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« The Mk16 is a light-caliber version of the modular rifle made for the US Special Operations Command (SOCOM). This weapon still uses the 5.56x45mm NATO cartridge, but it is designed to operate better in the harsher conditions and can be fitted with numerous accessories: EGLM grenade launcher, silencers or wide selection of weapon sights.

The Mk17 is a heavy version of the modular rifle made for the US SOCOM. The weapon is chambered for more powerful 7.62x51 mm NATO cartridge, but maintains the advantages and modularity of its lighter version.
Armoury Description[1]
»

The SCAR series are a family of assault rifles/battle rifles used exclusively by the U.S. Army in ArmA 2. It was added with the release of the Operation Arrowhead expansion pack.


Variants[]

The Mk16 5.56 mm assault rifle.
The Mk16 5.56 mm assault rifle.

The Mk16 is a 5.56 mm assault rifle used exclusively by U.S. Army forces in ArmA 2. It was added with the release of the Operation Arrowhead expansion pack.

Overview[]

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

The Mk16 is a selective-fire assault rifle that is chambered to fire the 5.56×45 mm NATO round. It is the baseline assault rifle model upon which all other 5.56 mm-based Mk16 sub-variants are based on.

It primarily loads from 30-round STANAG magazines but can also load 20-rounder magazines and 100-round drums.[CfgWp 11] The Mk16 can attain a fire rate of up to 800 rounds per minute[CfgWp 12][Formula 1] with a muzzle velocity of 930 m/s.[CfgMa 4] The Mk16's attachment options range from CCO red dot sights to holographic sights, ACOG/Mk4 CQ/T riflescopes, as well as IR laser pointers[CfgWp 13], tactical flashlights, thermal scopes and lastly, sound suppressors for the muzzle for use in covert missions.

A modular platform designed to replace the M16 rifle/M4 carbine, the Mk16 served as the standard-issue service rifle of the U.S. Army at the height of the deployment to Takistan. A highlight of the Mk16 stems from its wide selection of attachments while retaining the same stopping power and accuracy of its predecessor.

It should be noted that the suppressed version of the Mk16 (Mk16 CCO SD) is only capable of loading magazines with subsonic 5.56 mm ammunition.

The Mk16 5.56 mm carbine.
The Mk16 5.56 mm carbine.

The Mk16 CQC is a 5.56 mm carbine used exclusively by U.S. Army forces in ArmA 2. It was added with the release of the Operation Arrowhead expansion pack.

Overview[]

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

The Mk16 CQC is a carbine variant of baseline Mk16 assault rifle.

It has slightly reduced accuracy due to using a shorter barrel[CfgWp 14][CfgWp 15], though this makes it lighter to carry as a result and easier to wield in close quarters.[CfgWp 20][CfgWp 21] Notably, the Mk16 CQC is the only variant out of the entire SCAR family that has a sub-variant without any optics attached and exclusively utilising ironsights instead. It is otherwise identical to its parent weapon in every other way, right down to the selection of magazines that it can load and feed from.[CfgWp 22]

The Mk16 EGLM 5.56 mm assault rifle.
The Mk16 EGLM 5.56 mm assault rifle.

The Mk16 EGLM is a 5.56 mm assault rifle used exclusively by U.S. Army forces in ArmA 2. It was added with the release of the Operation Arrowhead expansion pack.

Overview[]

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

The Mk16 EGLM is simply a modified version of the baseline Mk16 variant that has an underbarrel grenade launcher attached. It is similarly chambered to fire the 5.56×45 mm NATO round.

The Mk16's underbarrel grenade launcher has a quadrant sight with a red dot to aim with. The sight allows for the operator to accurately launch grenades at distances of between 100 and up to 300 metres away. It can be loaded with NATO-standard 40 mm grenade rounds, ranging from high-explosive (HE), less-than-lethal (LTL) flares and non-lethal smoke shells.[CfgWp 31]

This variant is also the only model of the Mk16 that can be fitted with thermal optics in the form of the Mk16 EGLM TWS. In addition, some variants are modified versions of the Mk16 CQC that also have the EGLM attached, though functionally they are no different to the standard length Mk16 EGLMs aside from the accessories mounted onto them.

The Mk17 7.62 mm battle rifle.
The Mk17 7.62 mm battle rifle.

The Mk17 is a 7.62 mm battle rifle used exclusively by U.S. Army forces in ArmA 2. It was added with the release of the Operation Arrowhead expansion pack.

Overview[]

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

The Mk17 is a selective-fire battle rifle that forms the baseline model upon which all other 7.62 mm-based Mk17 sub-variants are based on. Unlike its 5.56 mm counterpart, the Mk17 is chambered to fire the more powerful 7.62×51 mm NATO round.

It loads from 20-round box magazines[CfgWp 44], and can attain a fire rate of up to 600 rounds per minute[CfgWp 45][Formula 2] with a muzzle velocity of 802 m/s.[CfgMa 7] The Mk17 has variants that supports being fitted with various accessories such as the CCO as well as laser sights, tactical flashlights, thermal scopes and sound suppressors for the muzzle for use in covert missions.

Primarily wielded by the U.S. Army's special operations units, the Mk17 is a bulkier but more powerful counterpart to the 5.56 mm-chambered Mk16. Since it fires the larger 7.62 mm NATO cartridge, the Mk17 has both increased stopping power and range compared to the Mk16. It is more than capable of accurately striking targets at distances of up to 600 metres depending on the user's proficiency.

Note that suppressed variants of the Mk17 (Mk17 CCO SD and the Mk17 TWS SD) are only capable of loading magazines with subsonic 7.62 mm ammunition, which have a much lower velocity of just 350 m/s and are not interchangeable with non-suppressed Mk17s.[CfgWp 46][CfgWp 47] Mk17s are also slightly more accurate when they are fired in semi-auto[CfgWp 32], though this accuracy "bonus" does not apply if they are firing on full auto (the TWS-fitted Mk17 similarly benefits from this "bonus"[CfgWp 34]).

The Mk17 EGLM 7.62 mm battle rifle.
The Mk17 EGLM 7.62 mm battle rifle.

The Mk17 EGLM is a 7.62 mm battle rifle used exclusively by U.S. Army forces in ArmA 2. It was added with the release of the Operation Arrowhead expansion pack.

Overview[]

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

The Mk17 EGLM is a modified variant of the baseline Mk17 rifle that has an underbarrel grenade launcher attached to it. As with its parent weapon, it is chambered to fire the 7.62 mm NATO round.

Its underbarrel grenade launcher has a quadrant sight with a red dot. The sight allows for the operator to accurately launch grenades at distances of between 100 and up to 300 metres away. It can be loaded with a mixture of high-explosive (HE) grenades, non-lethal smoke shells, and less-than-lethal (LTL) illumination/signalling flares.[CfgWp 56]

This variant is also the only model of the Mk17 that can be fitted with the Specter riflescope (in the form of the Mk17 EGLM RCO).

The Mk17 Sniper 7.62 mm marksman rifle.
The Mk17 Sniper 7.62 mm marksman rifle.

The Mk17 Sniper is a 7.62 mm designated marksman rifle used exclusively by U.S. Army marksmen in ArmA 2. It was added with the release of the Operation Arrowhead expansion pack.

Overview[]

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

The Mk17 Sniper is a modified variant of the baseline Mk17 rifle that has been configured specifically to serve as a marksman rifle.

It loads from the same 20-round box magazines[CfgWp 72] and can only mount two types of sniper optics. The Mk17 Sniper has both slightly increased accuracy and range compared to the baseline Mk17 due to utilising a longer barrel. It can be zeroed to attack targets at distances of up to 1,000 metres away.[CfgWp 73]

Like the suppressed variants of the Mk17, the Mk17 Sniper SD is only capable of loading specific magazines with subsonic 7.62 mm ammunition, which have a much lower velocity of just 350 m/s and are not interchangeable with the non-suppressed Mk17 Sniper. Additionally, both variants of the Mk17 Sniper are more accurate when they are firing in semi-automatic[CfgWp 57][CfgWp 59], though they will lose this accuracy "bonus" if they are firing on full auto.[CfgWp 58][CfgWp 60]

Sights[]

Mk16 variants[]

Arma2-mk16holo-ironsight-overview
The Mk16's holographic sight cannot be zeroed. Only the reticle will be visible under low-light conditions.

Arma2-mk16ccosd-ironsight-overview
The Mk16's reflex sight cannot be zeroed. Only the red dot reticle will be visible under low-light conditions.

Arma2-mk16mk4cqt-ironsight-overview
Mk16s fitted with the Mk4 riflescope and zoomed-in to its Narrow Field-of-View "mode" do not support manual zeroing. The ring dot reticle will be visible under low-light conditions.

The scope itself is unable to toggle enhanced vision modes, though the user does have the ability to wear their own night vision goggles while looking through it (regardless of zoom "mode").[CfgWp 74]

Arma2-mk16mk4cqtcqb-ironsight-overview
Mk16s fitted with the Mk4 riflescope (and are switched to the scope's Wide Field-of-View "mode") do not allow for manual zeroing. Only the ring dot reticle will be visible under low-light conditions.

The scope itself is unable to toggle enhanced vision modes, though the user does have the ability to wear their own night vision goggles while looking through it (regardless of zoom "mode").[CfgWp 75]

Arma2-mk16cqc-ironsight-overview
Mk16 CQCs with no optics attached allow for manual zeroing, starting from a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 76] By default, they utilise a zeroing of 100 metres.[CfgWp 77]

Arma2-mk16cqcholo-ironsight-overview
Mk16 CQCs fitted with holographic sights do not support manual zeroing. The reticle will be visible under low-light conditions.

Arma2-mk16eglmholo-ironsight-overview
On Mk16 EGLM Holos, it is not possible to manually adjust the holographic sight's zeroing. Only the reticle will be visible under low-light conditions.

Arma2-mk16eglmacog-ironsight-overview
On Mk16 EGLM ACOGs, the riflescope does not support manual zeroing. Only the reticle's chevron will be fully visible under low-light conditions.

Arma2-mk16eglmacogrds-ironsight-overview
The backup reflex sight fitted atop the Mk16 EGLM ACOG's riflescope cannot be zeroed. Only the red dot will be visible under low-light conditions.

Arma2-mk16eglmtws-ironsight-overview
The Mk16 EGLM's thermal sight does not support manual zeroing. It is possible to toggle between two spectrums: white-hot and black-hot.[CfgWp 78] The thermal sight cannot switch to a normal day vision mode.[CfgWp 79]

Arma2-eglmmk16eglmholo-ironsight-overview
On the Mk16 EGLM Holo, the grenade launcher cannot have its zeroing adjusted. The reflex sight's red dot will remain visible under low-light conditions.

Arma2-eglmmk16eglmacog-ironsight-overview
On the Mk16 EGLM ACOG, the grenade launcher cannot have its zeroing adjusted. The reflex sight's red dot will remain visible under low-light conditions.

Arma2-eglmmk16eglmtws-ironsight-overview
On the Mk16 EGLM TWS, the grenade launcher cannot have its zeroing adjusted. The reflex sight's red dot will remain visible under low-light conditions.

Mk17 variants[]

Arma2-mk17cco-ironsight-overview
The Mk17's reflex sight cannot be zeroed. Only the red dot reticle will be visible under low-light conditions.

Arma2-mk17ccosd-ironsight-overview
The reflex sight on Mk17s that have a suppressor attached do not allow for manual zeroing adjustments. The reticle's red dot will be visible under low-light conditions.

Arma2-mk17twssd-ironsight-overview
Suppressed Mk17s that have a thermal sight attached do not allow for manual zeroing. It is possible to toggle between two spectrums: white-hot and black-hot.[CfgWp 80] The thermal sight cannot switch to a normal day vision mode.[CfgWp 81]

Arma2-mk17eglmrco-ironsight-overview
Mk17 EGLMs that have a riflescope attached do not allow for manual zeroing adjustments. However, it is possible to switch between two fields of view.[CfgWp 82]

The scope itself is unable to toggle enhanced vision modes, though the user does have the ability to wear their own night vision goggles while looking through it.[CfgWp 83]

Arma2-mk17eglmrcobuis-ironsight-overview
The backup ironsight located atop Mk17 EGLMs with a riflescope attached does not support manual zeroing.

Arma2-mk17sniper-ironsight-overview
The Mk17 Sniper's riflescope allows for manual zeroing, starting from a minimum of 100 metres up to a maximum of 1,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000).[CfgWp 73] By default, the riflescope is set to a zeroing of 300 metres.[CfgWp 84]

Arma2-mk17snipersd-ironsight-overview
The riflescope on Mk17 Snipers that have a suppressor mounted support the ability to adjust zeroing manually. Zeroing starts from a minimum of 50 metres up to a maximum of 300 metres (50, 100, 200, 300).[CfgWp 85] By default, the riflescope utilises a zeroing setting of 100 metres.[CfgWp 86]

Arma2-eglmmk17eglmrco-ironsight-overview
On the Mk17 EGLM RCO, the grenade launcher cannot have its zeroing adjusted. The reflex sight's red dot will remain visible under low-light conditions.

Recoil curves[]

Standing

 
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Prone

 
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    },
    xAxis: [
        {
            name: 'Duration',
            nameLocation: 'middle',
            type: 'category',
            boundaryGap: false,
            data: ['0', '0.01', '0.02', '0.03', '0.04']
        }
    ],
    yAxis: [
        {
            name: 'Amplitude',
            nameLocation: 'end',
            type: 'value'
        }
    ],
    series: [
        {
            name: 'Time Taken',
            type: 'line',
            stack: 'Total',
            label: {
                show: true,
                position: 'top'
            },
            areaStyle: {},
            emphasis: {
                focus: 'series'
            },
            data: [0, 0.035, 0.01, 0.012, 0.01],
            smooth: true
        },
        {
            name: 'Kickback',
            type: 'line',
            stack: 'Total',
            label: {
                show: true,
                position: 'top'
            },
            areaStyle: {},
            emphasis: {
                focus: 'series'
            },
            data: [0.0017142857142857, 0.0025714285714286, 0.0025714285714286, 0, 0],
            smooth: true
        },
        {
            name: 'Kick Up',
            type: 'line',
            stack: 'Total',
            label: {
                show: true,
                position: 'top'
            },
            areaStyle: {},
            emphasis: {
                focus: 'series'
            },
            data: [0.00375, 0.015, 0, -0.0053571428571429, -0.0010714285714286],
            smooth: true
        }
    ]
}
Charts/graphs are not available on mobile. Please switch to desktop mode in order to see them.


Camouflage[]

  • Tan: Standard desert tan colour scheme. Used on all Mk16 carbines/rifles and 7.62 mm-chambered Mk17s (both variants).

Ammunition[]

Ammo parameter 5.56 mm NATO
(Ball/STANAG)
5.56 mm NATO
(Ball/G36)
5.56 mm NATO SD
(Ball)
7.62 mm NATO
(Ball)
7.62 mm NATO SD
(Ball)
Base damage value 8[CfgAm 1] 8[CfgAm 1] 7[CfgAm 2] 12[CfgAm 3] 11[CfgAm 4]
Aerodynamic friction -0.001425[CfgAm 5] -0.001425[CfgAm 5] -0.0006[CfgAm 6] -0.0009324[CfgAm 7] -0.00098[CfgAm 8]
Muzzle velocity (m/s) 930[CfgMa 4] 920[CfgMa 8] 320[CfgMa 9] 802[CfgMa 7] 350[CfgMa 10]
Expected velocity (m/s) 900[CfgAm 9][note 9] 900[CfgAm 9][note 9] 320[CfgAm 10][note 9] 900[CfgAm 11][note 9] 320[CfgAm 12][note 9]
Deflection angle (degrees) 10°[CfgAm 13] 10°[CfgAm 13] 10°[CfgAm 14] 10°[CfgAm 15] 10°[CfgAm 16]

For grenade rounds usable with the EGLM, refer to its dedicated article here.

Mk16s can load both 30- and 20-round STANAG/G36-type 5.56 mm magazines while Mk17s are restricted to only two types of 20-rounder 7.62 mm magazines:

  • Six types of magazines are available to the Mk16. All of these magazines are fully interchangeable with any M16/G36-type assault rifle and carbine that is chambered to fire 5.56 mm NATO. This also includes (but is not limited to) light machine guns like the M249 SAW and L110A1, as well as marksman rifles like the Mk12 SPR.
  • Two types of magazines are available to the Mk17. Both of these magazines are interchangeable with only some 7.62 mm NATO-chambered firearms, ranging from battle rifles like the CZ 805 B1 as well as certain sniper rifles like the M110.

With the sole exception of the 100-round drum magazines, all magazines (both 5.56 mm and 7.62 mm) occupy one inventory slot.[CfgMa 11][CfgMa 12][CfgMa 13] Only the 100-rounder drums require two[CfgMa 14] inventory slots:

30Rnd. STANAG[]

Arma1-ammunition-30rndstanag

30-round STANAG magazine used primarily by M16-type assault rifles and carbines. Loaded exclusively with 5.56 mm NATO ball ammunition.[CfgMa 15]

None of the rounds fired will emit visible tracers.

30Rnd. STANAG SD[]

Arma1-ammunition-30rndstanag

Special 30-round STANAG magazine loaded with subsonic 5.56 mm NATO ammunition.[CfgMa 16] Rounds fired from this magazine specifically have a reduced muzzle velocity of 320 m/s.[CfgMa 9]

As with the stock 30-rounder STANAGs, it does not contain any visible tracer rounds.

This is one of the two magazines which can be loaded by suppressed variants of the Mk16.

20Rnd. STANAG[]

Arma2-ammunition-20rndfnfal

20-round STANAG magazine containing only twenty rounds worth of 5.56 mm ball ammunition.[CfgMa 17]

None of the rounds fired from this magazine will emit visible tracers.

G36 Mag.[]

Arma1-ammunition-30rndg36

30-round plastic magazine used primarily by G36-type weapons and non-M16 assault rifles/carbines loaded with 5.56 mm ball ammunition.[CfgMa 18] Rounds fired from this magazine specifically have a lower muzzle velocity of 920 m/s.[CfgMa 8]

Aside from its reduced muzzle velocity and appearance, this magazine remains statistically unchanged from 30-rounder STANAGs.

30rnd G36 SD[]

Arma1-ammunition-30rndg36

Special G36-type plastic magazine loaded with thirty rounds of subsonic 5.56 mm ammunition.[CfgMa 19] Rounds fired from this magazine specifically have a reduced muzzle velocity of 320 m/s.[CfgMa 20]

Aside from its subsonic loadout, this magazine is statistically unchanged from the standard G36-type magazine.

This is one of the two magazines which can be loaded by suppressed variants of the Mk16.

MG36 Mag.[]

Arma2-ammunition-100rndmg36

High-capacity 100-round drum magazine loaded with a mix of 5.56 mm ball and tracer ammunition.[CfgMa 21] Rounds fired from this drum specifically have a lower muzzle velocity of 920 m/s.[CfgMa 22]

Every fourth[CfgMa 23] round fired will emit a visible tracer. The last four[CfgMa 24] rounds of the drum will always emit tracers.

MK17 Mag.[]

Arma2-ammunition-20rndmk17

Proprietary 20-round box magazine used primarily by SCARs and certain battle rifles/sniper rifles. It is loaded exclusively with non-tracer 7.62 mm NATO ball ammunition.[CfgMa 25]

None of the rounds fired will emit visible tracers.

MK17 SD Mag.[]

Arma2-ammunition-20rndmk17

Special 20-rounder box magazine loaded exclusively with subsonic 7.62 mm NATO ammunition.[CfgMa 26] Rounds fired from this magazine have a reduced muzzle velocity of 350 m/s.[CfgMa 10]

As with the standard 20-rounder magazines, none of the rounds fired will emit visible tracers.

This is the only magazine which can be loaded by suppressed Mk17 variants (both regular and Sniper models).

Magazine compatibility[]

Weapon name
(Classname)
30Rnd. STANAG
30Rnd. STANAG SD
20Rnd. STANAG
G36 Mag.
30rnd G36 SD
MG36 Mag.
MK17 Mag.
MK17 SD Mag.
Mk16 CQC
(SCAR_L_CQC)
Mk16 CQC Holo
(SCAR_L_CQC_Holo)
Mk16 Mk4CQ/T
(SCAR_L_STD_Mk4CQT)
Mk16 EGLM ACOG
(SCAR_L_STD_EGLM_RCO)
Mk16 EGLM Holo
(SCAR_L_CQC_EGLM_Holo)
Mk16 EGLM TWS
(SCAR_L_STD_EGLM_TWS)
Mk16 Holo
(SCAR_L_STD_HOLO)
Mk16 CCO SD
(SCAR_L_CQC_CCO_SD)
Mk17 CCO
(SCAR_H_CQC_CCO)
Mk17 CCO SD
(SCAR_H_CQC_CCO_SD)
Mk17 EGLM RCO
(SCAR_H_STD_EGLM_Spect)
Mk17 Sniper
(SCAR_H_LNG_Sniper)
Mk17 Sniper SD
(SCAR_H_LNG_Sniper_SD)
Mk17 TWS SD
(SCAR_H_STD_TWS_SD)


Trivia[]

  • Both variants of FN Herstal's "SCAR" assault rifle were officially adopted for use (albeit in limited numbers) by U.S. special operations forces in the real-world. However, while the Mk17 was used by the U.S. Army Rangers and other SOF units in reality[2], both the Mk17 and Mk16 are shown (and explicitly stated[3]) to have completely replaced the M16A4/M4A1 families of weapons in use by the Armaverse's U.S. military.
    • This is completely unauthentic to real-life, as neither the Mk16 nor the Mk17 were considered for adoption by conventional branches of the U.S. military. Furthermore, U.S. SOF units were already in the process of phasing out 5.56 mm Mk16s from their inventories in favour of the 7.62 mm Mk17 as early as 2010/2011 (at least one year prior to the events of ArmA 2's Operation Arrowhead campaign).[4] "New" purchases at the time were only to sustain existing stocks of Mk16s/Mk17s.[5]
  • Aside from the XM8 (and the MX in ArmA 3), the SCAR family is one of the few rifle platforms in ArmA 2 that has the largest variety of accessory and attachment options to choose from.
  • When the expansion was initially launched, suppressed Mk17s used the same sound effects as unsuppressed SCARs when fired. This was corrected by the release of Patch 1.54.[6]
  • Several gameplay changes and fixes were made to the SCAR family with the release of the latest Steam version patches (as part of CorePatch):[7]
    • Mk16 EGLMs with ACOGs used the wrong type of reticle even though they were clearly modelled with a TA31F.
    • It was not possible for the user to wear night vision goggles while looking through Mk16s fitted with Mk4 CQ/T.
    • RCO-fitted Mk17s did not have the ability to toggle between two fields-of-view (1x/4x) and were restricted to just 4x magnification. The reticle for the main scope was also misaligned, causing bullets to land slightly off-centre.
    • The muzzle velocity of the Mk17's 20-rounder magazines was reduced to 802 m/s (down from 900 m/s).
The information below details unused, pre-release or removed content.
  • Arma2-scar-14

    Unused Mk17 icons.

    Unused icons for two additional variants of the Mk17 remain hidden within the expansion pack's files.
    • Based on their appearance, both would have used the standard-length Mk17 rifle models with 40.6 cm (16 in) barrels. Where the two would differ is their choice of optics: one would have an ACOG riflescope fitted (Texture name: scar_h_std_acog_ca.paa[8]) while the other would have a holographic sight mounted (Texture name: scar_h_std_eotech_ca.paa[9]). Both would similarly have access to IR laser pointers mounted onto the three o'clock rail position.
    • Their models no longer exist within the expansion's files. It is not known as to why these two variants were excluded from the final release, though it was presumably done to avoid attachment overlap with the Mk16 (the latter already has variants with ACOGs and holosights).
  • Arma3-icon-scar

    Unused Mk16/Mk17 icons from ArmA 3's Alpha.

    In the final release of ArmA 3, only the outlined shape of the Mk16 is used as a background icon for the user's primary weapon inventory slot. However, there were four leftover icons of what appeared to be ported versions of the Mk16/Mk17 rifles and carbines that still could be found in ArmA 3's Alpha files. All of these icons would eventually be removed by the end of the Alpha.
    • Appearance-wise, the only changes that the icons depicted for ArmA 3's iteration of the Mk16/Mk17 was the removal of all "fixed" attachments since ArmA 3 has the ability to mount and remove weapon accessories dynamically.
    • Curiously, there was only an inventory icon for the Mk16 CQC carbine (Texture name: gear_mk16_short_ca.paa)[10] but not for the full-length Mk16 rifle. On the other hand, the Mk17 would have been featured in all three configurations: the long-barrelled Sniper (Texture name: gear_mk17_long_ca.paa)[11], rifle (Texture name: gear_mk17_short_ca.paa)[12], and EGLM-fitted grenadier (Texture name: gear_mk17_short_gl_ca.paa)[13].

Gallery[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 CfgAmmo >> B_556x45_Ball >> hit
  2. CfgAmmo >> B_556x45_SD >> hit
  3. CfgAmmo >> B_762x51_noTracer >> hit
  4. CfgAmmo >> B_762x51_SB_SCAR >> hit
  5. 5.0 5.1 CfgAmmo >> B_556x45_Ball >> airFriction
  6. CfgAmmo >> B_556x45_SD >> airFriction
  7. CfgAmmo >> B_762x51_noTracer >> airFriction
  8. CfgAmmo >> B_762x51_SB_SCAR >> airFriction
  9. 9.0 9.1 CfgAmmo >> B_556x45_Ball >> typicalSpeed
  10. CfgAmmo >> B_556x45_SD >> typicalSpeed
  11. CfgAmmo >> B_762x51_noTracer >> typicalSpeed
  12. CfgAmmo >> B_762x51_SB_SCAR >> typicalSpeed
  13. 13.0 13.1 CfgAmmo >> B_556x45_Ball >> deflecting
  14. CfgAmmo >> B_556x45_SD >> deflecting
  15. CfgAmmo >> B_762x51_Ball >> deflecting
  16. CfgAmmo >> B_762x51_SB_SCAR >> deflecting

CfgMagazines

  1. 1.0 1.1 1.2 CfgMagazines >> 30Rnd_556x45_Stanag >> count
  2. 2.0 2.1 CfgMagazines >> 20Rnd_556x45_Stanag >> count
  3. 3.0 3.1 CfgMagazines >> 100Rnd_556x45_BetaCMag >> count
  4. 4.0 4.1 CfgMagazines >> 30Rnd_556x45_Stanag >> initSpeed
  5. 5.0 5.1 CfgMagazines >> 1Rnd_HE_M203 >> count
  6. 6.0 6.1 6.2 CfgMagazines >> 20rnd_762x51_B_SCAR >> count
  7. 7.0 7.1 CfgMagazines >> 20rnd_762x51_B_SCAR >> initSpeed
  8. 8.0 8.1 CfgMagazines >> 30Rnd_556x45_G36 >> initSpeed
  9. 9.0 9.1 CfgMagazines >> 30Rnd_556x45_StanagSD >> initSpeed
  10. 10.0 10.1 CfgMagazines >> 20Rnd_762x51_SB_SCAR >> initSpeed
  11. CfgMagazines >> 30Rnd_556x45_Stanag >> type >> "256"
  12. CfgMagazines >> 20Rnd_556x45_Stanag >> type >> "256"
  13. CfgMagazines >> 30Rnd_556x45_G36 >> type >> "256"
  14. CfgMagazines >> 100Rnd_556x45_BetaCMag >> type >> "2 * 256"
  15. CfgMagazines >> 30Rnd_556x45_Stanag >> ammo >> "B_556x45_Ball"
  16. CfgMagazines >> 30Rnd_556x45_StanagSD >> ammo >> "B_556x45_SD"
  17. CfgMagazines >> 20Rnd_556x45_Stanag >> ammo >> "B_556x45_Ball"
  18. CfgMagazines >> 30Rnd_556x45_G36 >> ammo >> "B_556x45_Ball"
  19. CfgMagazines >> 30Rnd_556x45_G36SD >> ammo >> "B_556x45_SD"
  20. CfgMagazines >> 30Rnd_556x45_G36SD >> initSpeed
  21. CfgMagazines >> 100Rnd_556x45_BetaCMag >> ammo >> "B_556x45_Ball"
  22. CfgMagazines >> 100Rnd_556x45_BetaCMag >> initSpeed
  23. CfgMagazines >> 100Rnd_556x45_BetaCMag >> tracersEvery
  24. CfgMagazines >> 100Rnd_556x45_BetaCMag >> lastRoundsTracer
  25. CfgMagazines >> 20Rnd_762x51_B_SCAR >> ammo >> "B_762x51_noTracer"
  26. CfgMagazines >> 20Rnd_762x51_SB_SCAR >> ammo >> "B_762x51_SB_SCAR"

CfgWeapons

  1. 1.0 1.1 CfgWeapons >> SCAR_L_Base >> SCAR_L_Single >> dispersion
  2. 2.0 2.1 CfgWeapons >> SCAR_L_Base >> SCAR_L_FullAuto >> dispersion
  3. 3.0 3.1 CfgWeapons >> SCAR_L_Base >> type >> "1"
  4. CfgWeapons >> SCAR_L_STD_HOLO >> SCAR_L_Single >> recoil
  5. CfgWeapons >> SCAR_L_STD_HOLO >> SCAR_L_FullAuto >> recoil
  6. CfgWeapons >> SCAR_L_STD_HOLO >> SCAR_L_Single >> recoilProne
  7. CfgWeapons >> SCAR_L_STD_HOLO >> SCAR_L_FullAuto >> recoilProne
  8. CfgWeapons >> SCAR_L_STD_HOLO >> dexterity
  9. CfgWeapons >> SCAR_L_CQC_CCO_SD >> dexterity
  10. CfgWeapons >> SCAR_L_STD_Mk4CQT >> dexterity
  11. CfgWeapons >> SCAR_L_Base >> magazines[] >> {"30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD","20Rnd_556x45_Stanag","30Rnd_556x45_G36","100Rnd_556x45_BetaCMag","30Rnd_556x45_G36SD"}
  12. CfgWeapons >> SCAR_L_Base >> SCAR_L_Single >> reloadTime
  13. CfgWeapons >> SCAR_L_STD_HOLO >> irDistance
  14. 14.0 14.1 CfgWeapons >> SCAR_L_CQC >> SCAR_L_Single >> dispersion
  15. 15.0 15.1 CfgWeapons >> SCAR_L_CQC >> SCAR_L_FullAuto >> dispersion
  16. CfgWeapons >> SCAR_L_CQC >> SCAR_L_Single >> recoil
  17. CfgWeapons >> SCAR_L_CQC >> SCAR_L_FullAuto >> recoil
  18. CfgWeapons >> SCAR_L_CQC >> SCAR_L_Single >> recoilProne
  19. CfgWeapons >> SCAR_L_CQC >> SCAR_L_FullAuto >> recoilProne
  20. 20.0 20.1 CfgWeapons >> SCAR_L_CQC >> dexterity
  21. 21.0 21.1 CfgWeapons >> SCAR_L_CQC_Holo >> dexterity
  22. CfgWeapons >> SCAR_L_CQC >> magazines[] >> {"30Rnd_556x45_Stanag","30Rnd_556x45_StanagSD","20Rnd_556x45_Stanag","30Rnd_556x45_G36","100Rnd_556x45_BetaCMag","30Rnd_556x45_G36SD"}
  23. CfgWeapons >> SCAR_L_CQC_EGLM_Holo >> type >> "1"
  24. CfgWeapons >> SCAR_L_CQC_EGLM_Holo >> SCAR_L_Single >> recoil
  25. CfgWeapons >> SCAR_L_CQC_EGLM_Holo >> SCAR_L_FullAuto >> recoil
  26. CfgWeapons >> SCAR_L_CQC_EGLM_Holo >> SCAR_L_Single >> recoilProne
  27. CfgWeapons >> SCAR_L_CQC_EGLM_Holo >> SCAR_L_FullAuto >> recoilProne
  28. CfgWeapons >> SCAR_L_CQC_EGLM_Holo_EGLM_Holo >> dexterity
  29. CfgWeapons >> SCAR_L_STD_EGLM_RCO >> dexterity
  30. CfgWeapons >> SCAR_L_STD_EGLM_TWS >> dexterity
  31. CfgWeapons >> SCAR_L_CQC_EGLM_Holo >> EGLMMuzzle >> {"1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203","1Rnd_Smoke_M203","1Rnd_SmokeRed_M203","1Rnd_SmokeGreen_M203","1Rnd_SmokeYellow_M203"}
  32. 32.0 32.1 CfgWeapons >> SCAR_H_CQC_CCO >> SCAR_H_Single >> dispersion
  33. CfgWeapons >> SCAR_H_CQC_CCO >> SCAR_H_FullAuto >> dispersion
  34. 34.0 34.1 CfgWeapons >> SCAR_H_STD_TWS_SD >> SCAR_H_Single >> dispersion
  35. CfgWeapons >> SCAR_H_STD_TWS_SD >> SCAR_H_FullAuto >> dispersion
  36. CfgWeapons >> SCAR_H_Base >> type >> "1"
  37. CfgWeapons >> SCAR_H_CQC_CCO >> SCAR_H_Single >> recoil
  38. CfgWeapons >> SCAR_H_CQC_CCO >> SCAR_H_FullAuto >> recoil
  39. CfgWeapons >> SCAR_H_CQC_CCO >> SCAR_H_Single >> recoilProne
  40. CfgWeapons >> SCAR_H_CQC_CCO >> SCAR_H_FullAuto >> recoilProne
  41. CfgWeapons >> SCAR_H_CQC_CCO >> dexterity
  42. CfgWeapons >> SCAR_H_CQC_CCO_SD >> dexterity
  43. CfgWeapons >> SCAR_H_STD_TWS_SD >> dexterity
  44. CfgWeapons >> SCAR_H_Base >> magazines[] >> {"20rnd_762x51_B_SCAR"}
  45. CfgWeapons >> SCAR_H_Base >> SCAR_H_Single >> reloadTime
  46. CfgWeapons >> SCAR_H_CQC_CCO_SD >> magazines[] >> {"20rnd_762x51_SB_SCAR"}
  47. CfgWeapons >> SCAR_H_STD_TWS_SD >> magazines[] >> {"20rnd_762x51_SB_SCAR"}
  48. CfgWeapons >> SCAR_H_STD_EGLM_Spect >> SCAR_H_Single >> dispersion
  49. CfgWeapons >> SCAR_H_STD_EGLM_Spect >> SCAR_H_FullAuto >> dispersion
  50. CfgWeapons >> SCAR_H_STD_EGLM_Spect >> type >> "1"
  51. CfgWeapons >> SCAR_H_STD_EGLM_Spect >> SCAR_H_Single >> recoil
  52. CfgWeapons >> SCAR_H_STD_EGLM_Spect >> SCAR_H_FullAuto >> recoil
  53. CfgWeapons >> SCAR_H_STD_EGLM_Spect >> SCAR_H_Single >> recoilProne
  54. CfgWeapons >> SCAR_H_STD_EGLM_Spect >> SCAR_H_FullAuto >> recoilProne
  55. CfgWeapons >> SCAR_H_STD_EGLM_Spect >> dexterity
  56. CfgWeapons >> SCAR_H_STD_EGLM_Spect >> EGLMMuzzle >> {"1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203","1Rnd_Smoke_M203","1Rnd_SmokeRed_M203","1Rnd_SmokeGreen_M203","1Rnd_SmokeYellow_M203"}
  57. 57.0 57.1 CfgWeapons >> SCAR_H_LNG_Sniper >> SCAR_H_Single >> dispersion
  58. 58.0 58.1 CfgWeapons >> SCAR_H_LNG_Sniper >> SCAR_H_FullAuto >> dispersion
  59. 59.0 59.1 CfgWeapons >> SCAR_H_LNG_Sniper_SD >> SCAR_H_SD_Single >> dispersion
  60. 60.0 60.1 CfgWeapons >> SCAR_H_LNG_Sniper_SD >> SCAR_H_SD_FullAuto >> dispersion
  61. CfgWeapons >> SCAR_H_LNG_Sniper >> type >> "1"
  62. CfgWeapons >> SCAR_H_LNG_Sniper >> SCAR_H_Single >> recoil
  63. CfgWeapons >> SCAR_H_LNG_Sniper_SD >> SCAR_H_SD_Single >> recoil
  64. CfgWeapons >> SCAR_H_LNG_Sniper >> SCAR_H_FullAuto >> recoil
  65. CfgWeapons >> SCAR_H_LNG_Sniper_SD >> SCAR_H_SD_FullAuto >> recoil
  66. CfgWeapons >> SCAR_H_LNG_Sniper >> SCAR_H_Single >> recoilProne
  67. CfgWeapons >> SCAR_H_LNG_Sniper >> SCAR_H_SD_Single >> recoilProne
  68. CfgWeapons >> SCAR_H_LNG_Sniper >> SCAR_H_FullAuto >> recoilProne
  69. CfgWeapons >> SCAR_H_LNG_Sniper_SD >> SCAR_H_SD_FullAuto >> recoilProne
  70. CfgWeapons >> SCAR_H_LNG_Sniper >> dexterity
  71. CfgWeapons >> SCAR_H_LNG_Sniper_SD >> dexterity
  72. CfgWeapons >> SCAR_H_LNG_Sniper >> magazines[] >> {"20rnd_762x51_B_SCAR"}
  73. 73.0 73.1 CfgWeapons >> SCAR_H_LNG_Sniper >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000}
  74. CfgWeapons >> SCAR_L_STD_Mk4CQT >> OpticsModes >> Mk4 >> visionMode[]
  75. CfgWeapons >> SCAR_L_STD_Mk4CQT >> OpticsModes >> Kolimator >> visionMode[]
  76. CfgWeapons >> SCAR_L_CQC >> discreteDistance[] >> {100,200,300,400,500,600}
  77. CfgWeapons >> SCAR_L_CQC >> discreteDistanceInitIndex >> "0"
  78. CfgWeapons >> SCAR_L_STD_EGLM_TWS >> OpticsModes >> LTWS >> thermalMode[]
  79. CfgWeapons >> SCAR_L_STD_EGLM_TWS >> OpticsModes >> LTWS >> visionMode[]
  80. CfgWeapons >> SCAR_H_STD_TWS_SD >> OpticsModes >> StepScope >> thermalMode[]
  81. CfgWeapons >> SCAR_H_STD_TWS_SD >> OpticsModes >> StepScope >> visionMode[]
  82. CfgWeapons >> SCAR_H_STD_EGLM_Spect >> OpticsModes >> Specter >> discreteFov[] >> {0.5,0.0623}
  83. CfgWeapons >> SCAR_H_STD_EGLM_Spect >> OpticsModes >> Specter >> visionMode[]
  84. CfgWeapons >> SCAR_H_LNG_Sniper >> discreteDistanceInitIndex >> "2"
  85. CfgWeapons >> SCAR_H_LNG_Sniper_SD >> discreteDistance[] >> {50,100,200,300}
  86. CfgWeapons >> SCAR_H_LNG_Sniper_SD >> discreteDistanceInitIndex >> "1"

Formulae

  1. 60 / reloadTime = 60 / 0.075
  2. 60 / reloadTime = 60 / 0.1

Notes[]

  1. This dispersion value only applies to non-EGLM Mk17s that are fitted with the CCO and are toggled to fire on semi-automatic.
  2. This dispersion value only applies to non-EGLM Mk17s that are fitted with the CCO and are toggled to fire on full auto.
  3. This dispersion value only applies to non-EGLM Mk17s that are fitted with the TWS and are toggled to fire on semi-automatic.
  4. This dispersion value only applies to non-EGLM Mk17s that are fitted with the TWS and are toggled to fire on full auto.
  5. This dispersion value only applies to Mk17 Snipers that are unsuppressed and are toggled to fire on semi-automatic.
  6. This dispersion value only applies to Mk17 Snipers that are unsuppressed and are toggled to fire on full auto.
  7. This dispersion value only applies to suppressed Mk17 Snipers that are toggled to fire on semi-automatic.
  8. This dispersion value only applies to suppressed Mk17 Snipers that are toggled to fire on full auto.
  9. 9.0 9.1 9.2 9.3 9.4 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. Bohemia Interactive a.s., 2010, Assault Rifles, Arma 2, viewed 5 March 2025, <https://www.arma2.com/arma-2-oa-weaponry/a-2-oa-assault-rifles>.
  2. Johnson, S 2009, 'More Rangers with SCAR rifles', The Firearm Blog, 27 May, viewed 8 May 2024, <https://www.thefirearmblog.com/blog/2009/05/27/more-rangers-with-scar-rifles/>.
  3. Bohemia Interactive a.s., 2010, United States Army, Arma 2, viewed 8 May 2024, <https://www.arma2.com/arma-2-oa-factions/a-2-oa-us-army>.
  4. Soldier Systems Daily 2010, SOCOM Reprograms Funds for Mk16 SCAR Purchase – Goes Heavy Instead, Soldier Systems Daily, viewed 8 May 2024, <https://soldiersystems.net/2010/06/26/socom-cancels-mk16-scar/>.
  5. Johnson, S 2011, 'Navy to buy additional FN SCAR Mk. 13, Mk 16, Mk. 17 and Mk. 20', The Firearm Blog, 15 December, viewed 8 May 2024, <https://www.thefirearmblog.com/blog/2011/12/15/navy-to-buy-additional-fn-scar-mk-13-mk-16-mk-17-and-mk-20/>.
  6. HitmanFF_biwiki et al. 2011, Arma 2: Operation Arrowhead: Version History, Bohemia Interactive Community Wiki, viewed 8 May 2024, <https://community.bistudio.com/wiki/Arma_2:_Operation_Arrowhead:_Version_History#Version_1.54>.
  7. Mazzon, M et al. 2019, CorePatch, GitHub, viewed 8 May 2024, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.
  8. ARMA 2: Operation Arrowhead 2010 [Video Game], Bohemia Interactive a.s., \ca\weapons_e\data\icons\scar_h_std_acog_ca.paa
  9. ARMA 2: Operation Arrowhead 2010 [Video Game], Bohemia Interactive a.s., \ca\weapons_e\data\icons\scar_h_std_eotech_ca.paa
  10. ARMA 3 Alpha 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\data\ui\gear_mk16_short_ca.paa
  11. ARMA 3 Alpha 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\data\ui\gear_mk17_long_ca.paa
  12. ARMA 3 Alpha 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\data\ui\gear_mk17_short_ca.paa
  13. ARMA 3 Alpha 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\data\ui\gear_mk17_short_gl_ca.paa

External links[]

See also[]

Weapons of comparable role and configuration[]

Weapons of ArmA 2
Handguns CZ 75 9 mmG17 9 mmM1911 .45M9 9 mmMakarov 9 mmRevolver .45
Submachine guns CZ Scorpion Evo 3 A1 9 mmMP5 9 mmPDW 9 mmPP-19 Bizon 9 mmSa-61 Scorpion .32
Shotguns M1014Saiga 12KAA-12
Carbines AKS-74U 5.45 mm* • G36 series* (G36C*, G36K*) • M4A1 5.56 mm (M4A1 M203, M4A3, M4A3 M203) • Mk16 CQC 5.56 mmXM8 Compact 5.56 mm
Assault rifles AK-107 5.45 mm (AK-107 GP-25) • AK-74 5.45 mm (AK-74 GP-25*, AKS-74*) • AKM 7.62 mmAKS 7.62 mm* • CZ 805 BREN A1 5.56 mm (CZ 805 A1 G1, CZ 805 BREN A2, CZ 805 B1 G1) • FN FAL 7.62 mmG36A 5.56 mm* • L85A2 5.56 mm (L85A2 UGL) • M16A2 5.56 mm* (M16A2 M203*) • M16A4 5.56 mm (M16A4 M203) • SCAR series (Mk16, Mk16 EGLM, Mk17, Mk17 EGLM) • Sa-58 7.62 mmXM8 series (XM8, XM8 M320)
Designated marksman rifles DMR 7.62 mmL86A2 LSW 5.56 mmM14 7.62 mmMk12 SPR 5.56 mmMk17 Sniper 7.62 mmVSS Vintorez 9 mmXM8 Sharpshooter 5.56 mm
Sniper rifles AS50 12.7 mmCZ 550 9.3 mmCZ 750 S1 M1 .308KSVK 12.7 mm* • Lee-Enfield .303LRR .338M107 .50* • M110 7.62 mmM24 7.62 mm* (M40A3) • SVD Dragunov 7.62 mm*
Squad automatic weapons L110A1 5.56 mmM249 SAW 5.56 mm* • MG36 5.56 mm* • RPK-74 5.45 mmXM8 Automatic Rifle 5.56 mm
Machineguns L7A2 GPMG 7.62 mmMk 48 Mod 0 7.62 mm* • M240 7.62 mm* • M60E4 7.62 mmPKP 7.62 mmPKM 7.62 mmUK-59 7.62 mm
Grenade launchers M32M79Mk13
Launchers 9K32 Strela-29K38 Igla9K115-2 Metis-MFGM-148 JavelinFIM-92F StingerM136M47 DragonMAAWSNLAWRPG-7VRPG-18SMAW
Static AGS-30D-30DShKMIgla AA PodKORDL111A1L134A1M119A1M2M252Mk19Metis AT-132B14 PodnosRBS-70SearchlightSPG-9StingerTOWZU-23
(Parenthesis) denote variants.
* indicates partial DLC dependency.
Operation Arrowhead | British Armed Forces | Private Military Company | Army of the Czech Republic
U.S. Army - Armoury (ArmA 2)
Handguns G17 9 mmM1911 .45M9 9 mm
Shotguns M1014
Carbines Mk16 CQC 5.56 mm
Assault rifles SCAR series (Mk16, Mk16 EGLM, Mk17, Mk17 EGLM)
Designated marksman rifles M14 7.62 mmMk17 Sniper 7.62 mm
Sniper rifles M107 .50M110 7.62 mmM24 7.62 mm
Squad automatic weapons M249 SAW 5.56 mm
Machineguns Mk 48 Mod 0 7.62 mmM240 7.62 mm
Grenade launchers M32Mk13
Launchers FGM-148 JavelinFIM-92F StingerM136MAAWS
Static M2M252Mk19M119A1SearchlightStingerTOW
(Parenthesis) denote variants.
Operation Arrowhead
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