Armed Assault Wiki

« The Mk32 GMG is a static grenade launcher. It's based on the Mk30 HMG, using the same electronic targeting and tripod, but fires 20 mm grenades instead of .50 BMG. Mk32 also exists in an automatic/remotely controlled variant which is labeled Mk32A.
Field Manual[1]
»


The Mk32 is a 20 mm automatic grenade launcher used by several BLUFOR, REDFOR and INDFOR factions in ArmA 3.

Overview[]

The Mk32 is a static/vehicle-mounted automatic grenade launcher that is designed to fire 20 mm grenade rounds.

It feeds exclusively from 40-round belts that are loaded with high-explosive (HE) grenades.[CfgWp 4] The Mk32 can attain a fire rate of up to 250 rounds per minute[CfgWp 5][Formula 1] and has a muzzle velocity of 400 m/s.[CfgMa 2]

Designed to replace the long outdated MK19, the Mk32 serves as the standard AGL used by all three main factions in ArmA 3. Just like the Mk30 heavy machine gun, it uses an integrated fire control sight with a laser rangefinder[CfgVh 5][CfgVh 6], giving the operator the ability to utilise automatic zeroing[CfgWp 6] up to a maximum distance of 2,000 metres.[CfgWp 7] Mk32 turrets have access to a stockpile of four 20 mm grenade "magazines", providing any Mk32 turret a combined pool of 160 grenades.[CfgVh 7][CfgVh 8] It takes at least 10 seconds to rearm the Mk32 with a fresh belt of grenades.[CfgWp 8]

As with the Mk30 HMG, the Mk32 can be mounted onto either lowered or raised tripods. The tripod used by high-mount Mk32s allows the operator to freely swivel the turret in any direction horizontally.[CfgVh 9][CfgVh 10] However, vertical rotation is limited to a maximum of 35 degrees elevation[CfgVh 11] and a depression of just 20 degrees.[CfgVh 12]

On the other hand, the tripod on low-mount Mk32s has more restrictive traverse, elevation and depression limits. Horizontal rotation is limited to a maximum of 40 degrees in either direction.[CfgVh 13][CfgVh 14] Likewise, vertical rotation is cut down to just 20 degrees for both elevation and depression.[CfgVh 15][CfgVh 16]

Regardless of their mounting format, Mk32 turrets can be broken down and disassembled into a man-portable backpack form, consisting of both the weapon itself and its tripod (either low or raised).[CfgVh 17][CfgVh 18] It should be noted that the tripods and weapons are not interchangeable with one another. For instance, a low tripod cannot be paired with a raised Mk32[CfgVh 19], and a raised tripod cannot be used to reassemble a low-mount Mk32.[CfgVh 20] However, it is possible for the tripods to be interchangeably used with Mk30 HMGs (so long as they are paired with a matching weapon configuration).

Variants[]

Mk32A[]

The Mk32A is a modified Mk32 AGL that has been converted into an automatic sentry gun. Just like the Mk30A, the Mk32A does not need to be manually controlled by a human operator and will automatically attack enemy targets once its AI acquires a valid target.[CfgVh 22]

It is functionally identical to low-mount Mk32s in almost every way, save for being an autonomous turret that does not need to be manned. It can also be broken down into two components like regular Mk32s consisting of the weapon and its AI pod as well as its tripod.[CfgVh 23] Because it uses the same lowered tripod as manned low-mount Mk32s, disassembled Mk32As can be rebuilt using the same low tripod (this does not include raised tripods for obvious reasons).[CfgVh 24]

The Mk32A feeds from 40-round belt "magazines" like its baseline counterpart and has access to the same number of grenade belts (four belts, for a combined total of 160 grenades).[CfgVh 25] The AI can reload the turret by itself (requiring 10 seconds to feed another belt)[CfgWp 8] and does not need to be manually rearmed by a human, though it will still require an ammunition crate or supply truck to rearm from once all its belts are depleted.

As with all unmanned weapons, it cannot be manually controlled unless the operator directly takes control over the turret's AI with a UAV Terminal. UAV/UGV Operators from opposing factions can also hack into Mk32As and turn them against their owners should they get close enough to interact with it. Since the Mk32A is mounted on a low tripod and is unable to fully rotate in all directions, it's particularly vulnerable to being hacked by enemy UAV Operators who can avoid being shot at by simply moving in from behind the turret.

Optics[]

Arma3-mk32-ironsight-overview
The Mk32's integrated optic has variable zoom, has a laser rangefinder, and a compass.[CfgVh 5][CfgVh 6] All elements are coloured in red, save for the main crosshair which is coloured in white instead. It can toggle either a day, night or white-/black-hot thermal vision mode.[CfgVh 26][CfgVh 27][CfgVh 28][CfgVh 29] Magnification limits range from a minimum of 2.13x zoom[CfgVh 30][CfgVh 31][Formula 2] up to a maximum of 8.62x zoom.[CfgVh 32][CfgVh 33][Formula 3]

The integral optic allows for manual zeroing starting from a minimum of 100 metres up to a maximum of 2,000 metres (100, 200, 300, 400, 600, 800, 1000, 1200, 1500, 1600, 1700, 1800, 1900, 2000).[CfgVh 34][CfgVh 35] By default, it is set to a zeroing of 300 metres.[CfgVh 36][CfgVh 37] Note that zeroing adjustments are initially made with increments/decrements of 100 metres up to 400 metres. Beyond 400 metres, adjustments are made in 200 metre increments/decrements up until 1,200 metres, whereupon zeroing jumps to 1,500 metres. Finally, adjustments for zeroing beyond 1,500 metres then revert to 100 metre increments/decrements.

It should also be noted that zeroing is capped at 2,000 metres. This limit applies to both manual zeroing and automated zeroing via its FCS.[CfgWp 7]

Arma3-mk32a-ironsight-overview
The camera on the Mk32A supports variable zoom, has a laser rangefinder, and a compass.[CfgVh 38] All elements are coloured in red, save for the main crosshair which is coloured in white instead. It can toggle either a day, night or white-/black-hot thermal vision mode.[CfgVh 39][CfgVh 40] The camera has a minimum magnification of 2.13x zoom[CfgVh 41][Formula 2] and a maximum of 8.62x zoom.[CfgVh 42][Formula 3]

The Mk32A can be manually zeroed starting from a minimum of 100 metres up to a maximum of 2,000 metres (100, 200, 300, 400, 600, 800, 1000, 1200, 1500, 1600, 1700, 1800, 1900, 2000).[CfgVh 43] By default, it is set to a zeroing of 300 metres.[CfgVh 44] Note that zeroing adjustments are initially made with increments/decrements of 100 metres up to 400 metres. Beyond 400 metres, adjustments are made in 200 metre increments/decrements up until 1,200 metres, whereupon zeroing jumps to 1,500 metres. Finally, adjustments for zeroing beyond 1,500 metres then revert to 100 metre increments/decrements.

It should also be noted that zeroing is capped at 2,000 metres. This limit applies to both manual zeroing and automated zeroing via its FCS.[CfgWp 7]

Ammunition[]

Parameter Value
Base damage value 40[CfgAm 1]
Splash damage value 6[CfgAm 2]
Warhead type High-Explosive
[CfgAm 3][CfgAm 4]
Blast radius (metres) 4[CfgAm 5]
Muzzle velocity (m/s) 400[CfgMa 2]

Mk32s can be loaded with two[note 2] types of "magazines":[CfgWp 4]

20 mm HE Grenade Mag[]

Standard 40-round belt loaded with high-explosive (HE) grenades[CfgMa 3] that have a blast radius of 4 metres.[CfgAm 5]

They have a minimum fuse range of 15 metres. Grenades impacting the terrain under this distance will not explode.[CfgAm 6] The grenade's fuse has a maximum timer of 20 seconds. It will automatically disappear if it does not hit its target before this time expires.[CfgAm 7]

20 mm Grenade Mag[]

200-round belt loaded with 20 mm HE grenades.[CfgMa 4] Its grenades have a blast radius of 4 metres.[CfgAm 5]

Its grenades have a minimum fuse distance of 15 metres. Any grenade that hits the terrain below this distance will not explode.[CfgAm 6] Its fuse has a maximum timer of 20 seconds. If the grenade does not impact a hard surface before it expires, then it will automatically disappear once its time limit is reached.[CfgAm 7]

This magazine is not available to static Mk32s by default and can only be "loaded" into them through the use of scripting commands.

Trivia[]

  • The Mk32 is directly based on the real-world "XM307 Advanced Crew Served Weapon" automatic grenade launcher designed by the General Dynamics Corporation.[2]
    • Just like the Mk30, the Mk32 is clearly an American-made weapon but is ubiquitously employed by all three main factions. Neither the real-world Iranian Armed Forces nor the People's Liberation Army would be utilising the XM307, as both nations possess their own indigenous AGL designs that are already in-service (such as the "QLZ-87" and "QLZ-04")[b 1][b 2] or are prototypes undergoing development.[3]
  • The Mk32/Mk32A cannot be placed in-game through the Zeus or in the editor for Pacific CSAT forces. This also applies to Eastern European NATO forces who similarly lack their own dedicated Mk32 turrets.
  • All variants of the Mk32 were not originally available in the Alpha and were only added in the Beta's final patch (coinciding with ArmA 3's full launch as part of Game Update 1.00).[4]
  • Prior to Game Update 1.68, the Mk32's muzzle velocity was much lower, and its 20 mm grenades were barely capable of hitting targets at distances of 1,000 metres.[5]
  • Along with the Mk30A, the Mk32A is one of the first two static weapons in the entire series that is capable of autonomous operation.

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> G_20mm_HE >> hit
  2. CfgAmmo >> G_20mm_HE >> indirectHit
  3. CfgAmmo >> G_20mm_HE >> explosive
  4. CfgAmmo >> G_20mm_HE >> warheadName
  5. 5.0 5.1 5.2 CfgAmmo >> G_20mm_HE >> indirectHitRange
  6. 6.0 6.1 CfgAmmo >> G_20mm_HE >> fuseDistance
  7. 7.0 7.1 CfgAmmo >> G_20mm_HE >> timeToLive

CfgMagazines

  1. 1.0 1.1 CfgMagazines >> 40Rnd_20mm_G_belt >> count
  2. 2.0 2.1 CfgMagazines >> 40Rnd_20mm_G_belt >> initSpeed
  3. CfgMagazines >> 40Rnd_20mm_G_belt >> ammo >> "G_20mm_HE"
  4. CfgMagazines >> 200Rnd_20mm_G_belt >> ammo >> "G_20mm_HE"

CfgWeapons

  1. 1.0 1.1 CfgWeapons >> GMG_20mm >> manual >> dispersion
  2. 2.0 2.1 CfgWeapons >> GMG_20mm >> recoil
  3. 3.0 3.1 CfgWeapons >> GMG_20mm >> dexterity
  4. 4.0 4.1 CfgWeapons >> GMG_20mm >> magazines[] >> {"200Rnd_20mm_G_belt","40Rnd_20mm_g_belt"}
  5. CfgWeapons >> GMG_20mm >> manual >> reloadTime
  6. CfgWeapons >> GMG_20mm >> FCSZeroingDelay >> "1"
  7. 7.0 7.1 7.2 CfgWeapons >> GMG_20mm >> maxZeroing
  8. 8.0 8.1 CfgWeapons >> GMG_20mm >> magazineReloadTime

CfgVehicles

  1. CfgVehicles >> B_GMG_01_weapon_F >> mass
  2. CfgVehicles >> B_GMG_01_high_weapon_F >> mass
  3. 3.0 3.1 CfgVehicles >> B_HMG_01_support_F >> mass
  4. CfgVehicles >> B_HMG_01_support_high_F >> mass
  5. 5.0 5.1 CfgVehicles >> B_GMG_01_F >> Turrets >> MainTurret >> turretInfoType >> "RscOptics_crows"
  6. 6.0 6.1 CfgVehicles >> B_GMG_01_high_F >> Turrets >> MainTurret >> turretInfoType >> "RscOptics_crows"
  7. CfgVehicles >> B_GMG_01_F >> Turrets >> MainTurret >> magazines[] >> {"40Rnd_20mm_g_belt","40Rnd_20mm_g_belt","40Rnd_20mm_g_belt","40Rnd_20mm_g_belt"}
  8. CfgVehicles >> B_GMG_01_high_F >> Turrets >> MainTurret >> magazines[] >> {"40Rnd_20mm_g_belt","40Rnd_20mm_g_belt","40Rnd_20mm_g_belt","40Rnd_20mm_g_belt"}
  9. CfgVehicles >> B_GMG_01_high_F >> Turrets >> MainTurret >> maxTurn
  10. CfgVehicles >> B_GMG_01_high_F >> Turrets >> MainTurret >> minTurn
  11. CfgVehicles >> B_GMG_01_high_F >> Turrets >> MainTurret >> maxElev
  12. CfgVehicles >> B_GMG_01_high_F >> Turrets >> MainTurret >> minElev
  13. CfgVehicles >> B_GMG_01_F >> Turrets >> MainTurret >> maxTurn
  14. CfgVehicles >> B_GMG_01_F >> Turrets >> MainTurret >> minTurn
  15. CfgVehicles >> B_GMG_01_F >> Turrets >> MainTurret >> maxElev
  16. CfgVehicles >> B_GMG_01_F >> Turrets >> MainTurret >> minElev
  17. CfgVehicles >> B_GMG_01_F >> assembleInfo >> dissasembleTo[] >> {"B_GMG_01_weapon_F","B_HMG_01_support_F"}
  18. CfgVehicles >> B_GMG_01_high_F >> assembleInfo >> dissasembleTo[] >> {"B_GMG_01_high_weapon_F","B_HMG_01_support_high_F"}
  19. CfgVehicles >> B_GMG_01_high_weapon_F >> assembleInfo >> base[] >> {"B_HMG_01_support_high_F","O_HMG_01_support_high_F","I_HMG_01_support_high_F","I_E_HMG_01_support_high_F"}
  20. CfgVehicles >> B_GMG_01_weapon_F >> assembleInfo >> {"B_HMG_01_support_F","O_HMG_01_support_F","I_HMG_01_support_F","I_E_HMG_01_support_F","B_HMG_01_support_grn_F"}
  21. CfgVehicles >> B_GMG_01_A_weapon_F >> mass
  22. CfgVehicles >> B_GMG_01_A_F >> isUav
  23. CfgVehicles >> B_GMG_01_A_F >> assembleInfo >> dissasembleTo[] >> {"B_GMG_01_A_weapon_F","B_HMG_01_support_F"}
  24. CfgVehicles >> B_GMG_01_A_weapon_F >> assembleInfo >> base[] >> {"B_HMG_01_support_F","O_HMG_01_support_F","I_HMG_01_support_F","I_E_HMG_01_support_F","B_HMG_01_support_grn_F"}
  25. CfgVehicles >> B_GMG_01_A_F >> Turrets >> MainTurret >> magazines[] >> {"40Rnd_20mm_g_belt","40Rnd_20mm_g_belt","40Rnd_20mm_g_belt","40Rnd_20mm_g_belt"}
  26. CfgVehicles >> B_GMG_01_F >> Turrets >> MainTurret >> OpticsIn >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  27. CfgVehicles >> B_GMG_01_high_F >> Turrets >> MainTurret >> OpticsIn >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  28. CfgVehicles >> B_GMG_01_F >> Turrets >> MainTurret >> OpticsIn >> ViewOptics >> thermalMode[] >> {0,1}
  29. CfgVehicles >> B_GMG_01_high_F >> Turrets >> MainTurret >> OpticsIn >> ViewOptics >> thermalMode[] >> {0,1}
  30. CfgVehicles >> B_GMG_01_F >> Turrets >> MainTurret >> OpticsIn >> ViewOptics >> maxFov >> "0.117"
  31. CfgVehicles >> B_GMG_01_high_F >> Turrets >> MainTurret >> OpticsIn >> ViewOptics >> maxFov >> "0.117"
  32. CfgVehicles >> B_GMG_01_F >> Turrets >> MainTurret >> OpticsIn >> ViewOptics >> minFov >> "0.029"
  33. CfgVehicles >> B_GMG_01_high_F >> Turrets >> MainTurret >> OpticsIn >> ViewOptics >> minFov >> "0.029"
  34. CfgVehicles >> B_GMG_01_F >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,600,800,1000,1200,1500,1600,1700,1800,1900,2000}
  35. CfgVehicles >> B_GMG_01_high_F >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,600,800,1000,1200,1500,1600,1700,1800,1900,2000}
  36. CfgVehicles >> B_GMG_01_F >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "2"
  37. CfgVehicles >> B_GMG_01_high_F >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "2"
  38. CfgVehicles >> B_GMG_01_A_F >> Turrets >> MainTurret >> turretInfoType >> "RscOptics_crows"
  39. CfgVehicles >> B_GMG_01_A_F >> Turrets >> MainTurret >> OpticsIn >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  40. CfgVehicles >> B_GMG_01_A_F >> Turrets >> MainTurret >> OpticsIn >> ViewOptics >> thermalMode[] >> {0,1}
  41. CfgVehicles >> B_GMG_01_A_F >> Turrets >> MainTurret >> OpticsIn >> ViewOptics >> maxFov >> "0.117"
  42. CfgVehicles >> B_GMG_01_A_F >> Turrets >> MainTurret >> OpticsIn >> ViewOptics >> minFov >> "0.029"
  43. CfgVehicles >> B_GMG_01_A_F >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,600,800,1000,1200,1500,1600,1700,1800,1900,2000}
  44. CfgVehicles >> B_GMG_01_A_F >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "2"

Formulae

  1. 60 / reloadTime = 60 / 0.24
  2. 2.0 2.1 0.25 / maxFov = 0.25 / 0.117
  3. 3.0 3.1 0.25 / minFov = 0.25 / 0.029

Notes[]

  1. 1.0 1.1 Dexterity is defined within the weapon's config but it does not apply since the Mk32 is a static turret.
  2. Static Mk32s (both human-operated and unmanned versions) are only loaded with 40-round grenade belt "magazines" by default. 200-round grenade belt "magazines" are only available if they are specifically added to the turret's stockpile via scripting commands.

Bibliography[]

  1. 胡德利, 白云 2009, 'QLZ04式35mm自动榴弹发射器', 轻兵器, no. 17, pp. 10-13+28.
  2. 胡德利 et al. 2009, p. 10, "QLZ87式35mm自动榴弹发射器是我军第一代班组用自动榴弹发射器,填补了我军装备的空白,其在设计上也有许多亮点之处。但经部队使用反馈,87式自动榴弹发射器在结构设计、使用性能上存在一些缺陷。于是,继一代名流武器之后,2004年,一支全新的QLZ04式35mm自动榴弹发射器诞生了"

References[]

  1. Hlava, B et al. 2014, Arma 3: Field Manual - Weapons Info, Bohemia Interactive Community Wiki, viewed 6 March 2025, <https://community.bistudio.com/wiki/Arma_3:_Field_Manual_-_Weapons_Info>.
  2. Andersen, D, Wright, D 2005, Advanced Crew Served Weapon (ACSW)– XM307; Ammunition Crew Safety & Precision Air-Burst, National Defense Industrial Association, viewed 9 February 2025, <https://web.archive.org/web/20120904202343/http://proceedings.ndia.org/5560/Wednesday/Session_III-A/Anderson.pdf>. (archived link)
  3. Miles 2017, '[IPAS 2017] Iranian Grenade Launchers and Anti-Material Rifles', The Firearm Blog, 19 October, viewed 17 February 2025, <https://www.thefirearmblog.com/blog/2017/10/19/ipas-2017-iranian-grenade-launchers-anti-material-rifles/>.
  4. van 't Land, J.J. 2013, SPOTREP #00010, Arma 3, viewed 2 September 2023, <https://dev.arma3.com/post/spotrep-00010>.
  5. Kovařič, V 2017, SPOTREP #00064, Arma 3, viewed 27 August 2023, <https://dev.arma3.com/post/spotrep-00064>.

External links[]

See also[]

Variants[]

  • Mk30 (Heavy machine gun model)

Static 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
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
CSAT - Armoury (ArmA 3)
Handguns Rook-40 9 mmZubr .45
Submachine guns Sting 9 mm
Carbines Katiba Carbine 6.5 mm
Assault rifles CAR-95 series (CAR-95, CAR-95 GL) • Katiba 6.5 mm (Katiba GL) • SDAR 5.56 mmType 115 6.5 mm*
Designated marksman rifles ASP-1 Kir 12.7 mmCMR-76 6.5 mmCyrus 9.3 mmRahim 7.62 mm
Sniper rifles GM6 Lynx 12.7 mm
Squad automatic weapons CAR-95-1 5.8 mmZafir 7.62 mm
Machineguns Navid 9.3 mm
Launchers 9M135 VoronaRPG-42Titan MPRLTitan MPRL Compact
Static Mk6 MortarMk30Mk32Remote DesignatorStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* denotes weapons exclusive to the Viper sub-faction.
Marksmen DLC | Apex DLC | Tanks DLC
AAF - Armoury (ArmA 3)
Handguns ACP-C2 .45
Submachine guns PDW2000 9 mm
Carbines Mk20C 5.56 mm
Assault rifles Mk20 5.56 mm (Mk20 EGLM) • SDAR 5.56 mm
Designated marksman rifles Mk18 ABR 7.62 mm
Sniper rifles GM6 Lynx 12.7 mm
Squad automatic weapons Mk200 6.5 mm
Launchers MAAWS Mk4 Mod 0PCMLRPG-42Titan MPRLTitan MPRL Compact
Static M2Mk6 MortarMk30Mk32Static Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Apex DLC | Tanks DLC
LDF - Armoury (ArmA 3)
Handguns 4-five .45
Submachine guns ADR-97 5.7 mm
Assault rifles Promet series (Promet, Promet GL, Promet SG)
Designated marksman rifles Promet MR 6.5 mm
Squad automatic weapons Mk200 6.5 mm
Launchers MAAWS Mk4 Mod 1PCMLTitan MPRLTitan MPRL Compact
Static M2Mk6 MortarMk30Mk32Static Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Apex DLC | Tanks DLC | Contact DLC
Western Sahara
NATO - Armoury (Western Sahara)
Handguns 4-five .45P07 9 mm
Submachine guns Vermin .45
Carbines MXC 6.5 mm
Assault rifles MX series (MX, MX 3GL)
Designated marksman rifles MXM 6.5 mm
Squad automatic weapons MX SW 6.5 mm
Launchers MAAWS Mk4 Mod 1PCMLTitan MPRLTitan MPRL Compact
Static Mk6 MortarMk30Mk32Static Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Tanks DLC
Expeditionary Forces
Marine Joint Task Force - Armoury (Expeditionary Forces)
Handguns 4-five .45P07 9 mm
Submachine guns Vermin .45
Carbines MXC 6.5 mm*
Assault rifles MX series (MX*, MX 3GL*, MXAR, MXAR 3GL) • SDAR 5.56 mm
Designated marksman rifles MXM 6.5 mm*
Launchers MAAWS Mk4 Mod 1PCMLTitan MPRLTitan MPRL Compact
Static Mk6 MortarMk30Mk32Mk66 50 mm CannonStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* denotes weapons also used or are exclusive to the MJTF's Recon units.
Tanks DLC