Armed Assault Wiki

NOTE: This article is about the baseline MSE-3 Marid APC in ArmA 3. For its alternate counterpart in the semi-official Western Sahara Creator DLC, see MSE-3 Marid (Western Sahara).


The MSE-3 Marid is a wheeled Armoured Personnel Carrier used exclusively by CSAT forces in ArmA 3.

Overview[]

  • Roles:
    • Troop transport
    • Fire support
« The MSE-3 Marid is an amphibious 6-wheeled APC used by the OPFOR army. It's an agile and maneuverable vehicle with a low silhouette and compact size. Its reliability and maintenance costs match the western APCs. It's fitted as standard with an RCWS turret with 40 mm GMG and 6.5 mm LMG and is able to carry up to 8 soldiers in the cargo space.
Field Manual[1]
»

Design[]

The MSE-3 is a 6x6 Armoured Personnel Carrier that can be adapted to suit many roles including but not limited to, reconnaissance, troop transport, and light fire support.

Armament
It is fitted with an RCWS turret that is armed with a dual-mount 12.7 mm heavy machine gun and 40 mm automatic grenade launcher.[CfgVh 6]

The turret's HMG feeds from 200-round linked belts stored in metal ammoboxes. One is always pre-loaded, and further 3× ammoboxes are left in reserve for a combined total of 800 rounds. On the other hand, the 40 mm AGL feeds from 96-round grenade belts loaded with grenades that are fitted with high-explosive anti-tank (HEAT) warheads. The 40 mm AGL only has access to 2× grenade belts, providing a total pool of 192 grenades. Lastly, the commander can deploy up to 2× volleys worth of defensive smoke screens.[CfgVh 7]

Mediterranean CSAT MSE-3 providing escort for a convoy of  trucks.

Mediterranean CSAT MSE-3 providing escort for a convoy of Zamak trucks.

Features
Unlike its tracked NATO counterpart, the Panther, the MSE-3 is amphibious and can insert or extract troops across any shoreline.[CfgVh 8] In addition, the MSE-3's overall dimensions are smaller and are more compact compared to the Panther. When it comes to weight, the MSE-3 is significantly lighter than the Panther as it only weighs ~ 18 tonnes. This is a ~ 107% difference in weight compared to the Panther, which clocks in at a total weight of ~ 65 tonnes. MSE-3 APCs can easily climb up hills and drive over rough terrain without much loss in speed, whereas the bulky and cumbersome Panther will struggle to attain its top speed even when it is driving over flat terrain.

Mobility
The MSE-3's engine has a power output of 420 kW[CfgVh 9] and can generate up to 2,037.5 N·m of torque.[CfgVh 10] It is fully amphibious[CfgVh 8] and can ford across any body of water at speeds of up to 10 km/h.

Despite being ~ 22% lighter than NATO's Marshall IFV (23 tonnes), the MSE-3's performance on land leaves much to be desired due to its mediocre engine and torque curve.[CfgVh 11] Although its turn rate[CfgVh 12] and off-road handling[CfgVh 13] is mostly identical to the Marshall, the MSE-3 has a slower acceleration rate and will take ~ 3 seconds longer to attain its normal cruising speed of 60 km/h (up to ~ 14-15 seconds compared to the Marshall, which needs only ~ 11-12 seconds to attain the same speed). This difference in acceleration also applies when turbo is active; the MSE-3 will take over ~ 33 seconds to hit the 100 km/h threshold whereas Marshall IFVs need no more than ~ 29 seconds to achieve the same speed.

With a pitiful combination of only a machine gun and grenade launcher, MSE-3s are helpless against .

With a pitiful combination of only a machine gun and grenade launcher, MSE-3s are helpless against better armed transports.

Drawbacks
The MSE-3 has very thin armour plating by the standards of every wheeled APC and IFV in ArmA 3.

Only the frontal aspect of the hull is actually thick enough to be fully resistant to small arms fire. The same cannot be said for the hull sides and rear, which are only protected by 23 millimetre-thick plates of composite armour. The driver, commander, and all eight passengers can be killed by .408 sniper bullets and 12.7 mm heavy machine gun rounds that penetrate the sides or rear of the hull. In stark contrast, NATO's Panther APC is much more resilient and can consistently block sniper/HMG fire on all sides of the hull. The Panther can even withstand a limited number of direct hits onto its hull from AP shells.

The MSE-3 on the other hand, will explode catastrophically after its frontal hull is struck by 5-6 hits from 40 mm autocannon shells. Even the "weakest" of shoulder-fired launchers like the RPG-7 can inflict a catastrophic kill if the grenade hits its hull hitpoint. If the MSE-3 is retrofitted with slat cages, it might stand a chance of surviving a single hit from an RPG. But for missile launchers like the PCML, they can simply switch to a top-attack flight profile to strike the roof of the hull instead, bypassing the slat cages altogether.

Crew Capacity
The MSE-3 has a seating capacity of ten personnel including the crew. The crew consists of the driver and a commander, who also doubles as the vehicle's gunner. Up to eight passengers may be seated in the troop compartment.[CfgVh 1]

Camouflage[]

  • Green Hex: Tropical Hexacam pattern camouflage. This is used in heavily forested and tropic environments. Attached camo netting will use a two-tone woodland camouflage pattern
  • Hex: Arid Hexacam camouflage pattern. Useful for forested, grass plains, and desert environments. Changes any applied camo nets to use a two-tone desert camouflage pattern.

Protection: Hitpoints[]

The MSE-3 has a base armour value of 270.[CfgVh 14]

The following highlighted positions serve as weak points on the MSE-3:

LEGEND'"`UNIQ--ref-00000017-QINU`"'Green = BodyDark blue = HullOrange = EngineViolet = Fuel tankMaroon = RCWS (Traverse)Gold = RCWS (Elevation)

LEGEND[SCR 2]
Green = Body
Dark blue = Hull
Orange = Engine
Violet = Fuel tank
Maroon = RCWS (Traverse)
Gold = RCWS (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 MSE-3's hull can only take 378 points of damage.[CfgVh 15][Formula 1] It takes 80% reduced damage from high-explosive (HE)-type munitions.[CfgVh 16] 100% of incoming damage to the hull will always be shared with the MSE-3's main "health" pool. Depletion of its integrity will always result in a catastrophic explosion.[CfgVh 17] Depletion of the hull's integrity has a high chance of causing the MSE-3 to explode catastrophically.[CfgVh 18]

Hull Slat[]

Arma3-vehiclearmour-marid-slathull

If installed, the hull's eight slat cages can each withstand up to 200 points of damage before they break.[CfgVh 19][CfgVh 20][note 1] They all take 200% additional damage from HE-type munitions.[CfgVh 21][CfgVh 22] Damage to any of the slat cages will not be shared with the Marshall's main "health" pool.[CfgVh 23][CfgVh 24]

If destroyed, slat cages must be manually repaired by hand using a Toolkit. Alternately, they can be fixed by mobile repair trucks and/or static vehicle repair stations.

Engine[]

The MSE-3's engine can only withstand up to 162 points of damage before it fails.[CfgVh 25][Formula 2] It takes 80% reduced damage from HE-type munitions.[CfgVh 26] At least 20% of damage inflicted upon the engine will be shared with the MSE-3's main "health" pool. However, destroying the engine can still potentially result in the MSE-3 exploding catastrophically if it is at critical "health" status.[CfgVh 27]

Fuel tanks[]

The MSE-3's fuel tanks can only take a maximum of 135 points of damage before they rupture.[CfgVh 28][Formula 3] They take 80% reduced damage from HE-type munitions.[CfgVh 29] Only 10% of incoming damage upon either fuel tank will be shared with the MSE-3's main "health" pool. Destroying the fuel tanks cannot cause catastrophic explosion on their own, but this is still possible if the MSE-3 is at critical "health" status.[CfgVh 30]

Wheels[]

All six of the MSE-3's wheels can take up to 250 points of damage before their tyres burst.[CfgVh 31][CfgVh 32][note 2] They take 400% additional damage from HE-type munitions.[CfgVh 33][CfgVh 34] No damage inflicted upon any of the wheels will be shared with the MSE-3's main "health" pool.[CfgVh 35][CfgVh 36]

It should be noted that it is still technically possible to continue driving even if all six of the MSE-3's tyres have been burst. However, it will be nearly impossible to drive over rough terrain or to climb up steep hills.

RCWS[]

The RCWS turret's traverse and elevation mechanisms can each withstand up to 250 points of damage before they suffer from failure.[CfgVh 37][CfgVh 38][note 3]

Damage reduction against HE-type munitions varies for its mechanisms. Traverse takes only 60% reduced damage[CfgVh 39] while elevation reduces it by up to 80%.[CfgVh 40] No damage inflicted upon the RCWS turret will be shared with the MSE-3's main "health" pool.[CfgVh 41][CfgVh 42]

Protection: Armour[]

The MSE-3 utilises a mix of Composite Armour plating, non-composite materials, and (optional) Slat cages that can be retrofitted onto the hull:

.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_23mm.bisurf 8600 23 N/A; not used by armour_plate_23mm.bisurf 15 0.7 0.3
glass_armored.bisurf 5800 N/A; based on vehicle fire geometry thickness 33 N/A; not used by glass_armored.bisurf 0.1 0.1
metal.bisurf 4000 N/A; based on vehicle fire geometry thickness 48 N/A; not used by metal.bisurf 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-0000004B-QINU`"'Green = armour

LEGEND:[SCR 3]
Green = armour.bisurf

LEGEND:'"`UNIQ--ref-0000004C-QINU`"'Orange = armour_plate

LEGEND:[SCR 3]
Orange = armour_plate.bisurf

LEGEND:'"`UNIQ--ref-0000004D-QINU`"'Teal = armour_plate_12mm

LEGEND:[SCR 3]
Teal = armour_plate_12mm.bisurf

LEGEND:'"`UNIQ--ref-0000004E-QINU`"'Purple = armour_plate_23mm

LEGEND:[SCR 3]
Purple = armour_plate_23mm.bisurf

Composite armour protects various sections of the hull:

  • The frontal section of the hull is protected by a wedge-shaped block of composite armour.[rvmat 1][bisurf 1]
  • The RCWS turret is enclosed within a shell of composite armour. The armour plates have a thickness of 30 millimetres.[rvmat 2][bisurf 2]
  • A plate of composite armour protects the glacis and roof of the engine compartment. Two layers of composite armour also protect the space between the rear troop and crew compartments. These armour plates have a thickness of 12 millimetres.[rvmat 3][bisurf 3]
  • Excluding the frontal section of the hull, the rest of the hull (troop compartment/crew compartment/roof/underbelly) is protected by composite armour plates that have a thickness of 23 millimetres.[rvmat 4][bisurf 4]

Slat[]

LEGEND:'"`UNIQ--ref-00000057-QINU`"'Pink = metal_plate

LEGEND:[SCR 3]
Pink = metal_plate.bisurf

Munition type Damage reduction (%)[6] Velocity reduction (%)[6]
Armour Piercing Cage intact: 100%
[CfgArmSim 1]
Cage destroyed: 100%
[CfgArmSim 1]
Cage intact: 5%
[CfgArmSim 2]
Cage destroyed: No reduction (100%)
[CfgArmSim 2]
High-Explosive Cage intact: No reduction (+200%)
[CfgArmSim 3]
Cage destroyed: No reduction (100%)
[CfgArmSim 3]
Cage intact: No reduction (100%)
[CfgArmSim 4]
Cage destroyed: No reduction (100%)
[CfgArmSim 4]
High-Explosive Anti-Tank[note 4] Cage intact: No reduction (100%)
[CfgArmSim 5]
Cage destroyed: No reduction (100%)
[CfgArmSim 5]
Cage intact: 95%
[CfgArmSim 6]
Cage destroyed: No reduction (100%)
[CfgArmSim 6]
Tandem High-Explosive Anti-Tank[note 4] Cage intact: No reduction (100%)
[CfgArmSim 7]
Cage destroyed: No reduction (100%)
[CfgArmSim 7]
Cage intact: 35%
[CfgArmSim 8]
Cage destroyed: No reduction (100%)
[CfgArmSim 8]

A total of eight slat cages can be installed onto the MSE-3's hull:

All slat cages have a thickness of 30 millimetres.[rvmat 5][bisurf 5] Destroyed cages must be manually repaired by hand using a Toolkit, with the assistance of a dedicated repair truck, or a specialised vehicle repair station.

Miscellaneous[]

LEGEND:'"`UNIQ--ref-00000077-QINU`"'Red = glass_armored

LEGEND:[SCR 3]
Red = glass_armored.bisurf

LEGEND:'"`UNIQ--ref-00000078-QINU`"'Pink = metal_plate

LEGEND:[SCR 3]
Pink = metal_plate.bisurf

LEGEND:'"`UNIQ--ref-00000079-QINU`"'Lime green = plastic

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

LEGEND:'"`UNIQ--ref-0000007A-QINU`"'Gold = vehicle_interior

LEGEND:[SCR 3]
Gold = vehicle_interior.bisurf

The troop compartment's windows are protected by bullet-resistant glass panes.[rvmat 6][bisurf 6] These glass panes can block bullet projectiles up to (and including) 6.5 mm/7.62 mm assault rifles. However, they are not durable enough to block hits from 7.62 mm DMRs/.338 machine guns or any other larger calibre bullet projectiles.

The MSE-3's chassis and twin rudders/propellers are made out of non-composite metals. This includes the two layers that are placed between the crew compartment and troop compartment.[rvmat 7][bisurf 7] On the other hand, the engine compartment and most of the hull (excluding the glacis) are also covered by plates of non-composite metals, but these plates specifically have a thickness of 30 millimetres.[rvmat 5][bisurf 5]

The vehicle's mirrors are made out of plastic.[rvmat 8][bisurf 8] The compartment interiors of the driver and commander, as well as the centre of the turret's interior, are protected by plates of plain metal. These plates have a thickness of 200 millimetres.[rvmat 9][bisurf 9]

Thermal signature[]

Arma3-marid-thermalsignature

Mobility[]

Engine[]

The MSE-3's engine has a power output of 420 kW.[CfgVh 9] It has an idle rotation speed of 50 rad/s[CfgVh 51], a maximum rotational speed of 230 rad/s[CfgVh 52], and a maximum attainable torque of 2,037.5 N·m.[CfgVh 10]

Torque curves[]

Engine RPM (@%) X-value[7] Y-value[7]
@ 0% 0[CfgVh 11] 0[CfgVh 11]
@ 40% 0.4090909090909091[CfgVh 11] 0.7361963190184049[CfgVh 11]
@ 56% 0.5681818181818182[CfgVh 11] 0.9202453987730061[CfgVh 11]
@ 59% 0.5909090909090909[CfgVh 11] 1[CfgVh 11]
@ 61% 0.6136363636363636[CfgVh 11] 0.9815950920245399[CfgVh 11]
@ 72% 0.7272727272727273[CfgVh 11] 0.8588957055214724[CfgVh 11]
@ 100% 1[CfgVh 11] 0.7361963190184049[CfgVh 11]
@ 263% 2.636363636363636[CfgVh 11] 0[CfgVh 11]

Gearbox[]

The MSE-3 utilises an automatic gearbox.[CfgVh 53] It specifically has a dedicated set of gearbox ratios for amphibious operations:

Gear #[8] Gearbox Ratio
(Land only)[8]
Gearbox Ratio
(Amphibious only)[8]
Reverse (R) -4.84[CfgVh 54] -10[CfgVh 55]
Neutral (N) 0[CfgVh 54] 0[CfgVh 55]
Gear 1 (D1) 3.43[CfgVh 54] 25[CfgVh 55]
Gear 2 (D2) 2.01[CfgVh 54] N/A
Gear 3 (D3) 1.42[CfgVh 54] N/A
Gear 4 (D4) 1[CfgVh 54] N/A
Gear 5 (D5) 0.83[CfgVh 54] N/A
Gear 6 (D6) 0.59[CfgVh 54] N/A

Idle[]

The MSE-3's engine technically[note 5] has an idle RPM of 500[CfgVh 56] but will default to 477.46 RPM instead:[SCR 4]

Gear #[8] Ratio RPM
Reverse (R) -38.72 -0.00
Neutral (N) 0.00 0.00
Gear 1 (D1) 27.44 0.00
Gear 2 (D2) 16.08 0.00
Gear 3 (D3) 11.36 0.00
Gear 4 (D4) 8.00 0.00
Gear 5 (D5) 6.64 0.00
Gear 6 (D6) 4.72 0.00

Reverse[]

The MSE-3's engine has an RPM of 2,196.34 when reversing:[SCR 4]

Gear #[8] Ratio RPM
Reverse (R) -38.72 2347.69
Neutral (N) 0.00 -0.00
Gear 1 (D1) 27.44 -1663.76
Gear 2 (D2) 16.08 -974.97
Gear 3 (D3) 11.36 -688.78
Gear 4 (D4) 8.00 -485.06
Gear 5 (D5) 6.64 -402.60
Gear 6 (D6) 4.72 -286.19

Drive (1st gear)[]

The MSE-3's gear remains locked at 1st gear when swimming across water. The engine stays unchanged at 477.46 RPM (as if it were idling):[SCR 4]

Gear #[8] Ratio RPM
Reverse (R) -38.72 -446.67
Neutral (N) 0.00 0.00
Gear 1 (D1) 27.44 316.55
Gear 2 (D2) 16.08 185.50
Gear 3 (D3) 11.36 131.05
Gear 4 (D4) 8.00 92.29
Gear 5 (D5) 6.64 76.60
Gear 6 (D6) 4.72 54.45

Drive (5th gear)[]

The MSE-3 remains locked to only 5th gear if vehicle turbo is not active. The engine has an RPM of 1,181.75 while it is shifted to 5th gear:[SCR 4]

Gear #[8] Ratio RPM
Reverse (R) -38.72 -9686.36
Neutral (N) 0.00 0.00
Gear 1 (D1) 27.44 6864.51
Gear 2 (D2) 16.08 4022.64
Gear 3 (D3) 11.36 2841.87
Gear 4 (D4) 8.00 2001.31
Gear 5 (D5) 6.64 1661.09
Gear 6 (D6) 4.72 1180.78

Drive (6th gear)[]

When accelerating with vehicle turbo on, the MSE-3 rapidly transitions to 6th gear. While on 6th gear, the MSE-3's engine has an RPM of 2,127.66:[SCR 4]

Gear #[8] Ratio RPM
Reverse (R) -38.72 -17439.53
Neutral (N) 0.00 0.00
Gear 1 (D1) 27.44 12359.00
Gear 2 (D2) 16.08 7242.45
Gear 3 (D3) 11.36 5116.55
Gear 4 (D4) 8.00 3603.21
Gear 5 (D5) 6.64 2990.66
Gear 6 (D6) 4.72 2125.89

Components[]

NOTE: Cosmetic-only component modules with no gameplay effects are deliberately excluded from this section.

  • Slat Cage (Hull): Attaches slat cages around the entire hull except for the turret. Slat cages will protect the MSE-3 from non-AP munitions but can be destroyed after multiple hits.
  • Camo Net (Hull): Drapes most of the hull in camouflage netting (the turret itself is not covered). Partially conceals covered sections from thermal sensors.

Sensors[]

The MSE-3 is not equipped with sensors that can be used for targeting purposes.

Armament[]

The MSE-3's commander controls all vehicle weapon systems (RCWS HMG 12.7 mm/RCWS GMG 40 mm). They also retain exclusive control over the MSE-3's defensive smoke grenade launchers.[CfgVh 6]

For turret rotation limits, the RCWS turret can be freely swivelled in any direction horizontally.[CfgVh 57][CfgVh 58] However, vertical rotation is restricted to a maximum elevation of 30 degrees[CfgVh 59] and a minimum depression of 15 degrees:[CfgVh 60]

RCWS HMG 12.7 mm[]

Arma3-vehicleweapons-mse3marid-rcwshmg127mm
Ammo parameter Value
Base damage value 30[CfgAm 1]
Aerodynamic friction -0.00086[CfgAm 2]
Muzzle velocity (m/s) 910[CfgMa 1]
Expected velocity (m/s) 880
[CfgAm 3][note 6]
Penetration depth (mm) 35.49
[CfgAm 4][Formula 4]
Deflection angle (degrees) 15°[CfgAm 5]

General-purpose 12.7 mm heavy machine gun.

It can attain a fire rate of up to 600 rounds per minute[CfgWp 1][Formula 5] and has a muzzle velocity of 910 m/s.[CfgMa 1] Accuracy-wise, the RCWS HMG 12.7 mm has a dispersion of 0.0012 rad.[CfgWp 2] It takes at least 20 seconds for the RCWS turret to reload itself with a fresh belt or to fully rearm from a supply truck.[CfgWp 3] Every third round fired will emit a visible green tracer.[CfgMa 2]

Its Fire Control System only supports automatic zeroing against stationary targets.[CfgWp 4] It takes at least 1 second for the FCS to finish adjustments.[CfgWp 5] Manual zeroing is also available, starting from a minimum of 100 metres up to a maximum of 2,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000).[CfgVh 61] By default, the RCWS HMG 12.7 mm is set to a zeroing of 300 metres.[CfgVh 62]

RCWS GMG 40 mm[]

Arma3-vehicleweapons-mse3marid-rcwsgmg40mm
Parameter Value
Base damage value 100[CfgAm 6]
Splash damage value 6[CfgAm 7]
Warhead type High-Explosive Anti-Tank
[CfgAm 8]
Blast radius: Lethal (metres) 4[CfgAm 9]
Blast radius: Casualty (metres) 16
[CfgAm 9][Formula 6]
Muzzle velocity (m/s) 241[CfgMa 3]

40 mm automatic grenade launcher.

It can attain a fire rate of up to ~ 349 RPM[CfgWp 6][Formula 7] and has a muzzle velocity of 241 m/s.[CfgMa 3] Accuracy-wise, the RCWS GMG 40 mm has a dispersion of 0.005 rad.[CfgWp 7] It takes at least 20 seconds to reload the RCWS GMG 40 mm with a fresh belt of grenades or to fully rearm from a supply truck/ammunition crate.[CfgWp 8]

Its 40 mm grenades use a high-explosive anti-tank (HEAT) based warhead[CfgAm 8] that has a lethal blast radius of 4 metres[CfgAm 9] and a likely kill radius of up to 16 metres.[Formula 6] They have a minimum fuse distance of 15 metres. Grenades impacting the terrain under this distance will not explode.[CfgAm 10] The fuse also has a maximum timer of 20 seconds; the grenade will automatically disappear if it does not hit a hard surface within that timeframe.[CfgAm 11]

Its FCS only supports automatic zeroing against stationary targets.[CfgWp 9] It takes at least 1 second for the FCS to finish adjustments.[CfgWp 10] Manual zeroing limits for the RCWS GMG 40 mm are technically shared with the RCWS HMG 12.7 mm.[CfgVh 61] However, it is actually capped to a maximum of 1,500 metres rather than 2,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500).[CfgWp 11] This limit cannot be breached even if automatic zeroing via the FCS is utilised. The RCWS GMG 40 mm shares the same default zeroing of 300 metres.[CfgVh 62]

Optics[]

Driver[]

Arma3-marid-optics-driver

The driver's periscope hatch has the ability to switch between a day or night vision mode.[CfgVh 63]

Commander[]

Arma3-marid-optics-commander

The commander's video display terminal provides a direct feed of the camera on the RCWS turret. It has the ability to toggle a day, night, and black-/white-hot thermal vision modes.[CfgVh 64][CfgVh 65] The camera has variable zoom capability, allowing for a minimum magnification of 0.80x zoom[CfgVh 66][Formula 8] up to a maximum of 7.35x.[CfgVh 67][Formula 9]

A laser rangefinder is available, as well as a compass display for showing the turret's current azimuth (but not for elevation).[CfgVh 68]

Defensive sensors[]

MAWS RWR IWR LWR

MSE-3 APCs are equipped with a Missile Approach Warning System (MAWS). The crew will automatically be alerted if a guided projectile has managed to lock onto the MSE-3 and is inbound towards it.[CfgVh 69] However, the crew will not be warned if guided weapon systems are attempting to acquire a lock onto the vehicle.[CfgVh 70]

AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The MSE-3 has a camouflage[9] rating of 2.[CfgVh 71]

Cost[]

Main article: AI Basics: Targeting priority

The MSE-3 has a cost[10] value of 40000.[CfgVh 72]

Threat values[]

Main article: AI Basics: Targeting priority

The MSE-3 is considered to be a dangerous threat[11] to AI-controlled infantry units (0.8).[CfgVh 73]

AI-controlled ground vehicles and aircraft consider the MSE-3 to be a moderate but not high priority threat (0.6/0.6).[CfgVh 73]

Noise factor[]

Main article: AI Basics: Detection

The MSE-3 has an audible[12] factor of 14.[CfgVh 74]

Trivia[]

  • The Marid is based on the real-world 6x6 variant of the "Arma", a Turkish-made APC designed by Otokar.[13][14] The in-game vehicle is in turn parodied as the product of an Armaverse company named "Otorak", a deliberate misspelling of the real company's name.[15]
  • The Marid was not originally included in the Alpha and was only added with the release of Game Update 0.70 (as part of the Beta).[16]
  • Its mirrors originally did not work as they lacked Picture-in-Picture (PiP) views. This was changed after Game Update 1.08, which added PiP displays for both of the Marid's mirrors.[17]
  • Prior to Game Update 1.76 (alongside the release of the Tac-Ops DLC), the Marid had terrible off-road handling and would lose speed very rapidly when it was driven on rough terrain.[18]
  • Before the release of the Tanks DLC, the Marid did not have a fully modelled interior that could be seen in first person (only the passenger compartment had a visible interior). The DLC's platform update would upgrade the Marid's model with a fully detailed interior for both crewmembers.[19][20]
  • For unknown reasons, its Field Manual entry[1] states that the Marid is armed with a "6.5 mm LMG" even though the in-game vehicle is explicitly armed with a 12.7 mm heavy machine gun.
  • Marid translates to "rebellious" in Arabic and is often synonymous with demons.
  • Bug
    Due to how their proxies are positioned on the model, the left leg and foot of the Marid's driver and commander visibly protrude out of the left side of the hull.
The information below details unused, pre-release or removed content.
  • When the Marid was initially added into the game, it had three crew positions as opposed to only two: a driver, commander, and a gunner.[21] Its loadout was also different, as the 12.7 mm HMG and 40 mm AGL only had access to a single magazine for both weapons (500-round belt for the HMG, 96-round belt for the AGL).[22]
    • This was changed after the Tanks DLC was released. The DLC's platform update increased the reserve ammo count of the Marid's RCWS whilst also simultaneously removing the Marid's gunner position.[23]
    • The original Marid with a gunner position (but with the post-Tanks DLC loadout changes) is still hidden within the game's files for backwards compatibility purposes. It can even be spawned into the game using scripting commands and/or a custom addon to unhide it (Classname: O_APC_Wheeled_02_rcws_F).[21] However, because the model was significantly altered after the Tanks DLC was released, the current version of the now-deprecated Marid has a bugged commander seat that doesn't have a proper interior view. The commander on this version is also unable to turn out properly as the seat's hatch will not be raised.

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> B_127x99_Ball_Tracer_Green >> hit
  2. CfgAmmo >> B_127x99_Ball_Tracer_Green >> airFriction
  3. CfgAmmo >> B_127x99_Ball_Tracer_Green >> typicalSpeed
  4. CfgAmmo >> B_127x99_Ball_Tracer_Green >> caliber
  5. CfgAmmo >> B_127x99_Ball_Tracer_Green >> deflecting
  6. CfgAmmo >> G_40mm_HEDP >> hit
  7. CfgAmmo >> G_40mm_HEDP >> indirectHit
  8. 8.0 8.1 CfgAmmo >> G_40mm_HEDP >> warheadName >> "HEAT"
  9. 9.0 9.1 9.2 CfgAmmo >> G_40mm_HEDP >> indirectHitRange
  10. CfgAmmo >> G_40mm_HEDP >> fuseDistance
  11. CfgAmmo >> G_40mm_HEDP >> timeToLive

CfgMagazines

  1. 1.0 1.1 CfgMagazines >> 200Rnd_127x99_mag_Tracer_Green >> initSpeed
  2. CfgMagazines >> 200Rnd_127x99_mag_Tracer_Green >> tracersEvery
  3. 3.0 3.1 CfgMagazines >> 96Rnd_40mm_G_belt >> initSpeed

CfgWeapons

  1. CfgWeapons >> HMG_127_APC >> manual >> reloadTime
  2. CfgWeapons >> HMG_127_APC >> manual >> dispersion
  3. CfgWeapons >> HMG_127_APC >> magazineReloadTime
  4. CfgWeapons >> HMG_127_APC >> FCSMaxLeadSpeed >> "0"
  5. CfgWeapons >> HMG_127_APC >> FCSZeroingDelay >> "1"
  6. CfgWeapons >> GMG_40mm >> manual >> reloadTime
  7. CfgWeapons >> GMG_40mm >> manual >> dispersion
  8. CfgWeapons >> GMG_40mm >> magazineReloadTime
  9. CfgWeapons >> GMG_40mm >> FCSMaxLeadSpeed >> "0"
  10. CfgWeapons >> GMG_40mm >> FCSZeroingDelay >> "1"
  11. CfgWeapons >> GMG_40mm >> maxZeroing

CfgArmorSimulations

  1. 1.0 1.1 CfgArmorSimulations >> Armor_SLAT >> AP >> hit[] >> {0}
  2. 2.0 2.1 CfgArmorSimulations >> Armor_SLAT >> AP >> speed[] >> {0.95,1}
  3. 3.0 3.1 CfgArmorSimulations >> Armor_SLAT >> HE >> hit[] >> {2,1}
  4. 4.0 4.1 CfgArmorSimulations >> Armor_SLAT >> HE >> speed[] >> {1}
  5. 5.0 5.1 CfgArmorSimulations >> Armor_SLAT >> HEAT >> hit[] >> {1}
  6. 6.0 6.1 CfgArmorSimulations >> Armor_SLAT >> HEAT >> speed[] >> {0.05,1}
  7. 7.0 7.1 CfgArmorSimulations >> Armor_SLAT >> TandemHEAT >> hit[] >> {1}
  8. 8.0 8.1 CfgArmorSimulations >> Armor_SLAT >> TandemHEAT >> speed[] >> {0.65,1}

CfgVehicles

  1. 1.0 1.1 CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> transportSoldier
  2. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> maximumLoad
  3. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> fuelCapacity
  4. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> slingLoadCargoMemoryPoints[] >> {}
  5. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> slingLoadCargoMemoryPointsDir[] >> {}
  6. 6.0 6.1 6.2 6.3 CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> weapons[] >> {"HMG_127_APC","GMG_40mm","SmokeLauncher"}
  7. 7.0 7.1 CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> magazines[] >> {"96Rnd_40mm_G_belt","96Rnd_40mm_G_belt","200Rnd_127x99_mag_Tracer_Green","200Rnd_127x99_mag_Tracer_Green","200Rnd_127x99_mag_Tracer_Green","200Rnd_127x99_mag_Tracer_Green","SmokeLauncherMag"}
  8. 8.0 8.1 CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> canFloat >> "1"
  9. 9.0 9.1 CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> enginePower
  10. 10.0 10.1 CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> peakTorque
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 11.13 11.14 11.15 11.16 CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> torqueCurve[] >> {{0,0},{0.4090909090909091,0.7361963190184049},{0.5681818181818182,0.9202453987730061},{0.5909090909090909,1},{0.6136363636363636,0.9815950920245399},{0.7272727272727273,0.8588957055214724},{1,0.7361963190184049},{2.636363636363636,0}}
  12. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> turnCoef >> "3"
  13. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> terrainCoef >> "1.5"
  14. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> armor
  15. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitHull >> armor
  16. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitHull >> explosionShielding
  17. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitHull >> passThrough
  18. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> hullDamageCauseExplosion >> "1"
  19. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_back >> armor
  20. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_front >> armor
  21. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_back >> explosionShielding
  22. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_front >> explosionShielding
  23. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_back >> passThrough
  24. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_front >> passThrough
  25. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitEngine >> armor
  26. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitEngine >> explosionShielding
  27. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitEngine >> passThrough
  28. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitFuel >> armor
  29. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitFuel >> explosionShielding
  30. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitFuel >> passThrough
  31. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitLFWheel >> armor
  32. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitRFWheel >> armor
  33. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitLFWheel >> explosionShielding
  34. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitRFWheel >> explosionShielding
  35. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitLFWheel >> passThrough
  36. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitRFWheel >> passThrough
  37. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor
  38. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor
  39. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> HitPoints >> HitTurret >> explosionShielding
  40. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> HitPoints >> HitGun >> explosionShielding
  41. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> HitPoints >> HitTurret >> passThrough
  42. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> HitPoints >> HitGun >> passThrough
  43. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_back >> simulation >> "Armor_SLAT"
  44. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_Left_1 >> simulation >> "Armor_SLAT"
  45. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_Left_2 >> simulation >> "Armor_SLAT"
  46. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_Left_3 >> simulation >> "Armor_SLAT"
  47. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_Right_1 >> simulation >> "Armor_SLAT"
  48. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_Right_2 >> simulation >> "Armor_SLAT"
  49. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_Right_3 >> simulation >> "Armor_SLAT"
  50. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> HitPoints >> HitSLAT_front
  51. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> minOmega
  52. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> maxOmega
  53. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> complexGearbox >> gearBoxMode >> "auto"
  54. 54.0 54.1 54.2 54.3 54.4 54.5 54.6 54.7 CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> complexGearbox >> GearboxRatios[] >> {"R1",-4.84,"N",0,"D1",3.43,"D2",2.01,"D3",1.42,"D4",1,"D5",0.83,"D6",0.59}
  55. 55.0 55.1 55.2 CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> complexGearbox >> AmphibiousRatios[] >> {"R1",-10,"N",0,"D1",25}
  56. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> idleRpm
  57. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> maxTurn
  58. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> minTurn
  59. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> maxElev
  60. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> minElev
  61. 61.0 61.1 CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000}
  62. 62.0 62.1 CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "2"
  63. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> ViewOptics >> visionMode[] >> {"Normal","NVG"}
  64. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  65. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> ViewOptics >> thermalMode[] >> {0,1}
  66. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.31"
  67. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.034"
  68. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> Turrets >> MainTurret >> turretInfoType >> "RscOptics_crows"
  69. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> incomingMissileDetectionSystem >> "16"
  70. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> lockDetectionSystem >> "0"
  71. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> camouflage
  72. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> cost
  73. 73.0 73.1 CfgVehicles >> O_APC_Wheeled_02_rcws_v2_F >> threat[] >> {0.8,0.6,0.6}
  74. CfgVehicles >> O_APC_Wheeled_02_rcws_v2_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_23mm.bisurf
  5. 5.0 5.1 \a3\data_f\penetration\metal_plate.bisurf
  6. \a3\data_f\penetration\glass_armored.bisurf
  7. \a3\data_f\penetration\metal.bisurf
  8. \a3\data_f\penetration\plastic.bisurf
  9. \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_23mm.rvmat
  5. 5.0 5.1 \a3\data_f\penetration\metal_plate.rvmat
  6. \a3\data_f\penetration\glass_armored.rvmat
  7. \a3\data_f\penetration\metal.rvmat
  8. \a3\data_f\penetration\plastic.rvmat
  9. \a3\data_f\penetration\vehicle_interior.rvmat

Scripts

  1. getMass (get3DENSelected "object" select 0)
  2. diag_drawMode "FireGeometry"; diag_toggle "HitPoints";
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 diag_drawMode "FireGeometry"; diag_toggle "Shots";
  4. 4.0 4.1 4.2 4.3 4.4 "EPEVehicle" diag_enable true;

Formulae

  1. Base vehicle armor value * HitPoint armor value = 270 * 1.4
  2. Base vehicle armor value * HitPoint armor value = 270 * 0.6
  3. Base vehicle armor value * HitPoint armor value = 270 * 0.5
  4. Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 910 * 2.6 * 15 / 1000
  5. 60 / reloadTime = 60 / 0.1
  6. 6.0 6.1 indirectHitRange * 4 = 4 * 4
  7. 60 / reloadTime = 60 / 0.171429
  8. 0.25 / maxFov = 0.25 / 0.31
  9. 0.25 / minFov = 0.25 / 0.034

Notes[]

  1. Hitpoints for the Marshall's slat cages do not use a coefficient value. Instead, they are always set to a fixed value of 200.
  2. The MSE-3's wheel hitpoints do not use a coefficient value and are always set to a fixed value of 250.
  3. Hitpoints for the MSE-3's RCWS turret do not use a coefficient value. Instead, they are always set to a fixed value of 250.
  4. 4.0 4.1 Only applies to the explosive component of the munition.
  5. Although the idleRpm configuration token is defined, the MSE-3 always defaults to 477.46 RPM while the vehicle remains idle.
  6. Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. 1.0 1.1 Hlava, B et al. 2014, Arma 3: Field Manual - Vehicles Info, Bohemia Interactive Community Wiki, viewed 26 June 2025, <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 27 June 2025, <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 27 June 2025, <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 27 June 2025, <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 27 June 2025, <https://community.bistudio.com/wiki/Config_Properties_Megalist#ARMOR/MATERIAL_Configs>.
  6. 6.0 6.1 Smiešková, K et al. 2018, Arma 3: Damage Enhancement, Bohemia Interactive Community Wiki, viewed 28 June 2025, <https://community.bistudio.com/wiki/Arma_3:_Damage_Enhancement>.
  7. 7.0 7.1 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 27 June 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 8.6 8.7 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 27 June 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 27 June 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 27 June 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 27 June 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 27 June 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  13. Otokar Otomotiv ve Savunma Sanayi A.Ş. 2014, ARMA 6X6, 23 January, viewed 26 June 2025, <https://www.youtube.com/watch?v=xfQpa-IxT8o>.
  14. defence.professionals GmbH 2012, Otokar Participates in Eurosatory with Five Armoured Vehicles, defpro.news, viewed 15 February 2019, <https://web.archive.org/web/20120617031336/http://www.defpro.com:80/news/details/36311/>. (archived link)
  15. ARMA 3 2013 [Video Game], \a3\armor_f_beta\apc_wheeled_02\data\apc_wheeled_02_ext_02_nohq.paa, "OTORAK"
  16. van 't Land, J.J. 2013, SPOTREP #00006, Arma 3, viewed 3 July 2023, <https://dev.arma3.com/post/spotrep-00006>.
  17. van 't Land, J.J. 2013, SPOTREP #00016, Arma 3, viewed 27 June 2025, <https://dev.arma3.com/post/spotrep-00016>.
  18. Kovařič, V 2017, SPOTREP #00076, Arma 3, viewed 27 June 2025, <https://dev.arma3.com/post/spotrep-00076>.
  19. Groch, L 2017, REPORT IN! LUBOŠ GROCH - ART, Arma 3, viewed 8 November 2025, <https://arma3.com/news/report-in-lubos-groch-art>.
  20. Bohemia Interactive a.s., 2018, ARMA 3 TANKS DLC IS OUT NOW, Arma 3, viewed 8 November 2025, <https://arma3.com/news/arma-3-tanks-dlc-is-out-now>.
  21. 21.0 21.1 Mořický, K et al. 2013, Arma 3: CfgVehicles EAST, Bohemia Interactive Community Wiki, viewed 27 June 2025, <https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_EAST#O_APC_Wheeled_02_rcws_F>.
  22. Mořický, K et al. 2013, Arma 3: CfgVehicles EAST, Bohemia Interactive Community Wiki, viewed 27 June 2025, <https://community.bistudio.com/wiki?title=Arma_3:_CfgVehicles_EAST&oldid=77022>. (archived link)
  23. Kovařič, V 2018, SPOTREP #00079, Arma 3, viewed 27 June 2025, <https://dev.arma3.com/post/spotrep-00079>.

External links[]

See also[]

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-csat CSAT - Vehicles (ARMA 3)
Wheeled Ifrit (HMG, GMG) • MSE-3 MaridQilin (Minigun, AT) • QuadbikeTempest (Ammo, Device, Fuel, Medical, Repair, Transport Covered) • UGV Saif (RCWS) • Zamak (Ammo, Fuel, Medical, Repair, Transport Covered)
Tracked 2S9 SochorAkinaka ED-1D (Sayyah ED-1E) • BTR-K KamyshT-100 Varsuk (X Futura) • T-140 Angara (T-140K) • ZSU-39 Tigris
Rotor-wing Jinaah AL-6 (Medical) • Mi-48 KajmanMi-290 Taru (Ammo, Bench, Cargo, Fuel, Medical, Repair, Transport) • PO-30 Orca (Unarmed) • Tayran AR-2
Fixed-wing K40 Abalil-3KH-3A FenghuangTo-199 NeophronTo-201 Shikra (Stealth) • Y-32 Xi'an (Infantry Transport, Vehicle Transport)
Aquatic Assault Boat (Rescue) • Speedboat HMGSDV
Parenthesis denote variants.
Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC