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Arma3-spar16-00
« The SPAR-16 is a standard issue assault rifle of CTRG units in the Pacific, chambered for 5.56mm ammunition. The gun is a reliable rifle compatible with a large number of accessories. Multiple variants of this rifle exist, each suitable for a different role. The SPAR-16 GL is equipped with an underslung grenade launcher, while the SPAR-16S with its thicker barrel and drum magazine works as a light support weapon.
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The SPAR-16 series (full name: Special Purpose Assault Rifle[1]) are a family of modular assault rifles used by several BLUFOR, REDFOR and INDFOR factions in ArmA 3. It was added with the release of the Apex DLC.

Variants[]

The SPAR-16 5.56 mm assault rifle.

The SPAR-16 is a 5.56 mm assault rifle used by several BLUFOR, REDFOR and INDFOR factions in ArmA 3. It was added with the release of the Apex DLC.

Overview[]

Premium content logo
This is a premium asset that requires ownership of the Apex expansion pack.


The SPAR-16 is a short-stroke, gas piston-operated assault rifle with a rotating bolt that forms the baseline model of the SPAR-16 family. Along with its sub-variants, it is chambered to fire the 5.56×45 mm NATO round.

It accepts either 30-round STANAGs or 150-round drum magazines, and can attain a fire rate of up to ~ 857 rounds per minute[CfgWp 7][Formula 1] on full auto with a muzzle velocity of 800 m/s.[CfgWp 8] The SPAR-16 accepts accessories on its top[CfgWp 9], side[CfgWp 10], and underbarrel[CfgWp 11] rails. Sound suppressors can also be mounted onto its muzzle.[CfgWp 12]

Out of all its contemporary counterparts, the SPAR-16 is undisputedly the most accurate assault rifle by far. It has minimal recoil even when firing on full auto, and its low dispersion[CfgWp 1] results in the SPAR-16 being significantly more precise than the MX.[CfgWp 13] Furthermore, it completely outclasses the Type 115 at medium-long distances (between ~ 420 and upwards of 550 metres).[CfgWp 14]

The main drawbacks to the SPAR-16 stem from its somewhat lacklustre rate of fire and usage of regular 5.56 mm ammunition as opposed to specialised/larger calibre rounds. The first prevents it from being able to output as many rounds in close quarters, while the latter necessitates that the user expend more rounds per target due to its 5.56 mm round being slightly weaker.[CfgAm 1]

Although its 5.56 mm ammunition remains effective at close-medium ranges since there is little-to-none damage drop off at distances under 300 metres, the same cannot be said for targets beyond 400-500 metres, particularly if said targets are wearing heavy plate carriers and/or a ballistic-resistant outfit. At these distances, a 6.5 mm-chambered assault rifle like the MX or the Promet will only need roughly ~ 5 hits to the chest to score a kill. In contrast, the SPAR-16's 5.56 mm round suffers from greater air drag[CfgAm 2] and will lose velocity much quicker; necessitating that the user lands at least ~ 6-7 direct hits to achieve the same outcome (and this assumes that no shots miss their target).

In essence, the SPAR-16 works best as a close quarters/medium-range weapon since the 5.56 mm cartridge can still reliably match the stopping power of 6.5 mm-chambered platforms. However, for longer range firefights where damage drop off does actually matter, the SPAR-16 will not be as effective due to its inconsistent damage output.

The SPAR-16 GL 5.56 mm assault rifle.

The SPAR-16 GL is a 5.56 mm assault rifle used by several BLUFOR and INDFOR factions in ArmA 3. It was added with the release of the Apex DLC.

Overview[]

Premium content logo
This is a premium asset that requires ownership of the Apex expansion pack.


The SPAR-16 GL is a modified version of the baseline SPAR-16 rifle that has an underbarrel grenade launcher attached.

As with its parent rifle, it is also chambered to fire the 5.56×45 mm NATO cartridge while the GLM underbarrel grenade launcher can load a variety of 40 mm high-explosive (HE) grenades, less-than-lethal (LTL) flares, and non-lethal smoke shells.[CfgWp 22][CfgWp 23] For aiming, the GLM utilises a leaf sight that can be zeroed up to a maximum distance of 400 m.[CfgWp 24]

Statistically, it remains unchanged from the baseline SPAR-16 rifle, with the only differences being that it is 20% heavier to carry[CfgWp 17] and has an increased inertia penalty due to the added bulk of the GLM.[CfgWp 20] Functionally, the SPAR-16 GL is no longer able to mount a bipod attachment to its underbarrel rail since the position is now occupied by the GLM. Aside from these differences, it remains just as potent at close-medium ranges but still shares the same drawbacks with the baseline SPAR-16 (average ROF and usage of relatively weaker 5.56 mm ammunition).

The SPAR-16S 5.56 mm light support weapon.

The SPAR-16S is a 5.56 mm light support weapon used exclusively by CTRG operatives in ArmA 3. It was added with the release of the Apex DLC.

Overview[]

Premium content logo
This is a premium asset that requires ownership of the Apex expansion pack.


The SPAR-16S is a specialised variant of the baseline SPAR-16 assault rifle model that has been configured into a light support weapon.

Just like its parent rifle model, it is also chambered to fire the 5.56×45 mm NATO cartridge but primarily feeds from 150-round drum magazines as opposed to 30-round STANAGs (though the latter can still be loaded into the SPAR-16S if needed). Its fire rate remains unchanged at ~ 857 RPM but its muzzle velocity is much higher at 880 m/s rather than 800 m/s.[CfgWp 31] The SPAR-16S shares the same ability to mount accessories on its top[CfgWp 32], side[CfgWp 33], and underbarrel[CfgWp 34] rails. Its muzzle can also be fitted with a sound suppressor.[CfgWp 35]

Unlike its conventional NATO and CSAT LSW counterparts, the SPAR-16S is the most accurate of the three weapons (it is even more accurate than the baseline SPAR-16). Alongside having less dispersion at close-medium ranges, it is only just slightly heavier to carry than CSAT's CAR-95-1 while retaining the highest magazine capacity out of the three (150 rounds versus the 100 of the MX SW/CAR-95-1).

However, the downsides of the SPAR-16S remain the same: it still has an average ROF[CfgWp 36][Formula 2] and is forced to fire conventional 5.56 mm ammunition. The latter somewhat negates the extra ammunition advantage of its 150-rounder drums, as additional shots will still be needed to kill infantry targets wearing heavy plate carriers/armoured uniforms at distances beyond 500 metres.

Fortunately, since the SPAR-16S has a higher muzzle velocity than its parent rifle[CfgWp 31], its 5.56 mm rounds retain slightly more energy at long distances. In most cases, this means that only one additional round will be needed to fatally wound targets at distances of 400-500 metres (~ 5-6 rounds compared to the ~ 6-7 of the baseline SPAR-16), though this assumes that the user doesn't miss any of their shots.

Ironsights[]

Arma3-spar16-ironsight-overview
The SPAR-16's ironsights can be manually zeroed starting at a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 37] By default, the ironsights are set to a zeroing of 200 metres.[CfgWp 38] Neither the front nor rear sight are illuminated.

If an optic with a zeroing limit greater than 600 metres is attached onto the top rail (e.g. Nightstalker), the SPAR-16 will allow it to be zeroed to no more than 800 metres.[CfgWp 39]

Arma3-spar16gl-ironsight-overview
The SPAR-16 GL's ironsights can be manually zeroed starting at a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 40] By default, the ironsights are set to 200 metres.[CfgWp 41] Neither the front nor rear sight are illuminated.

If an optic with a zeroing limit greater than 600 metres is attached onto the top rail (e.g. Nightstalker), the SPAR-16 GL will allow it to be zeroed to no more than 800 metres.[CfgWp 42]

Arma3-spar16s-ironsight-overview
Ironsights on the SPAR-16S can be zeroed from a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 43] By default, the SPAR-16S uses a zeroing of 200 metres.[CfgWp 44] The front and rear sight are not illuminated.

If the SPAR-16S is fitted with an optical sight that has a zeroing limit greater than 600 metres (e.g. TWS), the SPAR-16S will allow the optic to be zeroed up to a maximum of 1,000 metres.[CfgWp 45]

Arma3-glm-ironsight-overview
The GLM's leaf sight can be zeroed starting at a minimum of 50 metres up to a maximum of 400 metres (50, 100, 150, 200, 250, 300, 350, 400).[CfgWp 24]

By default, the ladder is set to 100 metres.[CfgWp 46] It is not illuminated.

Camouflage[]

All variants are capable of using any of the following finishes:

  • Khaki: Pale tropical green paint finish.
  • Sand: Desert sand/desert tan paint finish.
  • Black: Matte black paint finish.

Ammunition[]

Ammo parameter 5.56 mm NATO (Ball) 5.56 mm NATO (Tracer)
Base damage value 9[CfgAm 1] 9[CfgAm 3]
Aerodynamic friction -0.0012[CfgAm 2] -0.0012[CfgAm 4]
Muzzle velocity (m/s) 920[CfgMa 4][note 1] 920[CfgMa 5][note 1]
Expected velocity (m/s) 920[CfgAm 5][note 2] 920[CfgAm 6][note 2]
Penetration depth (mm) 11.9997[CfgAm 7][Formula 3]
(10.43478)[Formula 4]
11.9997[CfgAm 8][Formula 3]
(10.43478)[Formula 5]
Deflection angle (degrees) 15°[CfgAm 9] 15°[CfgAm 10]

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

All variants of the SPAR-16 can be loaded with two main types of magazines: 30-rounder STANAGs with six variations or two kinds of 150-round drum magazines.[CfgWp 47][CfgWp 48][CfgWp 49] In the case of the STANAGs, all six variants are available in either a Black or Sand colour finish. 150-rounder drums on the other hand, have access to three camouflage options: Black, Green, and Sand.

In terms of weight, the 30-round STANAGs have a weight of 8[CfgMa 6] "mass" units while the 150-round drums weigh 30[CfgMa 7] "mass" units. The STANAGs are fully interchangeable with all 5.56 mm NATO-chambered assault rifles (Mk20/SDAR/TRG-21), though the drum magazines are exclusive to the SPAR-16 and cannot be shared:

5.56 mm 30rnd Reload Tracer (Yellow) Mag[]

Arma3-ammunition-30rndmk20

30-round STANAG magazine loaded with a mix of 5.56 mm NATO ball and tracer ammunition.[CfgMa 8]

The last four rounds of the magazine will always emit visible yellow tracers.[CfgMa 9]

5.56 mm 30rnd Reload Tracer (Red) Mag[]

Arma3-ammunition-30rndmk20

Alternate STANAG magazine that is also loaded with 5.56 mm NATO ball ammunition. Where it differs is its usage of red-coloured tracers as opposed to yellow.[CfgMa 10]

Aside from firing different coloured tracers, it remains statistically identical to the standard yellow tracer STANAGs (the last four rounds of the magazine will always emit red tracers).[CfgMa 11]

5.56 mm 30rnd Reload Tracer (Green) Mag[]

Arma3-ammunition-30rndmk20

Alternate STANAG magazine that is also loaded with 5.56 mm NATO ball ammunition. Where it differs is its usage of green-coloured tracers as opposed to yellow.[CfgMa 12]

Aside from firing different coloured tracers, it remains statistically identical to the standard yellow tracer STANAGs (the last four rounds of the magazine will always emit green tracers).[CfgMa 13]

5.56 mm 30rnd Tracer (Yellow) Mag[]

Arma3-ammunition-30rndmk20tracer

Dedicated 30-rounder STANAG magazine loaded exclusively with 5.56 mm NATO yellow tracer ammunition.[CfgMa 14]

Aside from its tracer-exclusive loadout[CfgMa 15], this magazine is statistically identical to the standard mixed load 5.56 mm STANAGs.

5.56 mm 30rnd Tracer (Red) Mag[]

Arma3-ammunition-30rndmk20tracerred

Alternate STANAG magazine loaded with red tracer ammunition instead of yellow.[CfgMa 16]

Other than its red tracer-exclusive loadout[CfgMa 17], this magazine is also statistically identical to the standard mixed load 5.56 mm STANAGs.

5.56 mm 30rnd Tracer (Green) Mag[]

Arma3-ammunition-30rndmk20tracergreen

Alternate STANAG magazine loaded with green tracer ammunition instead of yellow.[CfgMa 18]

Other than its green tracer-exclusive loadout[CfgMa 19], this magazine is also statistically identical to the standard mixed load 5.56 mm STANAGs.

5.56 mm 150Rnd Mag[]

Arma3-ammunition-150rndspar16sball

High capacity 150-round drum magazine loaded with a mix of 5.56 mm NATO ball and tracer ammunition (with a 146/4 split).[CfgMa 20]

Only the last four rounds of the magazine will actually emit visible red tracers.[CfgMa 21] It should also be noted that 5.56 mm NATO rounds from this magazine specifically are fired with slightly higher velocities of 930 m/s instead[CfgMa 22], though it remains identical in all other aspects.

5.56 mm 150Rnd Tracer (Red) Mag[]

Arma3-ammunition-150rndspar16stracer

Dedicated tracer drum magazine loaded exclusively with 5.56 mm NATO red tracer ammunition.[CfgMa 23]

Aside from its tracer-exclusive loadout[CfgMa 24], it is statistically identical to the mixed load 150-rounder drums.

Trivia[]

  • The SPAR-16 is based on the "HK416 A5" designed by German firearms manufacturer Heckler & Koch GmbH.[2]
    • On the other hand, the underbarrel grenade launcher on the grenadier variant is based on the real-world "GLM" add-on module (which is also designed by Heckler & Koch).
  • The SPAR-16 family is the only weapon platform in ArmA 3 that feeds from a Beta-C drum magazine.
    • In previous games, only the MG36 and XM8 Automatic Rifle from ArmA 2 could utilise the same Beta-C drums, though rather unusually, the ArmA 3 Beta-C stores 150 rounds rather than 100 rounds.
  • Prior to Game Update 1.64, all variants of the SPAR-16 were significantly heavier to wield. The SPAR-16S also shared the exact same muzzle velocity with the baseline SPAR-16 rifle. The patch subsequently reduced the weight of each variant while also increasing the muzzle velocity of the SPAR-16S to better match its LSW configuration.[3]
  • The release of Game Update 1.92 added magazine proxies to the regular SPAR-16 rifles, allowing them to load 150-round drums as well.[4]
    • Arma3-spar16-04

      Pre-1.92 magwell grip animation.

      One other change from the patch was the handgrip animation for regular SPAR-16 rifles. On Apex's release, the SPAR-16/SPAR-16 GL showed the user holding both rifles by the magwell; the update reverted this to a more traditional barrel grip instead.
  • Like many of the weapons included in the Apex DLC, the SPAR-16 family was initially exclusive to CTRG units.
    • The release of the DLC's first mini-campaign, Beyond Hope, showed all variants of the rifle family aside from the SPAR-16S also in use with Altian Government Loyalist forces (covertly supplied to them by CTRG)[5], whilst NATO recon units would also be depicted utilising them in the second[6] and third[7] mini-campaigns (Stepping Stone and Steel Pegasus).
    • Following the release of the Old Man mini-campaign/scenario, SPAR-16s are also shown being used in limited numbers with specific Tanoan Gendarmerie officers and L'Ensemble anti-government fighters.[8]

Gallery[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 CfgAmmo >> B_556x45_Ball >> hit
  2. 2.0 2.1 CfgAmmo >> B_556x45_Ball >> airFriction
  3. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> hit
  4. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> airFriction
  5. CfgAmmo >> B_556x45_Ball >> typicalSpeed
  6. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> typicalSpeed
  7. CfgAmmo >> B_556x45_Ball >> caliber
  8. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> caliber
  9. CfgAmmo >> B_556x45_Ball >> deflecting
  10. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> deflecting

CfgMagazines

  1. 1.0 1.1 1.2 CfgMagazines >> 30Rnd_556x45_Stanag >> count
  2. 2.0 2.1 CfgMagazines >> 150Rnd_556x45_Drum_Mag_F >> count
  3. CfgMagazines >> 1Rnd_HE_Grenade_shell >> count
  4. CfgMagazines >> 30Rnd_556x45_Stanag >> initSpeed
  5. CfgMagazines >> 30Rnd_556x45_Stanag_Tracer_Yellow >> initSpeed
  6. CfgMagazines >> 30Rnd_556x45_Stanag >> mass
  7. CfgMagazines >> 150Rnd_556x45_Drum_Mag_F >> mass
  8. CfgMagazines >> 30Rnd_556x45_Stanag >> ammo >> "B_556x45_Ball"
  9. CfgMagazines >> 30Rnd_556x45_Stanag >> lastRoundsTracer
  10. CfgMagazines >> 30Rnd_556x45_Stanag_red >> ammo >> "B_556x45_Ball_Tracer_Red"
  11. CfgMagazines >> 30Rnd_556x45_Stanag_red >> lastRoundsTracer
  12. CfgMagazines >> 30Rnd_556x45_Stanag_green >> ammo >> "B_556x45_Ball_Tracer_Green"
  13. CfgMagazines >> 30Rnd_556x45_Stanag_green >> lastRoundsTracer
  14. CfgMagazines >> 30Rnd_556x45_Stanag_Tracer_Yellow >> ammo >> "B_556x45_Ball_Tracer_Yellow"
  15. CfgMagazines >> 30Rnd_556x45_Stanag_Tracer_Yellow >> tracersEvery
  16. CfgMagazines >> 30Rnd_556x45_Stanag_Tracer_Red >> ammo >> "B_556x45_Ball_Tracer_Red"
  17. CfgMagazines >> 30Rnd_556x45_Stanag_Tracer_Red >> tracersEvery
  18. CfgMagazines >> 30Rnd_556x45_Stanag_Tracer_Green >> ammo >> "B_556x45_Ball_Tracer_Green"
  19. CfgMagazines >> 30Rnd_556x45_Stanag_Tracer_Green >> tracersEvery
  20. CfgMagazines >> 150Rnd_556x45_Drum_Mag_F >> ammo >> "B_556x45_Ball_Tracer_Red"
  21. CfgMagazines >> 150Rnd_556x45_Drum_Mag_F >> lastRoundsTracer
  22. CfgMagazines >> 150Rnd_556x45_Drum_Mag_F >> initSpeed
  23. CfgMagazines >> 150Rnd_556x45_Drum_Mag_Tracer_F >> ammo >> "B_556x45_Ball_Tracer_Red"
  24. CfgMagazines >> 150Rnd_556x45_Drum_Mag_Tracer_F >> tracersEvery

CfgWeapons

  1. 1.0 1.1 CfgWeapons >> arifle_SPAR_01_blk_F >> Single >> dispersion
  2. CfgWeapons >> arifle_SPAR_01_blk_F >> FullAuto >> dispersion
  3. CfgWeapons >> arifle_SPAR_01_blk_F >> WeaponSlotsInfo >> mass
  4. CfgWeapons >> arifle_SPAR_01_blk_F >> recoil
  5. CfgWeapons >> arifle_SPAR_01_blk_F >> inertia
  6. CfgWeapons >> arifle_SPAR_01_blk_F >> dexterity
  7. CfgWeapons >> arifle_SPAR_01_blk_F >> FullAuto >> reloadTime
  8. CfgWeapons >> arifle_SPAR_01_blk_F >> initSpeed
  9. CfgWeapons >> arifle_SPAR_01_blk_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 >> arifle_SPAR_01_blk_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  11. CfgWeapons >> arifle_SPAR_01_blk_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 >> arifle_SPAR_01_blk_F >> WeaponSlotsInfo >> MuzzleSlot_556 >> compatibleItems >> {muzzle_snds_M,muzzle_snds_m_khk_F,muzzle_snds_m_snd_F}
  13. CfgWeapons >> arifle_MX_F >> Single >> dispersion
  14. CfgWeapons >> arifle_ARX_base_F >> Single >> dispersion
  15. CfgWeapons >> arifle_SPAR_01_GL_blk_F >> Single >> dispersion
  16. CfgWeapons >> arifle_SPAR_01_GL_blk_F >> FullAuto >> dispersion
  17. 17.0 17.1 CfgWeapons >> arifle_SPAR_01_GL_blk_F >> WeaponSlotsInfo >> mass
  18. CfgWeapons >> arifle_SPAR_01_GL_blk_F >> recoil
  19. CfgWeapons >> arifle_SPAR_01_GL_blk_F >> EGLM >> recoil
  20. 20.0 20.1 CfgWeapons >> arifle_SPAR_01_GL_blk_F >> inertia
  21. CfgWeapons >> arifle_SPAR_01_GL_blk_F >> dexterity
  22. CfgWeapons >> arifle_SPAR_01_GL_blk_F >> EGLM >> magazines[] >> {"1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell"}
  23. CfgWeapons >> arifle_SPAR_01_GL_blk_F >> EGLM >> magazineWell[] >> {"UGL_40x36"}
  24. 24.0 24.1 CfgWeapons >> arifle_SPAR_01_GL_blk_F >> EGLM >> discreteDistance[] >> {50,100,150,200,250,300,350,400}
  25. CfgWeapons >> arifle_SPAR_02_blk_F >> Single >> dispersion
  26. CfgWeapons >> arifle_SPAR_02_blk_F >> FullAuto >> dispersion
  27. CfgWeapons >> arifle_SPAR_02_blk_F >> WeaponSlotsInfo >> mass
  28. CfgWeapons >> arifle_SPAR_02_blk_F >> recoil
  29. CfgWeapons >> arifle_SPAR_02_blk_F >> inertia
  30. CfgWeapons >> arifle_SPAR_02_blk_F >> dexterity
  31. 31.0 31.1 CfgWeapons >> arifle_SPAR_02_blk_F >> initSpeed
  32. CfgWeapons >> arifle_SPAR_02_blk_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}
  33. CfgWeapons >> arifle_SPAR_02_blk_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  34. CfgWeapons >> arifle_SPAR_02_blk_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}
  35. CfgWeapons >> arifle_SPAR_02_blk_F >> WeaponSlotsInfo >> MuzzleSlot_556 >> compatibleItems >> {muzzle_snds_M,muzzle_snds_m_khk_F,muzzle_snds_m_snd_F}
  36. CfgWeapons >> arifle_SPAR_02_blk_F >> FullAuto >> reloadTime
  37. CfgWeapons >> arifle_SPAR_01_blk_F >> discreteDistance[] >> {100,200,300,400,500,600}
  38. CfgWeapons >> arifle_SPAR_01_blk_F >> discreteDistanceInitIndex >> "1"
  39. CfgWeapons >> arifle_SPAR_01_blk_F >> maxZeroing
  40. CfgWeapons >> arifle_SPAR_01_GL_blk_F >> discreteDistance[] >> {100,200,300,400,500,600}
  41. CfgWeapons >> arifle_SPAR_01_GL_blk_F >> discreteDistanceInitIndex >> "1"
  42. CfgWeapons >> arifle_SPAR_01_GL_blk_F >> maxZeroing
  43. CfgWeapons >> arifle_SPAR_02_blk_F >> discreteDistance[] >> {100,200,300,400,500,600}
  44. CfgWeapons >> arifle_SPAR_02_blk_F >> discreteDistanceInitIndex >> "1"
  45. CfgWeapons >> arifle_SPAR_02_blk_F >> maxZeroing
  46. CfgWeapons >> arifle_SPAR_01_GL_blk_F >> EGLM >> discreteDistanceInitIndex >> "1"
  47. CfgWeapons >> arifle_SPAR_01_blk_F >> magazineWell[] >> {"STANAG_556x45","STANAG_556x45_Large"}
  48. CfgWeapons >> arifle_SPAR_01_GL_blk_F >> magazineWell[] >> {"STANAG_556x45","STANAG_556x45_Large"}
  49. CfgWeapons >> arifle_SPAR_02_blk_F >> magazineWell[] >> {"STANAG_556x45","STANAG_556x45_Large"}

Formulae

  1. 60 / reloadTime = 60 / 0.07
  2. 60 / reloadTime = 60 / 0.07
  3. 3.0 3.1 initSpeed * caliber * 15 / 1000 = 920 * 0.869565 * 15 / 1000
  4. Weapon's initSpeed * Ammo's caliber * 15 / 1000 = 800 * 0.869565 * 15 / 1000
  5. Weapon's initSpeed * Ammo's caliber * 15 / 1000 = 800 * 0.869565 * 15 / 1000

Notes[]

  1. 1.0 1.1 This muzzle velocity value only applies to the magazine itself. Although the SPAR-16's initSpeed value is lower (800 m/s), it takes precedence over the magazine's initSpeed value (920 m/s) since it is not defined as a coefficient (the weapon's initSpeed overrides the magazine's initSpeed since it is not a multiplier).
  2. 2.0 2.1 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. ARMA 3 2016 [Video Game], Bohemia Interactive a.s., Showcase: NATO, "The Special Purpose Assault Rifle series, NATO's newest, high-tech primary weapon system. 7.62mm and 5.56mm caliber variants, combined with an optional grenade launcher, make the series a fan favorite among special operations groups."
  2. Johnson, S 2012, 'The New Heckler & Koch HK416A5', The Firearm Blog, 17 October, viewed 4 March 2024, <https://www.thefirearmblog.com/blog/2012/10/17/the-new-heckler-koch-hk416a5/>.
  3. Kovařič, V 2016, SPOTREP #00059, Arma 3, viewed 7 August 2023, <https://dev.arma3.com/post/spotrep-00059>.
  4. van 't Land, J.J. 2019, SPOTREP #00088, Arma 3, viewed 25 February 2023, <https://dev.arma3.com/post/spotrep-00088>.
  5. ARMA 3: Tac-Ops 2017 [Video Game], Bohemia Interactive a.s., Beyond Hope, No Reprieve
  6. ARMA 3: Tac-Ops 2017 [Video Game], Bohemia Interactive a.s., Stepping Stone, Fait Accompli
  7. ARMA 3: Tac-Ops 2017 [Video Game], Bohemia Interactive a.s., Steel Pegasus, LZ Nowhere
  8. ARMA 3: Apex 2020 [Video Game], Bohemia Interactive a.s., Old Man

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-nato NATO - Armoury (ArmA 3)
Handguns 4-five .45P07 9 mm* • Spectrum Device
Submachine guns Vermin .45
Carbines MXC 6.5 mm*
Assault rifles MX series (MX*, MX 3GL*) • SDAR 5.56 mmSPAR-16 series* (SPAR-16*, SPAR-16 GL*)
Designated marksman rifles Mk-I EMR 7.62 mmMAR-10 .338* • MXM 6.5 mmSPAR-17 7.62 mm*
Sniper rifles M320 LRR .408
Squad automatic weapons MX SW 6.5 mm* • SPAR-16S 5.56 mm*
Machineguns SPMG .338
Launchers MAAWS Mk4 Mod 1* • PCML* • Titan MPRLTitan MPRL Compact
Static Mk6 MortarMk30Mk32Remote DesignatorStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* denotes weapons also used or are exclusive to the CTRG sub-faction.
Marksmen DLC | Apex DLC | Tanks DLC
Arma3-factionicon-fia Government Loyalists - Armoury (ArmA 3)
Handguns ACP-C2 .45
Carbines AKS-74U 5.45 mmMk20C 5.56 mmTRG-20 5.56 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mmMk20 5.56 mm (Mk20 EGLM) • SPAR-16 series (SPAR-16, SPAR-16 GL) • TRG-21 5.56 mm (TRG-21 EGLM)
Designated marksmen rifles Mk14 7.62 mmMk18 ABR 7.62 mm
Squad automatic weapons LIM-85 5.56 mmMk200 6.5 mm
Launchers RPG-7RPG-42
Static M2Mk6 Mortar
(Parenthesis) denote variants.
Marksmen DLC | Apex DLC
Arma3-factionicon-gendarmerie Gendarmerie - Armoury (ArmA 3)
Handguns P07 9 mm
Submachine guns ADR-97 TR* (ADR-97C TR*) • Protector 9 mm
Carbines AKS-74U 5.45 mm* • Katiba Carbine 6.5 mm*
Assault rifles AKM 7.62 mm* • Katiba 6.5 mm* • Promet series* (Promet*, Promet SG*) • SPAR-16 5.56 mm*
Squad automatic weapons LIM-85 5.56 mm*
Launchers RPG-7*
Static M2*
(Parenthesis) denote variants.
* denotes post-Apex Protocol weapons.
Apex DLC | Contact DLC
Arma3-factionicon-syndikat L'Ensemble - Armoury (ArmA 3)
Handguns PM 9 mm
Submachine guns Sting 9 mmPDW2000 9 mmProtector 9 mm
Shotguns Kozlice
Carbines AKS-74U 5.45 mmAKU-12 7.62 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mmSPAR-16 series (SPAR-16, SPAR-16 GL)
Designated marksmen rifles Mk14 Classic 7.62 mm
Squad automatic weapons LIM-85 5.56 mmRPK-12 7.62 mm
Launchers RPG-7RPG-42
Static M2
(Parenthesis) denote variants.
Apex DLC | Contact DLC
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