Armed Assault Wiki

The Stinger (alternately referred to as the AA Pod or AA Launcher) is a static anti-aircraft turret featured in ArmA: Armed Assault and ArmA 2.


ArmA: Armed Assault[]

The AA Pod is used by both U.S. Army forces and the SLA in ArmA: Armed Assault.

Overview[]

The AA Pod is a defensive, surface-to-air missile turret that launches infrared-guided missiles.

It can launch Stinger missiles at a rate of one every 4 seconds (~ 15 rounds per minute).[A1CfgW 5][A1CfgW 6][Formula 1] An additional nine 2-round missiles are available in reserve, providing a total of twenty missiles per launcher.[A1CfgV 1][A1CfgV 2]

Upon depletion of all reserve missiles, it will take at least 5 seconds for U.S. Army AA Pods to rearm from a supply truck.[A1CfgW 7] SLA AA Pods on the other hand, will need up to 30 seconds to fully restock all missiles from logistics vehicles.[A1CfgW 8]

The AA Pod's elevation/tripod assembly allows the launcher to be freely rotated in any direction horizontally.[A1CfgV 3][A1CfgV 4] On the other hand, vertical rotation is limited to a maximum elevation of 120 degrees[A1CfgV 5] and a depression of just 10 degrees.[A1CfgV 6]


Optics[]

Arma1-tow-ironsight-overview

The AA Pod's sight has variable zoom magnification capability. It has a minimum zoom of 0.625x[A1CfgV 7][A1CfgV 8][Formula 2] and a maximum zoom of 1.81x.[A1CfgV 9][A1CfgV 10][Formula 3]

It is not possible activate any enhanced vision modes, but the sight does allow for the user to wear their night vision goggles whilst looking through it.


Munitions[]

The AA Pod is only capable of loading and firing one type of missile:

Parameter Value
Base damage value 70[A1CfgA 1]
Splash damage value 45[A1CfgA 2]
Warhead type High-Explosive
Blast radius (metres) 7[A1CfgA 3]
Launch velocity (m/s) 5[A1CfgM 2]
Maximum speed (m/s) 800[A1CfgA 4]

Utilises infrared-homing guidance.[A1CfgA 5]

Stinger missiles are launched with an initial velocity of 5 m/s.[A1CfgM 2] 0.15 seconds after launch[A1CfgA 6], the missile's motor will ignite and take a further 2.5 seconds of flight time[A1CfgA 7] to attain a maximum speed of 800 m/s.[A1CfgA 4] The missiles utilise a high-explosive (HE) warhead that has a blast radius of 7 metres.[A1CfgA 3]


Trivia[]

  • The in-game Stinger's setup is based on a real-life configuration dubbed as the "Dual Mount Stinger" by the Hughes Missile Systems Company (now owned by Raytheon Missile Systems).
  • The AA Pod was not originally available at release and was only added after Patch 1.14 (alongside the introduction of the Warfare game mode).[1]
  • Like the AT Tripod, it is also shared with the SLA even though the Stinger is clearly an American-made weapon.
  • For unknown reasons, the SLA's AA Pod specifically has a 30 second reload time compared to the U.S. Army's AA Pod which only needs 5 seconds to complete the process (a 500% increase).[2] It's unclear if this was a deliberate design choice or was an oversight.

Gallery[]

ArmA 2[]

« The Stinger is a man-portable, shoulder-fired anti-aircraft guided missile system designed to defeat low-altitude air targets. The system is a fire-and-forget missile with a passive infrared seeker and IFF (Identification-Friend-or-Foe) system. The latest versions have improved range, maneuverability and significant countermeasures immunity. The Stinger anti air missile pod is a support device which heavily reduces the supersonic wave drag.
Armoury Description[3][4]
»


The Stinger is used by both the U.S. Marines and U.S. Army forces in ArmA 2.

Overview[]

Returning from Armed Assault, the Stinger's stats and overall functionality remains mostly unchanged. The only real difference is that Stinger turrets are now exclusive to BLUFOR and are no longer shared with REDFOR factions.

Each launcher still comes pre-loaded with two missiles and has access to a further nine more reloads (for a total of twenty missiles).[A2CfgV 1] There is a 4 second delay in-between missile launches (fire rate of 15 RPM).[A2CfgW 2][Formula 4] It takes up to 10 seconds to reload both launchers with another pair of missiles (5 seconds per launcher) or to fully rearm from a supply truck.[A2CfgW 3]

Compared to its predecessor in Armed Assault, ArmA 2's Stinger turret fires missiles that are slightly more powerful as they have a blast radius of 8 metres[A2CfgA 1] and have a launch velocity of 40 m/s instead of 5 m/s (an increase of ~ 155%).[A2CfgM 2] However, ArmA 2's Stinger missiles are slower flying and cap out at a maximum speed of 750 m/s rather than 800 m/s.[A2CfgA 2] ArmA 2's Stingers also face the risk of being confused by defensive flare countermeasures since the missile's seeker has a 20% chance to have its lock get broken.[A2CfgA 3]

The turret can be freely rotated in any direction horizontally[A2CfgV 2][A2CfgV 3] but is restricted to a maximum elevation of 120 degrees[A2CfgV 4] and a depression of just 10 degrees.[A2CfgV 5] It should be noted that unlike the Czech Army's RBS-70, the Stinger cannot be disassembled into a man-portable backpack form as it is too bulky to carry.


Optics[]

Arma2-staticstinger-ironsight-overview

The Stinger's sight has variable zoom magnification, allowing for a minimum zoom of 1.61x[A2CfgV 6][Formula 5] and a maximum of 5.319x zoom.[A2CfgV 7][Formula 6]

It cannot toggle enhanced vision modes, but the user is able to activate their night vision goggles whilst they are aiming through the launcher's sights.


Munitions[]

The Stinger is capable of firing only one type of missile:

Parameter Value
Base damage value 70[A2CfgA 4]
Splash damage value 50[A2CfgA 5]
Warhead type High-Explosive
Blast radius (metres) 8[A2CfgA 1]
Launch velocity (m/s) 40[A2CfgM 2]
Maximum speed (m/s) 750[A2CfgA 2]

Utilises infrared-homing guidance.[A2CfgA 6][A2CfgA 7][note 4]

Stinger missiles are fired with an initial velocity of 40 m/s.[A2CfgM 2] The missile's motor will ignite 0.2 seconds after launch[A2CfgA 8] and take an additional 2.5 seconds of flight time[A2CfgA 9] to attain a top speed of 750 m/s.[A2CfgA 2]

The missile's warhead utilises a high-explosive (HE) payload. It has a blast radius of 8 metres.[A2CfgA 1] The seeker has a 20% chance to have its lock get broken by flare-based countermeasures.[A2CfgA 3]


Trivia[]

  • Following the latest Steam version patches as part of the Community Configuration Project update, ArmA 2's Stinger pods were generically renamed to "AA Pod" (for USMC Stingers) and the "AA Launcher" (for U.S. Army versions).[5]
  • Prior to the latest CorePatch updates, AI units manning Stinger turrets would have their hearing ranges and vision ranges sharply cut (temporarily).[6]

Gallery[]

Config/script references[]

CfgAmmo (ArmA: Armed Assault)

  1. CfgAmmo >> M_Stinger_AA >> hit
  2. CfgAmmo >> M_Stinger_AA >> indirectHit
  3. 3.0 3.1 CfgAmmo >> M_Stinger_AA >> indirectHitRange
  4. 4.0 4.1 CfgAmmo >> M_Stinger_AA >> maxSpeed
  5. CfgAmmo >> M_Stinger_AA >> irLock
  6. CfgAmmo >> M_Stinger_AA >> initTime
  7. CfgAmmo >> M_Stinger_AA >> thrustTime

CfgMagazines (ArmA: Armed Assault)

  1. CfgMagazines >> 2Rnd_Stinger >> count
  2. 2.0 2.1 CfgMagazines >> 2Rnd_Stinger >> initSpeed

CfgWeapons (ArmA: Armed Assault)

  1. 1.0 1.1 CfgWeapons >> StingerLauncher_twice >> recoil
  2. CfgWeapons >> AALauncher_twice >> recoil
  3. CfgWeapons >> StingerLauncher_twice >> dexterity
  4. CfgWeapons >> AALauncher_twice >> dexterity
  5. CfgWeapons >> StingerLauncher_twice >> reloadTime
  6. CfgWeapons >> AALauncher_twice >> reloadTime
  7. CfgWeapons >> StingerLauncher_twice >> magazineReloadTime
  8. CfgWeapons >> AALauncher_twice >> magazineReloadTime

CfgVehicles (ArmA: Armed Assault)

  1. CfgVehicles >> Stinger_Pod >> Turrets >> MainTurret >> magazines[] >> {"2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger"}
  2. CfgVehicles >> Stinger_Pod_East >> Turrets >> MainTurret >> magazines[] >> {"2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger"}
  3. CfgVehicles >> Stinger_Pod >> Turrets >> MainTurret >> minTurn
  4. CfgVehicles >> Stinger_Pod >> Turrets >> MainTurret >> maxTurn
  5. CfgVehicles >> Stinger_Pod >> Turrets >> MainTurret >> maxElev
  6. CfgVehicles >> Stinger_Pod >> Turrets >> MainTurret >> minElev
  7. CfgVehicles >> Stinger_Pod >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.63999999"
  8. CfgVehicles >> Stinger_Pod_East >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.63999999"
  9. CfgVehicles >> Stinger_Pod >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.22"
  10. CfgVehicles >> Stinger_Pod_East >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.22"

CfgAmmo (ArmA 2)

  1. 1.0 1.1 1.2 CfgAmmo >> M_Stinger_AA >> indirectHitRange
  2. 2.0 2.1 2.2 CfgAmmo >> M_Stinger_AA >> maxSpeed
  3. 3.0 3.1 CfgAmmo >> M_Stinger_AA >> cmImmunity >> "0.8"
  4. CfgAmmo >> M_Stinger_AA >> hit
  5. CfgAmmo >> M_Stinger_AA >> indirectHit
  6. CfgAmmo >> M_Stinger_AA >> irLock
  7. CfgAmmo >> M_Stinger_AA >> weaponLockSystem >> "16 + 2"
  8. CfgAmmo >> M_Stinger_AA >> initTime
  9. CfgAmmo >> M_Stinger_AA >> thrustTime

CfgMagazines (ArmA 2)

  1. CfgMagazines >> 2Rnd_Stinger >> count
  2. 2.0 2.1 2.2 CfgMagazines >> 2Rnd_Stinger >> initSpeed

CfgWeapons (ArmA 2)

  1. CfgWeapons >> StingerLauncher_twice >> dexterity
  2. CfgWeapons >> StingerLauncher_twice >> reloadTime
  3. CfgWeapons >> StingerLauncher_twice >> magazineReloadTime

CfgVehicles (ArmA 2)

  1. CfgVehicles >> Stinger_Pod_base >> Turrets >> MainTurret >> magazines[] >> {"2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger","2Rnd_Stinger"}
  2. CfgVehicles >> Stinger_Pod_base >> Turrets >> MainTurret >> minTurn
  3. CfgVehicles >> Stinger_Pod_base >> Turrets >> MainTurret >> maxTurn
  4. CfgVehicles >> Stinger_Pod_base >> Turrets >> MainTurret >> maxElev
  5. CfgVehicles >> Stinger_Pod_base >> Turrets >> MainTurret >> minElev
  6. CfgVehicles >> Stinger_Pod_base >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.155"
  7. CfgVehicles >> Stinger_Pod_base >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.047"

Formulae

  1. 60 / reloadTime = 60 / 4
  2. 0.4 / maxFov = 0.4 / 0.63999999
  3. 0.4 / minFov = 0.4 / 0.22
  4. 60 / reloadTime = 60 / 4
  5. 0.25 / maxFov = 0.25 / 0.155
  6. 0.25 / minFov = 0.25 / 0.047

Notes[]

  1. The AA Pod actually has twenty 2-round missile "magazines". However, only one 2-round missile "magazine" can be loaded by the AA Pod's launchers and fired per volley, thereby restricting it to a "capacity" of two missiles.
  2. 2.0 2.1 Dexterity is defined within the weapon's config but it does not apply since the Stinger is a static turret.
  3. The Stinger actually has twenty 2-round missile "magazines". However, only one 2-round missile "magazine" can be loaded by the Stinger's launchers and fired per volley, thereby restricting it to a "capacity" of two missiles.
  4. If available, the Stinger's missiles can be detected by the target's Infrared Warning Receiver (IWR) during lock-on and by its Missile Approach Warning System (MAWS) while inbound towards it.

References[]

  1. Španěl, M et al. 2007, ArmA: Armed Assault: Version History, Bohemia Interactive Community Wiki, viewed 2 November 2023, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Version_History#Version_1.14>.
  2. ARMA: Armed Assault 2007 [Video Game], Bohemia Interactive a.s., \ca\cti_buildings\stinger_stat\config.bin, CfgWeapons >> AALauncher_twice >> magazineReloadTime
  3. Bohemia Interactive a.s., 2009, Static Launchers, Arma 2, viewed 5 March 2025, <https://www.arma2.com/arma-2-weaponry/static-launchers>.
  4. Bohemia Interactive a.s., 2010, Static Launchers, Arma 2, viewed 5 March 2025, <https://www.arma2.com/arma-2-oa-weaponry/a-2-oa-static-launchers>.
  5. Foltyn, D, Španěl, M et al. 2013, Roadmap - Arma 2: Community Configuration Project, DevHeaven, viewed 2 November 2023, <http://web.archive.org/web/20130627131748/https://dev-heaven.net/projects/arma-2-ccp/roadmap>. (archived link)
  6. Mazzon, M et al. 2019, CorePatch, GitHub, viewed 2 November 2023, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.

External links[]

See also[]

Static weapons of comparable role and configuration[]

Weapons of ArmA: Armed Assault
Handguns M9 9 mmMakarov 9 mm
Submachine guns MP5A5 9 mm (SD6)
Carbines AKS-74U 5.45 mmM4A1 5.56 mm (M4A1 GL, M4, M4 GL)
Assault rifles AK-74 5.45 mm (AK-74 + GP-25, AKS-74 PSO) • G36 series (G36, G36C, G36K) • M16A2 5.56 mm (M203) • M16A4 5.56 mm (GL)
Designated marksman rifles Mk12 SPR 5.56 mm
Sniper rifles KSVK 12.7 mmM107 .50M24 7.62 mmSVD Dragunov 7.62 mm
Squad automatic weapons M249 SAW 5.56 mm
Machineguns M240 7.62 mmPKM 7.62 mm
Grenade launchers 6G30
Launchers 9K32 StrelaFIM-92F StingerJavelin LauncherM136RPG-7V
Static AA PodAT TripodAGS-30D-30DShKMM2M119A1Mk. 19Searchlight
(Parenthesis) denote variants.
Queen's Gambit
U.S. Army - Armoury (ArmA: Armed Assault)
Handguns M9 9 mm*
Submachine guns MP5A5 9 mm (SD6)
Carbines G36 series* (G36C*, G36K*) • M4A1 5.56 mm* (M4A1 GL*, M4, M4 GL)
Assault rifles G36 5.56 mmM16A4 5.56 mm (GL)
Designated marksman rifles Mk12 SPR 5.56 mm*
Sniper rifles M107 .50M24 7.62 mm
Squad automatic weapons M249 SAW 5.56 mm*
Machineguns M240 7.62 mm
Launchers FIM-92F StingerJavelin LauncherM136
Static AA PodAT TripodM2M119A1Mk. 19Searchlight
(Parenthesis) denote variants.
* denotes weapons also used by the Black Element sub-faction.
SLA - Armoury (ArmA: Armed Assault)
Handguns Makarov 9 mm
Carbines AKS-74U 5.45 mm*
Assault rifles AK-74 5.45 mm (AK-74 + GP-25, AKS-74 PSO)
Sniper rifles KSVK 12.7 mmSVD Dragunov 7.62 mm
Grenade launchers 6G30
Machineguns PKM 7.62 mm*
Launchers RPG-7V* • Strela-2 9K32
Static AA PodAT TripodAGS-30D-30DShKMSearchlight§
(Parenthesis) denote variants.
* denotes weapons also used by the Resistance sub-faction.
§ denotes campaign-exclusive weapons.
Queen's Gambit
Weapons of ArmA 2
Handguns CZ 75 9 mmG17 9 mmM1911 .45M9 9 mmMakarov 9 mmRevolver .45
Submachine guns CZ Scorpion Evo 3 A1 9 mmMP5 9 mmPDW 9 mmPP-19 Bizon 9 mmSa-61 Scorpion .32
Shotguns M1014Saiga 12KAA-12
Carbines AKS-74U 5.45 mm* • G36 series* (G36C*, G36K*) • M4A1 5.56 mm (M4A1 M203, M4A3, M4A3 M203) • Mk16 CQC 5.56 mmXM8 Compact 5.56 mm
Assault rifles AK-107 5.45 mm (AK-107 GP-25) • AK-74 5.45 mm (AK-74 GP-25*, AKS-74*) • AKM 7.62 mmAKS 7.62 mm* • CZ 805 BREN A1 5.56 mm (CZ 805 A1 G1, CZ 805 BREN A2, CZ 805 B1 G1) • FN FAL 7.62 mmG36A 5.56 mm* • L85A2 5.56 mm (L85A2 UGL) • M16A2 5.56 mm* (M16A2 M203*) • M16A4 5.56 mm (M16A4 M203) • SCAR series (Mk16, Mk16 EGLM, Mk17, Mk17 EGLM) • Sa-58 7.62 mmXM8 series (XM8, XM8 M320)
Designated marksman rifles DMR 7.62 mmL86A2 LSW 5.56 mmM14 7.62 mmMk12 SPR 5.56 mmMk17 Sniper 7.62 mmVSS Vintorez 9 mmXM8 Sharpshooter 5.56 mm
Sniper rifles AS50 12.7 mmCZ 550 9.3 mmCZ 750 S1 M1 .308KSVK 12.7 mm* • Lee-Enfield .303LRR .338M107 .50* • M110 7.62 mmM24 7.62 mm* (M40A3) • SVD Dragunov 7.62 mm*
Squad automatic weapons L110A1 5.56 mmM249 SAW 5.56 mm* • MG36 5.56 mm* • RPK-74 5.45 mmXM8 Automatic Rifle 5.56 mm
Machineguns L7A2 GPMG 7.62 mmMk 48 Mod 0 7.62 mm* • M240 7.62 mm* • M60E4 7.62 mmPKP 7.62 mmPKM 7.62 mmUK-59 7.62 mm
Grenade launchers M32M79Mk13
Launchers 9K32 Strela-29K38 Igla9K115-2 Metis-MFGM-148 JavelinFIM-92F StingerM136M47 DragonMAAWSNLAWRPG-7VRPG-18SMAW
Static AGS-30D-30DShKMIgla AA PodKORDL111A1L134A1M119A1M2M252Mk19Metis AT-132B14 PodnosRBS-70SearchlightSPG-9StingerTOWZU-23
(Parenthesis) denote variants.
* indicates partial DLC dependency.
Operation Arrowhead | British Armed Forces | Private Military Company | Army of the Czech Republic
USMC - Armoury (ArmA 2)
Handguns M1911 .45M9 9 mm
Submachine guns MP5 9 mm
Shotguns M1014
Carbines M4A1 5.56 mm (M4A1 M203)
Assault rifles M16A4 5.56 mm (M16A4 M203)
Designated marksman rifles DMR 7.62 mmMk12 SPR 5.56 mm
Sniper rifles M107 .50M24 7.62 mm (M40A3)
Squad automatic weapons M249 SAW 5.56 mm
Machineguns Mk 48 Mod 0 7.62 mmM240 7.62 mm
Launchers FGM-148 JavelinFIM-92F StingerM136SMAW
Static M2M252Mk19M119A1SearchlightStingerTOW
(Parenthesis) denote variants.
U.S. Army - Armoury (ArmA 2)
Handguns G17 9 mmM1911 .45M9 9 mm
Shotguns M1014
Carbines Mk16 CQC 5.56 mm
Assault rifles SCAR series (Mk16, Mk16 EGLM, Mk17, Mk17 EGLM)
Designated marksman rifles M14 7.62 mmMk17 Sniper 7.62 mm
Sniper rifles M107 .50M110 7.62 mmM24 7.62 mm
Squad automatic weapons M249 SAW 5.56 mm
Machineguns Mk 48 Mod 0 7.62 mmM240 7.62 mm
Grenade launchers M32Mk13
Launchers FGM-148 JavelinFIM-92F StingerM136MAAWS
Static M2M252Mk19M119A1SearchlightStingerTOW
(Parenthesis) denote variants.
Operation Arrowhead