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NOTE: This article is about the Mk6 static mortar in ArmA 3. For the ArmA: Mobile Ops Mortar defensive structure, see Mortar.


« A classic 82 mm caliber mortar, equipped with a ballistic computer and easy to handle. It weighs only 21 kg and can fire various kinds of ammo: from HE (high explosive) to smokes, flares in support of infantry.
Field Manual
»


Mk6 Mortar
Arma3-render-mk6mortarolive.png
Faction Icon-side-blufor.png NATO
Icon-side-blufor.png FIA
Icon-side-blufor.png Loyalists
Icon-side-redfor.png CSAT
Icon-side-greenfor.png AAF
Icon-side-greenfor.png LDF
Type Mortar
Calibre 82 mm
Magazine
capacity
8
Variants None
Games
Arma3.icon.png

The Mk6 Mortar is an 82 mm static mortar used by several BLUFOR, OPFOR and Independent factions in ArmA 3.

Overview

The Mk6 is a static mortar that is designed to launch 82 mm mortar shells.

The standard loadout of the Mk6 gives it 24 rounds of high-explosive (HE) shells. In addition to the standard HE shells, two more sub-munition types are also available, forming a total of 16 shells that can be loaded. These include:

  • 8 rounds of deployable white smoke shells that can cover the impact zone instantly in a shroud of thick smoke to obscure infrared sensors
  • 8 rounds of white-coloured parachute flares to provide temporary illumination over a wide area

The Mk6 can be broken down into two separate components as backpacks and reassembled at any desired location. The backpacks are light enough to be loaded into a Quadbike together for transport, and makes it incredibly easy for infantry to set it up into position for an assault, and then just as easily relocate once the main element has advanced or withdrawn.

Like the Mk30 and the Mk32, the Mk6 can be easily set up at any location to provide quick indirect fire support.

To disassemble the mortar, roll the mouse's scroll wheel when facing it to open the context menu, then select "Disassemble Mk6 Mortar". Two backpacks will appear on the ground in place of the mortar; one called "Folded Mk6 Mortar Bipod" and another "Folded Mk6 Mortar Tube". These can be stored inside the cargo space of vehicles or carried by infantry to a desired location.

To assemble the mortar, simply place one of the two backpacks on the ground at the desired location. With the other backpack equipped, it should now be possible to walk up to the backpack on the ground, roll the mouse scroll wheel to access the context menu, and select "Assemble Mk6 Mortar". The backpacks will then disappear and be replaced by the mortar.

Camouflage

  • Olive: Standard paint scheme with a black-coloured tube and olive drab green components and baseplate. Used by NATO, FIA, LDF and AAF Mk6 Mortars.
  • Hex: Black-coloured tube with an Arid Hexacam camouflaged baseplate and miscellaneous components. Exclusively used on Mediterranean CSAT Mk6 Mortars only.

Munitions

NOTE: Refer to the Capabilities section for a more detailed explanation of the Mk6 Mortar's usage.

Shell name Base damage value Damage type Initial velocity (m/s)
HE 165 High-Explosive 200
Guided (Primary) 165 High-Explosive 200
Guided (Secondary) 160 High-Explosive N/A
LG (Primary) 165 High-Explosive 200
LG (Secondary) 240 High-Explosive N/A

It has a muzzle velocity of 200 m/s. Without a firing solution selected, the Mk6 can fire one shell every 1.8 seconds (~ 33 rounds per minute). It requires 5 seconds to switch between munition types.

Blast radii, guidance type (if applicable) and penetration depth vary depending on the type of shell loaded. Both smoke and flare shells do not carry explosives as they are fitted with dummy warheads designed to disperse harmless payloads instead (and are therefore not listed here):

  • High-Explosive (HE): 18 metre blast radius, has a penetration depth of 30 millimetres (direct impact only).
  • Guided*: 8 metre blast radius, infrared-guided; will attempt to home in onto "hot" vehicles within a radius of 800 metres. The submunition separates from the main shell once it is 300 metres above the impact zone. The IR seeker has a 10% chance to lose lock against smoke countermeasures.
  • Laser Guided (LG)*: 8 metre blast radius, laser-guided; can only lock onto laser spots within a radius of 800 metres. The submunition will "launch" from the dummy shell once it is 300 metres above the impact zone and begin seeking a laser spot.
    • If no laser spot can be found, the shell will simply strike the point below where it separated from the primary shell.

(*) Both IR-guided and laser-guided mortar types are not available on the Mk6 Mortar by default and must be added to its munitions pool via scripting commands.

Capabilities

Once assembled in position, the Mk6 can fire eight-round salvos in 13 seconds between reloads which last six seconds. As such, each full firing cycle is 19 seconds. It is possible for a Mk6 to fire off all of its HE shells in just 51 seconds if the final reload for non-HE ammo is skipped.

It has three range modes available for firing:

  • Close range: 34 to 499 metres (ETA 14-10 seconds)
  • Medium range: 139 to 1,998 metres (ETA 28-20 seconds)
  • Far range: 284 to 4,078 metres (ETA 40-29 seconds)

Shells fired at the minimum range within a given firing mode will land at the maximum ETA for that mode, and likewise shells fired at the maximal range for the firing mode will land with the minimum ETA.

Note that there is an overlap between all three modes from 284-499 metres, and an overlap between just Medium and Far range from 499 to 1,998 metres. In these overlaps, it is possible to begin a salvo with a longer range setting and then decrease the range setting towards the end of the salvo. This tactic allows more damage to be dealt in the initial moments of an attack while the enemy is still off-guard and scrambling to escape or take cover.

As an example set-up at 1,998 metres, a Far range salvo will land 39 seconds after firing, while a Medium range salvo will land 20 seconds after firing. This allows a skilled mortar gunner to fire a complete 8-round salvo in the Far range setting, then fire another complete 8 round salvo in the Medium range setting and have both salvos land on the same target simultaneously, as if it were two mortars firing at the same time.

Trivia

  • The Mk6 does not appear to be based directly on any real-world mortar design, though it does share some design elements with the smaller "M224 Lightweight Mortar", a 60 mm man-portable mortar currently in use with the U.S. military.
  • Two more munition types are actually available for use by the Mk6 if added to it via script through the editor. These include both laser-guided and infrared-guided shells; both of which are available on the NATO Scorcher and CSAT 2S9 SPG vehicles by default but curiously enough, not with the Mk6 itself.
  • Along with the rest of the static weapons, the Mk6 Mortar is not available to Pacific CSAT forces by default with the Zeus module, nor in the Eden editor. It also lacks a Green Hex camouflage scheme.
    • In addition, Pacific CSAT support gunners carry the Mediterranean CSAT version of the Mk6 Mortar's backpack instead.

Gallery

External links

See also

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 marksmen 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
Machine guns 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.png 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
Arma3-factionicon-csat.png 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
Arma3-factionicon-aaf.png 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
Arma3-factionicon-livoniandefenseforce.png 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
Arma3-factionicon-loyalists.png 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
Arma3-factionicon-fia.png 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 Mortar
(Parenthesis) denote variants.
Marksmen DLC | Apex DLC | Tanks DLC
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