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« The Mk-I EMR (Enhanced Marksman Rifle) is a modern marksman rifle chambered in 7.62 mm NATO. It is a light, reliable, and easily serviceable weapon, which can benefit from various attachments. The EMR offers single and full auto fire modes and it is most suited to ranges from 600 to 800 m.
Field Manual
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The Mk-I EMR 7.62 mm battle rifle.

The Mk-I EMR (full name: Enhanced Marksman Rifle[1]) is a 7.62 mm designated marksman rifle used exclusively by NATO forces in ArmA 3. It was added with the release of the Marksmen DLC.

Overview[]

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


The Mk-I EMR is a gas operated, selective-fire marksman rifle that is chambered to fire the 7.62×51 mm NATO round.

It can load either 20- or 10-round box magazines, and can attain a fire rate of up to 600 rounds per minute[CfgWp 7][Formula 1] on full auto with a muzzle velocity of 940 m/s.[CfgWp 8] All of its rails (top[CfgWp 9], side[CfgWp 10] and underbarrel[CfgWp 11]) support the attachment of various accessories. Its muzzle is capable of mounting a sound suppressor.[CfgWp 12]

The EMR provides the operator the ability to lay down precision firepower at medium-long ranges while being (relatively) compact enough to use in close quarters if necessary.

Compared to the Mk18, the EMR is significantly heavier and retains a lower rate of fire. Overall accuracy is much better however, and the EMR has less noticeable recoil when the weapon is stabilised properly. This, combined with its greater muzzle velocity (which can be further increased with the aid of a muzzle suppressor) allows the EMR to incapacitate or outright kill armoured targets at distances of up to 800 metres.

However, given the limited capacity of the EMR's magazine (incidentally a problem that all 7.62 mm battle rifles share) along with its increased weight and overall inertia penalties[CfgWp 5], the EMR is not particularly useful in close quarters. As such, it shouldn't be brought onto missions that will involve CQB as its drawbacks in these situations far outweigh its strengths.

Ironsights[]

Arma3-mkiemr-ironsight-overview

The ironsights on the Mk-I EMR can be manually zeroed starting at a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 13] By default, it is set to a zeroing of 300 metres.[CfgWp 14] Neither the front nor rear sights are illuminated.

If an optical sight with a zeroing limit greater than 600 metres is attached onto the top rail (e.g. LRPS), the EMR will allow for an absolute maximum zeroing of 1,600 metres.[CfgWp 15]

Camouflage[]

  • Sand: Standard desert sand/flat dark earth paint scheme. Used by Mediterranean NATO forces.
  • Camo: Spraypaint scheme designed to mimic NATO's MTP uniform camouflage.
  • Black: Matte black paint scheme.
  • Khaki: Two-coloured paint scheme with a green stock/furniture and a matte black chassis. Primarily used by Pacific NATO forces.
  • Woodland: Unique woodland camouflage scheme.

Ammunition[]

Ammo parameter 7.62 mm NATO (Ball)
Base damage value 11.6[CfgAm 1]
Aerodynamic friction -0.001[CfgAm 2]
Muzzle velocity (m/s) 850[CfgMa 3][note 1]
Expected velocity (m/s) 800[CfgAm 3][note 2]
Penetration depth (mm) 20.4[CfgAm 4][Formula 2]
(22.56)[Formula 3]
Deflection angle (degrees) 15°[CfgAm 5]

The Mk-I EMR can load two types of magazines.[CfgWp 16] The 20-round magazines have a weight of 12[CfgMa 4] "mass" units while the 10-rounder magazines have a weight of 6[CfgMa 5] "mass" units:

7.62 mm 20Rnd Mag[]

Arma3-ammunition-20rndmk18

Standard 20-round box magazine loaded 7.62 mm NATO ball ammunition.[CfgMa 6] It is fully interchangeable with the Mk14/Mk18 ABR/SPAR-17.

None of the rounds fired will emit visible tracers.

7.62 mm 10Rnd Mk14 Mag[]

Arma3-ammunition-10rndmk14

Reduced capacity 10-round box magazine intended to be used with the Mk14 Classic.

As with the 20-rounder magazines, none of the rounds will emit visible tracers.

Achievements[]

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

Trivia[]

  • The Mk-I EMR is based on Sig Sauer's "SG 556 DMR".[2] Aside from using a differently shaped box magazine and being chambered to fire 7.62 mm NATO instead, it is mostly identical to its real-world counterpart.
  • Although it is capable of loading the reduced capacity 10-rounder magazines used by the Mk14 Classic, its model will not actually change to reflect this as the model lacks a magazine proxy.
  • Prior to the release of the Tanks DLC (as part of Game Update 1.82), the proxy point on the Mk-I EMR's muzzle was not correctly positioned and would cause 7.62 mm suppressors to visibly clip into barrel's mesh.[3]
  • Several Tanoan Gendarmerie officers can be seen wielding Mk-I EMRs furnished in black throughout the Old Man mini-campaign/scenario, though only by select sharpshooters positioned at the larger police stations.[4]

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> B_762x51_Ball >> hit
  2. CfgAmmo >> B_762x51_Ball >> airFriction
  3. CfgAmmo >> B_762x51_Ball >> typicalSpeed
  4. CfgAmmo >> B_762x51_Ball >> caliber
  5. CfgAmmo >> B_762x51_Ball >> deflecting

CfgMagazines

  1. CfgMagazines >> 20Rnd_762x51_Mag >> count
  2. CfgMagazines >> 10Rnd_Mk14_762x51_Mag >> count
  3. CfgMagazines >> 20Rnd_762x51_Mag >> initSpeed
  4. CfgMagazines >> 20Rnd_762x51_Mag >> mass
  5. CfgMagazines >> 10Rnd_Mk14_762x51_Mag >> mass
  6. CfgMagazines >> 20Rnd_762x51_Mag >> ammo >> "B_762x51_Ball"

CfgWeapons

  1. CfgWeapons >> srifle_DMR_03_F >> Single >> dispersion
  2. CfgWeapons >> srifle_DMR_03_F >> FullAuto >> dispersion
  3. CfgWeapons >> srifle_DMR_03_F >> WeaponSlotsInfo >> mass
  4. CfgWeapons >> srifle_DMR_03_F >> recoil
  5. 5.0 5.1 CfgWeapons >> srifle_DMR_03_F >> inertia
  6. CfgWeapons >> srifle_DMR_03_F >> dexterity
  7. CfgWeapons >> srifle_DMR_03_F >> FullAuto >> reloadTime
  8. CfgWeapons >> srifle_DMR_03_F >> initSpeed
  9. CfgWeapons >> srifle_DMR_03_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 >> srifle_DMR_03_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  11. CfgWeapons >> srifle_DMR_03_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 >> srifle_DMR_03_F >> WeaponSlotsInfo >> MuzzleSlot_762 >> compatibleItems >> {muzzle_snds_B,muzzle_snds_B_arid_F,muzzle_snds_B_khk_F,muzzle_snds_B_lush_F,muzzle_snds_B_snd_F}
  13. CfgWeapons >> srifle_DMR_03_F >> discreteDistance[] >> {100,200,300,400,500,600}
  14. CfgWeapons >> srifle_DMR_03_F >> discreteDistanceInitIndex >> "2"
  15. CfgWeapons >> srifle_DMR_03_F >> maxZeroing
  16. CfgWeapons >> srifle_DMR_03_F >> magazineWell[] >> {"M14_762x51"}

Formulae

  1. 60 / reloadTime = 60 / 0.1
  2. initSpeed * caliber * 15 / 1000 = 850 * 1.6 * 15 / 1000
  3. Weapon's initSpeed * Ammo's caliber * 15 / 1000 = 940 * 1.6 * 15 / 1000

Notes[]

  1. This value only applies to the magazine itself. The Mk-I EMR's initSpeed value is higher and always overrides the magazine's muzzle velocity.
  2. Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. ARMA 3: Marksmen 2015 [Video Game], Bohemia Interactive a.s., Field Manual/Weapons/Mk-I EMR 7.62 mm, "The Mk-I EMR (Enhanced Marksman Rifle) is a modern marksman rifle chambered in 7.62 mm NATO. It is a light, reliable, and easily serviceable weapon, which can benefit from various attachments. The EMR offers single and full auto fire modes and it is most suited to ranges from 600 to 800 m."
  2. Haládik, L 2015, OPREP - MARKSMEN WEAPONS, Arma 3, viewed 24 September 2017, <https://dev.arma3.com/post/oprep-marksmen-weapons>.
  3. Kovařič, V 2018, SPOTREP #00079, Arma 3, viewed 2 September 2023, <https://dev.arma3.com/post/spotrep-00079>.
  4. ARMA 3: Apex 2020 [Video Game], Bohemia Interactive a.s., Old Man

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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