Armed Assault Wiki

« 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 grenade launcher.
The Mk13 grenade launcher.

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[]

This is a premium asset that requires ownership of the Operation Arrowhead expansion pack.

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[]

Arma2-mk13-ironsight-overview

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[]

Main article: Underbarrel grenade launcher (ArmA 2)#Grenade types (M203)

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.
    • The standalone version of the German-made "M320A1" grenade launcher module (not to be confused with the M320 LRR in ArmA 3) designed by Heckler & Koch GmbH on the other hand, is actually used in the same configuration and role as the ArmA 2 Mk13 and would have been a more sensible choice.
  • 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

  1. CfgMagazines >> 1Rnd_HE_M203 >> count

CfgWeapons

  1. 1.0 1.1 CfgWeapons >> Mk13_EP1 >> type >> "1"
  2. CfgWeapons >> Mk13_EP1 >> recoil
  3. CfgWeapons >> Mk13_EP1 >> recoilProne
  4. CfgWeapons >> Mk13_EP1 >> dexterity
  5. 5.0 5.1 CfgWeapons >> Mk13_EP1 >> magazines[] >> {"1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203","1Rnd_Smoke_M203","1Rnd_SmokeRed_M203","1Rnd_SmokeGreen_M203","1Rnd_SmokeYellow_M203"}
  6. CfgWeapons >> Mk13_EP1 >> reloadTime

Formulae

  1. 60 / reloadTime = 60 / 0.5

Notes[]

  1. 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[]

  1. 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[]

  • M32 (Alternate multiple-shot U.S. Army counterpart)
  • M79 (Factionless single-shot counterpart)
Weapons of ArmA 2
Handguns CZ 75 9 mmG17 9 mmM1911 .45M9 9 mmMakarov 9 mmRevolver .45
Submachine guns CZ Scorpion Evo 3 A1 9 mmMP5 9 mmPDW 9 mmPP-19 Bizon 9 mmSa-61 Scorpion .32
Shotguns M1014Saiga 12KAA-12
Carbines AKS-74U 5.45 mm* • G36 series* (G36C*, G36K*) • M4A1 5.56 mm (M4A1 M203, M4A3, M4A3 M203) • Mk16 CQC 5.56 mmXM8 Compact 5.56 mm
Assault rifles AK-107 5.45 mm (AK-107 GP-25) • AK-74 5.45 mm (AK-74 GP-25*, AKS-74*) • AKM 7.62 mmAKS 7.62 mm* • CZ 805 BREN A1 5.56 mm (CZ 805 A1 G1, CZ 805 BREN A2, CZ 805 B1 G1) • FN FAL 7.62 mmG36A 5.56 mm* • L85A2 5.56 mm (L85A2 UGL) • M16A2 5.56 mm* (M16A2 M203*) • M16A4 5.56 mm (M16A4 M203) • SCAR series (Mk16, Mk16 EGLM, Mk17, Mk17 EGLM) • Sa-58 7.62 mmXM8 series (XM8, XM8 M320)
Designated marksman rifles DMR 7.62 mmL86A2 LSW 5.56 mmM14 7.62 mmMk12 SPR 5.56 mmMk17 Sniper 7.62 mmVSS Vintorez 9 mmXM8 Sharpshooter 5.56 mm
Sniper rifles AS50 12.7 mmCZ 550 9.3 mmCZ 750 S1 M1 .308KSVK 12.7 mm* • Lee-Enfield .303LRR .338M107 .50* • M110 7.62 mmM24 7.62 mm* (M40A3) • SVD Dragunov 7.62 mm*
Squad automatic weapons L110A1 5.56 mmM249 SAW 5.56 mm* • MG36 5.56 mm* • RPK-74 5.45 mmXM8 Automatic Rifle 5.56 mm
Machineguns L7A2 GPMG 7.62 mmMk 48 Mod 0 7.62 mm* • M240 7.62 mm* • M60E4 7.62 mmPKP 7.62 mmPKM 7.62 mmUK-59 7.62 mm
Grenade launchers M32M79Mk13
Launchers 9K32 Strela-29K38 Igla9K115-2 Metis-MFGM-148 JavelinFIM-92F StingerM136M47 DragonMAAWSNLAWRPG-7VRPG-18SMAW
Static AGS-30D-30DShKMIgla AA PodKORDL111A1L134A1M119A1M2M252Mk19Metis AT-132B14 PodnosRBS-70SearchlightSPG-9StingerTOWZU-23
(Parenthesis) denote variants.
* indicates partial DLC dependency.
Operation Arrowhead | British Armed Forces | Private Military Company | Army of the Czech Republic
U.S. Army - Armoury (ArmA 2)
Handguns G17 9 mmM1911 .45M9 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 mmMk17 Sniper 7.62 mm
Sniper rifles M107 .50M110 7.62 mmM24 7.62 mm
Squad automatic weapons M249 SAW 5.56 mm
Machineguns Mk 48 Mod 0 7.62 mmM240 7.62 mm
Grenade launchers M32Mk13
Launchers FGM-148 JavelinFIM-92F StingerM136MAAWS
Static M2M252Mk19M119A1SearchlightStingerTOW
(Parenthesis) denote variants.
Operation Arrowhead