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« Navid is a medium machine gun serving as a powerful support weapon. It uses the 9.3x64 mm ammunition. Navid's weight over 12 kg makes it quite difficult to fire from the standing position, but when deployed, it is a precise and deadly machine gun with outstanding suppressive effect.
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The Navid 9.3 mm medium machine gun.

The Navid is a 9.3 mm general-purpose machine gun used exclusively by Mediterranean CSAT forces in ArmA 3. It was added with the release of the Marksmen DLC.

Overview[]

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


The Navid is a gas operated medium machine gun that is chambered to fire the 9.3×64 mm cartridge.

It feeds from 150-round belts stored in cloth pouches, and has a variable rate of fire depending on its current fire mode: either ~ 705 rounds per minute[CfgWp 7][Formula 1] or up to 1,500 rounds per minute[CfgWp 8][Formula 2] (on burst fire). It has a muzzle velocity of 785 m/s[CfgMa 2], and supports a myriad of accessories on its top[CfgWp 9], side[CfgWp 10] and underbarrel rails.[CfgWp 11] Unlike the Zafir LMG, the Navid's muzzle allows for the attachment of a sound suppressor.[CfgWp 12]

The Navid is an excellent weapon to use for both medium and long-ranged combat. It features a unique three-round burst mode that can fire all three rounds in the span of less than 0.04 seconds, which can easily tear through light vehicles or soft cover.

When employing the Navid, the operator should always have a good view of the area that they are engaging, and be dug onto a stable surface. Given that it is chambered in 9.3 mm, the Navid can easily penetrate through thin walls at almost any distance.[CfgAm 1][Formula 3]

However, it should also be noted that while it can be devastating from a defensive position, the Navid is also extremely heavy to carry.[CfgWp 3] Its bulky size makes it poorly suited for close quarters[CfgWp 5], and as a comparison, the Navid by itself is almost as heavy as the M320 sniper rifle[CfgWp 13] (note that does not even take into account the additional weight of each ammo belt). This excessive weight makes it taxing to carry on long distance recon patrols or any other situation that demands mobility. Lastly, it is also far less accurate at long ranges (0.00145 rad)[CfgWp 1] in contrast to the NATO SPMG, as the Navid has nearly twice the amount of base dispersion compared to the latter (0.00073 rad).[CfgWp 14]

In retrospect, these factors contribute to the Navid being more a difficult weapon to handle overall. But if set up properly, then it can become a powerful weapon in the right hands.

Ironsights[]

Arma3-navid-ironsight-overview

The Navid allows for a minimum zeroing of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 15] By default, it is set to a zeroing of 200 metres.[CfgWp 16] Neither the front nor rear sight are illuminated.

If an optical sight with a zeroing limit greater than 600 metres is attached onto the top rail (e.g. LRPS), the Navid will allow for an absolute maximum zeroing of 1,600 metres.[CfgWp 17]

Camouflage[]

  • Tan: Dark tan finish with black-coloured grips/stock. Exclusive to CSAT's elite Guards troops.
  • Hex: Standard tan finish but with an Arid Hexacam pattern applied over certain parts. Also uses black-coloured grips and a stock. Standard scheme utilised by Mediterranean CSAT forces.

Ammunition[]

Arma3-ammunition-150rndnavid
Ammo parameter 9.3 mm (Ball/Tracer)
Base damage value 18[CfgAm 2]
Aerodynamic friction -0.00075[CfgAm 3]
Muzzle velocity (m/s) 785[CfgMa 2]
Expected velocity (m/s) 785[CfgAm 4][note 1]
Penetration depth (mm) 25.905[CfgAm 1][Formula 3][note 2]
Deflection angle (degrees) 15°[CfgAm 5]

The Navid only supports being fed from one type of "magazine".[CfgWp 18] It has a weight of 70[CfgMa 3] "mass" units:

9.3mm 150Rnd Belt[]

150-round belt stored in a cloth pouch loaded with a mix of 9.3 mm ball/tracer ammunition.[CfgMa 4]

Every third round[CfgMa 5] fired will emit a visible green tracer. The last six[CfgMa 6] rounds of the belt always consist of tracers.

Achievements[]

  • Arma3-achievement-marksmenweaponmaster
    Marksmen Weapon Master
    • The Navid 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.

Trivia[]

  • The Navid is based on the "MG5" (formerly known as the "HK121") designed by Heckler & Koch GmbH of Germany.[1] However, unlike the in-game Navid, the real MG5 is chambered to fire 7.62 mm NATO ammunition as opposed to ArmA 3's 9.3 mm cartridge.[2]
  • The Navid's unique three-round burst mode is very similar to that of the Nikonov mechanism used by the real-life "AN-94" assault rifle.
    • Like the Navid, the AN-94 is noted for its ability to attain an extremely high rate of fire (capable of reaching up to 1,800 rounds per minute) with its two-round burst mode that can fire both rounds in less than the fraction of a second.[3]
  • Before the release of Game Update 1.50, the Navid did not have proper interior tail sounds assigned. This would cause the Navid to sound flat when fired inside a building or enclosed structure (especially when compared to the SPMG or any other large calibre firearm).[4]

Gallery[]

Video[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 CfgAmmo >> B_93x64_Ball >> caliber
  2. CfgAmmo >> B_93x64_Ball >> hit
  3. CfgAmmo >> B_93x64_Ball >> airFriction
  4. CfgAmmo >> B_93x64_Ball >> typicalSpeed
  5. CfgAmmo >> B_93x64_Ball >> deflecting

CfgMagazines

  1. CfgMagazines >> 150Rnd_93x64_Mag >> count
  2. 2.0 2.1 CfgMagazines >> 150Rnd_93x64_Mag >> initSpeed
  3. CfgMagazines >> 150Rnd_93x64_Mag >> mass
  4. CfgMagazines >> 150Rnd_93x64_Mag >> ammo >> "B_93x64_Ball"
  5. CfgMagazines >> 150Rnd_93x64_Mag >> tracersEvery
  6. CfgMagazines >> 150Rnd_93x64_Mag >> lastRoundsTracer

CfgWeapons

  1. 1.0 1.1 CfgWeapons >> MMG_01_base_F >> manual >> dispersion
  2. CfgWeapons >> MMG_01_base_F >> Burst >> dispersion
  3. 3.0 3.1 CfgWeapons >> MMG_01_base_F >> WeaponSlotsInfo >> mass
  4. CfgWeapons >> MMG_01_base_F >> recoil
  5. 5.0 5.1 CfgWeapons >> MMG_01_base_F >> inertia
  6. CfgWeapons >> MMG_01_base_F >> dexterity
  7. CfgWeapons >> MMG_01_base_F >> manual >> reloadTime
  8. CfgWeapons >> MMG_01_base_F >> Burst >> reloadTime
  9. CfgWeapons >> MMG_01_base_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}
  10. CfgWeapons >> MMG_01_base_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  11. CfgWeapons >> MMG_01_base_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}
  12. CfgWeapons >> MMG_01_base_F >> WeaponSlotsInfo >> MuzzleSlot_93 >> compatibleItems >> {muzzle_snds_93mmg,muzzle_snds_93mmg_tan}
  13. CfgWeapons >> srifle_LRR_F >> WeaponSlotsInfo >> mass
  14. CfgWeapons >> MMG_02_base_F >> manual >> dispersion
  15. CfgWeapons >> MMG_01_base_F >> discreteDistance[] >> {100,200,300,400,500,600}
  16. CfgWeapons >> MMG_01_base_F >> discreteDistanceInitIndex >> "1"
  17. CfgWeapons >> MMG_01_base_F >> maxZeroing
  18. CfgWeapons >> MMG_01_base_F >> magazines[] >> {"150Rnd_93x64_Mag"}

Formulae

  1. 60 / reloadTime = 60 / 0.085
  2. 60 / reloadTime = 60 / 0.04
  3. 3.0 3.1 initSpeed * caliber * 15 / 1000 = 785 * 2.2 * 15 / 1000

Notes[]

  1. Because the Navid's 9.3×64 mm ammunition is already fired at its expected velocity, bullet damage immediately begins dropping off the instant the projectile leaves the muzzle.
  2. This penetration depth only applies at point blank range (≤1 metre). The Navid's ammunition is always fired at its expected velocity, therefore its penetration starts dropping off once the projectile leaves the Navid's muzzle.

References[]

  1. Haládik, L 2015, OPREP - MARKSMEN WEAPONS, Arma 3, viewed 25 September 2017, <https://dev.arma3.com/post/oprep-marksmen-weapons>.
  2. Johnson, S 2010, 'New HK121 Machine Gun', The Firearm Blog, 21 September, viewed 21 July 2024, <https://www.thefirearmblog.com/blog/2010/09/21/new-hk121-machine-gun/>.
  3. Ferguson, J, McCollum, I 2017, Izhmash AN-94 (Abakan), Armament Research Services, viewed 25 February 2023, <https://armamentresearch.com/russian-an-94-self-loading-rifle/>.
  4. van 't Land, J.J. 2015, SPOTREP #00047, Arma 3, viewed 9 September 2023, <https://dev.arma3.com/post/spotrep-00047>.

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 DesignatorStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Karts DLC | Marksmen DLC | Apex DLC | Tanks DLC | Contact DLC
Arma3-factionicon-csat 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
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