Armed Assault Wiki

« The Mk14 is a classic battle rifle used in service since the sixties. It is a selective fire automatic rifle that fires the 7.62x51 mm NATO ammunition. Mk14 was replaced by advanced modern variants like Mk18 ABR, but thanks to its low cost, simple construction, and reliability, it is still used in several countries.
Field Manual[1]
»
The Mk14 7.62 mm battle rifle.
The Mk14 7.62 mm battle rifle.

The Mk14 is a 7.62 mm battle rifle used by both Altian government Loyalist and FIA sharpshooters, along with Livonian civilian hunters in ArmA 3. It was added with the release of the Marksmen DLC.

Overview[]

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

The Mk14 is a selective-fire, gas operated battle rifle that is chambered to fire the 7.62×51 mm NATO round.

It primarily feeds from 20-round box magazines (or can optionally load reduced capacity 10-rounder magazines), and can attain a fire rate of up to ~ 705 rounds per minute[CfgWp 7][Formula 1] with a muzzle velocity of 850 m/s.[CfgMa 3] The Mk14 only accepts optical sights on its top rail[CfgWp 8] but can also have a bipod fitted onto a small rail beneath the forward end of the barrel.[CfgWp 9] Lastly, the muzzle allows for a 7.62 mm sound suppressor to be attached.[CfgWp 10]

Accurate out to a distance of 600 metres, the Mk14's performance almost matches its contemporary counterpart, the Mk18 ABR, despite being described as an outdated weapon. The Mk14's advantage is that it is 25% lighter in comparison (140 "mass"[CfgWp 3] versus the Mk18's 180[CfgWp 11]) and shares the same high damage output since it also fires 7.62 mm NATO[CfgMa 4], befitting its status as a medium power marksman rifle.

The only main downside to the Mk14 is its higher-than-average recoil and greater dispersion compared to the Mk18 ABR. Whereas the Mk18 ABR has at least somewhat manageable recoil during both semi/fully automatic fire, the Mk14's recoil is more unstable and is difficult to control. This limits the operator to firing in semi-automatic only even at close range, lest they expend ammunition fruitlessly on missed shots. Additionally, unlike the Mk18 ABR the Mk14 also lacks a side rail and is thus unable to attach a flashlight or a laser pointer.

Variants[]

Mk14 (Classic)[]

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

« The Mk14 is a classic battle rifle used in service since the sixties. It is a selective fire automatic rifle that fires the 7.62x51 mm NATO ammunition. Mk14 was replaced by advanced modern variants like Mk18 ABR, but thanks to its low cost, simple construction, and reliability, it is still used in several countries. Civilian hunters in many corners of the world use a single fire version with classic walnut finish, often loaded with a smaller 10 round magazine.
Field Manual[2]
»
The civilian Mk14 7.62 mm battle rifle.
The civilian Mk14 7.62 mm battle rifle.

This variant is a civilian model of the mil-spec Mk14. It was added with the release of the Contact DLC.

Used by civilian hunters, Altian and Livonian criminal organisations, as well as Tanoan anti-government fighters, it features a few downgrades compared to its parent model. For instance, it is restricted to a semi-automatic fire mode only[CfgWp 17] and is intended to feed from smaller 10-round magazines.[CfgWp 18]

Though it retains an identical rate of fire[CfgWp 19][Formula 2] and is unchanged when it comes to weight[CfgWp 13], its reduced capacity magazine and lack of a full auto mode hampers its usefulness in close quarters.

As compensation for these downgrades, the Classic is slightly more precise and has reduced dispersion.[CfgWp 12] Furthermore, its lower ammunition drawback can be circumvented by simply loading the mil-spec Mk14's 20-rounder magazines, allowing the Mk14's user to retain the best of both weapons without having to sacrifice accuracy.

However, it should be noted that this only applies if the user has access to regular 20-round magazines. If the latter are not available then the mil-spec Mk14 remains as the more viable option for most situations.

Ironsights[]

Arma3-mk14-ironsight-overview
The Mk14's ironsights allows for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 20] By default, it is set to a zeroing of 200 metres.[CfgWp 21] 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 Mk14 will allow for an absolute maximum zeroing of 1,600 metres.[CfgWp 22]

Arma3-mk14classic-ironsight-overview
Ironsights on the Mk14 Classic allow for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 23] By default, it is set to a zeroing of 200 metres.[CfgWp 24] 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 Mk14 Classic will allow for an absolute maximum zeroing of 1,600 metres.[CfgWp 25]

Camouflage[]

  • Camo: Spraypaint camouflage designed to mimic foliage and forest brush.
  • Olive: Simple olive green paint scheme.
  • Walnut: Chromed walnut-coloured finish with a wooden frame. Only used on civilian Mk14 Classics.

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]
Expected velocity (m/s) 800[CfgAm 3][note 1]
Penetration depth (mm) 20.4[CfgAm 4][Formula 3]
Deflection angle (degrees) 15°[CfgAm 5]

Both mil-spec and Classic Mk14s can be fed with two types of magazines, either the 20- or 10-round box magazines.[CfgWp 26][CfgWp 27] The 20-rounder magazines have a weight of 12[CfgMa 5] "mass" units while the 10-round magazines have a weight of 6[CfgMa 6] "mass" units:

7.62 mm 20Rnd Mag[]

Arma3-ammunition-20rndmk18

Standard 20-round box magazine loaded 7.62 mm NATO ball ammunition.[CfgMa 4] It is fully interchangeable with the Mk18 ABR/Mk-I EMR/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.

Magazine compatibility[]

M14_762x51
Weapon name
(Classname)
7.62 mm 20Rnd Mag
7.62 mm 10Rnd Mk14 Mag
Mk14 7.62 mm (Camo)
(srifle_DMR_06_camo_F)
Mk14 7.62 mm (Classic)
(srifle_DMR_06_hunter_F)
Mk14 7.62 mm (Olive)
(srifle_DMR_06_olive_F)


Western Sahara Creator DLC only

NOTE: The following table only applies if the third party-developed Western Sahara Creator DLC is activated.

This is a premium asset that requires ownership of the Western Sahara Creator DLC.

M14_762x51
Weapon name
(Classname)
7.62 mm 20Rnd Mag
7.62 mm 20Rnd Black Mag
7.62 mm 20Rnd Snake Mag
7.62 mm 10Rnd Mk14 Mag
7.62 mm 10rnd Mk14 Black Mag
7.62 mm 10rnd Mk14 Snake Mag
Mk14 7.62 mm (Camo)
(srifle_DMR_06_camo_F)
Mk14 7.62 mm (Classic)
(srifle_DMR_06_hunter_F)
Mk14 7.62 mm (Olive)
(srifle_DMR_06_olive_F)



Achievements[]

  • Marksmen Weapon Master
    • The Mk14 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.
    • Note that the Mk14 Classic does not count as it is not a part of Marksmen's content, but rather originates from the Contact expansion pack.

Trivia[]

  • The Mk14 is based on the real "M14" battle rifle that is still in service with the armed forces of many countries worldwide.[3]
  • Prior to the DLC's release, a teaser render of the Mk14 showed that it was originally meant to be an AAF weapon. Upon release, it was changed to become an FIA-exclusive weapon instead.[4]
  • A minor visual fix was applied to the model for (non-Classic) Mk14s after Game Update 1.82's release. The patch fixed an issue that would cause 7.62 mm suppressors to visibly clip into the weapon's barrel when attached.[5]
  • The Classic variant was not included with the Marksmen DLC and was only added following the Contact expansion pack's release.[6]
    • Initially, the Classic variant was less accurate and had significantly higher dispersion compared to the mil-spec Mk14. This was eventually refactored following Contact's full release whereupon the Classic variant's dispersion was reduced.

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. 1.0 1.1 CfgMagazines >> 20Rnd_762x51_Mag >> count
  2. 2.0 2.1 CfgMagazines >> 10Rnd_Mk14_762x51_Mag >> count
  3. 3.0 3.1 CfgMagazines >> 20Rnd_762x51_Mag >> initSpeed
  4. 4.0 4.1 CfgMagazines >> 20Rnd_762x51_Mag >> ammo >> "B_762x51_Ball"
  5. CfgMagazines >> 20Rnd_762x51_Mag >> mass
  6. CfgMagazines >> 10Rnd_Mk14_762x51_Mag >> mass

CfgWeapons

  1. CfgWeapons >> srifle_DMR_06_camo_F >> Single >> dispersion
  2. CfgWeapons >> srifle_DMR_06_camo_F >> FullAuto >> dispersion
  3. 3.0 3.1 CfgWeapons >> srifle_DMR_06_camo_F >> WeaponSlotsInfo >> mass
  4. CfgWeapons >> srifle_DMR_06_camo_F >> recoil
  5. CfgWeapons >> srifle_DMR_06_camo_F >> inertia
  6. CfgWeapons >> srifle_DMR_06_camo_F >> dexterity
  7. CfgWeapons >> srifle_DMR_06_camo_F >> FullAuto >> reloadTime
  8. CfgWeapons >> srifle_DMR_06_camo_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}
  9. CfgWeapons >> srifle_DMR_06_camo_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}
  10. CfgWeapons >> srifle_DMR_06_camo_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}
  11. CfgWeapons >> srifle_EBR_F >> WeaponSlotsInfo >> mass
  12. 12.0 12.1 CfgWeapons >> srifle_DMR_06_hunter_F >> Single >> dispersion
  13. 13.0 13.1 CfgWeapons >> srifle_DMR_06_hunter_F >> WeaponSlotsInfo >> mass
  14. CfgWeapons >> srifle_DMR_06_hunter_F >> recoil
  15. CfgWeapons >> srifle_DMR_06_hunter_F >> inertia
  16. CfgWeapons >> srifle_DMR_06_hunter_F >> dexterity
  17. CfgWeapons >> srifle_DMR_06_hunter_F >> modes[] >> {"Single","single_close_optics1","single_medium_optics1","single_far_optics1"}
  18. CfgWeapons >> srifle_DMR_06_hunter_F >> magazines[] >> {"10Rnd_Mk14_762x51_Mag"}
  19. CfgWeapons >> srifle_DMR_06_hunter_F >> Single >> reloadTime
  20. CfgWeapons >> srifle_DMR_06_camo_F >> discreteDistance[] >> {100,200,300,400,500,600}
  21. CfgWeapons >> srifle_DMR_06_camo_F >> discreteDistanceInitIndex >> "1"
  22. CfgWeapons >> srifle_DMR_06_camo_F >> maxZeroing
  23. CfgWeapons >> srifle_DMR_06_hunter_F >> discreteDistance[] >> {100,200,300,400,500,600}
  24. CfgWeapons >> srifle_DMR_06_hunter_F >> discreteDistanceInitIndex >> "1"
  25. CfgWeapons >> srifle_DMR_06_hunter_F >> maxZeroing
  26. CfgWeapons >> srifle_DMR_06_camo_F >> magazineWell[] >> {"M14_762x51"}
  27. CfgWeapons >> srifle_DMR_06_hunter_F >> magazineWell[] >> {"M14_762x51"}

Formulae

  1. 60 / reloadTime = 60 / 0.085
  2. 60 / reloadTime = 60 / 0.085
  3. initSpeed * caliber * 15 / 1000 = 850 * 1.6 * 15 / 1000

Notes[]

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

References[]

  1. Bohemia Interactive a.s., 2015, Marksmen, Arma 3, viewed 6 March 2025, <https://arma3.com/dlc/marksmen>.
  2. Bohemia Interactive a.s., 2019, Contact, Arma 3, viewed 6 March 2025, <https://arma3.com/contact>.
  3. Haládik, L 2015, OPREP - MARKSMEN WEAPONS, Arma 3, viewed 24 September 2017, <https://dev.arma3.com/post/oprep-marksmen-weapons>.
  4. Crowe, J 2015, SITREP #00096, Arma 3, viewed 26 November 2023, <https://dev.arma3.com/post/sitrep-00096>.
  5. Kovařič, V 2018, SPOTREP #00079, Arma 3, viewed 3 April 2025, <https://dev.arma3.com/post/spotrep-00079>.
  6. van 't Land, J.J. 2019, SPOTREP #00089, Arma 3, viewed 26 July 2019, <https://dev.arma3.com/post/spotrep-00089>.

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 DesignatorSPG-9* • Static Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* this weapon is not available in a standalone turret configuration and is only available as a vehicle-mounted weapon.
Karts DLC | Marksmen DLC | Apex DLC | Tanks DLC | Contact DLC
FIA - Armoury (ArmA 3)
Handguns ACP-C2 .45
Carbines TRG-20 5.56 mm
Assault rifles Mk20 5.56 mmTRG-21 5.56 mm (TRG-21 EGLM)
Designated marksmen rifles Mk14 7.62 mm
Squad automatic weapons Mk200 6.5 mm
Launchers MAAWS Mk4 Mod 0RPG-42
Static M2Mk6 MortarSPG-9*
(Parenthesis) denote variants.
* this weapon is not available in a standalone turret configuration and is only available as a vehicle-mounted weapon.
Marksmen DLC | Apex DLC | Tanks DLC
Government Loyalists - Armoury (ArmA 3)
Handguns ACP-C2 .45
Carbines AKS-74U 5.45 mmMk20C 5.56 mmTRG-20 5.56 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mmMk20 5.56 mm (Mk20 EGLM) • SPAR-16 series (SPAR-16, SPAR-16 GL) • TRG-21 5.56 mm (TRG-21 EGLM)
Designated marksmen rifles Mk14 7.62 mmMk18 ABR 7.62 mm
Squad automatic weapons LIM-85 5.56 mmMk200 6.5 mm
Launchers RPG-7RPG-42
Static M2Mk6 Mortar
(Parenthesis) denote variants.
Marksmen DLC | Apex DLC
L'Ensemble - Armoury (ArmA 3)
Handguns PM 9 mm
Submachine guns Sting 9 mmPDW2000 9 mmProtector 9 mm
Shotguns Kozlice
Carbines AKS-74U 5.45 mmAKU-12 7.62 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mmSPAR-16 series (SPAR-16, SPAR-16 GL)
Designated marksmen rifles Mk14 Classic 7.62 mm
Squad automatic weapons LIM-85 5.56 mmRPK-12 7.62 mm
Launchers RPG-7RPG-42
Static M2SPG-9*
(Parenthesis) denote variants.
* this weapon is not available in a standalone turret configuration and is only available as a vehicle-mounted weapon.
Apex DLC | Contact DLC