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The SPz 1 is a family of Infantry Fighting Vehicles used exclusively by West German military forces in ArmA 3. It was added with the release of the Global Mobilization - Cold War Germany Creator DLC.
Overview[]
- Roles:
- Troop transport
- Fire support
Design[]
- This section is a stub. You can help Armed Assault Wiki by expanding it.
Armament
It is armed with a 20 mm autocannon that can load and fire either high-explosive incendiary (HEI-T) or armour-piercing discarding sabot (APDS-T) shells. A coaxial 7.62 mm medium machine gun is also available, and depending on the variant, a secondary rear-facing remote controlled machine gun turret is also available. Lastly, the commander is able to turn out and take control of the turret-mounted anti-tank missile launcher.
Between the two shell types, the primary RH202 20 mm autocannon has access to 1,000 rounds total. This consists of the following:
- 850 rounds worth of HEI-T (split between two 425-round "magazines")
- 150 rounds of APDS-T (split between two 75-round "magazines")
For the MG3 7.62 mm machine guns, their loadouts differ depending on the mounting position. Both feed from 500-round belts (one is pre-loaded by default) but only the coaxial MG3 has access to 3 more belts in reserve for a total of 2,000 rounds. The rear turret MG3 is limited to just a single reserve belt (1,000 rounds combined).
Lastly, the turret-mounted LATGM missile launcher always has access to 4 missiles that are fitted with high-explosive anti-tank (HEAT) warheads. One missile is always ready to fire, though the remaining three must be manually reloaded by the commander once the first missile has been launched.
Features
A searchlight is available on both the SPz 1A1+ and SPz 1A1A variants. The gunner's sight on the baseline SPz 1A1+ has access to night vision, though the commander is still limited to a day sight. On the other hand, the upgraded SPz 1A2 variant provides thermal optics for the gunner as well as the commander, though this comes at the cost of both optics losing access to night vision.
Crew Capacity
No matter the variant, SPz 1s support a crew of three that consists of the driver, a gunner, and the commander. Up to six passengers may be seated in the troop compartment, though one of these passengers will be manning the machine gun turret fitted atop the rear hull section (this specifically applies to the baseline SPz 1A1+ and SPz 1A1A variants only).
Variants[]

It can transport up to six passengers, though one of the passengers is technically considered to be a gunner who mans who the rear-facing MG3 7.62 mm medium machine gun turret. This turret is remote controlled from the interior of the SPz 1A1+'s troop compartment.

It still transports the same number of passengers and also retains the searchlight/MG3 rear turret as on the SPz 1A1+. The sole difference with this variant is that it lacks night vision optics for the gunner and is limited to using a day sight.

The searchlight has been removed from the main turret and it no longer features a rear-facing MG3 gun turret. Additionally, the commander's LATGM launcher now fires missiles that are fitted with improved DM92 warheads, though the total missile count remains unchanged.
Camouflage[]
NOTE: All SPz 1 variants have additional camouflage schemes for non-West German BLUFOR/REDFOR nations. Please note that these nations are not actually featured as playable factions in the DLC.
American[]
NOTE: Not featured as a playable faction.
Soviet[]
NOTE: Not featured as a playable faction.
West German[]
Protection[]
SPz 1s have a base armour value of 380. Addon armour is available in the form of eight armoured skirts that are attached to both sides of the hull.
Hull[]
The SPz 1's hull can withstand up to 684 points of damage before its integrity fails. It takes 80% reduced damage from high-explosive (HE) type munitions. 160% of damage to the hull will always be shared with the SPz 1's main "health" pool.
Depletion of its integrity will always result in a catastrophic kill.
Hull Skirts[]

The hull's side skirts can withstand up to 200 points worth of damage.
Munition type | Damage reduction (%) | Velocity reduction (%) |
---|---|---|
Armour Piercing | 100 | 5* |
High-Explosive | 75* | None |
High-Explosive Anti-Tank | None | 5* |
Tandem High-Explosive Anti-Tank | None | 35* |
(*) Damage and velocity reductions only apply if the integrity of the side skirts has not been compromised
The side skirts take 200% additional damage from HE-type munitions. Damage to them will not be shared with the SPz 1's main "health" pool. If any or all of the side skirts are destroyed, they must be reinstalled either by hand or with the help of a logistics truck.
Engine[]
The SPz 1's engine is only able to survive a maximum of 171 points of damage before it fails. It takes 80% less damage from HE-type munitions. No damage to the engine will be shared with the SPz 1's main "health" pool.
Fuel tank[]
The fuel tank can only take 95 points of damage before it ruptures. It takes 40% reduced damage from HE-type munitions. No damage inflicted upon the engine will be shared with the SPz 1's main "health" pool.
Treads[]
The SPz 1's tracks consist of the treads, sprockets and wheels. Each of these components can be damaged individually and will progressively affect the SPz 1's mobility depending on the severity of damage and how many components remain intact:
- The wheels, idlers and sprockets can each take a maximum of 200 points of damage. They incur a 200% increased damage penalty from HE-type munitions.
- Both treads can withstand up to 650 points of damage. They take 50% reduced damage from HE-type munitions.
In all cases, no damage inflicted upon any of these components will be shared with the SPz 1's main "health" pool.
Turret[]
Each of the main turret's mechanical systems for traverse and elevation can incur up to 114 points of damage before they fail individually. They take 40% less damage from HE-type munitions. Damage to either system will not be shared with the SPz 1's main "health" pool.
Ammo storage[]
The SPz 1's ammunition storage is only able to take up to 190 points of damage. It does not take any damage from HE-type munitions, though 100% of incoming (non-HE) damage will always be shared with the SPz 1's main "health" pool.
ATGM launcher[]
Systems for handling the LATGM launcher's traverse and elevation can each take up to 304 points of damage before they fail. Each component takes 40% less damage from HE-type munitions. Damage inflicted upon either of these components will not be shared with the SPz 1's main "health" pool.
Rear MG turret[]
The SPz 1A1+ and SPz 1A1A's rear MG turret has separate mechanical systems for traverse and elevation.
Each component is able to withstand up to 114 points of damage before they fail. The turret's parts take 40% reduced damage from HE-type munitions. Damage inflicted to either of the turret's components will not be shared with the SPz 1's main "health" pool.
Components[]
NOTE: Only components which provide actual gameplay uses are listed. Cosmetic additions with no gameplay effects (i.e. camouflage tarpaulin rolls) are deliberately excluded.
- Add Side Skirts: Adds side skirts covering the upper half of the tracks on both sides.
- Add Camo Net - Hull: Wraps camouflage nets around the front and rear rooftop of the SPz 1's hull (both sides and the roof are not covered, however). Provides limited camouflage against the naked eye. Does not conceal the vehicle's thermal signature.
- Add Camo Net - Turret: Conceals the ammunition feed container located behind the smoke launchers with camo nets. No other parts of the turret are covered by nets (this includes the rear-facing turret and searchlight on older SPz 1 models). They do not offer any masking against infrared optics/sensors.
- Add Foliage - Hull: Attaches numerous tree branches around the entire hull. Offers limited camouflage against the naked eye but does not reduce thermal emissions.
- Add Foliage - Turret: Affixes natural flora around the turret (except for the missile launcher). Provides some camouflage against the naked eye but IR-based sensors are not affected.
Armament[]
NOTE: For specifics on the RH202's munitions, see its related section listed here.
The gunner controls the main RH202 20 mm autocannon and coaxial MG3 machine gun. The commander can turn out and manually take control of the LATGM missile launcher (it cannot be fired while they remain buttoned up). Lastly, the rear gunner (1A1+/1A1A only) has control over the secondary MG3 machine gun turret.
For optics, the gunner can switch between two fields of view (Peri Z11A1 2x/6x). All SPz 1s feature a day sight by default but only the SPz 1A1+ can toggle a night vision mode. The upgraded SPz 1A2 model on the other hand is capable of toggling a green-/black-hot thermal vision mode (WBG X 2x/8x). If the rear gunner is present, they are not provided access to any enhanced vision/magnified optics and are limited to a basic periscope:
RH202[]

General-purpose 20 mm autocannon. Can load and fire HE or AP-type shells.
It can attain a fire rate of up to 1,000 rounds per minute. Switching between munition types is instantaneous but it will take at least 60 seconds to reload a spare "magazine" or to fully rearm from a logistics truck/supply crate if all four "magazines" have been fully depleted. Accuracy-wise, the RH202 has a dispersion of 0.0025 rad.
The RH202 does not have a dedicated Fire Control System and can only be manually zeroed. Manual zeroing starts from a minimum of 100 m up to a maximum of 1900 m. Adjustments are made with increments/decrements of 100 m.
MG3[]

NOTE: Only the SPz 1A1+ and SPz 1A1A variants feature a rear-facing MG3 turret.
Base damage value | Aerodynamic friction | Initial velocity (m/s) | Penetration depth (mm) |
---|---|---|---|
11.76 | -0.00094464 | 820 | 11.07 |
7.62 mm medium machine gun. Mounted either as a coaxial weapon (all variants) or on the rear-facing remote-controlled turret (1A1+/1A1A only).
Regardless of mounting position, MG3s can attain a fire rate of up to 1,200 RPM and have muzzle velocities of 820 m/s. Accuracy-wise, MG3s have a dispersion of 0.0009599 rad. It will take at least 8 seconds to reload either of the MG3s with a fresh belt.
No FCS is available for both MG3s. However, manual zeroing is possible and they share the same minimum/maximum zeroing limits. This starts from 100 m up to 1200 m with adjustments being made in decrements/increments of 100 m.
LATGM[]

NOTE: Both the SPz 1A1+ and SPz 1A1A variants use older DM82 missiles. Only the SPz 1A2 variant has access to modernised DM92 missiles.
Missile name | Damage type | Base damage value | Penetration depth (mm) |
---|---|---|---|
DM82 (Primary) | High-Explosive Anti-Tank | 95 | N/A |
DM82 (Secondary) | High-Explosive Anti-Tank | 631 | 594.405 |
DM92 (Primary) | High-Explosive Anti-Tank | 95 | N/A |
DM92 (Secondary) | High-Explosive Anti-Tank | 831 | 780.885 |
Anti-tank missile launcher. Fires SACLOS-guided missiles that are fitted with high-explosive anti-tank (HEAT) warheads. In order to utilise the LATGM, the commander must turn out and manually assume control over the launcher.
It can launch missiles at a rate of one every 15 seconds. They are hard-launched with an initial velocity of 36 m/s and require a further 5 seconds of flight time to attain a top speed of 180 m/s. The primary warhead has a blast radius of 3.3 metres, though the depth at which its kinetic submunition can pierce varies depending on the warhead's model:
- DM82 (1A1+/1A1A only): ~ 594 millimetres
- DM92 (1A2 only): ~ 780 millimetres
No FCS is available. The launcher's sight uses a fixed magnification and is unable to toggle any enhanced vision modes.
FFV[]
The commander and four rear hatch passenger positions in the troop compartment are able to turn out and utilise FFV.
However, FFV is temporarily disabled while the commander is "using" the LATGM. They must stop manning the launcher in order to be able to fire their own weapon again.
Trivia[]
- The SPz 1 and its derivatives were not initially available as part of Global Mobilization's launch content and were only included after the release of Update 1.3.[1]
- Additional camouflage schemes, specifically the (then-new) U.S. and Soviet textures, were later added in Update 1.5.[2]
- Update 1.5 also increased the total munitions loadout of SPz 1's RH202. Prior to the patch's release, both ammo types were only limited to a single magazine (they did not have spare magazines in reserve). The patch also slightly nerfed the SPz 1's total "health" by reducing its base armour from 400 to 380.[2]
- The SPz 1's real descriptive name ("Marder") is deliberately omitted for licencing reasons.[3]
Gallery[]
Notes[]
- ↑ It is technically possible to slingload all variants of the SPz 1 as their models have the necessary memory points for slings to be attached. However, this is only possible if the SPz 1's weight has been deliberately reduced to an acceptable threshold by using the setMass scripting command.
References[]
- ↑ GalComT et al. 2021, Global Mobilization - Changelog, Bohemia Interactive Forums, viewed 23 March 2023, <https://forums.bohemia.net/forums/topic/223833-global-mobilization-changelog/?do=findComment&comment=3433609>.
- ↑ 2.0 2.1 GalComT et al. 2023, Global Mobilization - Changelog, Bohemia Interactive Forums, viewed 22 December 2023, <https://forums.bohemia.net/forums/topic/223833-global-mobilization-changelog/?do=findComment&comment=3474524>.
- ↑ GalComT 2024, the majority of the western fighting vehicles are using their numeric list name rather then the descriptive name, this is due to legal reasons (the actual names are copyrighted), Discord [Social Media], viewed 25 March 2024, <https://discord.com/channels/245546995874267147/574337642552885260/1221455234455437352>.
External links[]
See also[]
Vehicles of comparable role and configuration[]
- BMP-1 SP2 (East German counterpart)
- BWP-1 (Polish counterpart)
Vehicles of Global Mobilization - Cold War Germany | |
---|---|
Wheeled | 110 mm SF2 LARS 2 • Bicycle • BM-21 • BRDM-2 • K125 gl • P601 • Pkw gel. 469 (UAZ 469) • SKOT-2A • SpPz 2A1 • SPW-40 • SPW-60 • TPz 1 • Truck gel. 5 • Truck 0.5t tmil gl • Truck 2t mil gl • Truck 5t mil gl • Truck 7t mil gl • Truck 10t mil gl • Typ 1200 • Typ 247 • Typ 251 • Typ 253 • W123 |
Tracked | 2P16 • 2S1 • BMP-1 SP2 (BWP-1) • BPz 2A0 • BrPz 1 • FlakPz 1A1 • KPz 1A1 (1A1A1) • KPz 1A3 • KPz 1A4 • KPz 1A5 • M109 • M113 • PT-76B • RakJPz 2 • SPz 1 • T-55 (A) • ZSU-23-4V1 (Fla-SFL 23-4V1) |
Rotor-wing | CH-53G • Mi-2 • PAH 1 |
Fixed-wing | Do 28 D2 • L-410T |
(Parenthesis) denote unique sub-variants and/or configurations of parent vehicle. |
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Wheeled | 110 mm SF2 LARS 2 • K125 gl* • Pkw 2 • Pkw 5 Seats Transport (FlKfz ELW) • Service Bicycle* • SpPz 2A1 (2A2) • TPz 1A0 Recon (Command, Engineer, Medical, 1A1 VHF Jammer) • Truck 0.5t tmil gl (LATGM, MG3) • Truck 2t mil gl Transport (Flatbed, Medical, Repair, FlKfz 1000) • Truck 5t mil gl Flatbed (Ammo, Fuel) • Truck 7t mil gl Flatbed • Truck 10t mil gl Flatbed (Ammo) • Typ 253* (Pkw 8 Seats, Pkw 8 Seats Military Police) • W123* (Pkw Heavy) |
Tracked | BPz 2A0 • BrPz 1 • FlakPz 1A1 • KPz 1A1 (1A1A1, 1A1A2) • KPz 1A3 (A1) • KPz 1A4 • KPz 1A5 • M109G • M113A1G APC (APC LATGM, Command, Medical, Mortar) • RakJPz 2 • SPz 1A1+ (A1A, A2) |
Rotor-wing | CH-53G (GS) • PAH 1 (PAH 1A1, VBH 1*, VBH 1A1, VBH 1A1 Swooper) |
Fixed-wing | Do 28 D2 (Medevac) |
(Parenthesis) denote variants. * denotes vehicles that are also shared with or are otherwise exclusive to the Bundesgrenzschutz sub-faction. |