magazineWell_762x51mm_mg3","gm_magazineWell_762x51mm_mg3_veh"}

CfgVehicles

  1. CfgVehicles >> gm_mg3_aatripod_weaponBag >> mass
  2. CfgVehicles >> gm_ge_army_mg3_aatripod >> Turrets >> MainTurret >> magazines[] >> {"gm_120Rnd_762x51mm_b_t_DM21A1_mg3_grn","gm_120Rnd_762x51mm_b_t_DM21A1_mg3_grn","gm_120Rnd_762x51mm_b_t_DM21A1_mg3_grn","gm_120Rnd_762x51mm_b_t_DM21A1_mg3_grn"}
  3. CfgVehicles >> gm_ge_army_mg3_aatripod >> Turrets >> MainTurret >> maxTurn
  4. 4.0 4.1 CfgVehicles >> gm_ge_army_mg3_aatripod >> Turrets >> MainTurret >> minElev
  5. CfgVehicles >> gm_ge_army_mg3_aatripod >> Turrets >> MainTurret >> maxElev
  6. CfgVehicles >> gm_ge_army_mg3_aatripod >> UserActions >> gm_dismount_turret_weapon_01 >> statement = "[this,player,['gm_mg3_aatripod_weaponBag'],'MainTurret',true,[]] call gm_core_vehicles_fnc_disassambleWeapon";
  7. CfgVehicles >> gm_mg3_aatripod_weaponBag >> assembleInfo >> assembleTo >> "gm_mg3_aatripod_empty"
  8. 8.0 8.1 CfgVehicles >> gm_ge_army_mg3_aatripod >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200}
  9. CfgVehicles >> gm_ge_army_mg3_aatripod >> Turrets >> MainTurret >> discreteDistanceInitindex >> "7"

Scripts

  1. \gm\gm_core\gm_core_vehicles\data\systems\vehicleWeapons\gm_core_vehicles_fnc_vehicleWeapons_disassamble.sqf
  2. \gm\gm_core\gm_core_vehicles\data\systems\vehicleWeapons\gm_core_vehicles_fnc_vehicleWeapons_assemble.sqf

Formulae

  1. 60 / reloadTime = 60 / 0.05
  2. Weapon's initSpeed * Magazine's initSpeed = 1 * 820
  3. initSpeed * caliber * 15 / 1000 = 820 * 0.9 * 15 / 1000
  4. initSpeed * caliber * 15 / 1000 = 820 * 0.9 * 15 / 1000
  5. initSpeed * caliber * 15 / 1000 = 820 * 0.9 * 15 / 1000

Notes[]

  1. The MG3's muzzle velocity is determined by the magazine's initSpeed value (the weapon itself only applies a multiplier).
  2. Dexterity is defined within the weapon's config but it does not apply since the MG3 is a static turret.
  3. 3.0 3.1 3.2 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. Mondkalb et al. 2019, Global Mobilization - Changelog, Bohemia Interactive Forums, viewed 20 March 2023, <https://forums.bohemia.net/forums/topic/223833-global-mobilization-changelog/?do=findComment&comment=3390078>.
  2. GalComT et al. 2020, Global Mobilization - Changelog, Bohemia Interactive Forums, viewed 18 March 2023, <https://forums.bohemia.net/forums/topic/223833-global-mobilization-changelog/?do=findComment&comment=3411467>.
  3. 3.0 3.1 GalComT et al. 2023, Global Mobilization - Changelog, Bohemia Interactive Forums, viewed 2 January 2024, <https://forums.bohemia.net/forums/topic/223833-global-mobilization-changelog/?do=findComment&comment=3474524>.
  4. Vertexmacht 2025, OPREP - GLOBAL MOBILIZATION UPDATE 1.6, Arma 3, viewed 14 July 2025, <https://dev.arma3.com/post/oprep-global-mobilization-update-16>.
  5. Mondkalb 2021, Global Mobilization Weapons, Bohemia Interactive Community Wiki, viewed 2 January 2024, <https://community.bistudio.com/wiki?title=Global_Mobilization_Weapons&oldid=251921>. (archived link)

External links[]

See also[]

Weapons of comparable role and configuration[]

Weapons of Global Mobilization - Cold War Germany
Night vision devices PN-3
Handguns LP1 26.5 mmP1 9 mm (P1SD) • P2 9 mm (P M/49) • PiM 9 mm (PiMB) • PM 9 mmP2A1 26.5 mmwz. 78 26.5 mm
Submachine guns MP2A1 9 mmPM-63 9 mmSG5A2 9 mm (A3, A4, A5, N, NSD1, NSD2, SD2, SD3, SD5, SD6)
Shotguns MZF512
Assault rifles AKM 7.62 mm (L, N, S, SL, SN, Pallad) • AK-74 5.45 mm (N) • C7A1 5.56 mmG3A3 7.62 mm (A3A0, A3A1, A4, A4A0, A4A1, KA4, KA4A1, SG1, GV M/75, GV M/75 Carbine) • G11K2 4.73 mmG33A2 5.56 mm (A3, KA2, KA3, SG1) • G36A1 5.56 mm (G36E) • G53A2 5.56 mm (A3, Mp M/85) • GV M/95 5.56 mmLMG K 500 7.62 mm (S) • M16A1 5.56 mm (M16A2) • MPi AK-74 (AKS-74, AKS-74K) • MPi KM-72 7.62 mm (KMS-72, KMS-72K, KMS-72KSD, KM) • SG542 7.62 mmSG550 5.56 mm (SG551, SG551 SWAT)
Squad automatic weapons G8A1 7.62 mm (A2, MG8A1, MG8A2) • LMG RPK 7.62 mmLMG RPK-74 5.45 mmRPK 7.62 mm (N) • RPK-74 5.45 mm (N)
Machineguns HMG PKM 7.62 mmMG3 7.62 mm (LMG M/62)
Designated marksman rifles SVD 7.62 mm
Sniper rifles MSG90 7.62 mm (A1, PSG1)
Grenade launchers GraPiwz.83 Pallad-D
Launchers FIM-43M72A3 LAWPzF 3PzF 44-2PzF 84RPG-7RPG-18Strela-2M
Static 2B11DShKMFagotLATGMM120MG3 - Anti Air TripodSearchlightSPG-9
(Parenthesis) denote variants.
West Germany - Armoury (Global Mobilization)
Handguns
Submachine guns
Assault rifles
Squad automatic weapons
Machineguns
Sniper rifles
Launchers
Static
(Parenthesis) denote variants.
Denmark - Armoury (Global Mobilization)
Handguns
Submachine guns
Assault rifles
Squad automatic weapons
Machineguns
Sniper rifles
Launchers
(Parenthesis) denote variants.