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The Sound Suppressor is a muzzle-fitted weapon attachment in ArmA 3.

Overview[]

Arma3-mk18-01

NATO marksmen wielding a suppressed Mk18 ABR (left) and MXM (right).

« Suppressors are used to reduce a weapon's sound and muzzle flash. To equip a suppressor:
■ Open inventory [I].
■ Drag and drop a suppressor to your weapon's suppressor slot. The slot will be marked.
Field Manual
»

Once attached, suppressors in ArmA 3 will alter the sound signature of the weapon and make it harder for enemies within range to hear the discharge.

Suppressors will also minimise (but not remove altogether) the weapon's muzzle flash, which can help prevent the shooter's position from becoming exposed at nighttime and prevent said shooter from being blinded. In addition, suppressors will enhance the velocity of a weapon slightly which can provide a small boost to its effective firing range.

Arma3-muzzle-soundsuppressor-02

Thermal signature comparison: an MX rifle fitted with a conventional suppressor (top) versus a specialised suppressor on the Type 115 bullpup (bottom)

The majority of suppressors do not mask heat emitted by the weapon's barrel. However, specific suppressor designs are designed with this capability in mind and will dampen heat emissions. This helps to reduce its thermal signature and makes the user less visible on infrared optics, cameras, and sensors.

It should be noted that sound suppressors are only interchangeable between firearms that are chambered for the same calibre. They will also inflict a higher inertia penalty on the user and do not reduce weapon recoil. In addition, not all weapons can actually be fitted with sound suppressors. Certain weapons lack threaded barrels and are incapable of mounting them (i.e. the AKM assault rifle or AKS-74U carbine).

Lastly, ammunition fired through suppressors remain at supersonic speeds and will emit an audible crack. Unlike in ArmA 2, dedicated magazines loaded with subsonic ammunition is not available outside of specific weapons with integral suppressors.

Variants[]

5.56 mm[]

The 5.56 mm suppressor is designed to be used on weapons chambered to fire the 5.56×45 mm NATO cartridge:

The 5.56 mm suppressor has a weight of 8 "mass" units.[CfgWp 1] Attaching the 5.56 mm suppressor will increase the muzzle velocity of its weapon by 5%[CfgWp 2] and improve its accuracy by reducing dispersion by up to 20%.[CfgWp 3]

Against the AI, the distance at which they can hear the weapon being fired will be reduced by up to 96%.[CfgWp 4] The distance at which they can see the muzzle flash will be cut by 70%.[CfgWp 5]

Three colour/camouflage schemes are available: Black, Khaki and Sand. Attaching the 5.56 mm suppressor onto a weapon will increase its inertia penalty by +0.1.[CfgWp 6]


5.7 mm[]

The 5.7 mm suppressor is designed exclusively for use on all variants of the ADR-97 bullpup submachine gun:

The 5.7 mm suppressor has a weight of 10 "mass" units.[CfgWp 7] Attaching the 5.7 mm suppressor will increase the muzzle velocity of its weapon by 5%[CfgWp 8] and improve its accuracy by reducing dispersion by up to 20%.[CfgWp 9]

Against the AI, the distance at which they can hear the weapon being fired will be reduced by up to 70%[CfgWp 10], and the distance at which they can see the muzzle flash will be reduced by 50%.[CfgWp 11]

It is only available in a Black finish. It should be noted that attaching the 5.7 mm suppressor onto its weapon will increase its inertia penalty by +0.2.[CfgWp 12]


6.5 mm[]

The 6.5 mm suppressor is designed for use on all firearms chambered for the 6.5×39 mm round (both NATO and non-NATO, regardless of whether it is cased or caseless):

A separate variant LMG variant is also available for use and shares the same appearance of the regular 5.56 mm suppressor. There are no functional differences compared to the regular 6.5 mm suppressor, however.

The 6.5 mm suppressor has a weight of 10 "mass" units.[CfgWp 13] Attaching the 6.5 mm suppressor will increase the muzzle velocity of its weapon by 5%[CfgWp 14] and improve its accuracy by reducing dispersion by up to 20%.[CfgWp 15]

Against the AI, the distance at which they can hear the weapon being fired will be reduced by up to 96%.[CfgWp 16] The distance at which they can see the muzzle flash will be cut by 70%.[CfgWp 17]

6.5 mm suppressors are available in a Black, Khaki or Sand colour finish. Attaching the 6.5 mm suppressor onto a weapon will increase its inertia penalty by +0.2.[CfgWp 18]


7.62 mm[]

The 7.62 mm suppressor is freely interchangeable on all 7.62 mm-chambered weapons regardless of whether it fires 7.62×39 mm, 7.62×51 mm NATO or 7.62×54 mmR:

The 7.62 mm suppressor has a weight of 10 "mass" units.[CfgWp 19] Attaching the 7.62 mm suppressor will increase the muzzle velocity of its weapon by 5%[CfgWp 20] and improve its accuracy by reducing dispersion by up to 20%.[CfgWp 21]

Against the AI, the distance at which they can hear the weapon being fired will be cut by up to 96%.[CfgWp 22] On the other hand, the distance at which they can see the muzzle flash will be reduced by up to 70%.[CfgWp 23]

It is available in an Arid, Black, Khaki, Lush, and Sand finish. Attaching the 7.62 mm suppressor onto a weapon will increase its inertia penalty by +0.2.[CfgWp 24]


.338[]

« A small supply of weapon accessories including bipods for the main factions, two suppressors and a marksman scope.
Field Manual
»

The .338 suppressor is intended for use on weapons chambered to fire the .338 round (8.6×70 mm), both Lapua Magnum and Norma Magnum:

  • MAR-10 marksman rifle (.338)
  • SPMG general-purpose machine gun (.338)

The .338 suppressor has a weight of 10 "mass" units.[CfgWp 25] Attaching the .338 suppressor will increase the muzzle velocity of its weapon by 10%[CfgWp 26] and improve its accuracy by reducing dispersion by up to 20%.[CfgWp 27]

Against the AI, the distance at which they can hear the weapon being fired will be cut by up to 96%.[CfgWp 28] On the other hand, the distance at which they can see the muzzle flash will be reduced by up to 70%.[CfgWp 29]

Three colour finishes are available: Black, Green, and Sand. Attaching the .338 suppressor onto a weapon will increase its inertia penalty by +0.2.[CfgWp 30]


9 mm[]

Compact and light to attach, the 9 mm suppressor is compatible with most weapons that are chambered to fire the 9×21 mm cartridge:

The 9 mm suppressor has a weight of 6 "mass" units.[CfgWp 31] Attaching the 9 mm suppressor will increase the muzzle velocity of its weapon by 5%[CfgWp 32] and improve its accuracy by reducing dispersion by up to 20%.[CfgWp 33]

Against the AI, the distance at which they can hear the weapon being fired will be cut by up to 97%.[CfgWp 34] On the other hand, the distance at which they can see the muzzle flash will be reduced by up to 70%.[CfgWp 35]

It is only available in a single colour finish (Black). Attaching the 9 mm suppressor onto a weapon will increase its inertia penalty by +0.1.[CfgWp 36]


9.3 mm[]

« A small supply of weapon accessories including bipods for the main factions, two suppressors and a marksman scope.
Field Manual
»

The 9.3 mm suppressor is designed exclusively for weapons chambered for the 9.3×64 mm round:

  • Cyrus marksman rifle (9.3 mm)
  • Navid general-purpose machine gun (9.3 mm)

The 9.3 mm suppressor has a weight of 12 "mass" units.[CfgWp 37] Attaching the 9.3 mm suppressor will increase the muzzle velocity of its weapon by 10%[CfgWp 38] and improve its accuracy by reducing dispersion by up to 20%.[CfgWp 39]

Against the AI, the distance at which they can hear the weapon being fired will be reduced by up to 96%.[CfgWp 40] The distance at which they can see the muzzle flash will be cut by up to 70%.[CfgWp 41]

It is available in either a Black or Tan finish. Attaching the 9.3 mm suppressor onto a weapon will increase its inertia penalty by +0.2.[CfgWp 42]


.45 ACP[]

The .45 suppressor is intended for use on weapons chambered for the .45 ACP cartridge:

The .45 ACP suppressor has a weight of 6 "mass" units.[CfgWp 43] Attaching the .45 ACP suppressor will increase the muzzle velocity of its weapon by 5%[CfgWp 44] and improve its accuracy by reducing dispersion by up to 20%.[CfgWp 45]

Against the AI, the distance at which they can hear the weapon being fired will be reduced by up to 96%.[CfgWp 46] The distance at which they can see the muzzle flash will be cut by up to 70%.[CfgWp 47]

Only one finish is available to the .45 ACP suppressor (Black). Attaching the .45 ACP suppressor onto a weapon will increase its inertia penalty by +0.1.[CfgWp 48]


Stealth (5.8 mm)[]

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

« Sound suppressor used with late Chinese weapons such as Type-115. Its purpose is to stay relatively cold even after prolonged fire giving operative advantage when the enemy is using Thermal Imaging technology.
Field Manual
»

The 5.8 mm suppressor is designed solely for use on weapons chambered to fire the cased 5.8×42 mm round:

  • CAR-95 bullpup assault rifle (5.8 mm)
  • CAR-95-1 bullpup light support weapon (5.8 mm)

The 5.8 mm suppressor has a weight of 8 "mass" units.[CfgWp 49] Attaching the 5.8 mm suppressor will increase the muzzle velocity of its weapon by 5%[CfgWp 50] and improve its accuracy by reducing dispersion by up to 20%.[CfgWp 51]

Against the AI, the distance at which they can hear the weapon being fired will be reduced by up to 96%[CfgWp 52], whereas the distance at which they can see the muzzle flash will be cut by 70%.[CfgWp 53]

It is available in either a Black, Green Hex and Arid Hex camouflage finish. It should be noted that attaching the 5.8 mm suppressor onto its weapon will increase its inertia penalty by +0.1.[CfgWp 54]

Thermal damping[]

Arma3-muzzle-soundsuppressor-01

The 5.8 mm suppressor is unique for being able to dampen heat from the weapon's barrel and will not light up on infrared sensors after several rounds after fired.

However, it should be noted that some heat will eventually seep through and become visible on thermal optics if the weapon has not been given enough time to cool down after prolonged fire. If too many rounds are fired in succession without providing the barrel an opportunity to cool down, the suppressor will no longer be able to mask or dampen its heat signature.


Stealth (6.5 mm)[]

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

« Sound suppressor used with late Chinese weapons such as Type-115. Its purpose is to stay relatively cold even after prolonged fire giving operative advantage when the enemy is using Thermal Imaging technology.
Field Manual
»

The Stealth Sound Suppressor is a unique suppressor variant that is designed specifically for mounting on the CMR-76 and Type 115 marksman/special purpose rifles.

However, it should be noted that several other 6.5 mm-chambered firearms, both of CSAT and non-CSAT in origin, may also mount a Stealth Sound Suppressor:

(*) The Stealth Sound Suppressor cannot suppress the Type 115's underbarrel anti-materiel rifle module.

The 6.5 mm suppressor has a weight of 8 "mass" units.[CfgWp 55] Attaching the 6.5 mm suppressor will increase the muzzle velocity of its weapon by 5%[CfgWp 56] and improve its accuracy by reducing dispersion by up to 20%.[CfgWp 57]

Against the AI, the distance at which they can hear the weapon being fired will be reduced by up to 96%[CfgWp 58], whereas the distance at which they can see the muzzle flash will be cut by 70%.[CfgWp 59]

It is available in either a Black, Green Hex and Arid Hex camouflage finish. It should be noted that attaching the 6.5 mm suppressor onto its weapon will increase its inertia penalty by +0.1.[CfgWp 60]

Thermal damping[]

Arma3-muzzle-soundsuppressor-00

The Stealth Sound Suppressor absorbs heat and will not emit a thermal signature on infrared optics.

This will remain the case even after several rounds are fired in quick succession, though it should be noted that some heat will eventually seep through regardless. If too many rounds are fired, the suppressor will no longer be able to dampen the barrel's heat emissions and will itself begin to light up.

Camouflage[]

Gallery[]

Notes[]

  • Certain suppressor variants are compatible with weapons featured in third party-developed Creator DLCs. Please note that they are deliberately excluded from this article as they are not considered to be official content.

Trivia[]

  • On release, ArmA 3's sound suppressors applied extremely unrealistic attributes onto the weapons that they were mounted on:
    • They were able to somehow decrease the damage of bullets fired by the weapon (despite the lack of subsonic ammunition in ArmA 3).
    • They nonsensically reduced the weapon's muzzle velocity rather than increase it.
    • They did not decrease the weapon's dispersion or lower its recoil.
  • Additionally, they also caused all weapons to share the same firing sounds as each other (i.e. a suppressed TRG-20 with the 5.56 mm variant would sound the same as a suppressed Mk20C). Furthermore, many suppressors shared the exact same models and lacked camouflage variety.
    • The former issues were subsequently fixed in later overhaul updates both prior to and after the Marksmen DLC's release.[1]
    • Unique models and camouflage finishes on the other hand, were not changed until the release of the Apex expansion.[2]
  • Following the release of the Contact expansion pack, the Stealth Sound Suppressor was made available to both the MX and Promet families of rifles as well. Oddly enough, no other 6.5 mm-chambered weapons like the Mk200 could be fitted with the suppressor (not even CSAT's own Katiba bullpup was able to utilise them).
    • Prior to Game Update 2.02, several of the suppressors like the Apex expansion's Stealth Sound Suppressor were rendered incompatible or were strangely excluded from weapons which were able to support mounting them by default.[3]
    • The patch corrected this inconsistency and resolved underlying issues leftover from Game Update 2.00[4], such as allowing the Katiba bullpup or Mk200 LMG to mount the Stealth Sound Suppressor.
The information below details unused, pre-release or removed content.
  • Arma3-icon-osprey

    Unused sound suppressor model, specifically for the 4-five pistol.

    An alternate .45 ACP pistol suppressor model remains unused within the game files. Modelled after the real-world "Osprey" designed by Utah-based manufacturer SilencerCo, it would have supposedly been used for the 4-five pistol (Model name: acca_snds_osprey_f.p3d[5]).
    • Likewise, the Vermin SMG also has an unused model which was presumably intended for its exclusive use, though its unused model (Model name: acca_mzls_smg_01_f.p3d[6]) is prefixed as a flash suppressor rather than for sound.
  • Arma3-icon-flashsuppressor

    Unused Flash Suppressor icons for 6.5 mm (left) and 9 mm (right) weapons.

    As seen in many of the pre-Alpha screenshots and ArmA 3's Night Ops showcase demo at E3 2012[7], flash suppressors for both rifles and sidearms were intended to have been included in the final game.
    • Based on their appearance, they were modelled after the "KX" series of flash hiders designed by Noveske Rifleworks LLC.
    • Models and inventory icons[8][9] (Model name: acca_mzls_h_f.p3d[10]) for both flash hiders[11] still exist in the game files, though it is not known as to why they were excluded from the final game.

Config/script references[]

CfgWeapons

  1. 1.0 1.1 CfgWeapons >> muzzle_snds_M >> ItemInfo >> mass
  2. CfgWeapons >> muzzle_snds_M >> ItemInfo >> MagazineCoef >> initSpeed >> "1.05"
  3. CfgWeapons >> muzzle_snds_M >> ItemInfo >> MuzzleCoef >> dispersionCoef >> "0.8"
  4. CfgWeapons >> muzzle_snds_M >> ItemInfo >> AmmoCoef >> audibleFire >> "0.04"
  5. CfgWeapons >> muzzle_snds_M >> ItemInfo >> AmmoCoef >> visibleFire >> "0.3"
  6. CfgWeapons >> muzzle_snds_M >> inertia >> "0.1"
  7. 7.0 7.1 CfgWeapons >> muzzle_snds_570 >> ItemInfo >> mass
  8. CfgWeapons >> muzzle_snds_570 >> ItemInfo >> MagazineCoef >> initSpeed >> "1.05"
  9. CfgWeapons >> muzzle_snds_570 >> ItemInfo >> MuzzleCoef >> dispersionCoef >> "0.8f"
  10. CfgWeapons >> muzzle_snds_570 >> ItemInfo >> AmmoCoef >> audibleFire >> "0.3"
  11. CfgWeapons >> muzzle_snds_570 >> ItemInfo >> AmmoCoef >> visibleFire >> "0.5"
  12. CfgWeapons >> muzzle_snds_570 >> inertia >> "0.2"
  13. 13.0 13.1 CfgWeapons >> muzzle_snds_H >> ItemInfo >> mass
  14. CfgWeapons >> muzzle_snds_H >> ItemInfo >> MagazineCoef >> initSpeed >> "1.05"
  15. CfgWeapons >> muzzle_snds_H >> ItemInfo >> MuzzleCoef >> dispersionCoef >> "0.8"
  16. CfgWeapons >> muzzle_snds_H >> ItemInfo >> AmmoCoef >> audibleFire >> "0.04"
  17. CfgWeapons >> muzzle_snds_H >> ItemInfo >> AmmoCoef >> visibleFire >> "0.3"
  18. CfgWeapons >> muzzle_snds_H >> inertia >> "0.2"
  19. 19.0 19.1 CfgWeapons >> muzzle_snds_B >> ItemInfo >> mass
  20. CfgWeapons >> muzzle_snds_B >> ItemInfo >> MagazineCoef >> initSpeed >> "1.05"
  21. CfgWeapons >> muzzle_snds_B >> ItemInfo >> MuzzleCoef >> dispersionCoef >> "0.8"
  22. CfgWeapons >> muzzle_snds_B >> ItemInfo >> AmmoCoef >> audibleFire >> "0.04"
  23. CfgWeapons >> muzzle_snds_B >> ItemInfo >> AmmoCoef >> visibleFire >> "0.3"
  24. CfgWeapons >> muzzle_snds_B >> inertia >> "0.2"
  25. 25.0 25.1 CfgWeapons >> muzzle_snds_338_black >> ItemInfo >> mass
  26. CfgWeapons >> muzzle_snds_338_black >> ItemInfo >> MagazineCoef >> initSpeed >> "1.1"
  27. CfgWeapons >> muzzle_snds_338_black >> ItemInfo >> MuzzleCoef >> dispersionCoef >> "0.8f"
  28. CfgWeapons >> muzzle_snds_338_black >> ItemInfo >> AmmoCoef >> audibleFire >> "0.04"
  29. CfgWeapons >> muzzle_snds_338_black >> ItemInfo >> AmmoCoef >> visibleFire >> "0.3"
  30. CfgWeapons >> muzzle_snds_338_black >> inertia >> "0.2"
  31. 31.0 31.1 CfgWeapons >> muzzle_snds_L >> ItemInfo >> mass
  32. CfgWeapons >> muzzle_snds_L >> ItemInfo >> MagazineCoef >> initSpeed >> "1.05"
  33. CfgWeapons >> muzzle_snds_L >> ItemInfo >> MuzzleCoef >> dispersionCoef >> "0.8"
  34. CfgWeapons >> muzzle_snds_L >> ItemInfo >> AmmoCoef >> audibleFire >> "0.03"
  35. CfgWeapons >> muzzle_snds_L >> ItemInfo >> AmmoCoef >> visibleFire >> "0.3"
  36. CfgWeapons >> muzzle_snds_L >> inertia >> "0.2"
  37. 37.0 37.1 CfgWeapons >> muzzle_snds_93mmg >> ItemInfo >> mass
  38. CfgWeapons >> muzzle_snds_93mmg >> ItemInfo >> MagazineCoef >> initSpeed >> "1.1"
  39. CfgWeapons >> muzzle_snds_93mmg >> ItemInfo >> MuzzleCoef >> dispersionCoef >> "0.8f"
  40. CfgWeapons >> muzzle_snds_93mmg >> ItemInfo >> AmmoCoef >> audibleFire >> "0.04"
  41. CfgWeapons >> muzzle_snds_93mmg >> ItemInfo >> AmmoCoef >> visibleFire >> "0.3"
  42. CfgWeapons >> muzzle_snds_93mmg >> inertia >> "0.2"
  43. 43.0 43.1 CfgWeapons >> muzzle_snds_acp >> ItemInfo >> mass
  44. CfgWeapons >> muzzle_snds_acp >> ItemInfo >> MagazineCoef >> initSpeed >> "1.05"
  45. CfgWeapons >> muzzle_snds_acp >> ItemInfo >> MuzzleCoef >> dispersionCoef >> "0.8"
  46. CfgWeapons >> muzzle_snds_acp >> ItemInfo >> AmmoCoef >> audibleFire >> "0.04"
  47. CfgWeapons >> muzzle_snds_acp >> ItemInfo >> AmmoCoef >> visibleFire >> "0.3"
  48. CfgWeapons >> muzzle_snds_acp >> inertia >> "0.1"
  49. 49.0 49.1 CfgWeapons >> muzzle_snds_58_blk_F >> ItemInfo >> mass
  50. CfgWeapons >> muzzle_snds_58_blk_F >> ItemInfo >> MagazineCoef >> initSpeed >> "1.05"
  51. CfgWeapons >> muzzle_snds_58_blk_F >> ItemInfo >> MuzzleCoef >> dispersionCoef >> "0.8"
  52. CfgWeapons >> muzzle_snds_58_blk_F >> ItemInfo >> AmmoCoef >> audibleFire >> "0.04"
  53. CfgWeapons >> muzzle_snds_58_blk_F >> ItemInfo >> AmmoCoef >> visibleFire >> "0.3"
  54. CfgWeapons >> muzzle_snds_58_blk_F >> inertia >> "0.1"
  55. 55.0 55.1 CfgWeapons >> muzzle_snds_65_TI_blk_F >> ItemInfo >> mass
  56. CfgWeapons >> muzzle_snds_65_TI_blk_F >> ItemInfo >> MagazineCoef >> initSpeed >> "1.05"
  57. CfgWeapons >> muzzle_snds_65_TI_blk_F >> ItemInfo >> MuzzleCoef >> dispersionCoef >> "0.8"
  58. CfgWeapons >> muzzle_snds_65_TI_blk_F >> ItemInfo >> AmmoCoef >> audibleFire >> "0.04"
  59. CfgWeapons >> muzzle_snds_65_TI_blk_F >> ItemInfo >> AmmoCoef >> visibleFire >> "0.3"
  60. CfgWeapons >> muzzle_snds_65_TI_blk_F >> inertia >> "0.1"

References[]

  1. Dušek, J, Havel, K 2015, OPREP - SHOTS FIRED, Arma 3, viewed 20 March 2023, <https://dev.arma3.com/post/oprep-shots-fired>.
  2. Kovařič, V 2016, SPOTREP #00058, Arma 3, viewed 20 March 2023, <https://dev.arma3.com/post/spotrep-00058>.
  3. van 't Land, J.J. 2021, SPOTREP #00096, Arma 3, viewed 20 March 2023, <https://dev.arma3.com/post/spotrep-00096>.
  4. van 't Land, J.J. 2020, SPOTREP #00095, Arma 3, viewed 20 March 2023, <https://dev.arma3.com/post/spotrep-00095>.
  5. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\acc\acca_snds_osprey_f.p3d
  6. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\acc\acca_mzls_smg_01_f.p3d
  7. Arma Platform 2012, Arma 3 - E3 2012 Showcases: Night Ops, 28 June, viewed 20 March 2023, <https://www.youtube.com/watch?v=lwXw0g2fweA>.
  8. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\data\ui\gear_acca_mzls_h_ca.paa
  9. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\data\ui\gear_acca_mzls_l_ca.paa
  10. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\acc\acca_mzls_h_f.p3d
  11. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\acc\acca_mzls_l_f.p3d

See also[]

Weapon attachments of ArmA 3
Collimators ACO (SMG) • MRDYorris J2
Holographic sights Mk17 Holosight (SMG)
Riflescopes ARCO (AK) • ERCOMRCOPMSRCO
Sniper scopes AMSDMS (Kir, Old) • KahliaLRPSMOS
Thermal/Night vision TWS (MG) • NightstalkerNVS
Aiming devices IR Laser Pointer
Illumination Flashlight
Muzzle SIMCOM AdapterSound Suppressor (5.56 mm, 5.7 mm, 5.8 mm, 6.5 mm, Stealth, 7.62 mm, .338, 9 mm, 9.3 mm, .45 ACP)
Weapon mounts Bipod
(Parenthesis) denote variants.
Marksmen DLC | Apex DLC | Contact DLC
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