Armed Assault Wiki

The Rhino MGS (full name: Mobile Gun System) is a wheeled tank destroyer used exclusively by NATO forces in ArmA 3. It was added with the release of the Tanks DLC.


  • Roles:
    • Tank destroyer
    • Armoured assault gun
« The Rhino MGS is the latest wheeled tank destroyer in NATO armored forces, designed for easy transportation to crisis regions. Its lightweight 120mm main cannon can use all conventional rounds including MARUK ATGMs, which increase its effective range to 8 km. The vehicle's secondary weapon is the .338 magnum SPMG coaxial machinegun. The price paid for the Rhino's great mobility and firepower is its light armor and low supplies of ammo and fuel. The 'UP' version is equipped with a remotely operated 12.7mm HMG and improved protection, provided by a cage and reactive armor. However, with this setup, it's too bulky to fit into many transport vehicles, including the Blackfish VTOL.
Field Manual


Premium content logo
This is a premium asset that requires ownership of the Tanks DLC.

The Rhino MGS is a wheeled 8x8 tank destroyer and combat reconnaissance-oriented armoured fighting vehicle.

It is armed with a 120 mm smoothbore cannon and a coaxial .338 medium machine gun. The commander also has access to a laser designator that can mark targets independently from the main gun.

The standard loadout of the Rhino gives it 12 rounds of armour-piercing fin-stabilised discarding sabot (APFSDS-T), 8 high-explosive (HE-T), and 8 high-explosive anti-tank multi-purpose (HEAT-MP-T) shells for the main gun.

On the other hand, the coaxial SPMG feeds from a 200-round belt box, and has a further 3 belt boxes spare. It also has four MARUK laser-guided anti-tank missiles which are launched directly from the main cannon.

A modern take on the tank destroyer concept, the Rhino represents the latest in NATO's mounted combat systems. It essentially combines the best of two AFV platforms: the high mobility and speed of the AMV-7 Marshall Infantry Fighting Vehicle, and the firepower of the M2A1 Slammer/M2A4 Slammer UP Main Battle Tanks.

Like the Marshall, it is a wheeled 8x8 AFV but sacrifices troop transport and amphibious capabilities for greater firepower and increased armour plating. Compared to the Slammer family, the Rhino is also armed with a 120 mm cannon that can fire both anti-vehicle and anti-personnel munitions. But unlike the Slammer, the Rhino has overall better mobility since it's a wheeled vehicle as opposed to being tracked, and has less difficulty when travelling over rugged terrain or climbing up hills.


The Rhino's MARUK missile/data link combo in action.
Note the MARUK being launched and adjusting its own flight trajectory automatically (top) and hitting a non-line-of-sight target (bottom) moments later.

Notable Traits
However, the most notable feature of the Rhino lies in its ability to link up with other sensor-equipped platforms. For instance, the commander and gunner can connect with other data link-capable vehicles like the IFV-6a Cheetah to obtain the location of enemy targets.

A prime example of this capability in action is using the Rhino's MARUK laser-guided missiles in conjunction with an AR-2 Darter SUAV. The Darter can mark a target from afar while the Rhino's gunner locks onto the laser spot via data link. With this setup, the Rhino can attack almost any kind of ground target (even mobile ones) at an impressive distance of up to 8,000 metres.

To top it all off, the Rhino's crew can engage these targets even if it is not within the gunner's line-of-sight. As the entire process is handled via data link, there is almost no chance of the missile missing unless the target notices in time and takes cover before the missile impacts.

If the Rhino's crew are paired up with a logistics truck for resupply and have a drone to spot targets for them, the crew can essentially turn their vehicle into a non-line-of-sight anti-tank "artillery" vehicle.

Though the Rhino is highly versatile due in large part to this capability, it's still very much just an up-gunned IFV. It will be easily taken out in direct combat against tanks, with even heavy IFVs like the BTR-K Kamysh being capable of destroying the Rhino with their ATGMs or sustained autocannon fire. Therefore, it relies more on speed and positioning to outrange its foes and shouldn't be used to tackle them head on.

Crew Capacity
The Rhino has enough seats for a crew of three that consists of the driver, a gunner, and the commander. It cannot transport any passengers.


  • Green: Standard flat olive green paint scheme. Any camo nets applied on the Rhino's hull or turret will use a two-tone woodland camouflage pattern scheme.
  • Sand: Pattern-less dark tan paint scheme. Modifies all camo nets attached to the Rhino to use a two-tone desert camouflage pattern scheme.


The Rhino has a base armour value of 480. It uses Composite Armour plating and can optionally support addon Slat cages.

Slat cages can be fitted to both sides and rear of the hull, though none can be actually be attached onto the turret. It does not support being fitted with Explosive Reactive Armour (ERA) blocks/panels.

The following highlighted positions serve as weak points on the Rhino:


Green = Hull
Orange = Engine
Violet = Fuel tank
Maroon = Turret
Gold = Gun barrel

Note that in order to inflict actual damage, a munition must first penetrate through the surrounding armour plates and directly hit the component's weak point. Any strikes on non-highlighted parts will cause little (if any) noticeable damage.


The hull can resist up to 672 points of damage. Depletion of its integrity will result in a catastrophic kill.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing None 10
High-Explosive 80* 50
High-Explosive Anti-Tank 80* 80
Tandem High-Explosive Anti-Tank 80* 10

(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge

If the hull has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.

Hull Slat[]


Slat cages shield all sides of the hull. They are able to withstand up to 200 points of damage before breaking.

Each cage takes 200% additional damage from HE-type munitions. If a cage is broken, they must be manually refitted either by hand or with the help of a logistics vehicle.


The engine can survive 768 points of damage. Only 10% of incoming damage on the engine is transferred onto the Rhino's main "health" pool. It takes 50% less damage from HE-type munitions.

It will not cause a catastrophic kill by itself unless the Rhino is at critical "health" status.

If damaged: Reduces power output, acceleration is decreased and it may become impossible to climb uphill.
If destroyed: Instantly immobilises the Rhino.

Fuel tank[]

The fuel tank can resist up to 480 points of damage before it ruptures. 30% of incoming damage onto the fuel tank is always shared with the Rhino's "health" pool. It takes 40% less damage from HE-type munitions.

A destroyed fuel tank will not cause a catastrophic kill unless the Rhino is critically damaged.

If damaged: Gradually leak fuel over time.
If destroyed: Causes it to rapidly lose its entire fuel capacity in just a few seconds.


All eight wheels are able to resist 250 points of damage. They are susceptible to small arms fire and take 400% extra damage from HE-type munitions. No amount of damage inflicted is shared with the Rhino's "health" pool, however.

Destroying all of the Rhino's wheels will be needed to immobilise it. Depending on which and how many are remaining, it is entirely possible for the Rhino to continue driving even with more than half missing (though they must be evenly balanced for the driver to be able to make simple manoeuvres).


The turret can resist up to 384 points worth of damage. No amount of damage incurred is transferred onto the Rhino's "health" pool.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing None 10
High-Explosive 80* 50
High-Explosive Anti-Tank 80* 80
Tandem High-Explosive Anti-Tank 80* 10

(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge

If the turret's armour has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.

Gun barrel[]

The turret's gun barrel can resist 480 points of damage before failing. No damage inflicted on this component is transferred onto the Rhino's "health" pool.

Destroying this component will lock the barrel and prevent the gunner position from adjusting its elevation/depression. It should also be noted that unlike the turret, the barrel is only capable of reducing 60% of incoming damage from HE-type munitions.

Commander viewfinder[]

The commander's optics can only survive 240 points of damage. It is fully susceptible to all kinds of damage. No damage is shared with the Rhino's "health" pool, however.

Disabling this component will prevent the commander from being able to operate the viewfinder.


The Rhino is outfitted with two passive-type sensors:

Sensor type Max range (Air/Ground) Min range (Air/Ground) Affected by environment? Target max speed (km/h) Azimuth coverage (°) Elevation coverage (°) Friendly identification range (m)
Data Link A: 16,000 m
G: 16,000 m
A: 16,000 m
G: 16,000 m
Nothing 1e+10 km/h 360° 360° 0 m
Laser A: 6,000 m
G: 6,000 m
A: 6,000 m
G: 6,000 m
Nothing 1e+10 km/h 180° 180° 0 m

Data Link[]

The Rhino is data link-enabled and can obtain the location of laser designator spots and the positions of allied data-linked vehicles.

Note that the Rhino can receive the location of spotted contacts from other vehicles but cannot actually transmit targets that it sees. It is also unable to distinguish between friendly and hostile contacts.

Laser Sensor[]

The Rhino's Laser Sensor is embedded within the main turret. It is (mostly) forward-facing, therefore laser spots will only be visible on the SENSORS panel when the Rhino is facing in the direction of the laser spot.


  • Slat Cage (Hull): Attaches slat cages around the entire hull aside from the turret. Slat cages will protect the Rhino from non-AP munitions but can be destroyed after multiple hits.
  • Camo Net (Hull): Drapes most of the hull with camouflage netting (except for the crew hatches). Partially conceals covered sections from thermal sensors.
  • Camo Net (Turret): Identical to the Hull camouflage netting, but for the turret instead. Most of the turret (including the barrel) is covered, though certain components like the commander's optic are left exposed.


NOTE: For specifics on the Cannon 120 mm's munitions, see its related section listed here.

The gunner is the only crew member who retains access to the Rhino's weapons in the form of the Cannon 120 mm and SPMG .338 coaxial machine gun.

For optics, the gunner has access to three fields of view and can toggle a day, night or green-/black-hot thermal vision mode:

Cannon 120 mm[]


120 mm smoothbore gun.

It can load conventional AP/HE-type shells or gun-launched laser-guided ATGMs. Swapping between "magazines" or reloading a shell/missile takes 6 seconds to complete. Accuracy-wise, it has a dispersion of 0.00057 rad.

The Fire Control System can automatically adjust zeroing/lead on targets moving at speeds of 90 km/h or less. There is an imposed delay of 1 second before the FCS can finish calculating. The gunner can also choose to manually zero the gun, though it is only available in increments of 100 m that go up to a maximum of 4000 m.

It should be noted that neither the FCS nor manual zeroing has an effect on the range or accuracy of gun-launched ATGMs.

SPMG .338[]

Base damage value Aerodynamic friction Initial velocity (m/s) Penetration depth (mm)
14 -0.00061 807 21.79

Coaxial .338 medium machine gun.

The SPMG can attain a fire rate of up to ~ 699 RPM and has a muzzle velocity of 807 m/s. Accuracy-wise, it has a dispersion of 0.0014 rad at all ranges. It takes 10 seconds to reload a fresh belt or to fully rearm from a logistics vehicle.

The FCS can auto-adjust zeroing but does not automatically lead against targets. It can also be manually zeroed. However, both automatic and manual zeroing is restricted to a hard cap of 1500 m (adjustments are still made with increments/decrements of 100 m). This 1500 m cap cannot be exceeded even by the FCS.


  • Arma3-achievement-fromwithin
    From Within
    • Spend a total of three hours inside the Rhino MGS as either the driver, commander or gunner (in real-world seconds/hours). The hours can be accumulated over time and does not have to performed in a single session.
    • Can be gained in either singleplayer or multiplayer scenarios.


  • The chassis and overall configuration of the Rhino is based on the real-world "Rooikat" AFV designed by South Africa-based vehicle manufacturer Land Systems OMC. The turret on the other hand, is based on an experimental, autoloader-equipped design for the real Rooikat that was outfitted with a 120 mm main gun (the "Medium Turret Technology Demonstrator").[1]
  • Prior to a hotfix released shortly after the Tanks DLC's launch, the Rhino's commander could clip outside of the vehicle's hull in specific stances (and could be killed by small arms fire if they were exposed in this way).[2]
  • Before the free Encore Update was released for the Jets DLC, the Rhino did not retain a Laser Sensor and was fully reliant on Data Link in order to lock onto targets with its MARUK missiles. Its Laser Sensor was eventually restored with the patch's release (as part of Game Update 1.84).[3]
  • Following an overhaul to ArmA 3's thermal imaging systems in Game Update 2.10, the commander's terminal now properly renders its display in green-/black-hot thermal vision when either mode is activated and the user isn't "looking" through it (previously the display could only render in white- and black-hot).[4]



  1. Venter, D 2018, Rooikat, Tank Encyclopedia, viewed 6 August 2023, <>.
  2. Kovařič, V 2018, SPOTREP #00080, Arma 3, viewed 2 February 2024, <>.
  3. Kovařič, V 2018, SPOTREP #00081, Arma 3, viewed 2 February 2024, <>.
  4. van 't Land, J.J. 2022, SPOTREP #00105, Arma 3, viewed 23 April 2023, <>.

External links[]

See also[]


Vehicles of comparable role and configuration[]

Vehicles of ArmA 3
Wheeled AFV-4 GorgonAMV-7 MarshallHatchbackHEMTTHunterIfritKartMB 4WDMSE-3 MaridOffroadProwlerQilinRhino MGS (UP) • StriderSUVTempestTractorTruckQuadbikeUGV StomperVanZamak (MRL)
Tracked 2S9 SochorAWC NyxBTR-K KamyshCRV-6e BobcatED-1D Mini UGV (ED-1E) • IFV-6a CheetahIFV-6c PantherFV-720 MoraM2A1 Slammer (A4 UP) • M4 ScorcherM5 SandstormMBT-52 KumaT-100 Varsuk (X Futura) • T-140 Angara (T-140K) • ZSU-39 Tigris
Rotor-wing AH-9 PawneeAH-99 BlackfootAR-2 DarterCH-49 MohawkCH-67 HuronDemining DroneMH-9 Hummingbird (M900) • Mi-48 KajmanMi-290 TaruMQ-12 FalconPO-30 OrcaUH-80 Ghost HawkUtility DroneWY-55 Hellcat
Fixed-wing A-143 BuzzardA-149 GryphonA-164 WipeoutCaesar BTTF/A-181 Black Wasp IIKH-3A FenghuangMQ-4A GreyhawkTo-199 NeophronTo-201 ShikraUCAV SentinelV-44X BlackfishY-32 Xi'an
Aquatic Assault BoatMotorboatRHIBSpeedboatSDVWater Scooter
(Parenthesis) denote variants.
Karts DLC | Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
Arma3-factionicon-nato NATO - Vehicles (ArmA 3)
Wheeled AMV-7 MarshallHEMTTHunterProwlerQuadbikeRhino MGS (UP) • UGV Stomper
Tracked CRV-6e BobcatED-1D Pelter (ED-1E Roller) • IFV-6a CheetahIFV-6c PantherM2A1 Slammer (A4 UP) • M4 ScorcherM5 Sandstorm
Rotor-wing AH-9 PawneeAH-99 BlackfootAL-6 PelicanAR-2 DarterCH-67 HuronMH-9 HummingbirdMQ-12 FalconUH-80 Ghost Hawk
Fixed-wing A-164 WipeoutF/A-181 Black Wasp IIMQ-4A GreyhawkUCAV SentinelV-44X Blackfish
Aquatic Assault Boat (Rescue) • Speedboat MinigunSDV
(Parenthesis) denote variants.
Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC