« | The EGLM (Enhanced Grenade Launcher Module) is an 40mm grenade launcher created for both Mk. 16 assault rifle and Mk. 17 battle rifle. The main advantage of EGLM over M203 are a double action trigger and a swing out chamber. Armoury Description
|
» |

The Mk13 is a 40 mm grenade launcher used exclusively by U.S. Army special operations units in ArmA 2. It was added with the release of the Operation Arrowhead expansion pack.
Overview[]
The Mk13 is a single-shot grenade launcher with a double-action operation. It is designed to fire 40 mm grenade rounds.
It can only be loaded with individual 40 mm grenade rounds also shared with other NATO-standard underbarrel grenade launchers.[CfgWp 5] The Mk13 can attain a fire rate of up to 120 rounds per minute[CfgWp 6][Formula 1] and has a simple flip-up ironsight that can be used to aim with.
As with the underbarrel EGLM on the Mk16/Mk17 rifles and the M79, the Mk13 can load several types of grenade rounds with different kinds of warheads, ranging from lethal high-explosive (HE) to coloured non-lethal smoke, as well as less-than-lethal (LTL) flare shells for illumination and signalling purposes.[CfgWp 5]
However, it must also be reloaded after every shot, which greatly restricts its already painstakingly slow rate of fire. The Mk13 is always limited to a hard cap of eight grenades unless the operator stores additional rounds in a backpack. Additionally, one quirk with the Mk13 is that it is treated as a primary weapon but has ammunition that occupies secondary weapon slots instead.[CfgWp 1] This effectively prevents the use of a sidearm since any available secondary weapon magazine slots will be taken up by the Mk13's grenades.
Just like the M79, these drawbacks all together make the Mk13 a mostly useless weapon, especially in comparison to the U.S. Army's own (and much better) M32 multiple grenade launcher. Short of there being no other grenade launcher-type weapons available, the Mk13 should always be avoided in favour of a proper UGL-equipped rifle like the Mk16 EGLM or Mk17 EGLM instead.
Ironsights[]

The Mk13's sight cannot be manually zeroed. The white dot at the base of the sight is not illuminated.
The top of the leaf, when "aiming" in first person, approximately represents the point of impact for targets located 150 metres away.[note 1]
Recoil curves[]
{
title: {
text: 'assaultRifleBase'
},
tooltip: {
trigger: 'axis',
axisPointer: {
type: 'cross',
label: {
backgroundColor: '#824100'
}
}
},
legend: {
data: ['Time Taken', 'Kickback', 'Kick Up']
},
toolbox: {
feature: {
saveAsImage: {}
}
},
grid: {
left: '3%',
right: '4%',
bottom: '3%',
containLabel: true
},
xAxis: [
{
name: 'Duration',
nameLocation: 'middle',
type: 'category',
boundaryGap: false,
data: ['0', '0.01', '0.02', '0.03', '0.04']
}
],
yAxis: [
{
name: 'Amplitude',
nameLocation: 'end',
type: 'value'
}
],
series: [
{
name: 'Time Taken',
type: 'line',
stack: 'Total',
label: {
show: true,
position: 'top'
},
areaStyle: {},
emphasis: {
focus: 'series'
},
data: [0, 0.06, 0.1, 0.1, 0.05],
smooth: true
},
{
name: 'Kickback',
type: 'line',
stack: 'Total',
label: {
show: true,
position: 'top'
},
areaStyle: {},
emphasis: {
focus: 'series'
},
data: [0, 0.01, 0, -0.01, 0],
smooth: true
},
{
name: 'Kick Up',
type: 'line',
stack: 'Total',
label: {
show: true,
position: 'top'
},
areaStyle: {},
emphasis: {
focus: 'series'
},
data: [0, 0.01, -0.02, 0.01, 0],
smooth: true
}
]
}
Charts/graphs are not available on mobile. Please switch to desktop mode in order to see them.
|
Munitions[]
Trivia[]
- In stark contrast to how it is depicted in ArmA 2, the U.S. Army does not actually utilise the Mk13 in real-life.
- Prior to the latest Steam version patches (as part of the Community Configuration Project updates), AI units could not utilise the Mk13 properly and would either miss their targets completely or refuse to fire. This was eventually fixed by the CCP, which added a unique hidden firemode that can only be utilised by the AI (and one that "allows" them to shoot the Mk13 properly).[1]
Gallery[]
Config/script references[]
CfgMagazines
CfgWeapons
Formulae
|
Notes[]
- ↑ ArmA 2 does not natively support animated leaf sights on grenade launcher-type weapons. Although "aiming" with the Mk13's leaf and attacking targets located at ranges greater than 150 metres is still possible by improvising with the sight's white dot, it is not a precise method for doing so. It should not be relied upon to hit anything at those distances, and it is better to utilise the UI's crosshair if the latter is enabled in the player's difficulty settings.
References[]
- ↑ Foltyn, D, Španěl, M et al. 2013, Roadmap - Arma 2: Community Configuration Project, DevHeaven, viewed 15 April 2025, <http://web.archive.org/web/20130627131748/https://dev-heaven.net/projects/arma-2-ccp/roadmap>. (archived link)
External links[]
See also[]
Weapons of comparable role and configuration[]
![]() | |
---|---|
Handguns | G17 9 mm • M1911 .45 • M9 9 mm |
Shotguns | M1014 |
Carbines | Mk16 CQC 5.56 mm |
Assault rifles | SCAR series (Mk16, Mk16 EGLM, Mk17, Mk17 EGLM) |
Designated marksman rifles | M14 7.62 mm • Mk17 Sniper 7.62 mm |
Sniper rifles | M107 .50 • M110 7.62 mm • M24 7.62 mm |
Squad automatic weapons | M249 SAW 5.56 mm |
Machineguns | Mk 48 Mod 0 7.62 mm • M240 7.62 mm |
Grenade launchers | M32 • Mk13 |
Launchers | FGM-148 Javelin • FIM-92F Stinger • M136 • MAAWS |
Static | M2 • M252 • Mk19 • M119A1 • Searchlight • Stinger • TOW |
(Parenthesis) denote variants. Operation Arrowhead |