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« The MXAR is part of the MX family of rifles. It is the standard service rifle for the MJTF infantrymen. It features a longer, heavier barrel derived from the MX SW to allow for more accurate fire over longer distances and is usually paired with a purpose-made suppressor.
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The MXAR 6.5 mm assault rifle.
The MXAR 6.5 mm assault rifle.

The MXAR is a 6.5 mm assault rifle used exclusively by the MJTF in ArmA 3. It was added with the release of the Expeditionary Forces Creator DLC.

Overview[]

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The MXAR is a long barrel configuration of the MX assault rifle. It features a vertical foregrip in lieu of the baseline MX's angled foregrip.

It is able to load either 30-round STANAGs or 100-round casket magazines shared with the MX SW. It has a muzzle velocity of 880 m/s[CfgWp 6] and can attain a rate of fire of up to ~ 625 rounds per minute.[CfgWp 7][Formula 1]

The MXAR supports attachments on all three of its rails: top[CfgWp 8], side[CfgWp 9], and underbarrel.[CfgWp 10] Its muzzle can also be fitted with a 6.5 mm sound suppressor.[CfgWp 11]

Variants[]

MXAR 3GL[]

The MXAR 3GL 6.5 mm assault rifle.
The MXAR 3GL 6.5 mm assault rifle.

The MXAR 3GL variant has a 40 mm underbarrel grenade launcher attached.

Its 3GL grenade launcher can load and fire a variety of 40 mm rounds, ranging from lethal high-explosive (HE) grenades to non-lethal smoke shells and less-than-lethal (LTL) flares.[CfgWp 18][CfgWp 19] The 3GL has a quadrant sight fitted with a red dot reflex optic. Its zeroing can be manually adjusted up to a maximum of 400 metres.[CfgWp 20]

Due to the 3GL's addition, the MXAR 3GL is ~ 16% heavier[CfgWp 13] and also has an increased inertia penalty compared to the standard MXAR rifle (0.65).[CfgWp 16] The 3GL also occupies the MXAR's six o'clock rail, thereby preventing the attachment of bipod accessories. Aside from these changes, the MXAR 3GL remains statistically unchanged from regular MXARs.

Ironsights[]

Arma3-efmxar-ironsight-overview
The MXAR's ironsights allow for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 21] By default, it uses a zeroing of 100 metres.[CfgWp 22] Only the front sight post is illuminated and will glow green both in daylight and in low-light conditions.

When fitted with an optical scope that supports a zeroing limit greater than 600 metres (e.g. Nightstalker), the MXAR will only permit a maximum zeroing of 1,200 metres.[CfgWp 23]

Arma3-efmxar3gl-ironsight-overview
Ironsights on the MXAR 3GL allow for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 24] By default, it uses a zeroing of 100 metres.[CfgWp 25] Only the front sight post is illuminated and will glow green both in daylight and low-light conditions.

When fitted with an optical scope that supports a zeroing limit greater than 600 metres (e.g. Nightstalker), the MXAR 3GL will only permit a maximum zeroing of 1,200 metres.[CfgWp 26]

Arma3-ef3gl-ironsight-overview
The 3GL grenade launcher can be manually zeroed between the ranges of 50 metres up to 400 metres (50, 75, 100, 150, 200, 250, 300, 350, 400).[CfgWp 20]

It uses a red dot reflex sight. By default, the sight uses a zeroing of 75 metres.[CfgWp 27]

Camouflage[]

  • Coyote: Standard coyote brown colour finish.
  • Black: Jet black/dark greyish finish.
  • Khaki: Tropical green finish with a dark green stock.
  • Sand: Desert sand/flat dark earth finish with a digital camouflage pattern on the magazine.

Ammunition[]

NOTE: If the Reaction Forces Creator DLC is simultaneously loaded alongside Expeditionary Forces, it will be possible for the MXAR's 3GL launcher to load and deploy RC-40 Micro UAVs from that DLC.

Ammo parameter 6.5 mm NATO (Ball/Tracer)
Base damage value 10[CfgAm 1]
Aerodynamic friction -0.0009[CfgAm 2]
Muzzle velocity (m/s) 800
[CfgMa 4][note 1]
(MXAR/3GL: 880)
[CfgWp 6]
Expected velocity (m/s) 820
[CfgAm 3][note 2]
Penetration depth (mm) 12
[CfgAm 4][Formula 2]
(MXAR/3GL: 13.2)
[Formula 3]
Deflection angle (degrees) 15°[CfgAm 5]

For grenade rounds usable with the 3GL, refer to its dedicated article here.

Both variants of the MXAR can load 30-round STANAGs and 100-round casket magazines.[CfgWp 28][CfgWp 29] The 30-rounder STANAGs have a weight of 10[CfgMa 5] "mass" units while the 100-rounder caskets have a weight of 25[CfgMa 6] "mass" units. Regardless of its capacity, they are always available in four finishes: Sand, Khaki, Black and Coyote.

All magazines are fully interchangeable with the baseline MX rifle and its various configurations[CfgWp 30][CfgWp 31][CfgWp 32][CfgWp 33][CfgWp 34], though it should also be noted that none of the MX's magazines can be shared with any variant of the Promet bullpup:

6.5 mm 30Rnd STANAG Mag[]

Arma3-ammunition-ef30rndmxcoyote

30-round STANAG magazine loaded with a mixed load of 6.5 mm NATO ball and tracer ammunition (with a 26/4 split).[CfgMa 7]

The last four rounds of the magazine will always emit visible red tracers.[CfgMa 8]

6.5 mm 30Rnd Tracer (Red) Mag[]

Arma3-ammunition-ef30rndmxcoyote

Dedicated tracer magazine. Loaded entirely with thirty visible red tracer rounds.[CfgMa 9][CfgMa 10]

Aside from its pure tracer loadout, it weighs the same as the standard 30-rounder magazine.

6.5 mm 100Rnd Mag[]

Arma3-ammunition-ef100rndmxswcoyote

Casket magazine loaded with a mix of 6.5 mm NATO ball and tracer ammunition (with a 71/29 split).[CfgMa 11]

Every fourth round fired will always emit a visible red tracer.[CfgMa 12] The last four rounds of the magazine will consist exclusively of tracers.[CfgMa 13] It should also be noted that 6.5 mm NATO rounds from this magazine specifically are fired with much higher velocities of 880 m/s instead[CfgMa 14], though it remains identical in all other aspects.

6.5 mm 100Rnd Tracer (Red) Mag[]

Arma3-ammunition-ef100rndmxswcoyote

Special casket magazine loaded entirely with one-hundred rounds of visible red tracers.[CfgMa 15][CfgMa 16]

Aside from being loaded exclusively with tracers, it shares the same weight and increased muzzle velocity with the baseline 100-rounder magazine.

Magazine compatibility[]

MX_65x39 MX_65x39_Large
Weapon name
(Classname)
6.5 mm 30Rnd Coyote Mag
6.5 mm 30Rnd Tracer Coyote Mag
6.5 mm 30Rnd Sand Mag
6.5 mm 30Rnd Black Mag
6.5 mm 30Rnd Khaki Mag
6.5 mm 30Rnd Tracer Sand Mag
6.5 mm 30Rnd Tracer Black Mag
6.5 mm 30Rnd Tracer Khaki Mag
6.5 mm 100Rnd Coyote Mag
6.5 mm 100Rnd Tracer Coyote Mag
6.5 mm 100Rnd Sand Mag
6.5 mm 100Rnd Black Mag
6.5 mm 100Rnd Khaki Mag
6.5 mm 100Rnd Tracer Sand Mag
6.5 mm 100Rnd Tracer Black Mag
6.5 mm 100Rnd Tracer Khaki Mag
MXAR 6.5 mm
(ef_arifle_mxar)
MXAR 6.5 mm (Black)
(ef_arifle_mxar_black)
MXAR 6.5 mm (Coyote)
(ef_arifle_mxar_coy)
MXAR 3GL 6.5 mm
(ef_arifle_mxar_gl)
MXAR 3GL 6.5 mm (Black)
(ef_arifle_mxar_gl_black)
MXAR 3GL 6.5 mm (Coyote)
(ef_arifle_mxar_gl_coy)
MXAR 3GL 6.5 mm (Khaki)
(ef_arifle_mxar_gl_khk)
MXAR 6.5 mm (Khaki)
(ef_arifle_mxar_khk)


Trivia[]

  • Like the MX itself, the MXAR is completely fictitious and has no direct real-world equivalent. However, the idea of converting a service weapon into a hybrid assault rifle/light support weapon is inspired by the U.S. Marine Corps' "M27 Infantry Automatic Rifle" (IAR) designed by Heckler & Koch GmbH.[1][2]
The information below details unused, pre-release or removed content.
  • Arma3-efmxar-03

    Unused MXAR with the "older" MXM grip.

    There is an unused variant of the MXAR that uses an "older" MXM-style vertical foregrip instead of the standard one used on baseline MXAR rifles (Classname: ef_arifle_mxar_oldgrip).[3] However, it is deliberately hidden from the Virtual Arsenal and can only be equipped through the use of scripting commands or a custom addon to unhide this "older" MXAR.

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> B_65x39_Caseless >> hit
  2. CfgAmmo >> B_65x39_Caseless >> airFriction
  3. CfgAmmo >> B_65x39_Caseless >> typicalSpeed
  4. CfgAmmo >> B_65x39_Caseless >> caliber
  5. CfgAmmo >> B_65x39_Caseless >> deflecting

CfgMagazines

  1. 1.0 1.1 CfgMagazines >> EF_30Rnd_65x39_caseless_coy_mag >> count
  2. CfgMagazines >> EF_100Rnd_65x39_caseless_coy_mag >> count
  3. CfgMagazines >> 3Rnd_HE_Grenade_shell >> count
  4. CfgMagazines >> EF_30Rnd_65x39_caseless_coy_mag >> initSpeed
  5. CfgMagazines >> EF_30Rnd_65x39_caseless_coy_mag >> mass
  6. CfgMagazines >> EF_100Rnd_65x39_caseless_coy_mag >> mass
  7. CfgMagazines >> EF_30Rnd_65x39_caseless_coy_mag >> ammo >> "B_65x39_Caseless"
  8. CfgMagazines >> EF_30Rnd_65x39_caseless_coy_mag >> lastRoundsTracer
  9. CfgMagazines >> EF_30Rnd_65x39_caseless_coy_mag_Tracer >> tracersEvery
  10. CfgMagazines >> EF_30Rnd_65x39_caseless_coy_mag_Tracer >> lastRoundsTracer
  11. CfgMagazines >> EF_100Rnd_65x39_caseless_coy_mag >> ammo >> "B_65x39_Caseless"
  12. CfgMagazines >> EF_100Rnd_65x39_caseless_coy_mag >> tracersEvery
  13. CfgMagazines >> EF_100Rnd_65x39_caseless_coy_mag >> lastRoundsTracer
  14. CfgMagazines >> EF_100Rnd_65x39_caseless_coy_mag >> initSpeed
  15. CfgMagazines >> EF_100Rnd_65x39_caseless_coy_mag_Tracer >> tracersEvery
  16. CfgMagazines >> EF_100Rnd_65x39_caseless_coy_mag_Tracer >> lastRoundsTracer

CfgWeapons

  1. CfgWeapons >> ef_arifle_mxar >> FullAuto >> dispersion
  2. CfgWeapons >> ef_arifle_mxar >> WeaponSlotsInfo >> mass
  3. CfgWeapons >> ef_arifle_mxar >> recoil
  4. CfgWeapons >> ef_arifle_mxar >> inertia
  5. CfgWeapons >> ef_arifle_mxar >> dexterity
  6. 6.0 6.1 CfgWeapons >> ef_arifle_mxar >> initSpeed
  7. CfgWeapons >> ef_arifle_mxar >> FullAuto >> reloadTime
  8. CfgWeapons >> ef_arifle_mxar >> WeaponSlotsInfo >> CowsSlot_Rail >> compatibleItems >> {ef_optic_Holosight_coy,ef_optic_Holosight_smg_coy,ef_optic_mbs,ef_optic_mbs_coy,ef_optic_mbs_khk,ef_optic_mbs_remote,ef_optic_mbs_remote_coy,ef_optic_mbs_remote_khk,ef_optic_mbs_remote_sand,ef_optic_mbs_sand,ef_optic_microsight,ef_optic_microsight_coy,ef_optic_microsight_khk,ef_optic_microsight_sand,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}
  9. CfgWeapons >> ef_arifle_mxar >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR,EF_acc_pointer_IR_coy}
  10. CfgWeapons >> ef_arifle_mxar >> 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}
  11. CfgWeapons >> ef_arifle_mxar >> WeaponSlotsInfo >> MuzzleSlot_65MG >> compatibleItems >> {ef_snds_mxar,ef_snds_mxar_coy,ef_snds_mxar_khk,ef_snds_mxar_sand,muzzle_snds_65_TI_blk_F,muzzle_snds_65_TI_ghex_F,muzzle_snds_65_TI_hex_F,muzzle_snds_h,muzzle_snds_h_khk_F,muzzle_snds_h_snd_F,muzzle_snds_H_SW}
  12. CfgWeapons >> ef_arifle_mxar_gl >> FullAuto >> dispersion
  13. 13.0 13.1 CfgWeapons >> ef_arifle_mxar_gl >> WeaponSlotsInfo >> mass
  14. CfgWeapons >> ef_arifle_mxar_gl >> recoil
  15. CfgWeapons >> ef_arifle_mxar_gl >> GL_3GL_F >> recoil
  16. 16.0 16.1 CfgWeapons >> ef_arifle_mxar_gl >> inertia
  17. CfgWeapons >> ef_arifle_mxar_gl >> dexterity
  18. CfgWeapons >> ef_arifle_mxar_gl >> GL_3GL_F >> magazines[] >> {"1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell","3Rnd_HE_Grenade_shell","3Rnd_UGL_FlareWhite_F","3Rnd_UGL_FlareGreen_F","3Rnd_UGL_FlareRed_F","3Rnd_UGL_FlareYellow_F","3Rnd_UGL_FlareCIR_F","3Rnd_Smoke_Grenade_shell","3Rnd_SmokeRed_Grenade_shell","3Rnd_SmokeGreen_Grenade_shell","3Rnd_SmokeYellow_Grenade_shell","3Rnd_SmokePurple_Grenade_shell","3Rnd_SmokeBlue_Grenade_shell","3Rnd_SmokeOrange_Grenade_shell"}
  19. CfgWeapons >> ef_arifle_mxar_gl >> GL_3GL_F >> magazineWell[] >> {"UGL_40x36","3UGL_40x36"}
  20. 20.0 20.1 CfgWeapons >> ef_arifle_mxar_gl >> GL_3GL_F >> discreteDistance[] >> {50,75,100,150,200,250,300,350,400}
  21. CfgWeapons >> ef_arifle_mxar >> discreteDistance[] >> {100,200,300,400,500,600}
  22. CfgWeapons >> ef_arifle_mxar >> discreteDistanceInitIndex >> "0"
  23. CfgWeapons >> ef_arifle_mxar >> maxZeroing
  24. CfgWeapons >> ef_arifle_mxar_gl >> discreteDistance[] >> {100,200,300,400,500,600}
  25. CfgWeapons >> ef_arifle_mxar_gl >> discreteDistanceInitIndex >> "0"
  26. CfgWeapons >> ef_arifle_mxar_gl >> maxZeroing
  27. CfgWeapons >> ef_arifle_mxar_gl >> GL_3GL_F >> discreteDistanceInitIndex >> "1"
  28. CfgWeapons >> ef_arifle_mxar >> magazineWell[] >> {"MX_65x39","MX_65x39_Large"}
  29. CfgWeapons >> ef_arifle_mxar_gl >> magazineWell[] >> {"MX_65x39","MX_65x39_Large"}
  30. CfgWeapons >> arifle_MX_F >> magazineWell[] >> {"MX_65x39","MX_65x39_Large"}
  31. CfgWeapons >> arifle_MX_GL_F >> magazineWell[] >> {"MX_65x39","MX_65x39_Large"}
  32. CfgWeapons >> arifle_MXC_F >> magazineWell[] >> {"MX_65x39","MX_65x39_Large"}
  33. CfgWeapons >> arifle_MX_SW_F >> magazineWell[] >> {"MX_65x39","MX_65x39_Large"}
  34. CfgWeapons >> arifle_MXM_F >> magazineWell[] >> {"MX_65x39","MX_65x39_Large"}

Formulae

  1. 60 / reloadTime = 60 / 0.096
  2. Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 800 * 1 * 15 / 1000
  3. Weapon's initSpeed * Ammo's caliber * 15 / 1000 = 880 * 1 * 15 / 1000

Notes[]

  1. This value only applies to the magazine itself. The initSpeed value defined in the MXAR's weapon class (880 m/s) takes precedence over the magazine.
  2. Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. Anello, A 2024, the MXAR, an MX with a longer barrel pretty much, Discord [Social Media], viewed 9 December 2024, <https://discord.com/channels/1052863633962565672/1300757223344967701/1301616659353833503>.
  2. Anello, A 2024, Q: something like the M27 IAR? A: yes, Discord [Social Media], viewed 9 December 2024, <https://discord.com/channels/1052863633962565672/1300757223344967701/1301617135260536883>.
  3. ARMA 3: Expeditionary Forces 2024 [Video Game], Tiny Gecko Studios, \ef\ef_weapons\mx\ef_mxar_oldgrip.p3d

External links[]

See also[]

Weapons of comparable role and configuration[]

Weapons of Expeditionary Forces
Assault rifles MXAR 6.5 mm (3GL)
Static Mk66 50 mm Cannon
(Parenthesis) denote variants.
Marine Joint Task Force - Armoury (Expeditionary Forces)
Handguns 4-five .45P07 9 mm
Submachine guns Vermin .45
Carbines MXC 6.5 mm*
Assault rifles MX series (MX*, MX 3GL*, MXAR, MXAR 3GL) • SDAR 5.56 mm
Designated marksman rifles MXM 6.5 mm*
Launchers MAAWS Mk4 Mod 1PCMLTitan MPRLTitan MPRL Compact
Static Mk6 MortarMk30Mk32Mk66 50 mm CannonStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* denotes weapons also used or are exclusive to the MJTF's Recon units.
Tanks DLC