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Arma3-mx-07
« The MX is a 6.5 mm assault rifle used as a standard-issue weapon for the BLUFOR army. It is lightweight, reliable, easily serviceable and compatible with a large number of accessories. Several variants of the MX rifle exist: MX 3GL is equipped with a 3GL grenade launcher. MXM is a designated marksman rifle for engaging targets from a larger distance compared to assault rifles. MX SW is a light support weapon providing light machinegun support. And finally MXC is a carbine version with shorter barrel, better suited for close quarters combat.
Field Manual
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The MX series are a family of modular weapons used by both NATO forces and CTRG operatives in ArmA 3.

Variants[]

The MX 6.5 mm assault rifle.

The MX is a 6.5 mm assault rifle used by NATO forces and in limited numbers with CTRG operators in ArmA 3.

Overview[]

The MX is a selective-fire assault rifle chambered to fire the caseless 6.5×39 mm NATO round. It is the baseline assault rifle model upon which all other MX variants are based upon.

It loads from 30-round STANAG magazines, and can attain a fire rate of up to 625 rounds per minute[CfgWp 7][Formula 1] with a muzzle velocity of 807 m/s.[CfgMa 3] with a muzzle velocity of 800 m/s.[CfgWp 8] The MX accepts accessories on all three of its rails: top[CfgWp 9], side[CfgWp 10] and underbarrel[CfgWp 11], while also being able to mount attachments onto its muzzle.[CfgWp 12]

Constructed out of polymer, the MX is a lightweight rifle that serves as the service rifle of U.S.-led NATO forces deployed to the Mediterranean, Eastern Europe, and Pacific theatres.

Compared to outdated 5.56 mm cased ammunition previously fielded by Western militaries, the caseless 6.5 mm round that it fires has both increased stopping power and penetration, especially against targets located at distances of 500 metres or greater. Whereas 5.56 mm-chambered assault rifles will take approximately ~ 6-7 rounds to fatally wound a target that is wearing a heavy plate carrier and/or ballistic-resistant uniforms at such distances, the MX's 6.5 mm round can outright kill such targets with only ~ 5 direct hits to the torso (assuming no shots miss their target).

In terms of accuracy, the MX is superior to most other weapons in its class, falling just short of the SPAR and Promet when it comes to absolute precision. Against its CSAT counterparts, however, it completely outmatches both rifles at any distance. This allows the user to hit targets with minimal dispersion at ranges of up to 400-600 metres away.

However, its main downside is its mediocre rate of fire which pales in comparison to the Katiba and CAR-95. At the same time, it suffers from greater recoil and muzzle climb while firing on any mode which makes it harder to control on full auto. Though the MX's recoil is somewhat compensated by its excellent accuracy[CfgWp 2], the MX remains an overall more difficult weapon to handle.

The MX 3GL 6.5 mm assault rifle.

The MX 3GL is a 6.5 mm assault rifle used by NATO forces and in limited numbers with CTRG operators in ArmA 3.

Overview[]

The MX 3GL is simply a modified version of the baseline MX rifle with an underbarrel grenade launcher attached.

Like its parent weapon, the rifle itself fires the same caseless 6.5×39 mm NATO round whereas the 3GL underbarrel grenade launcher fires 40 mm grenades instead. These types of rounds range from high-explosive (HE) grenades to less-than-lethal (LTL) flare and non-lethal smoke shells.[CfgWp 20][CfgWp 21]

It loads from the same 30-round magazines, and can attain a fire rate of up to 625 RPM[CfgWp 22][Formula 2] with a muzzle velocity of 800 m/s.[CfgWp 23] The MX 3GL supports accessories on its top[CfgWp 24] and side[CfgWp 25] rails while also being able to mount attachments onto its muzzle.[CfgWp 26] However, it cannot be fitted with bipods due to the UGL occupying the rifle's six o'clock rail.

The underbarrel grenade launcher has a quadrant sight with a red dot for the operator to aim with, which can be zeroed up to a maximum range of 400 m.[CfgWp 27] The MX 3GL shares the same strengths (and flaws) of its baseline model; the sole difference with this variant is its underbarrel-mounted 3GL grenade launcher. The 3GL is unique for being able to load three-round grenade "magazines" that can be fired in quick succession.

Altogether, these traits combined with its use of a red dot quadrant sight and weighing exactly the same as both of its CSAT counterparts, undisputedly makes the MX 3GL the best UGL-equipped assault rifle.

The MXC 6.5 mm carbine.

The MXC is a 6.5 mm carbine used by NATO forces and in limited numbers with CTRG operators in ArmA 3.

Overview[]

The MXC is a carbine variant of the baseline MX rifle.

It loads from the same 30-round magazines and has an identical maximum fire rate of 625 RPM.[CfgWp 34][Formula 3] It can still be fitted with accessories onto its top[CfgWp 35] and side[CfgWp 36] rails while also being able to mount attachments onto its muzzle[CfgWp 37], though it cannot be fitted with bipods since its underbarrel rail is too short.

As a carbine, the MXC is suited for vehicle and aircraft crews to utilise due to its compact configuration.[CfgWp 32] It does not face the inertial drawbacks associated with its longer-barrelled counterparts like the MXM or MX SW.

However, this also serves as one of the major flaws in the MXC's design. Because it uses a shorter barrel, it suffers from a sharply reduced muzzle velocity of only 720 m/s.[CfgWp 38]

Although its accuracy still outstrips Iranian-made Katiba Carbines, this significantly affects its precision at every other range. Lastly, this also restricts the MXC's user to short range engagements of 300 metres or less since fired rounds will quickly lose their energy beyond that distance.

The MX SW 6.5 mm light support weapon.

The MX SW is a 6.5 mm light support weapon used by NATO forces and in limited numbers with CTRG operators in ArmA 3.

Overview[]

The MX SW is a modified variant that uses a light support weapon configuration.

Unlike the baseline MX, it primarily feeds from 100-round casket-type magazines as opposed to 30-round STANAGs, though it can still optionally load the latter if required. Accessories are still accepted on all three of its rails: top[CfgWp 45], side[CfgWp 46], and underbarrel.[CfgWp 47]

Its longer barrel gives it accuracy that is on par with the MXM marksman variant. Performance-wise, the MX SW is far superior to the baseline model due to its increased fire rate which averages at roughly ~ 750 RPM (versus 625).[CfgWp 48][Formula 4] It also retains a much higher muzzle velocity of 880 m/s[CfgWp 49] thanks to its longer barrel.

Compared to its Chinese-made counterpart, the CAR-95-1, the MX SW completely outclasses it in terms of accuracy. However, since the MX SW shares the baseline MX's drawback of a low fire rate, this still prevents it from being able to suppress as effectively as the CAR-95-1.

The MXM 6.5 mm designated marksman rifle.

The MXM is a 6.5 mm designated marksman rifle used exclusively by NATO forces in ArmA 3.

Overview[]

The MXM is designed specifically to serve as a marksman rifle.

It still feeds from the same 30-round 6.5 mm caseless magazines and can accept attachments on all three rails (top[CfgWp 56], side[CfgWp 57], underbarrel[CfgWp 58]) along with muzzle attachments.[CfgWp 59]

Thanks to its longer barrel, the MXM retains the highest muzzle velocity out of all the MX variants: an impressive 920 m/s[CfgWp 60] in contrast to the baseline MX's 800 or even the MXC's meagre 720. This pushes the MXM's effective firing range to approximately ~ 800 metres, a distance that is traditionally the domain of heavier 7.62 mm-chambered DMRs.

Its main advantage also stems from being a fairly lightweight weapon to carry compared to said 7.62 mm DMRs. Most importantly, ammunition can be shared with (or obtained from) other members of the squad since it supports both types of 6.5 mm STANAG magazines (provided that squad members are also using MXs).

In turn, this grants the MXM one particularly impressive feature: it is capable of loading the MX SW's 100-round casket magazines which grants it the largest ammunition capacity out of all DMRs without a single compromise in performance. This is seventy rounds more than the Promet MR and eighty more than the CMR-76.

While the MXM naturally lacks the stopping power of 7.62 mm DMRs like the Mk18 ABR when it comes to defeating infantry with heavy plate carriers, it is still an overall decent general-purpose rifle which can be used for both medium- and close-range engagements.

Ironsights[]

Arma3-mx-ironsight-overview
The MX's ironsights allow for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 61] By default, it uses a zeroing of 100 metres.[CfgWp 62] 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 MX will only permit a maximum zeroing of 1,000 metres.[CfgWp 63]

Arma3-mx3gl-ironsight-overview
The MX 3GL's ironsights allow for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 64] By default, it uses a zeroing of 100 metres.[CfgWp 65] 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 MX 3GL will only permit a maximum zeroing of 1,000 metres.[CfgWp 66]

Arma3-mxc-ironsight-overview
The MXC's ironsights allow for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 67] By default, it uses a zeroing of 100 metres.[CfgWp 68] It is illuminated; dots on both the front and rear sight will glow green regardless of lighting conditions.

When fitted with an optical scope that supports a zeroing limit greater than 600 metres (e.g. Nightstalker), the MXC will only permit a maximum zeroing of 800 metres.[CfgWp 69]

Arma3-mxsw-ironsight-overview
The MX SW's ironsights allow for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 70] By default, it uses a zeroing of 100 metres.[CfgWp 71] 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. TWS MG), the MX SW will only permit a maximum zeroing of 1,200 metres.[CfgWp 72]

Arma3-mxm-ironsight-overview
The MXM's ironsights allow for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 73] By default, it uses a zeroing of 100 metres.[CfgWp 74] 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. LRPS), the MXM will only permit a maximum zeroing of 1,400 metres.[CfgWp 75]

Arma3-3gl-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 27]

It uses a red dot reflex sight. By default, the sight uses a zeroing of 75 metres.[CfgWp 76]

Camouflage[]

  • Sand: Standard desert sand/flat dark earth finish with a digital camouflage pattern on the magazine. Primarily used by Mediterranean NATO forces.
  • Black: Jet black/dark greyish finish. Used by Eastern European NATO forces, some members of CTRG Group 15, along with ION PMC contractors.
  • Khaki: Tropical green finish with a dark green stock. Used by Pacific NATO forces.

Ammunition[]

NOTE: The following values are based on the ammunition's default specifications, and therefore only apply when fired from the baseline MX/MX 3GL rifle variants. The MXC carbine, MX SW light support weapon and the MXM marksman rifle have decreased/increased muzzle velocities respectively, which can change how quickly the rounds lose their velocity in mid-flight (affecting stopping power/range as a result).

Ammo parameter 6.5 mm NATO (Ball/Tracer)
[ MX / MX 3GL ]
6.5 mm NATO (Ball/Tracer)
[ MXC ]
6.5 mm NATO (Ball/Tracer)
[ MX SW ]
6.5 mm NATO (Ball/Tracer)
[ MXM ]
Base damage value 10[CfgAm 1] 10[CfgAm 1] 10[CfgAm 1] 10[CfgAm 1]
Aerodynamic friction -0.0009[CfgAm 2] -0.0009[CfgAm 2] -0.0009[CfgAm 2] -0.0009[CfgAm 2]
Muzzle velocity (m/s) 800[CfgMa 3] 720[CfgWp 38] 880[CfgWp 49] 920[CfgWp 60]
Expected velocity (m/s) 820[CfgAm 3][note 1] 820[CfgAm 3][note 1] 820[CfgAm 3][note 1] 820[CfgAm 3][note 1]
Penetration depth (mm) 12[CfgAm 4][Formula 5] 10.8[CfgAm 4][Formula 6] 13.2[CfgAm 4][Formula 7] 13.8[CfgAm 4][Formula 8]
Deflection angle (degrees) 15°[CfgAm 5] 15°[CfgAm 5] 15°[CfgAm 5] 15°[CfgAm 5]

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

All variants of the MX support being fed with either 30-round STANAGs or 100-round casket magazines.[CfgWp 77][CfgWp 78][CfgWp 79][CfgWp 80][CfgWp 81] 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. No matter the type of magazine, they are always available in three finishes: Sand, Khaki or Black.

All magazines are fully interchangeable regardless of weapon's configuration (e.g. MXCs/MXMs can accept 100-round magazines)[CfgWp 77][CfgWp 78][CfgWp 79][CfgWp 80][CfgWp 81], 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-30rndmxball

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-30rndmxtracer

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-100rndmxsw

Casket magazine loaded with a mix of 6.5 mm NATO ball and tracer ammunition (with a 71/29 split).[CfgMa 11] It is mainly intended to be used with the MX SW but remains interchangeable with other MX variants.

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-100rndmxswtracer

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.

Trivia[]

  • The MX family was designed by real-life gun manufacturer CMMG Inc. of Missouri, U.S.A, specifically for ArmA 3.[1]
    • Its design appears to be inspired by two real-world rifles, most notably the Remington "ACR" and Robinson Armament's "XCR-L" assault rifles. Co-incidentally, both weapons were a part of failed tenders designed to be replacements for multiple service weapons in the U.S. military.
    • In a Twitch livestream event held on March 8th, 2023[2], Bohemia Interactive developer Ivan Buchta explained in further detail on the origins of the MX's concept and how its design process came about.
      • Buchta stated that during ArmA 3's pre-development phase, the team met with artist Chris Torchia at an E3 event who had contacts with CMMG. Afterwards, the studio sent through a proposal to CMMG (via Torchia) for a concept of a "[...] modular rifle which would not look completely sci-fi [...] look practical [...] would use a [sic] 6.5 Grendel caseless ammunition".[3]
      • The studio's developers liked the concepts that CMMG sent back and eventually chose to adopt it as the service weapon of the NATO faction.[4]
  • On the other hand, the MX's underbarrel grenade launcher is directly based on the real-world "3GL" grenade launcher designed by the (now-defunct) Australia-based weapons manufacturer MetalStorm.[5]
  • Although the MX family is chambered to fire 6.5×39 mm in-game, "6.5×38mm" is printed over the ejection port. It is unclear as to whether this is just a mistake or a case of artistic oversight.[6]
  • On the MX SW, there is an oddly placed gap in-between the two rails on the barrel's three o'clock position. Any side rail accessories (flashlights/laser sights) will not be attached to the rail but will instead be slotted into this gap with no visible means of attachment.
  • Prior to the release of the Marksmen DLC, the MX SW featured a non-functional integrated bipod that was unfolded by default during the Alpha.
    • It was later changed so that the bipod was folded and was eventually removed entirely as the weapon was re-factored to accept regular bipods on its underbarrel rail. The integrated bipod would become a standalone attachment for NATO forces that could be used by all compatible weapons.[7]
    • The release of Game Update 1.92 also gave all variants of the MX the ability to swap between regular 30-round STANAGs or 100-round magazines. Prior to the update, only the MX SW was capable of this (no other MX variant could load 100-round magazines). The update also significantly enhanced the fire rate of the MX SW up from its previous ROF of 625 RPM.[8]
      • The latter was presumably done for design reasons since aside from its higher muzzle velocity, there would be little reason to utilise the MX SW as it now lacked the one attribute which made it unique previously (the MXM retains an even higher velocity, the MXC is the lightest and inflicts the least amount of carrying inertia, while the MX 3GL has a grenade launcher).
  • The Black and Khaki variants of the MX were not initially included upon ArmA 3's release. Black schemes were added in Game Update 1.08 as part of the AAF Reinforcements Pack[9], while the Khaki versions were not added until the release of the Apex expansion.[10]
  • Before the release of Game Update 1.64, it was still possible to fit the MXM into backpacks that had sufficient storage capacities (e.g. Carryalls). This ability was disabled after the patch's release due to the MXM falling under the classification of being a "long rifle".[11]
  • The MX is one of the few weapons in ArmA 3 that has had its firing sound effects changed several times over the course of the game's development and lifecycle.
    • Alpha SFX

      The initial sound set consisted of only two unique firing sounds.[12][13] These two sounds were used throughout the Alpha and well into the Beta, and would continue to remain in use until early 2015.
    • Prior to the Marksmen DLC's release, Game Update 1.40 would change the MX's firing sounds to a new set of SFX tailored towards the sound shaders system.[14][15] It also included tails and unique SFX for whenever the MX was fired at specific distances.
    • Game Update 1.68 (prior to the Jets DLC) would again change the MX's sound set. The update's changes mainly focused on equalising and improving SFX played when the MX was fired at close range.[16]
    • The MX's sound set would be changed one final time with the Contact expansion's release, though the update also altered the sonic cracks in addition to its firing SFX.[17]
  • Gendarmerie officers protecting the international airport on Tanoa and high-ranking officials can be seen carrying some variants of the MX in the Old Man mini-campaign/scenario. However, no other officers throughout the rest of the scenario actually utilise the MX.[18]
The information below details unused, pre-release or removed content.
  • During ArmA 3's pre-Alpha phase of development, early media releases did not show either the MX or its sub-variants being used by NATO forces. Rather, sand/tan-coloured versions of the Mk20 bullpup were issued as the faction's primary weapon instead.[19]
    • This is likely the reason why magazine pouches on standard NATO plate carriers contain 5.56×45 mm STANAG magazines rather than the present 6.5×39 mm magazines, as those vests were designed prior to the introduction of the MX family.
  • Curiously, the MXM variant was also presumably meant to have been chambered to fire 7.62 mm caseless ammunition instead of the standard 6.5 mm cartridge used by other MX variants.
    Arma3-icon-ammunition-mxm762

    Unused icon for the caseless 7.62 mm MXM magazine.

    • This can be seen via an unused icon that is still accessible in the game files (Texture name: m_20rnd_762x51_caseless_ca.paa) that depicts the same digital camouflage, straight-box magazine used by regular MX variants, but is wider-shaped, flatter, and is also only designed to hold 20 rounds as opposed to 30.[20]
    • No config references or leftover text strings for this variant remain however, which suggests that the 7.62 mm-chambered MXM was scrapped early in development.

Gallery[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 1.2 1.3 CfgAmmo >> B_65x39_Caseless >> hit
  2. 2.0 2.1 2.2 2.3 CfgAmmo >> B_65x39_Caseless >> airFriction
  3. 3.0 3.1 3.2 3.3 CfgAmmo >> B_65x39_Caseless >> typicalSpeed
  4. 4.0 4.1 4.2 4.3 CfgAmmo >> B_65x39_Caseless >> caliber
  5. 5.0 5.1 5.2 5.3 CfgAmmo >> B_65x39_Caseless >> deflecting

CfgMagazines

  1. 1.0 1.1 1.2 1.3 1.4 CfgMagazines >> 30Rnd_65x39_caseless_mag >> count
  2. 2.0 2.1 2.2 2.3 CfgMagazines >> 100Rnd_65x39_caseless_mag >> count
  3. 3.0 3.1 CfgMagazines >> 30Rnd_65x39_caseless_mag >> initSpeed
  4. CfgMagazines >> 3Rnd_HE_Grenade_shell >> count
  5. CfgMagazines >> 30Rnd_65x39_caseless_mag >> mass
  6. CfgMagazines >> 100Rnd_65x39_caseless_mag >> mass
  7. CfgMagazines >> 30Rnd_65x39_caseless_mag >> ammo >> "B_65x39_Caseless"
  8. CfgMagazines >> 30Rnd_65x39_caseless_mag >> lastRoundsTracer
  9. CfgMagazines >> 30Rnd_65x39_caseless_mag_Tracer >> tracersEvery
  10. CfgMagazines >> 30Rnd_65x39_caseless_mag_Tracer >> lastRoundsTracer
  11. CfgMagazines >> 100Rnd_65x39_caseless_mag >> ammo >> "B_65x39_Caseless"
  12. CfgMagazines >> 100Rnd_65x39_caseless_mag >> tracersEvery
  13. CfgMagazines >> 100Rnd_65x39_caseless_mag >> lastRoundsTracer
  14. CfgMagazines >> 100Rnd_65x39_caseless_mag >> initSpeed
  15. CfgMagazines >> 100Rnd_65x39_caseless_mag_Tracer >> tracersEvery
  16. CfgMagazines >> 100Rnd_65x39_caseless_mag_Tracer >> lastRoundsTracer

CfgWeapons

  1. CfgWeapons >> arifle_MX_F >> Single >> dispersion
  2. 2.0 2.1 CfgWeapons >> arifle_MX_F >> FullAuto >> dispersion
  3. CfgWeapons >> arifle_MX_F >> WeaponSlotsInfo >> mass
  4. CfgWeapons >> arifle_MX_F >> recoil
  5. CfgWeapons >> arifle_MX_F >> inertia
  6. CfgWeapons >> arifle_MX_F >> dexterity
  7. CfgWeapons >> arifle_MX_F >> manual >> reloadTime
  8. CfgWeapons >> arifle_MX_F >> initSpeed
  9. CfgWeapons >> arifle_MX_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}
  10. CfgWeapons >> arifle_MX_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  11. CfgWeapons >> arifle_MX_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}
  12. CfgWeapons >> arifle_MX_F >> WeaponSlotsInfo >> MuzzleSlot_65 >> compatibleItems >> {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}
  13. CfgWeapons >> arifle_MX_GL_F >> Single >> dispersion
  14. CfgWeapons >> arifle_MX_GL_F >> FullAuto >> dispersion
  15. CfgWeapons >> arifle_MX_GL_F >> WeaponSlotsInfo >> mass
  16. CfgWeapons >> arifle_MX_GL_F >> recoil
  17. CfgWeapons >> arifle_MX_GL_F >> GL_3GL_F >> recoil
  18. CfgWeapons >> arifle_MX_GL_F >> inertia
  19. CfgWeapons >> arifle_MX_GL_F >> dexterity
  20. CfgWeapons >> arifle_MX_GL_F >> 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"}
  21. CfgWeapons >> arifle_MX_GL_F >> GL_3GL_F >> magazineWell[] >> {"UGL_40x36","3UGL_40x36"}
  22. CfgWeapons >> arifle_MX_GL_F >> manual >> reloadTime
  23. CfgWeapons >> arifle_MX_GL_F >> initSpeed
  24. CfgWeapons >> arifle_MX_GL_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}
  25. CfgWeapons >> arifle_MX3GL_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  26. CfgWeapons >> arifle_MX_GL_F >> WeaponSlotsInfo >> MuzzleSlot_65 >> compatibleItems >> {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}
  27. 27.0 27.1 CfgWeapons >> arifle_MX_GL_F >> GL_3GL_F >> discreteDistance[] >> {50,75,100,150,200,250,300,350,400}
  28. CfgWeapons >> arifle_MXC_F >> Single >> dispersion
  29. CfgWeapons >> arifle_MXC_F >> FullAuto >> dispersion
  30. CfgWeapons >> arifle_MXC_F >> WeaponSlotsInfo >> mass
  31. CfgWeapons >> arifle_MXC_F >> recoil
  32. 32.0 32.1 CfgWeapons >> arifle_MXC_F >> inertia
  33. CfgWeapons >> arifle_MXC_F >> dexterity
  34. CfgWeapons >> arifle_MXC_F >> manual >> reloadTime
  35. CfgWeapons >> arifle_MXC_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}
  36. CfgWeapons >> arifle_MXC_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  37. CfgWeapons >> arifle_MXC_F >> WeaponSlotsInfo >> MuzzleSlot_65 >> compatibleItems >> {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}
  38. 38.0 38.1 CfgWeapons >> arifle_MXC_F >> initSpeed
  39. CfgWeapons >> arifle_MX_SW_F >> Single >> dispersion
  40. CfgWeapons >> arifle_MX_SW_F >> manual >> dispersion
  41. CfgWeapons >> arifle_MX_SW_F >> WeaponSlotsInfo >> mass
  42. CfgWeapons >> arifle_MX_SW_F >> recoil
  43. CfgWeapons >> arifle_MX_SW_F >> inertia
  44. CfgWeapons >> arifle_MX_SW_F >> dexterity
  45. CfgWeapons >> arifle_MX_SW_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}
  46. CfgWeapons >> arifle_MX_SW_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  47. CfgWeapons >> arifle_MX_SW_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}
  48. CfgWeapons >> arifle_MX_SW_F >> manual >> reloadTime
  49. 49.0 49.1 CfgWeapons >> arifle_MX_SW_F >> initSpeed
  50. CfgWeapons >> arifle_MXM_F >> Single >> dispersion
  51. CfgWeapons >> arifle_MXM_F >> FullAuto >> dispersion
  52. CfgWeapons >> arifle_MXM_F >> WeaponSlotsInfo >> mass
  53. CfgWeapons >> arifle_MXM_F >> recoil
  54. CfgWeapons >> arifle_MXM_F >> inertia
  55. CfgWeapons >> arifle_MXM_F >> dexterity
  56. CfgWeapons >> arifle_MXM_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}
  57. CfgWeapons >> arifle_MXM_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  58. CfgWeapons >> arifle_MXM_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}
  59. CfgWeapons >> arifle_MXM_F >> WeaponSlotsInfo >> MuzzleSlot_65 >> compatibleItems >> {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}
  60. 60.0 60.1 CfgWeapons >> arifle_MXM_F >> initSpeed
  61. CfgWeapons >> arifle_MX_F >> discreteDistance[] >> {100,200,300,400,500,600}
  62. CfgWeapons >> arifle_MX_F >> discreteDistanceInitIndex >> "0"
  63. CfgWeapons >> arifle_MX_F >> maxZeroing
  64. CfgWeapons >> arifle_MX_GL_F >> discreteDistance[] >> {100,200,300,400,500,600}
  65. CfgWeapons >> arifle_MX_GL_F >> discreteDistanceInitIndex >> "0"
  66. CfgWeapons >> arifle_MX_GL_F >> maxZeroing
  67. CfgWeapons >> arifle_MXC_F >> discreteDistance[] >> {100,200,300,400,500,600}
  68. CfgWeapons >> arifle_MXC_F >> discreteDistanceInitIndex >> "0"
  69. CfgWeapons >> arifle_MXC_F >> maxZeroing
  70. CfgWeapons >> arifle_MX_SW_F >> discreteDistance[] >> {100,200,300,400,500,600}
  71. CfgWeapons >> arifle_MX_SW_F >> discreteDistanceInitIndex >> "0"
  72. CfgWeapons >> arifle_MX_SW_F >> maxZeroing
  73. CfgWeapons >> arifle_MXM_F >> discreteDistance[] >> {100,200,300,400,500,600}
  74. CfgWeapons >> arifle_MXM_F >> discreteDistanceInitIndex >> "0"
  75. CfgWeapons >> arifle_MXM_F >> maxZeroing
  76. CfgWeapons >> arifle_MX_GL_F >> GL_3GL_F >> discreteDistanceInitIndex >> "1"
  77. 77.0 77.1 CfgWeapons >> arifle_MX_F >> magazineWell[] >> {"MX_65x39","MX_65x39_Large"}
  78. 78.0 78.1 CfgWeapons >> arifle_MX_GL_F >> magazineWell[] >> {"MX_65x39","MX_65x39_Large"}
  79. 79.0 79.1 CfgWeapons >> arifle_MXC_F >> magazineWell[] >> {"MX_65x39","MX_65x39_Large"}
  80. 80.0 80.1 CfgWeapons >> arifle_MX_SW_F >> magazineWell[] >> {"MX_65x39","MX_65x39_Large"}
  81. 81.0 81.1 CfgWeapons >> arifle_MXM_F >> magazineWell[] >> {"MX_65x39","MX_65x39_Large"}

Formulae

  1. 60 / reloadTime = 60 / 0.096
  2. 60 / reloadTime = 60 / 0.096
  3. 60 / reloadTime = 60 / 0.096
  4. 60 / reloadTime = 60 / 0.08
  5. Baseline MX's initSpeed * Ammo's caliber * 15 / 1000 = 800 * 1 * 15 / 1000
  6. MXC's initSpeed * Ammo's caliber * 15 / 1000 = 720 * 1 * 15 / 1000
  7. MX SW's initSpeed * Ammo's caliber * 15 / 1000 = 880 * 1 * 15 / 1000
  8. MXM's initSpeed * Ammo's caliber * 15 / 1000 = 920 * 1 * 15 / 1000

Notes[]

  1. 1.0 1.1 1.2 1.3 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. Bohemia Interactive a.s., 2022, The modular MX family was designed by real-life gun manufacturer @CMMGinc of Missouri, U.S.A, specifically for Arma 3, 6 October, viewed 7 October 2022, <https://twitter.com/ArmaPlatform/status/1577660552314232832>.
  2. Bohemia Interactive a.s., 2023, Background, History, and Setting | Discussions with Ivan Buchta and Scott Alsworth, Twitch [Online Video], viewed 24 April 2023, <https://www.twitch.tv/videos/1759425550>.
  3. Twitch 2023 [Online Video], Buchta, I, Background, History, and Setting | Discussions with Ivan Buchta and Scott Alsworth, 01:59:24, "Ivan Buchta: We met with Chris Torchia who eventually became lead artist on DayZ for a few years. And, he was into modelling weapons, the models looked good, he and his people contributed some of the firearms, and he was connected to this small American firearms manufacturer, and, this company, CMMG, and he approached this real-life gun designer which requested; proposed a modular rifle which would not look completely sci-fi, which would look practical, and to, which would use a 6.5 Grendel caseless ammunition. Which we assumed that the, you know, there was this trend of using caseless ammo because you as a soldier don't carry brass, so the weight you carry is actually ammunition and not something which falls out of the weapon and increases the weight of your load."
  4. Twitch 2023 [Online Video], Buchta, I, Background, History, and Setting | Discussions with Ivan Buchta and Scott Alsworth, 02:00:39, "Ivan Buchta: So, they came up with design and a couple of variants like grenadier rifle, marksman rifle, support weapon, carbine. I have to say, I really liked it from the very start, and we adopted these models for the West, for NATO."
  5. Johnson, S 2009, 'MetalStorm 3GL Grenade Launcher: WOW!', The Firearm Blog, 2 October, viewed 31 December 2023, <https://www.thefirearmblog.com/blog/2009/10/02/metalstorm-3gl-grenade-launcher-wow/>.
  6. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., MX 6.5 mm, \a3\weapons_f\rifles\mx\data\xmx_base_co.paa
  7. van 't Land, J.J. 2015, SPOTREP #00040, Arma 3, viewed 27 October 2023, <https://dev.arma3.com/post/spotrep-00040>.
  8. van 't Land, J.J. 2019, SPOTREP #00088, Arma 3, viewed 30 April 2019, <https://dev.arma3.com/post/spotrep-00088>.
  9. van 't Land, J.J. 2013, SPOTREP #00016, Arma 3, viewed 12 December 2019, <https://dev.arma3.com/post/spotrep-00016>.
  10. Kovařič, V 2016, SPOTREP #00058, Arma 3, viewed 13 July 2016, <https://dev.arma3.com/post/spotrep-00058>.
  11. Kovařič, V 2016, SPOTREP #00059, Arma 3, viewed 19 August 2023, <https://dev.arma3.com/post/spotrep-00059>.
  12. ARMA 3 Alpha 2013 [Video Game], Bohemia Interactive a.s., \a3\sounds_f_weapons\mx\mx-st-full-1.wss
  13. ARMA 3 Alpha 2013 [Video Game], Bohemia Interactive a.s., \a3\sounds_f_weapons\mx\mx-st-full-2.wss
  14. Kolar, P 2015, SPOTREP #00039, Arma 3, viewed 27 October 2023, <https://dev.arma3.com/post/spotrep-00039>.
  15. Dušek, J, Havel, K 2015, OPREP - SHOTS FIRED, Arma 3, viewed 27 October 2023, <https://dev.arma3.com/post/oprep-shots-fired>.
  16. Kovařič, V 2017, SPOTREP #00064, Arma 3, viewed 27 October 2023, <https://dev.arma3.com/post/spotrep-00064>.
  17. van 't Land, J.J. 2019, SPOTREP #00089, Arma 3, viewed 27 October 2023, <https://dev.arma3.com/post/spotrep-00089>.
  18. ARMA 3: Apex 2020 [Video Game], Bohemia Interactive a.s., Old Man
  19. Purchese, R 2011, Arma 3 a PC exclusive for summer 2012, Eurogamer, viewed 25 February 2023, <https://www.eurogamer.net/arma-3-a-pc-exclusive-for-summer-2012>.
  20. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\data\ui\m_20rnd_762x51_caseless_ca.paa

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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