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« The Belgian SLR battle rifle is one of the most widely used rifles in history. Chambered for 7.62 mm ammunition and outfitted with a heavy barrel, this variant acts primarily as a squad automatic weapon.
Field Manual
»
The SLR 7.62 mm battle rifle.
The SLR 7.62 mm battle rifle.

The SLR is a 7.62 mm battle rifle used by both North African CSAT forces and the SFIA, as well as with Tura tribesmen in ArmA 3. It was added with the release of the Western Sahara Creator DLC.

Overview[]

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The SLR is a selective-fire rifle that is chambered for the 7.62×51 mm NATO cartridge.

It can load either 20-round box magazines or 30-round double-stack magazines. It has a muzzle velocity of 850 m/s[CfgMa 3][CfgMa 4], and can attain a fire rate of approximately ~ 705 rounds per minute on semi-auto[CfgWp 11][Formula 1] or up to 700 RPM on full auto.[CfgWp 12][Formula 2]

All SLRs feature a rail mount that can be fitted with optical sights.[CfgWp 13][CfgWp 14] Their muzzles also allow for a 7.62 mm sound suppressor to be attached.[CfgWp 15][CfgWp 16]

However, the availability of accessories other than optics and suppressors depends on the type of furniture used. The default all-Black and Jungle camouflage variants do not allow for external bipods or flashlights to be attached as they utilise integral folding bipods.[CfgWp 17][CfgWp 18] Variants with wooden or Desert camouflage furniture specifically allow for a (non-IR) flashlight to be strapped onto the barrel with tape[CfgWp 19][CfgWp 20], but otherwise do not have a folding bipod affixed, nor do they allow for external bipods.

Variants[]

SLR GL[]

The SLR GL 7.62 mm battle rifle.
The SLR GL 7.62 mm battle rifle.

The SLR GL is simply an SLR rifle that has been fitted with a rifle grenade adapter.

The adapter allows for a myriad of rifle grenades to be loaded and fired, ranging from 40 mm high-explosive (HE), 50 mm white smoke or 58 mm anti-tank (AT) rifle grenade rounds.[CfgWp 33][CfgWp 34][CfgWp 35][CfgWp 36]

It is slightly less accurate when compared to baseline SLR and also has a lower fire rate of only 650 RPM[CfgWp 37][Formula 3] on full auto (semi remains unchanged at ~ 705 RPM).[CfgWp 38][Formula 4] It can still be fitted with optical sights but is unable to mount suppressors due to the grenade adapter obstructing the muzzle.

As with the baseline rifle, only all-black SLRs have an integral folding bipod[CfgWp 39], while SLRs with wooden furniture allow for a flashlight to be strapped onto the barrel.[CfgWp 40]

SLR Para[]

« The paratrooper version of the Belgian SLR battle rifle comes with a folding-stock, shorter barrel, and an aluminum-alloy lower receiver. It weighs less and is easier to handle than its bigger brother, but in return, loses some of its range and accuracy.
Field Manual
»
The SLR Para 7.62 mm battle rifle.
The SLR Para 7.62 mm battle rifle.

The SLR Para is a paratrooper variant used exclusively by CTRG operatives deployed to Argana.

It features a shorter-length barrel and folding stock, as well as additional side[CfgWp 47] and underbarrel[CfgWp 48] rail mounts for attaching flashlights/laser pointers and bipods.

The SLR Para's shorter barrel and replacement of its fixed stock grants it a 22% weight reduction[CfgWp 43] as well as a slightly reduced inertia penalty.[CfgWp 45] Due to its compact size, the SLR Para can also fit inside a backpack that has enough space to store it.[CfgWp 49] However, this compact configuration also comes at the cost of accuracy as the Para now has 20% increased dispersion over the baseline SLR rifle.[CfgWp 41][CfgWp 42]

Ironsights[]

Arma3-wsslr-ironsight-overview
The ironsights on the SLR (regardless of furniture) can be zeroed starting at a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 50] By default, they are set to a zeroing of 200 metres.[CfgWp 51] Neither the front nor rear sights are illuminated.

If an optical sight that allows for zeroing beyond 600 metres is attached onto the top rail (e.g. LRPS), the SLR will permit an absolute maximum zeroing of 1,200 metres.[CfgWp 52]

Arma3-wsslrgl-ironsight-overview
The ironsights on the SLR GL (irrespective of its furniture) can be zeroed starting at a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 53] By default, they are set to a zeroing of 200 metres.[CfgWp 54] Neither the front nor rear sights are illuminated.

If an optical sight that allows for zeroing beyond 600 metres is attached onto the top rail (e.g. LRPS), the SLR GL will permit an absolute maximum zeroing of 1,150 metres.[CfgWp 55]

Arma3-wsslrpara-ironsight-overview
The SLR Para's ironsights 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 56] By default, it utilises a zeroing of 200 metres.[CfgWp 57] Neither the front nor rear sights are illuminated.

If an optical sight that allows for zeroing beyond 600 metres is attached onto the top rail (e.g. LRPS), the SLR Para allows for an absolute maximum zeroing of 1,000 metres.[CfgWp 58]

Arma3-wsslrmuzzlegl-ironsight-overview
The rifle grenade adapter on the SLR can be manually zeroed between three range settings: 40 metres, 60 metres, and 80 metres.[CfgWp 59] The sights are not illuminated.

Camouflage[]

  • Black: All-black colour scheme.
  • Desert: Two-tone arid camouflage scheme.
  • Wood: Black parts with wooden furniture.
  • Jungle: Three-tone jungle camouflage scheme.
  • Snake: Snakeskin-themed spraypaint camouflage pattern.

Caveats apply to the following schemes:

  • The Black and Jungle schemes do not allow for flashlights to be "attached" to the weapon.
  • The Desert and Jungle schemes are not available to the GL variant.
  • SLR models that utilise the Desert/Wood scheme are slightly heavier than their Black/Jungle counterparts.
  • Para variants of the SLR only have access to Black and Snake camouflage schemes.

Ammunition[]

Ammo parameter 7.62 mm NATO (Ball) 7.62 mm NATO (Tracer)
Base damage value 11.6[CfgAm 1] 11.6[CfgAm 2]
Aerodynamic friction -0.001[CfgAm 3] -0.001[CfgAm 4]
Muzzle velocity (m/s) 850
[CfgMa 3][CfgMa 4]
850
[CfgMa 6][CfgMa 7]
Expected velocity (m/s) 800
[CfgAm 5][note 1]
800
[CfgAm 6][note 1]
Penetration depth (mm) 20.4
[CfgAm 7][Formula 5]
20.4
[CfgAm 8][Formula 6]
Deflection angle (degrees) 15°[CfgAm 9] 15°[CfgAm 10]

SLRs are capable of feeding from two families of magazines with a capacity of either twenty or thirty rounds:

  • Eight variants of the 20-rounder magazines are available. They are are split across three main types: one type only has ball ammunition loaded and no tracers, the second type uses a mix of ball and tracer ammunition, while the third type is loaded exclusively with tracers. All 20-round magazines have Black, Desert and Snakeskin camouflage options.
  • Eight variants of the 30-round magazines are also available. These magazines are similarly split across three main types: some with only ball ammo, others that use a mix of ball and tracers, and some that are exclusively loaded with tracers. Camouflage options for the 30-rounder magazines range from Black, Desert and Tan.

It should be noted that these magazines are only interchangeable with all variants of the SLR.[CfgWp 60][CfgWp 61][CfgWp 62] They are not compatible with other 7.62 mm-chambered battle rifles.

For SLRs fitted with a rifle grenade adapter, they can load explosive, anti-vehicle and less-than-lethal (LTL) smoke grenades.[CfgWp 33][CfgWp 34][CfgWp 35][CfgWp 36] Additionally, these rifle grenades can also be loaded onto IED UAVs as airdroppable munitions:


Magazines (20-round)[]

NOTE: All of the following magazines share the same weight of 12 "mass" units.[CfgMa 8][CfgMa 9][CfgMa 10]

7.62 mm 20Rnd Mag

Arma3-ammunition-ws20rndslr

20-round box magazine loaded with only 7.62 mm ball ammunition.[CfgMa 11]

None of the rounds fired will emit visible tracers.

7.62 mm 20Rnd Reload Tracer (Green) Mag

Arma3-ammunition-ws20rndslr

Alternate box magazine loaded with a mix of ball and tracer ammunition.[CfgMa 12]

The last two rounds of the magazine will always emit visible green tracers.[CfgMa 13]

7.62 mm 20Rnd Reload Tracer (Red) Snake Mag

Arma3-ammunition-ws20rndslrsnake

Alternate box magazine loaded with a mix of ball and tracer ammunition.[CfgMa 14]

The last two rounds of the magazine will always emit visible red tracers.[CfgMa 15]

7.62 mm 20Rnd Tracer (Green) Mag

Arma3-ammunition-ws20rndslr

Dedicated box magazine loaded entirely with twenty rounds of green tracer ammunition.[CfgMa 16][CfgMa 17]

7.62 mm 20Rnd Tracer (Red) Snake Mag

Arma3-ammunition-ws20rndslrsnake

Dedicated box magazine loaded entirely with twenty rounds of red tracer ammunition.[CfgMa 18][CfgMa 19]


Magazines (30-round)[]

NOTE: All of the following magazines share the same weight of 18 "mass" units.[CfgMa 20][CfgMa 21][CfgMa 22]

7.62 mm 30Rnd Mag

Arma3-ammunition-ws30rndslr

Double-stack 30-rounder magazine loaded with 7.62 mm ball ammunition.[CfgMa 23]

None of the rounds fired will emit visible tracers.

7.62 mm 30Rnd Reload Tracer (Green) Mag

Arma3-ammunition-ws30rndslr

Alternate double-stack magazine loaded with 7.62 mm ball and tracer ammunition.[CfgMa 24]

The last two rounds of the magazine will always emit visible green tracers.[CfgMa 25]

7.62 mm 30Rnd Reload Tracer (Red) Tan Mag

Arma3-ammunition-ws30rndslrtan

Alternate double-stack magazine loaded with 7.62 mm ball and tracer ammunition.[CfgMa 26]

The last two rounds of the magazine will always emit visible red tracers.[CfgMa 27]

7.62 mm 30Rnd Tracer (Green) Mag

Arma3-ammunition-ws30rndslr

Dedicated double-stack magazine loaded with only green tracer ammunition.[CfgMa 28][CfgMa 29]

7.62 mm 30Rnd Tracer (Red) Tan Mag

Arma3-ammunition-ws30rndslrtan

Dedicated double-stack magazine loaded with only red tracer ammunition.[CfgMa 30][CfgMa 31]


Rifle grenades[]

NOTE: Rifle grenades are fully interchangeable with the IED UAV drone.

Parameter 40 mm Grenade
(HE)
50 mm Grenade
(Smoke)
58 mm Grenade
(HEAT/Primary)
58 mm Grenade
(HEAT/Submunition)
Base damage value 40[CfgAm 11] 1
[CfgAm 12][note 2]
120[CfgAm 13] 270[CfgAm 14]
Splash damage value 9[CfgAm 15] 0[CfgAm 16] 3[CfgAm 17] 0[CfgAm 18]
Damage type High-Explosive
[CfgAm 19]
N/A High-Explosive Anti-Tank
[CfgAm 20]
High-Explosive Anti-Tank
[CfgAm 21]
Aerodynamic friction -0.001[CfgAm 22] -0.001[CfgAm 23] -0.001[CfgAm 24] -0.28[CfgAm 25]
Blast radius (metres) 8[CfgAm 26] 0.2[CfgAm 27] 3[CfgAm 28] 0[CfgAm 29]
Muzzle velocity (m/s) 100[CfgMa 32] 100[CfgMa 33] 100[CfgMa 34] 1,000[CfgAm 30]
Expected velocity (m/s) 80[CfgAm 31] 30[CfgAm 32] 100[CfgAm 33] 1,000[CfgAm 34]
Penetration depth (mm) 0
[CfgAm 35][note 3]
0[note 4] 0
[CfgAm 36][note 5]
199.95
[CfgAm 37][Formula 7]

40 mm HE Grenade[]

Arma3-ammunition-ws1rndheslr

Anti-personnel 40 mm rifle grenade that uses a high-explosive (HE) warhead.[CfgAm 19][CfgMa 35] It has a weight of 7 "mass" units.[CfgMa 36]

It is always fired with a launch velocity of 100 m/s.[CfgMa 32] The grenade has a blast radius of 8 metres.[CfgAm 26]

50 mm Smoke Grenade (White)[]

Arma3-ammunition-ws1rndsmokewhiteslr

Non-lethal 50 mm grenade that emits white-coloured smoke.[CfgMa 37][CfgAm 38] It has a weight of 9 "mass" units.[CfgMa 38]

Smoke grenades are always fired with a launch velocity of 100 m/s.[CfgMa 33] The grenade will last for a maximum duration of 60 seconds before its smoke dissipates.[CfgAm 39]

58 mm AT Grenade[]

Arma3-ammunition-ws1rndatslr

Anti-vehicle 58 mm grenade fitted with a high-explosive anti-tank (HEAT) warhead.[CfgAm 20][CfgMa 39] It has a weight of 7 "mass" units.[CfgMa 40]

The grenade is always launched with an initial velocity of 100 m/s.[CfgMa 34] The primary component of the grenade's warhead has a blast radius of 3 metres.[CfgAm 28] The secondary submunition can pierce up to ~ 200 millimetres of armour plating.[CfgAm 37][Formula 7]

Trivia[]

  • Western Sahara's SLR is directly based on the Belgian-made "FAL" rifle.
  • When the Creator DLC is loaded, the SLR and its variants will automatically replace the default loadout of North African CSAT forces (who normally use the Apex expansion's CAR-95 bullpup and its derivatives).
    • However, North African forces in Tac-Ops' Stepping Stone mini-campaign remain unaffected and will continue to use their default gear.
  • Prior to Update 1.02, the 58 mm AT rifle grenade could only pierce 6 millimetres of armour plating. This was later rectified by the patch which gave the grenade a submunition capable of penetrating up to ~ 200 mm.[1]
  • The Jungle camouflage scheme was not added until the release of Update 1.1.[2]
  • The Para variant and 20-/30-rounder magazines with Snakeskin camouflage were added after the release of Update 1.1.3.[3]
    • The patch also tweaked the firing sound effects for all variants of the SLR.[3]
  • When it was originally added, the SLR Para could not be stored within a backpack as it was still classified as a long rifle. Update 1.1.4 specifically removed this restriction from the SLR Para (the baseline SLR rifle remains unchanged).[4]
  • Update 1.1.4 fixed a bug that could occur with the SLR GL that allowed the user to fire rifle grenades even without a magazine loaded.[4]

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> B_762x51_Ball >> hit
  2. CfgAmmo >> B_762x51_Tracer_Green >> hit
  3. CfgAmmo >> B_762x51_Ball >> airFriction
  4. CfgAmmo >> B_762x51_Tracer_Green >> airFriction
  5. CfgAmmo >> B_762x51_Ball >> typicalSpeed
  6. CfgAmmo >> B_762x51_Tracer_Green >> typicalSpeed
  7. CfgAmmo >> B_762x51_Ball >> caliber
  8. CfgAmmo >> B_762x51_Tracer_Green >> caliber
  9. CfgAmmo >> B_762x51_Ball >> deflecting
  10. CfgAmmo >> B_762x51_Tracer_Green >> deflecting
  11. CfgAmmo >> lxWS_G_40mm_HE >> hit
  12. CfgAmmo >> lxWS_G_50mm_Smoke >> hit
  13. CfgAmmo >> lxWS_G_50mm_AT >> hit
  14. CfgAmmo >> lxWS_ammo_Penetrator_G_50mm_AT >> hit
  15. CfgAmmo >> lxWS_G_40mm_HE >> indirectHit
  16. CfgAmmo >> lxWS_G_50mm_Smoke >> indirectHit
  17. CfgAmmo >> lxWS_G_50mm_AT >> indirectHit
  18. CfgAmmo >> lxWS_ammo_Penetrator_G_50mm_AT >> indirectHit
  19. 19.0 19.1 CfgAmmo >> lxWS_G_40mm_HE >> warheadName
  20. 20.0 20.1 CfgAmmo >> lxWS_G_50mm_AT >> warheadName
  21. CfgAmmo >> lxWS_ammo_Penetrator_G_50mm_AT >> warheadName
  22. CfgAmmo >> lxWS_G_40mm_HE >> airFriction
  23. CfgAmmo >> lxWS_G_50mm_Smoke >> airFriction
  24. CfgAmmo >> lxWS_G_50mm_AT >> airFriction
  25. CfgAmmo >> lxWS_ammo_Penetrator_G_50mm_AT >> airFriction
  26. 26.0 26.1 CfgAmmo >> lxWS_G_40mm_HE >> indirectHitRange
  27. CfgAmmo >> lxWS_G_50mm_Smoke >> indirectHitRange
  28. 28.0 28.1 CfgAmmo >> lxWS_G_50mm_AT >> indirectHitRange
  29. CfgAmmo >> lxWS_ammo_Penetrator_G_50mm_AT >> indirectHitRange
  30. CfgAmmo >> lxWS_G_50mm_AT >> submunitionInitSpeed
  31. CfgAmmo >> lxWS_G_40mm_HE >> typicalSpeed
  32. CfgAmmo >> lxWS_G_50mm_Smoke >> typicalSpeed
  33. CfgAmmo >> lxWS_G_50mm_AT >> typicalSpeed
  34. CfgAmmo >> lxWS_ammo_Penetrator_G_50mm_AT >> typicalSpeed
  35. CfgAmmo >> lxWS_G_40mm_HE >> explosive
  36. CfgAmmo >> lxWS_G_50mm_AT >> caliber
  37. 37.0 37.1 CfgAmmo >> lxWS_ammo_Penetrator_G_50mm_AT >> caliber
  38. CfgAmmo >> lxWS_G_50mm_Smoke >> smokeColor[] >> {1,1,1,1}
  39. CfgAmmo >> lxWS_G_50mm_Smoke >> timeToLive

CfgMagazines

  1. 1.0 1.1 1.2 CfgMagazines >> 20Rnd_762x51_slr_lxWS >> count
  2. 2.0 2.1 CfgMagazines >> 30Rnd_762x51_slr_lxWS >> count
  3. 3.0 3.1 CfgMagazines >> 20Rnd_762x51_slr_lxWS >> initSpeed
  4. 4.0 4.1 CfgMagazines >> 30Rnd_762x51_slr_lxWS >> initSpeed
  5. CfgMagazines >> 1Rnd_40mm_HE_lxWS >> count
  6. CfgMagazines >> 20Rnd_762x51_slr_tracer_green_lxWS >> initSpeed
  7. CfgMagazines >> 30Rnd_762x51_slr_tracer_green_lxWS >> initSpeed
  8. CfgMagazines >> 20Rnd_762x51_slr_lxWS >> mass
  9. CfgMagazines >> 20Rnd_762x51_slr_reload_tracer_green_lxWS >> mass
  10. CfgMagazines >> 20Rnd_762x51_slr_tracer_green_lxWS >> mass
  11. CfgMagazines >> 20Rnd_762x51_slr_lxWS >> ammo >> "B_762x51_Ball"
  12. CfgMagazines >> 20Rnd_762x51_slr_reload_tracer_green_lxWS >> ammo >> "B_762x51_tracer_Green"
  13. CfgMagazines >> 20Rnd_762x51_slr_reload_tracer_green_lxWS >> lastRoundsTracer
  14. CfgMagazines >> 20Rnd_762x51_slr_Snake_reload_tracer_Red_lxWS >> ammo >> "B_762x51_tracer_Red"
  15. CfgMagazines >> 20Rnd_762x51_slr_Snake_reload_tracer_Red_lxWS >> lastRoundsTracer
  16. CfgMagazines >> 20Rnd_762x51_slr_tracer_green_lxWS >> ammo >> "B_762x51_tracer_Green"
  17. CfgMagazines >> 20Rnd_762x51_slr_tracer_green_lxWS >> tracersEvery
  18. CfgMagazines >> 20Rnd_762x51_slr_Snake_tracer_Red_lxWS >> ammo >> "B_762x51_tracer_Red"
  19. CfgMagazines >> 20Rnd_762x51_slr_Snake_tracer_Red_lxWS >> tracersEvery
  20. CfgMagazines >> 30Rnd_762x51_slr_lxWS >> mass
  21. CfgMagazines >> 30Rnd_762x51_slr_reload_tracer_green_lxWS >> mass
  22. CfgMagazines >> 30Rnd_762x51_slr_tracer_green_lxWS >> mass
  23. CfgMagazines >> 30Rnd_762x51_slr_lxWS >> ammo >> "B_762x51_Ball"
  24. CfgMagazines >> 30Rnd_762x51_slr_reload_tracer_green_lxWS >> ammo >> "B_762x51_tracer_Green"
  25. CfgMagazines >> 30Rnd_762x51_slr_reload_tracer_green_lxWS >> lastRoundsTracer
  26. CfgMagazines >> 30Rnd_762x51_slr_Snake_reload_tracer_Red_lxWS >> ammo >> "B_762x51_tracer_Red"
  27. CfgMagazines >> 30Rnd_762x51_slr_Snake_reload_tracer_Red_lxWS >> lastRoundsTracer
  28. CfgMagazines >> 30Rnd_762x51_slr_tracer_green_lxWS >> ammo >> "B_762x51_tracer_Green"
  29. CfgMagazines >> 30Rnd_762x51_slr_tracer_green_lxWS >> tracersEvery
  30. CfgMagazines >> 30Rnd_762x51_slr_Snake_tracer_Red_lxWS >> ammo >> "B_762x51_tracer_Green"
  31. CfgMagazines >> 30Rnd_762x51_slr_Snake_tracer_Red_lxWS >> tracersEvery
  32. 32.0 32.1 CfgMagazines >> 1Rnd_40mm_HE_lxWS >> initSpeed
  33. 33.0 33.1 CfgMagazines >> 1Rnd_50mm_Smoke_lxWS >> initSpeed
  34. 34.0 34.1 CfgMagazines >> 1Rnd_58mm_AT_lxWS >> initSpeed
  35. CfgMagazines >> 1Rnd_40mm_HE_lxWS >> ammo >> "lxWS_G_40mm_HE"
  36. CfgMagazines >> 1Rnd_40mm_HE_lxWS >> mass
  37. CfgMagazines >> 1Rnd_50mm_Smoke_lxWS >> ammo >> "lxWS_G_50mm_Smoke"
  38. CfgMagazines >> 1Rnd_50mm_Smoke_lxWS >> mass
  39. CfgMagazines >> 1Rnd_58mm_AT_lxWS >> ammo >> "lxWS_G_50mm_AT"
  40. CfgMagazines >> 1Rnd_58mm_AT_lxWS >> mass

CfgWeapons

  1. CfgWeapons >> arifle_SLR_lxWS >> Single >> dispersion
  2. CfgWeapons >> arifle_SLR_lxWS >> FullAuto >> dispersion
  3. CfgWeapons >> arifle_SLR_V_lxWS >> WeaponSlotsInfo >> mass
  4. CfgWeapons >> arifle_SLR_lxWS >> WeaponSlotsInfo >> mass
  5. CfgWeapons >> arifle_SLR_lxWS >> recoil
  6. CfgWeapons >> arifle_SLR_V_lxWS >> recoil
  7. CfgWeapons >> arifle_SLR_V_lxWS >> inertia
  8. CfgWeapons >> arifle_SLR_lxWS >> inertia
  9. CfgWeapons >> arifle_SLR_lxWS >> dexterity
  10. CfgWeapons >> arifle_SLR_V_lxWS >> dexterity
  11. CfgWeapons >> arifle_SLR_lxWS >> Single >> reloadTime
  12. CfgWeapons >> arifle_SLR_lxWS >> FullAuto >> reloadTime
  13. CfgWeapons >> arifle_SLR_V_lxWS >> 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_hex_lxWS,optic_Arco_lush_F,optic_DMS,optic_DMS_ghex_F,optic_DMS_snake_lxWS,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_arid_lxWS,optic_Hamr_khk_F,optic_Hamr_lush_lxWS,optic_Hamr_sand_lxWS,optic_Hamr_snake_lxWS,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_Holosight_smg_snake_lxWS,optic_Holosight_snake_lxWS,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_r1_high_arid_lxWS,optic_r1_high_black_sand_lxWS,optic_r1_high_khaki_lxWS,optic_r1_high_lush_lxWS,optic_r1_high_lxWS,optic_r1_high_sand_lxWS,optic_r1_high_snake_lxWS,optic_r1_low_arid_lxWS,optic_r1_low_khaki_lxWS,optic_r1_low_lush_lxWS,optic_r1_low_lxWS,optic_r1_low_sand_lxWS,optic_r1_low_snake_lxWS,optic_SOS,optic_SOS_khk_F,optic_tws,optic_tws_mg}
  14. CfgWeapons >> arifle_SLR_lxWS >> 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_hex_lxWS,optic_Arco_lush_F,optic_DMS,optic_DMS_ghex_F,optic_DMS_snake_lxWS,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_arid_lxWS,optic_Hamr_khk_F,optic_Hamr_lush_lxWS,optic_Hamr_sand_lxWS,optic_Hamr_snake_lxWS,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_Holosight_smg_snake_lxWS,optic_Holosight_snake_lxWS,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_r1_high_arid_lxWS,optic_r1_high_black_sand_lxWS,optic_r1_high_khaki_lxWS,optic_r1_high_lush_lxWS,optic_r1_high_lxWS,optic_r1_high_sand_lxWS,optic_r1_high_snake_lxWS,optic_r1_low_arid_lxWS,optic_r1_low_khaki_lxWS,optic_r1_low_lush_lxWS,optic_r1_low_lxWS,optic_r1_low_sand_lxWS,optic_r1_low_snake_lxWS,optic_SOS,optic_SOS_khk_F,optic_tws,optic_tws_mg}
  15. CfgWeapons >> arifle_SLR_V_lxWS >> WeaponSlotsInfo >> MuzzleSlot_762 >> compatibleItems >> {muzzle_snds_B,muzzle_snds_B_arid_F,muzzle_snds_B_khk_F,muzzle_snds_B_lush_F,muzzle_snds_B_snd_F,suppressor_h_arid_lxWS,suppressor_h_khaki_lxWS,suppressor_h_lush_lxWS,suppressor_h_lxWS,suppressor_h_sand_lxWS,suppressor_h_snake_lxWS}
  16. CfgWeapons >> arifle_SLR_lxWS >> WeaponSlotsInfo >> MuzzleSlot_762 >> compatibleItems >> {muzzle_snds_B,muzzle_snds_B_arid_F,muzzle_snds_B_khk_F,muzzle_snds_B_lush_F,muzzle_snds_B_snd_F,suppressor_h_arid_lxWS,suppressor_h_khaki_lxWS,suppressor_h_lush_lxWS,suppressor_h_lxWS,suppressor_h_sand_lxWS,suppressor_h_snake_lxWS}
  17. CfgWeapons >> arifle_SLR_V_lxWS >> hasBipod
  18. CfgWeapons >> arifle_SLR_V_camo_lxWS >> hasBipod
  19. CfgWeapons >> arifle_SLR_lxWS >> WeaponSlotsInfo >> PointerSlot >> compatibleItems[] >> {"acc_flashlight"}
  20. CfgWeapons >> arifle_SLR_D_lxWS >> WeaponSlotsInfo >> PointerSlot >> compatibleItems[] >> {"acc_flashlight"}
  21. CfgWeapons >> arifle_SLR_GL_lxWS >> Single >> dispersion
  22. CfgWeapons >> arifle_SLR_GL_lxWS >> FullAuto >> dispersion
  23. CfgWeapons >> arifle_SLR_V_GL_lxWS >> WeaponSlotsInfo >> mass
  24. CfgWeapons >> arifle_SLR_GL_lxWS >> WeaponSlotsInfo >> mass
  25. CfgWeapons >> arifle_SLR_GL_lxWS >> recoil
  26. CfgWeapons >> arifle_SLR_V_GL_lxWS >> recoil
  27. CfgWeapons >> arifle_SLR_GL_lxWS >> R_GL_lxWS >> recoil
  28. CfgWeapons >> arifle_SLR_V_GL_lxWS >> R_GL_lxWS >> recoil
  29. CfgWeapons >> arifle_SLR_GL_lxWS >> inertia
  30. CfgWeapons >> arifle_SLR_V_GL_lxWS >> inertia
  31. CfgWeapons >> arifle_SLR_GL_lxWS >> dexterity
  32. CfgWeapons >> arifle_SLR_V_GL_lxWS >> dexterity
  33. 33.0 33.1 CfgWeapons >> arifle_SLR_V_GL_lxWS >> R_GL_lxWS >> magazines[] >> {"1Rnd_40mm_HE_lxWS","1Rnd_58mm_AT_lxWS","1Rnd_50mm_Smoke_lxWS"}
  34. 34.0 34.1 CfgWeapons >> arifle_SLR_V_GL_lxWS >> R_GL_lxWS >> magazineWell[] >> {"SLR_Grenades"}
  35. 35.0 35.1 CfgWeapons >> arifle_SLR_GL_lxWS >> R_GL_lxWS >> magazines[] >> {"1Rnd_40mm_HE_lxWS","1Rnd_58mm_AT_lxWS","1Rnd_50mm_Smoke_lxWS"}
  36. 36.0 36.1 CfgWeapons >> arifle_SLR_GL_lxWS >> R_GL_lxWS >> magazineWell[] >> {"SLR_Grenades"}
  37. CfgWeapons >> arifle_SLR_GL_lxWS >> FullAuto >> reloadTime
  38. CfgWeapons >> arifle_SLR_GL_lxWS >> Single >> reloadTime
  39. CfgWeapons >> arifle_SLR_V_GL_lxWS >> hasBipod
  40. CfgWeapons >> arifle_SLR_GL_lxWS >> WeaponSlotsInfo >> PointerSlot >> compatibleItems[] >> {"acc_flashlight"}
  41. 41.0 41.1 CfgWeapons >> arifle_SLR_Para_lxWS >> Single >> dispersion
  42. 42.0 42.1 CfgWeapons >> arifle_SLR_Para_lxWS >> FullAuto >> dispersion
  43. 43.0 43.1 CfgWeapons >> arifle_SLR_Para_lxWS >> WeaponSlotsInfo >> mass
  44. CfgWeapons >> arifle_SLR_Para_lxWS >> recoil
  45. 45.0 45.1 CfgWeapons >> arifle_SLR_Para_lxWS >> inertia
  46. CfgWeapons >> arifle_SLR_Para_lxWS >> dexterity
  47. CfgWeapons >> arifle_SLR_Para_lxWS >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR,acc_pointer_IR_arid_lxWS,acc_pointer_IR_lush_lxWS,acc_pointer_IR_sand_lxWS,acc_pointer_IR_snake_lxWS,saber_light_arid_lxWS,saber_light_IR_arid_lxWS,saber_light_IR_khaki_lxWS,saber_light_IR_lush_lxWS,saber_light_IR_lxWS,saber_light_IR_sand_lxWS,saber_light_IR_snake_lxWS,saber_light_khaki_lxWS,saber_light_lush_lxWS,saber_light_lxWS,saber_light_sand_lxWS,saber_light_snake_lxWS}
  48. CfgWeapons >> arifle_SLR_Para_lxWS >> 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}
  49. CfgWeapons >> arifle_SLR_Para_lxWS >> WeaponSlotsInfo >> allowedSlots[] >> {901}
  50. CfgWeapons >> arifle_SLR_lxWS >> discreteDistance[] >> {100,200,300,400,500,600}
  51. CfgWeapons >> arifle_SLR_lxWS >> discreteDistanceInitIndex >> "1"
  52. CfgWeapons >> arifle_SLR_lxWS >> maxZeroing
  53. CfgWeapons >> arifle_SLR_GL_lxWS >> discreteDistance[] >> {100,200,300,400,500,600}
  54. CfgWeapons >> arifle_SLR_GL_lxWS >> discreteDistanceInitIndex >> "1"
  55. CfgWeapons >> arifle_SLR_GL_lxWS >> maxZeroing
  56. CfgWeapons >> arifle_SLR_Para_lxWS >> discreteDistance[] >> {100,200,300,400,500,600}
  57. CfgWeapons >> arifle_SLR_Para_lxWS >> discreteDistanceInitIndex >> "1"
  58. CfgWeapons >> arifle_SLR_Para_lxWS >> maxZeroing
  59. CfgWeapons >> arifle_SLR_GL_lxWS >> R_GL_lxWS >> discreteDistance[] >> {40,60,80}
  60. CfgWeapons >> arifle_SLR_lxWS >> magazineWell[] >> {"SLR_762x51"}
  61. CfgWeapons >> arifle_SLR_GL_lxWS >> magazineWell[] >> {"SLR_762x51"}
  62. CfgWeapons >> arifle_SLR_Para_lxWS >> magazineWell[] >> {"SLR_762x51"}

Formulae

  1. 60 / reloadTime = 60 / 0.085
  2. 60 / reloadTime = 60 / 0.0857142857142857
  3. 60 / reloadTime = 60 / 0.0923076923076923
  4. 60 / reloadTime = 60 / 0.085
  5. initSpeed * caliber * 15 / 1000 = 850 * 1.6 * 15 / 1000
  6. initSpeed * caliber * 15 / 1000 = 850 * 1.6 * 15 / 1000
  7. 7.0 7.1 submunitionInitSpeed * caliber * 15 / 1000 = 1000 * 13.33 * 15 / 1000

Notes[]

  1. 1.0 1.1 Damage will be reduced if the projectile's velocity drops below this value.
  2. Smoke grenades technically do not inflict any damage and are considered to be non-lethal even if the user lands a direct hit on the target's head.
  3. The 40 mm HE grenade is 100% explosive-based and is unable to penetrate armour plating.
  4. 50 mm smoke grenades are technically considered to be fully kinetic munitions but they are non-lethal and cannot penetrate armour plating.
  5. The primary component of the 58 mm HEAT grenade's warhead is purely explosive-based and cannot pierce through armour.

References[]

  1. Nillers et al. 2021, Western Sahara - Changelog, Bohemia Interactive Forums, viewed 1 October 2022, <https://forums.bohemia.net/forums/topic/236830-western-sahara-changelog/?do=findComment&comment=3451048>.
  2. Nillers et al. 2021, Western Sahara - Changelog, Bohemia Interactive Forums, viewed 1 October 2022, <https://forums.bohemia.net/forums/topic/236830-western-sahara-changelog/?tab=comments#comment-3466561>.
  3. 3.0 3.1 Nillers et al. 2024, Western Sahara - Changelog, Bohemia Interactive Forums, viewed 29 May 2024, <https://forums.bohemia.net/forums/topic/236830-western-sahara-changelog/?do=findComment&comment=3529977>.
  4. 4.0 4.1 Nillers et al. 2024, Western Sahara - Changelog, Bohemia Interactive Forums, viewed 18 December 2024, <https://forums.bohemia.net/forums/topic/236830-western-sahara-changelog/?tab=comments#comment-3537071>.

External links[]

See also[]

Weapons of comparable role and configuration[]

Weapons of Western Sahara
Shotguns AA40
Carbines Velko R5 5.56 mm (R5 GL)
Assault rifles Galat ARM 7.62 mmSLR 7.62 mm (GL, Para) • Velko R4 5.56 mmXMS 5.56 mm (SG, GL)
Squad automatic weapons XMS SW 5.56 mm
Machineguns SA-77 7.62 mm (Compact)
Grenade launchers GLX
Static ZU-23-2
(Parenthesis) denote variants.
CTRG - Armoury (Western Sahara)
Handguns P07 9 mm
Shotguns AA40
Carbines Velko R5 5.56 mm (GL)
Assault rifles SLR Para 7.62 mm
Designated marksman rifles Mk18 ABR 7.62 mm
Sniper rifles GM6 Lynx 12.7 mm
Machineguns SA-77 Compact 7.62 mm
Grenade launchers GLX
Launchers MAAWS Mk4 Mod 1
(Parenthesis) denote variants.
Tanks DLC
CSAT - Armoury (Western Sahara)
Handguns Rook-40 9 mmZubr .45
Assault rifles SLR 7.62 mm (GL) • Velko R4 5.56 mm
Squad automatic weapons Zafir 7.62 mm
Machineguns SA-77 7.62 mm
Launchers RPG-42
(Parenthesis) denote variants.
Sefrawi Freedom and Independence Army - Armoury (Western Sahara)
Handguns ACP-C2 .45P07 9 mm
Submachine guns PDW2000 9 mmSting 9 mm
Carbines Velko R5 5.56 mm
Assault rifles Galat ARM 7.62 mmSLR 7.62 mm
Machineguns SA-77 7.62 mm
Launchers RPG-42Titan MPRL
Static M2Mk6 MortarZU-23-2
Tura - Armoury (Western Sahara)
Submachine guns PDW2000 9 mm
Assault rifles Galat ARM 7.62 mm (Old) • SLR 7.62 mm
Machineguns SA-77 7.62 mm
Launchers RPG-42
Static M2Mk6 MortarZU-23-2
(Parenthesis) denote variants.