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The Stryker IAV (full name: Interim Armored Vehicle[1]) is a family of modular armoured vehicles featured in both ArmA: Armed Assault and ArmA 2.


ArmA: Armed Assault[]

The Stryker is used exclusively by the U.S. Army in ArmA: Armed Assault.

Overview[]

  • Roles:
    • Troop transport
    • Tank destroyer
« The Stryker Infantry Combat Vehicle was designed to be highly mobile and air-transportable by C-130. The basic armor package is capable of withstanding14.5mm heavy machine gun fire, but with the crew-installable add-on armor kit (which adds significantly to the vehicle's weight), it is also capable of surviving a hit from an RPG-7 rocket propelled grenade. The Infantry Combat Vehicle provides transport and fire support for a 9 man squad. There are also Command (CV), Mortar (MCV-B), Anti-Tank (ATGM) and Medical Evacuation (MEV) variants.
Library Description
»

Design[]

The Stryker is a family of 8x8 armoured fighting vehicles that was incorporated to fulfil the U.S. Army's need for an air-deployable vehicle that would allow its brigade combat teams to mobilise anywhere in the world within 96 hours.

Features
It is available in two unique configurations:

The baseline ICV Stryker serves as an Armoured Personnel Carrier that can provide light fire support for its dismounts. The ATGM Stryker on the other hand, functions as a weapons carrier that can be used to ambush and destroy Main Battle Tanks on the move.

Mobility
Unlike the SLA's BMP-2 Infantry Fighting Vehicle, the Stryker is not amphibious. However, the Stryker is approximately ~ 18% faster on land since it can attain a top speed of up to 89 km/h (versus the BMP-2's top speed of just 74 km/h). Handling and acceleration is also slightly better since the Stryker uses wheels for locomotion as opposed to the BMP-2's tracks.[A1CfgV 9][A1CfgV 10]

Drawbacks
Although the Stryker is better protected than the M113 and HMMWV[A1CfgV 11], it is still just an APC that is unable to directly match the BMP-2 in terms of capability. Being an IFV, the BMP-2 can not only transport troops but is also able to fight infantry, unarmoured vehicles, and armoured vehicle targets - all within the same engagement. This is because the BMP-2 possesses a 30 mm autocannon that can load HE/AP shells in addition to ATGMs.[A1CfgV 12]

In stark contrast, the Stryker's modularity means that the platform suffers from overspecialisation. For example, only the dedicated ATGM variant of the Stryker can fight enemy armour with its TOW missiles[A1CfgV 8] but this comes at the cost of anti-personnel weaponry and the ability to transport troops. Conversely, the ICV variants can carry troops and have anti-personnel/unarmoured-light vehicle weapons (HMG/AGL)[A1CfgV 6][A1CfgV 7] but they are in turn unable to fight back against AFVs since they lack anti-armour munitions.

Crew Capacity
All Strykers support a crew of two that consists of the driver and a commander (who doubles as the vehicle's gunner). Only the troop carrier ICV variants have the ability to carry up to nine passengers at a time.[A1CfgV 1][A1CfgV 2]


Variants[]

Arma1-render-strykerhmg
Baseline troop carrier variant fitted with a CROWS turret. The CROWS turret is armed with an M2 .50 cal heavy machine gun.[A1CfgV 6] Its M2 HMG feeds from 100-round belt boxes. By default, the CROWS turret has access to six of these belts for a combined total of 600 rounds.[A1CfgV 13]

This variant can transport up to nine passengers.[A1CfgV 1]

Arma1-render-strykeragl
Alternate troop carrier variant also fitted with a CROWS turret. This variant's CROWS turret is armed with a Mk. 19 40 mm automatic grenade launcher.[A1CfgV 7] The Mk. 19 feeds from 48-round grenade belts. By default, the CROWS turret has access to four of these belts for a combined total of 192 grenades.[A1CfgV 14]

This variant is also capable of carrying up to nine passengers at a time.[A1CfgV 2]

Arma1-render-strykeratgm
Dedicated anti-tank missile carrier. This variant is unable to transport passengers and is fitted with a remote-operated M220 TOW missile launcher turret instead.[A1CfgV 8] The TOW missile pod has access to five 2-round missile "magazines", forming a combined total of ten missiles.[A1CfgV 15]

It should be noted that unlike the ICV variants, the Stryker ATGM is not able to transport troops in its rear compartment due to it being occupied by spare missiles.


Protection[]

Regardless of configuration, all Stryker variants share the same base armour value of 150.[A1CfgV 11]

Body[]

The body of the Stryker's hull can withstand up to 150 points of damage.[A1CfgV 16][Formula 1] Depletion of its integrity will always result in the Stryker's destruction.[A1CfgV 17]

Engine[]

The Stryker's engine can take up to 300 points of damage before it fails.[A1CfgV 18][Formula 2] Damage inflicted upon the engine will not be shared with the Stryker's main "health" pool.[A1CfgV 19]

Fuel tank[]

The Stryker's fuel tank can withstand up to 210 points of damage before it ruptures.[A1CfgV 20][Formula 3] 100% of incoming damage will be shared with the Stryker's main "health" pool. Upon the fuel tank's destruction, the Stryker can potentially explode catastrophically if it is at critical "health" status.[A1CfgV 21]

Wheels[]

Each of the Stryker's eight wheels can only take a maximum of 37.5 points of damage before their tyres burst.[A1CfgV 22][A1CfgV 23][A1CfgV 24][A1CfgV 25][Formula 4] No damage inflicted upon any of the wheels will be shared with the Stryker's main "health" pool.[A1CfgV 26][A1CfgV 27][A1CfgV 28][A1CfgV 29]

Turret: Traverse[]

Traverse mechanisms for the M220 TOW missile/CROWS turret can withstand up to 60 points of damage before they fail.[A1CfgV 30][A1CfgV 31][A1CfgV 32][Formula 5] Damage inflicted upon these mechanisms will not be shared with the Stryker's main "health" pool.[A1CfgV 33][A1CfgV 34][A1CfgV 35]

Turret: Elevation[]

Elevation mechanisms for the M220 TOW missile/CROWS turret can take a maximum of only 30 points of damage before they suffer from failure.[A1CfgV 36][A1CfgV 37][A1CfgV 38][Formula 6] No damage inflicted upon the mechanisms will be shared with the Stryker's main "health" pool.[A1CfgV 39][A1CfgV 40][A1CfgV 41]


Armament[]

The weapon systems on all Stryker variants are controlled exclusively by the vehicle's commander (who doubles as its gunner):

M2[]

Arma1-vehicleweapons-stryker-m2

NOTE: Only available on the Stryker ICV (M2) variant.

Ammo parameter Value
Base damage value 26[A1CfgA 1]
Spill damage value 3[A1CfgA 2]
Aerodynamic friction -0.00068[A1CfgA 3]
Muzzle velocity (m/s) 930[A1CfgM 1]
Expected velocity (m/s) 900[A1CfgA 4][note 1]
Deflection angle (degrees) 10°[A1CfgA 5]

General-purpose .50 cal heavy machine gun.

It can attain a fire rate of up to ~ 545 rounds per minute[A1CfgW 1][Formula 7] and has a muzzle velocity of 930 m/s.[A1CfgM 1] It takes at least 10 seconds to reload a fresh belt box.[A1CfgW 2] Accuracy-wise, it has a dispersion of 0.002 rad.[A1CfgW 3] The bullets have a spill radius of 0.01 metres upon impact.[A1CfgA 6]

The CROWS turret can be freely rotated in any direction horizontally.[A1CfgV 42][A1CfgV 43] Vertical rotation limits are more restrictive, as the turret permits a maximum elevation of 60 degrees[A1CfgV 44] and a minimum depression of only 25 degrees.[A1CfgV 45]

Mk. 19[]

Arma1-vehicleweapons-stryker-mk19

NOTE: Only available on the Stryker ICV (MK19) variant.

Parameter Value
Base damage value 12[A1CfgA 7]
Splash damage value 10[A1CfgA 8]
Warhead type High-Explosive
Blast radius (metres) 5[A1CfgA 9]
Muzzle velocity (m/s) 240[A1CfgM 2]

40 mm automatic grenade launcher.

It can attain a fire rate of up to 150 RPM[A1CfgW 4][Formula 8] and has a muzzle velocity of 240 m/s.[A1CfgM 2] It takes at least 6 seconds to rearm the Mk. 19 with a fresh grenade belt.[A1CfgW 5] Accuracy-wise, it has a dispersion of 0.006 rad.[A1CfgW 6] The grenades have a blast radius of 5 metres.[A1CfgA 9]

The CROWS turret can be freely rotated in any direction horizontally.[A1CfgV 46][A1CfgV 47] Vertical rotation limits are more restrictive, as the turret permits a maximum elevation of 60 degrees[A1CfgV 48] and a minimum depression of only 25 degrees.[A1CfgV 49]

M220 TOW[]

Arma1-vehicleweapons-stryker-m220tow

NOTE: Only available on the Stryker ATGM variant.

Parameter Value
Base damage value 650[A1CfgA 10]
Splash damage value 20[A1CfgA 11]
Warhead type Armour Piercing + High-Explosive
Blast radius (metres) 2[A1CfgA 12]
Launch velocity (m/s) 8[A1CfgM 3]
Maximum speed (m/s) 360[A1CfgA 13]

Anti-tank guided missile pod. Fires missiles that utilise SACLOS for guidance.[A1CfgA 14] Can be manually controlled up to a maximum distance of 8,000 metres.[A1CfgA 15]

It can launch TOW missiles at a rate of one every second (60 RPM)[A1CfgW 7][Formula 9] but it takes up to 30 seconds for the pod to reload another batch of missiles.[A1CfgW 8] TOW missiles are always launched with an initial velocity of 8 m/s[A1CfgM 3] and require a further 2.5 seconds of flight time[A1CfgA 16] to attain a maximum speed of 360 m/s.[A1CfgA 13] The missiles utilise a high-explosive anti-tank (HEAT) warhead that has a blast radius of 2 metres.[A1CfgA 12]


Optics[]

Driver[]

Arma1-stryker-optics-driver

When not turned out, the driver can only see where they are driving by looking at the Stryker's video display terminal. The camera feed has no magnification capability but the driver can wear their own night vision goggles whilst looking at it.

Commander[]

Optics for the commander's video display terminal slightly differ depending on the Stryker variant:

No matter the configuration, the commander has the ability to wear night vision goggles whilst looking through it.


AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The Stryker has a camouflage[2] rating of 2.[A1CfgV 52]

Cost[]

Main article: AI Basics: Targeting priority

The Stryker has a cost[3] value of 40000.[A1CfgV 53]

Threat values[]

Main article: AI Basics: Targeting priority

The Stryker is considered to be a medium threat[4] to AI-controlled infantry units, ground vehicles, and aircraft (0.5/0.5/0.5).[A1CfgV 54]

Noise factor[]

Main article: AI Basics: Detection

The Stryker has an audible[5] factor of 3.[A1CfgV 55]


Trivia[]

  • Armed Assault's Strykers are erroneously shown being used by USMC reinforcements in the main campaign. At the time of the game's release, the U.S. Army was the only branch of the U.S. military that used the Stryker family in front line roles.
  • Prior to Patch 1.05, Strykers had several graphical and gameplay issues:[6]
    • Gunners were not able to turn their heads independently of the turret's facing direction.
    • The driver's first person view had a much smaller field-of-view.
    • Shadows did not appear inside the vehicle (this applied to both passengers and crew).
    • None of the crewmembers had the ability to toggle a GPS display.
The information below details unused, pre-release or removed content.
  • Leftover text strings suggest that the Medical Evacuation Vehicle (MEV)[7], Mortar Carrier (MC)[8], and Command Vehicle (CV)[9] variants were either concepted or existed at some point in Armed Assault's development.
    • However, their models no longer exist within the game files, which would suggest that their implementation was scrapped early in the game's development. Armed Assault's missing Stryker variants would ultimately not become drivable vehicles until the release of ArmA 2's Operation Arrowhead expansion pack.

Gallery[]

ArmA 2[]

The Stryker is used exclusively by U.S. Army forces in ArmA 2. It was added with the release of the Operation Arrowhead expansion pack.

Overview[]

  • Roles:
    • Troop transport
    • Indirect fire support
    • Tank destroyer
    • Medical support
« The IAV Stryker is a family of eight-wheeled, all-wheel-drive, armored combat vehicles used by US Army. The vehicles are employed as a part of the Stryker Brigade Combat Teams, light and mobile units based on the Brigade Combat Team Doctrine.
Armoury Description
»

Design[]

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


The ArmA 2 Stryker continues to serve in the same role as its Armed Assault predecessor, though it has been expanded with more sub-variants with different capabilities.

Features
Five unique configurations are now available for ArmA 2's Stryker:

Mobility
With a top speed of 92 km/h (on turbo), ArmA 2's Stryker is tied with both the USMC's LAV-25 APC and the Russian military's BTR-90 IFV. Turn rates, acceleration and off-road capability are also virtually identical.[A2CfgV 15][A2CfgV 16] The only downside the Stryker has compared to both platforms is its inability to ford across a body of water since it is not an amphibious vehicle.

Drawbacks
ArmA 2's Strykers still suffer from the same issue of being overspecialised APCs. Just like in Armed Assault, non-MGS Strykers can either fight infantry/unarmoured vehicles or heavily armoured vehicles depending on its configuration; no single variant is capable of fighting against all types of targets at the same time (unlike the BTR-90).

Protection against enemy fire is quite limited since the Stryker is merely an APC. Compared to the likes of the (tracked) M2A3 Bradley IFV, the Stryker has an 85% lower base armour value (160 versus the M2A3 Bradley's 400)[A2CfgV 17], meaning that sustained hits from armour-piercing autocannon shells to the hull and/or a single anti-tank missile will quickly turn the Stryker into a smouldering wreck.

Crew Capacity
The baseline ICV variants support a crew consisting of the driver and vehicle commander as well as up to nine passengers in the rear troop compartment.[A2CfgV 1] TOW and CV variants on the other hand only allow for a driver and commander. In the case of the MC variant, a gunner is also present to man the mortar alongside the driver and commander.

The MEV variant is the sole configuration of the Stryker that only requires a crew of one (the driver). Up to six passengers may be ferried in this variant's troop/patient compartment.[A2CfgV 2]


Variants[]

NOTE: The Stryker MGS (Mobile Gun System) variant is not listed here. For specific details on the MGS variant, see here.

Arma2-render-strykerhmg
Baseline troop carrier variant fitted with a CROWS turret.

Its CROWS turret is armed with an M2HB .50 cal heavy machine gun.[A2CfgV 7] The M2 feeds from 100-round belts stored in metal ammoboxes. One is always pre-loaded, and an additional five ammoboxes are available in reserve for a combined total of 600 rounds.[A2CfgV 18] This variant has the ability to carry up to nine passengers at a time.[A2CfgV 1]

Arma2-render-strykergmg
Alternate troop carrier variant fitted with a CROWS turret.

Its CROWS turret is armed with a MK19 40 mm automatic grenade launcher.[A2CfgV 9] The MK19 feeds from 48-round grenade belts stored in metal ammoboxes. By default, one belt is always pre-loaded while the remaining three are left in reserve (totalling 192 grenades).[A2CfgV 19] This variant has the ability to carry up to nine passengers at a time.[A2CfgV 1]

Arma2-render-strykermc
Mortar carrier variant armed with a 120 mm mortar and CROWS turret.

The rear compartment is occupied by the vehicle's M120 mortar[A2CfgV 11] while its CROWS turret is armed with a MK19 40 mm automatic grenade launcher.[A2CfgV 10] The M120 mortar has access to a total of 24 high-explosive (HE) mortars[A2CfgV 20] while the CROWS turret's MK19 feeds from 48-round grenade belts stored in metal ammoboxes. One belt is always pre-loaded while the remaining three are left in reserve (totalling 192 grenades).[A2CfgV 21]

It should be noted that this variant of the Stryker is not able to transport any passengers.

Arma2-render-strykeratgm
Dedicated anti-tank guided missile vehicle variant.

Its turret is fitted with the M220 TOW missile launcher that can fire surface-to-surface, SACLOS-guided ATGMs.[A2CfgV 12] The M220 TOW has access to a total of ten BGM-71A TOW missiles split into five 2-round "magazines".[A2CfgV 22]

It should be noted that this variant of the Stryker is not able to transport any passengers as the M220 TOW launcher pod's missiles occupy the rear compartment.

Arma2-render-strykermev
Unarmed medical support/transport variant.

Wounded infantry and civilians can approach the vehicle and "use" its supplies to fully treat their injuries.[A2CfgV 13] This variant has the ability to carry up to six passengers.[A2CfgV 2]

Arma2-render-strykerhq
Mobile command vehicle variant. It is fitted with a CROWS turret.

The CROWS turret is armed with an M2HB .50 cal heavy machine gun.[A2CfgV 8] The M2 feeds from 100-round belts stored in metal ammoboxes. One is always pre-loaded, and an additional five ammoboxes are available in reserve for a combined total of 600 rounds.[A2CfgV 23]

It should be noted that this variant of the Stryker is not able to transport any passengers as its equipment occupies the rear compartment.


(*) The Stryker CV's MHQ deployment capabilities are completely non-functional in normal gameplay and can only be utilised in Capture The Island (CTI) scenarios created with the Warfare module.


Protection: Hitpoints[]

All (non-MGS) Stryker configurations share the same base armour value of 160.[A2CfgV 17][A2CfgV 24][A2CfgV 25]

Successful strikes to any of the following highlighted sections will inflict full damage to the component:

Arma2-stryker-hitpoints

LEGEND
Green = Body
Orange = Engine
Violet = Fuel tank

All Stryker variants share the same component hit zones regardless of their intended role with the exception of weapon turrets on certain variants. There are slight deviations in the case of specific variants due to their raised hulls (e.g. Stryker MEV) but the general location and overall layout remain identical.

Additionally, it should be noted that the slat cages are not functional in regular gameplay and do not provide any protective qualities against anti-vehicle weapons.[note 2]

Body[]

The Stryker's hull can withstand up to 160 points of damage.[A2CfgV 26][Formula 12] Depletion of its integrity will always result in the vehicle's destruction.[A2CfgV 27]

Engine[]

The Stryker's engine can only take a maximum of 80 points of damage before it fails.[A2CfgV 28][Formula 13] At least 50% of incoming damage will be shared with the vehicle's main "health" pool. The Stryker can potentially explode if it is at critical "health" status at the time of the engine's destruction.[A2CfgV 29]

Fuel tank[]

The Stryker's fuel tank can take just 22.4 points of damage before it ruptures.[A2CfgV 30][Formula 14] 100% of incoming damage will be shared with the Stryker's main "health" pool. The Stryker can potentially explode if it is at critical "health" status when the fuel tank is destroyed.[A2CfgV 31]

Wheels[]

All eight of the Stryker's wheels can only withstand up to 48 points of damage before their tyres burst.[A2CfgV 32][A2CfgV 33][A2CfgV 34][A2CfgV 35][Formula 15] Up to 30% of incoming damage to any of the wheels will be shared with the Stryker's main "health" pool. The Stryker can potentially explode if the vehicle is at critical "health" status after one or more wheels are destroyed.[A2CfgV 36][A2CfgV 37][A2CfgV 38][A2CfgV 39]

Turret: Traverse[]

On armed variants of the Stryker, traverse mechanisms for the CROWS turret/TOW missile launcher pod can take up to 128 points of damage before they start failing.[A2CfgV 40][Formula 16] At least 30% of damage to the CROWS turret will be shared with the Stryker's main "health" pool. Destruction of the turret's traverse mechanisms can potentially cause the Stryker to explode if it is at critical "health" status.[A2CfgV 41]

Turret: Elevation[]

Elevation mechanisms for the CROWS turret/TOW missile launcher pod on armed variants of the Stryker can withstand a maximum of 64 points of damage before they start failing.[A2CfgV 42][Formula 17] Only 10% of incoming damage to the CROWS turret will be shared with the Stryker's main "health" pool.[A2CfgV 43]


Protection: Armour[]

The type and number of metal armour plates on each Stryker variant differs. This applies to both their layouts and levels of thickness:[note 2]

.bisurf Parameter armour.bisurf armor_3mm_plate.bisurf armor_5mm_plate.bisurf armor_7mm_plate.bisurf armor_11mm_plate.bisurf armor_16mm_plate.bisurf armor_23mm_plate.bisurf armor_30mm_plate.bisurf
Density[10] 7840 7800 7800 7800 7800 7800 7800 7800
Thickness[10] N/A; based on vehicle fire geometry thickness 3 5 7 11 16 23 30
bulletPenetrability[11] 1 200 200 200 200 200 200 200
bulletPenetrabilityWithThickness[11] N/A; not used by armour.bisurf 13 13 13 13 13 13 13


Stryker ICV (M2/MK19)[]

Arma2-strykericv-firegeo-penetration

LEGEND
Green = armour.bisurf
Teal = armor_3mm_plate.bisurf
Purple = armor_5mm_plate.bisurf
Yellow = armor_7mm_plate.bisurf
Maroon = armor_23mm_plate.bisurf
Pink = armor_30mm_plate.bisurf

ICV Strykers are protected by six types of armour plates:

  • The jerry cans and parts on both sides of the troop compartment hatch have a thickness of 3 millimetres.[rvmat 1][bisurf 1]
  • The base of the troop compartment hatch has a thickness of 5 millimetres.[rvmat 2][bisurf 2]
  • Hatches for both the driver and commander as well as the CROWS turret have a thickness of 7 millimetres.[rvmat 3][bisurf 3]
  • The roof, lower, and upper sections of the hull have a thickness of 23 millimetres.[rvmat 4][bisurf 4]
  • The frontal section of the hull (excluding the driver's compartment) have a thickness of 30 millimetres.[rvmat 5][bisurf 5]
  • The interior of the hull's front-right section (covering a portion of the engine) is protected by a wedge-shaped armour block.[rvmat 6][bisurf 6]

Stryker MC[]

Arma2-strykermc-firegeo-penetration

LEGEND
Teal = armor_5mm_plate.bisurf
Purple = armor_11mm_plate.bisurf
Yellow = armor_23mm_plate.bisurf

The MC Stryker is protected by three types of armour plates:

  • The CROWS turret, jerry cans, and parts of the rear hull structure have a thickness of 5 millimetres.[rvmat 2][bisurf 2]
  • Hatches for the driver, gunner, and commander have a thickness of 11 millimetres.[rvmat 7][bisurf 7]
  • The entire hull's plates (but excluding parts of the rear compartment hatch) have a thickness of 23 millimetres.[rvmat 4][bisurf 4]

Stryker (TOW)[]

Arma2-strykertow-firegeo-penetration

LEGEND
Teal = armor_3mm_plate.bisurf
Green = armor_16mm_plate.bisurf
Maroon = armor_23mm_plate.bisurf
Pink = armor_30mm_plate.bisurf

The TOW-armed Stryker is protected by four types of armour plates:

  • The TOW missile pod, jerry cans, and parts of the rear compartment hatch have a thickness of 3 millimetres.[rvmat 1][bisurf 1]
  • Hatches for the driver and commander have a thickness of 16 millimetres.[rvmat 8][bisurf 8]
  • With the sole exception of the frontal section, the rest of the hull has a thickness of 23 millimetres.[rvmat 4][bisurf 4]
  • The frontal section of the hull has a thickness of 30 millimetres.[rvmat 5][bisurf 5]

Stryker MEV[]

Arma2-strykermev-firegeo-penetration

LEGEND
Teal = armor_3mm_plate.bisurf
Green = armor_16mm_plate.bisurf
Maroon = armor_23mm_plate.bisurf
Pink = armor_30mm_plate.bisurf

The MEV Stryker is protected by four types of armour plates:

  • The jerry cans and parts of the rear troop compartment have a thickness of 3 millimetres.[rvmat 1][bisurf 1]
  • The driver's hatch and roof of the patient/troop compartment has a thickness of 16 millimetres.[rvmat 8][bisurf 8]
  • With the sole exception of the frontal section, the rest of the hull has a thickness of 23 millimetres.[rvmat 4][bisurf 4]
  • The frontal section of the hull has a thickness of 30 millimetres.[rvmat 5][bisurf 5]

Stryker CV[]

Arma2-strykercv-firegeo-penetration

LEGEND
Teal = armor_3mm_plate.bisurf
Yellow = armor_7mm_plate.bisurf
Green = armor_16mm_plate.bisurf
Maroon = armor_23mm_plate.bisurf
Pink = armor_30mm_plate.bisurf

The CV Stryker is protected by five types of armour plates:

  • The jerry cans and parts of the rear compartment hatch have a thickness of 3 millimetres.[rvmat 1][bisurf 1]
  • The CROWS turret has a thickness of 7 millimetres.[rvmat 3][bisurf 3]
  • Hatches for the driver and commander have a thickness of 16 millimetres.[rvmat 8][bisurf 8]
  • With the sole exception of the frontal section, the rest of the hull has a thickness of 23 millimetres.[rvmat 4][bisurf 4]
  • The frontal section of the hull has a thickness of 30 millimetres.[rvmat 5][bisurf 5]

Armament[]

Control over the Stryker's weapon systems depends on the vehicle's configuration:

  • The commander controls the CROWS turret (M2HB .50 cal heavy machine gun/MK19 40 mm automatic grenade launcher) on ICV, MC, and CV Strykers.[A2CfgV 7][A2CfgV 8][A2CfgV 9][A2CfgV 10] This also applies to the M220 TOW missile launcher pod on the TOW-armed Stryker.[A2CfgV 12]
  • The gunner exclusively controls the M120 mortar on the MC variant.[A2CfgV 11]

The defensive smoke launchers are also exclusively controlled by the commander on CROWS-fitted and TOW Strykers.[A2CfgV 7][A2CfgV 8][A2CfgV 9][A2CfgV 10][A2CfgV 12] Neither the gunner nor the driver have access to the smoke launcher's controls:

M2HB[]

Arma2-vehicleweapons-stryker-m2hb

NOTE: Only available on the Stryker ICV (M2) and Stryker CV variants.

Ammo parameter Value
Base damage value 26[A2CfgA 1]
Aerodynamic friction -0.00068[A2CfgA 2]
Muzzle velocity (m/s) 930[A2CfgM 1]
Expected velocity (m/s) 900[A2CfgA 3][note 1]
Deflection angle (degrees) 10°[A2CfgA 4]

General-purpose .50 cal heavy machine gun.

It can attain a fire rate of up to ~ 545 rounds per minute[A2CfgW 1][Formula 18] with a muzzle velocity of 930 m/s.[A2CfgM 1] Accuracy-wise, the M2HB has a dispersion of 0.001 rad.[A2CfgW 2] It takes at least 6 seconds to reload the M2HB with a fresh belt box or to fully rearm from a supply truck/ammunition crate.[A2CfgW 3] Every third round in the belt will emit a visible red tracer.[A2CfgM 2]

Manual zeroing is available, starting from a minimum of 100 metres up to a maximum of 2,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000).[A2CfgV 44][A2CfgV 45] By default, the M2HB is set to a zeroing of 300 metres.[A2CfgV 46][A2CfgV 47]

The CROWS turret can be freely rotated in any direction horizontally.[A2CfgV 48][A2CfgV 49][A2CfgV 50][A2CfgV 51] Vertical rotation limits are restricted to a maximum elevation of 20 degrees[A2CfgV 52][A2CfgV 53] and a depression of only 15 degrees.[A2CfgV 54][A2CfgV 55]

MK19[]

Arma2-vehicleweapons-stryker-mk19

NOTE: Only available on the Stryker ICV (MK19) and Stryker MC variants.

Parameter Value
Base damage value 12[A2CfgA 5]
Splash damage value 10[A2CfgA 6]
Warhead type High-Explosive
Blast radius (metres) 5[A2CfgA 7]
Muzzle velocity (m/s) 240[A2CfgM 3]

40 mm automatic grenade launcher.

It can attain a fire rate of up to 400 RPM[A2CfgW 4][Formula 19] and has a muzzle velocity of 240 m/s.[A2CfgM 3] Accuracy-wise, the MK19 has a dispersion of 0.006 rad.[A2CfgW 5] It takes at least 6 seconds to reload the MK19 with a fresh belt of grenades or to fully rearm from a supply truck/ammunition crate.[A2CfgW 6]

Its 40 mm grenades use a high-explosive (HE) based warhead[A2CfgM 4] that have a blast radius of 5 metres.[A2CfgA 7] They have a minimum fuse range of 15 metres. Grenades impacting the terrain under this distance will not explode.[A2CfgA 8] The fuse also has a maximum timer of 20 seconds; the grenade will automatically explode if it does not hit a hard surface within that timeframe.[A2CfgA 9]

Manual zeroing is available, starting from a minimum of 100 metres up to a maximum of 1,500 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500).[A2CfgV 56][A2CfgV 57] By default, the MK19 is set to a zeroing of 300 metres.[A2CfgV 58][A2CfgV 59]

The CROWS turret can be freely rotated in any direction horizontally.[A2CfgV 60][A2CfgV 61][A2CfgV 62][A2CfgV 63] Vertical rotation limits are restricted to a maximum elevation of 20 degrees[A2CfgV 64][A2CfgV 65] and a depression of only 15 degrees.[A2CfgV 66][A2CfgV 67]

M220 TOW[]

Arma2-vehicleweapons-stryker-m220tow

NOTE: Only available on the Stryker (TOW) variant.

Parameter Value
Base damage value 480[A2CfgA 10]
Splash damage value 12[A2CfgA 11]
Warhead type High-Explosive Anti-Tank
Blast radius (metres) 1.2[A2CfgA 12]
Launch velocity (m/s) 55.16[A2CfgM 5]
Maximum speed (m/s) 296[A2CfgA 13]

Anti-tank guided missile launcher pod. Its missiles utilise SACLOS for guidance.[A2CfgA 14] They can be manually controlled up to a maximum distance of 3,750 metres.[A2CfgA 15]

The M220 launcher pod can load and fire one BGM-71A TOW missile every second (fire rate of 60 RPM).[A2CfgW 7][Formula 20] However, the missile pod requires at least 30 seconds to reload another batch of missiles or to fully rearm from a supply truck/ammunition crate.[A2CfgW 8] BGM-71A TOW missiles are always launched with an initial velocity of 55.16 m/s.[A2CfgM 5] It takes a further 1.45 seconds[A2CfgA 16] of flight time for the missile to attain a top speed of 296 m/s.[A2CfgA 13] The missile utilises a high-explosive anti-tank (HEAT) warhead that has a blast radius of only 1.2 metres.[A2CfgA 12]

The M220 launcher pod can be freely rotated in any direction horizontally.[A2CfgV 68][A2CfgV 69] Vertical rotation limits are restricted to a maximum elevation of 60 degrees[A2CfgV 70] and a depression of only 25 degrees.[A2CfgV 71]

M120[]

Arma2-vehicleweapons-stryker-m120

NOTE:

  • Only available on the Stryker MC variant.
  • Refer to the Capabilities section for a more detailed explanation of the M120's usage.
Parameter Value
Base damage value 340[A2CfgA 17]
Splash damage value 125[A2CfgA 18]
Warhead type High-Explosive
Blast radius (metres) 30[A2CfgA 19]
Launch velocity (m/s) 266[A2CfgM 6]

120 mm smoothbore mortar.

The M120 can load and fire mortars fitted with high-explosive (HE) warheads.[A2CfgM 7] Mortars are always launched with a velocity of 266 m/s.[A2CfgM 6] They have a blast radius of 30 metres.[A2CfgA 19]

Regardless of the selected firing solution, the M120 can load and fire a mortar shell once every 4 seconds (fire rate of 15 RPM).[A2CfgW 9][Formula 21] It needs at least 5 seconds to fully rearm its stockpile of mortars from a supply truck/ammunition crate.[A2CfgW 10]

The M120's mounting base only allows for a maximum rotation of up to 100 degrees in either direction horizontally.[A2CfgV 72][A2CfgV 73] Vertical rotation limits are restricted to a maximum elevation of 35 degrees[A2CfgV 74] and a depression of just 5 degrees.[A2CfgV 75]


Capabilities[]

The M120 mortar has three firing solutions available:[A2CfgW 11][note 3]

  • Semi (close): Minimum range of 200 metres, maximum range of 1,154 metres (ETA 21-16 seconds). Mortars fired with this solution have their propellant charges reduced, lowering their velocity to 106.4 m/s.[A2CfgW 12][Formula 22]
  • Semi (medium): Minimum range of 704 metres, maximum range of 4,058 metres (ETA 40-30 seconds). Mortars fired with this solution have their propellant charges reduced, lowering their velocity to 199.5 m/s.[A2CfgW 13][Formula 23]
  • Semi (far): Minimum range of 1,253 metres, maximum range of 7,215 metres (ETA 54-41 seconds). Mortars fired with this solution are launched at their full velocity (266 m/s).[A2CfgW 14][Formula 24]

No matter the selected solution, it will take up to 96 seconds of continuous fire for the gunner to launch all twenty-four of its HE mortar shells (assuming they are launched in a single fire mission).[note 4]

M120: Semi (close)[]

Parameter @200 metres @300 metres @450 metres @900 metres @1,000 metres @1,125 metres @1,154 metres
Dispersion spread factor 15 14 14 13 13 12 11
Estimated impact time (seconds) 21 21 20 19 18 17 16

M120: Semi (medium)[]

Parameter @700 metres @1,890 metres @2,520 metres @3,050 metres @3,310 metres @3,580 metres @3,680 metres @3,790 metres @3,870 metres @3,990 metres @4,058 metres
Dispersion spread factor 28 27 27 26 25 24 24 23 22 22 20
Estimated impact time (seconds) 40 39 38 37 36 35 34 33 32 31 30

M120: Semi (far)[]

Parameter @1,253 metres @1,730 metres @3,540 metres @3,730 metres @4,390 metres @4,800 metres @5,070 metres @5,510 metres @5,930 metres @6,065 metres @6,200 metres @6,475 metres @6,635 metres @6,760 metres @6,960 metres @7,065 metres @7,150 metres @7,215 metres
Dispersion spread factor 37 37 37 36 36 35 35 34 34 33 33 32 32 31 31 30 29 29
Estimated impact time (seconds) 54 53 52 52 51 51 50 49 48 48 47 46 46 45 44 43 42 41

Optics[]

Driver[]

If they are not turned out, the driver can see where they are headed by looking at their video display terminal. The terminal's camera feed can switch between three vision modes: day, night, and black-/white-hot thermal.[A2CfgV 76][A2CfgV 77]

Commander (Gunner)[]

NOTE: Depending on the Stryker variant, the commander/gunner position names are interchangeably used. The only exception to this is on the Stryker MC which specifically has a standalone gunner position for the M120 mortar in addition to a commander, though the mortar itself does not have a dedicated optics suite.

Optics for the commander/gunner position differ depending on the Stryker variant and what type of turret it utilises:

Laser rangefinders are only available on Strykers that have a CROWS turret fitted. This specifically applies to the ICV (M2/MK19)[A2CfgV 86][A2CfgV 87], MC[A2CfgV 88], and CV[A2CfgV 89] variants.

It should also be noted that Strykers do not have auxiliary power units for their turrets (this does not apply to CROWS turrets).[A2CfgV 90] Moving the TOW missile pod on the TOW variant or M120 mortar on the MC variant requires the vehicle's engine to be switched on.[A2CfgV 91][A2CfgV 92]


Defensive sensors[]

No variant of the Stryker is outfitted with defensive sensors. No warning will be issued to the crew if there are guided weapons/projectiles that are attempting to lock onto the vehicle.[A2CfgV 93][A2CfgV 94]


AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The Stryker has a camouflage[2] rating of 2.[A2CfgV 95]

Cost[]

Main article: AI Basics: Targeting priority

The Stryker has a cost[3] value of 40000.[A2CfgV 96]

Threat values[]

Main article: AI Basics: Targeting priority

The Stryker's threat[4] to AI-controlled infantry units, ground vehicles, and aircraft depends on its configuration:

  • The baseline M2 HMG-armed ICV and CV Strykers are an extremely dangerous threat to infantry (1) but are a medium risk threat to ground vehicles/aircraft (0.5/0.5).[A2CfgV 97][A2CfgV 98]
  • The MK19 AGL-armed ICV and MC Strykers are an extremely dangerous threat to infantry (1), are a medium risk threat to ground vehicles (0.5), and are not considered to be a threat by aircraft (0).[A2CfgV 99][A2CfgV 100]
  • The TOW-armed Stryker is not considered to be a threat to infantry and aircraft (0/0). However, it is considered to be an extremely dangerous threat to ground vehicles (1).[A2CfgV 101]
  • The MEV Stryker is not considered to be a threat by infantry, ground vehicles, and aircraft (0/0/0).[A2CfgV 102]

Noise factor[]

Main article: AI Basics: Detection

The Stryker has an audible[5] factor of 3.[A2CfgV 103]


Trivia[]

  • The Stryker MC variant is the only artillery vehicle in ArmA 2 that utilises a mortar.
  • Before Patch 1.52 (pre-Community Configuration Project/CorePatch), wounded humans could not heal "use" the Stryker MEV to treat themselves (unlike every other ambulance-type vehicle).[12]
  • On release, the MEV variant was unable to carry more than four passengers in the troop compartment in spite of the fact that its model had the necessary proxy positions to support up to nine (like the baseline ICV variants).
    • This was eventually corrected following the release of the Steam patches (CorePatch), though the MEV variant is still limited to just six passengers rather than the full nine.[13]

Gallery[]

Config/script references[]

CfgAmmo (ArmA: Armed Assault)

  1. CfgAmmo >> B_127x99_Ball >> hit
  2. CfgAmmo >> B_127x99_Ball >> indirectHit
  3. CfgAmmo >> B_127x99_Ball >> airFriction
  4. CfgAmmo >> B_127x99_Ball >> typicalSpeed
  5. CfgAmmo >> B_127x99_Ball >> deflecting
  6. CfgAmmo >> B_127x99_Ball >> indirectHitRange
  7. CfgAmmo >> G_40mm_HE >> hit
  8. CfgAmmo >> G_40mm_HE >> indirectHit
  9. 9.0 9.1 CfgAmmo >> G_40mm_HE >> indirectHitRange
  10. CfgAmmo >> M_TOW_AT >> hit
  11. CfgAmmo >> M_TOW_AT >> indirectHit
  12. 12.0 12.1 CfgAmmo >> M_TOW_AT >> indirectHitRange
  13. 13.0 13.1 CfgAmmo >> M_TOW_AT >> maxSpeed
  14. CfgAmmo >> M_TOW_AT >> manualControl >> "1"
  15. CfgAmmo >> M_TOW_AT >> maxControlRange
  16. CfgAmmo >> M_TOW_AT >> thrustTime

CfgMagazines (ArmA: Armed Assault)

  1. 1.0 1.1 CfgMagazines >> 100Rnd_127x99_M2 >> initSpeed
  2. 2.0 2.1 CfgMagazines >> 48Rnd_40mm_MK19 >> initSpeed
  3. 3.0 3.1 CfgMagazines >> 2Rnd_TOW >> initSpeed

CfgWeapons (ArmA: Armed Assault)

  1. CfgWeapons >> M2 >> reloadTime
  2. CfgWeapons >> M2 >> magazineReloadTime
  3. CfgWeapons >> M2 >> dispersion
  4. CfgWeapons >> MK19 >> reloadTime
  5. CfgWeapons >> MK19 >> magazineReloadTime
  6. CfgWeapons >> MK19 >> dispersion
  7. CfgWeapons >> TOWLauncher >> reloadTime
  8. CfgWeapons >> TOWLauncher >> magazineReloadTime

CfgVehicles (ArmA: Armed Assault)

  1. 1.0 1.1 1.2 CfgVehicles >> Stryker_ICV_M2 >> transportSoldier
  2. 2.0 2.1 2.2 CfgVehicles >> Stryker_ICV_MK19 >> transportSoldier
  3. CfgVehicles >> StrykerBase >> transportMaxWeapons
  4. CfgVehicles >> StrykerBase >> transportMaxMagazines
  5. CfgVehicles >> StrykerBase >> fuelCapacity
  6. 6.0 6.1 6.2 6.3 CfgVehicles >> Stryker_ICV_M2 >> Turrets >> MainTurret >> weapons[] >> {"M2"}
  7. 7.0 7.1 7.2 7.3 CfgVehicles >> Stryker_ICV_MK19 >> Turrets >> MainTurret >> weapons[] >> {"MK19"}
  8. 8.0 8.1 8.2 8.3 CfgVehicles >> Stryker_TOW >> Turrets >> MainTurret >> weapons[] >> {"TOWLauncher"}
  9. CfgVehicles >> StrykerBase >> turnCoef >> "4"
  10. CfgVehicles >> StrykerBase >> terrainCoef >> "3"
  11. 11.0 11.1 CfgVehicles >> StrykerBase >> armor
  12. CfgVehicles >> BMP2 >> Turrets >> MainTurret >> weapons[] >> {"2A42","PKT","AT5LauncherSingle"}
  13. CfgVehicles >> Stryker_ICV_M2 >> Turrets >> MainTurret >> magazines[] >> {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2"}
  14. CfgVehicles >> Stryker_ICV_MK19 >> Turrets >> MainTurret >> magazines[] >> {"48Rnd_40mm_MK19","48Rnd_40mm_MK19","48Rnd_40mm_MK19","48Rnd_40mm_MK19"}
  15. CfgVehicles >> Stryker_TOW >> Turrets >> MainTurret >> magazines[] >> {"2Rnd_TOW","2Rnd_TOW","2Rnd_TOW","2Rnd_TOW","2Rnd_TOW"}
  16. CfgVehicles >> StrykerBase >> HitBody >> armor
  17. CfgVehicles >> StrykerBase >> HitBody >> passThrough
  18. CfgVehicles >> StrykerBase >> HitEngine >> armor
  19. CfgVehicles >> StrykerBase >> HitEngine >> passThrough
  20. CfgVehicles >> StrykerBase >> HitFuel >> armor
  21. CfgVehicles >> StrykerBase >> HitFuel >> passThrough
  22. CfgVehicles >> StrykerBase >> HitLFWheel >> armor
  23. CfgVehicles >> StrykerBase >> HitRFWheel >> armor
  24. CfgVehicles >> StrykerBase >> HitLBWheel >> armor
  25. CfgVehicles >> StrykerBase >> HitRBWheel >> armor
  26. CfgVehicles >> StrykerBase >> HitLFWheel >> passThrough
  27. CfgVehicles >> StrykerBase >> HitRFWheel >> passThrough
  28. CfgVehicles >> StrykerBase >> HitLBWheel >> passThrough
  29. CfgVehicles >> StrykerBase >> HitRBWheel >> passThrough
  30. CfgVehicles >> Stryker_ICV_M2 >> Turrets >> MainTurret >> HitTurret >> armor
  31. CfgVehicles >> Stryker_ICV_MK19 >> Turrets >> MainTurret >> HitTurret >> armor
  32. CfgVehicles >> Stryker_TOW >> Turrets >> MainTurret >> HitTurret >> armor
  33. CfgVehicles >> Stryker_ICV_M2 >> Turrets >> MainTurret >> HitTurret >> passThrough
  34. CfgVehicles >> Stryker_ICV_MK19 >> Turrets >> MainTurret >> HitTurret >> passThrough
  35. CfgVehicles >> Stryker_TOW >> Turrets >> MainTurret >> HitTurret >> passThrough
  36. CfgVehicles >> Stryker_ICV_M2 >> Turrets >> MainTurret >> HitGun >> armor
  37. CfgVehicles >> Stryker_ICV_MK19 >> Turrets >> MainTurret >> HitGun >> armor
  38. CfgVehicles >> Stryker_TOW >> Turrets >> MainTurret >> HitGun >> armor
  39. CfgVehicles >> Stryker_ICV_M2 >> Turrets >> MainTurret >> HitGun >> passThrough
  40. CfgVehicles >> Stryker_ICV_MK19 >> Turrets >> MainTurret >> HitGun >> passThrough
  41. CfgVehicles >> Stryker_TOW >> Turrets >> MainTurret >> HitGun >> passThrough
  42. CfgVehicles >> Stryker_ICV_M2 >> Turrets >> MainTurret >> minTurn
  43. CfgVehicles >> Stryker_ICV_M2 >> Turrets >> MainTurret >> maxTurn
  44. CfgVehicles >> Stryker_ICV_M2 >> Turrets >> MainTurret >> maxElev
  45. CfgVehicles >> Stryker_ICV_M2 >> Turrets >> MainTurret >> minElev
  46. CfgVehicles >> Stryker_ICV_MK19 >> Turrets >> MainTurret >> minTurn
  47. CfgVehicles >> Stryker_ICV_MK19 >> Turrets >> MainTurret >> maxTurn
  48. CfgVehicles >> Stryker_ICV_MK19 >> Turrets >> MainTurret >> maxElev
  49. CfgVehicles >> Stryker_ICV_MK19 >> Turrets >> MainTurret >> minElev
  50. 50.0 50.1 CfgVehicles >> StrykerBase >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.7"
  51. 51.0 51.1 CfgVehicles >> StrykerBase >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.025"
  52. CfgVehicles >> StrykerBase >> camouflage
  53. CfgVehicles >> StrykerBase >> cost
  54. CfgVehicles >> StrykerBase >> threat[] >> {0.5,0.5,0.5}
  55. CfgVehicles >> StrykerBase >> audible

CfgAmmo (ArmA 2)

  1. CfgAmmo >> B_127x99_Ball >> hit
  2. CfgAmmo >> B_127x99_Ball >> airFriction
  3. CfgAmmo >> B_127x99_Ball >> typicalSpeed
  4. CfgAmmo >> B_127x99_Ball >> deflecting
  5. CfgAmmo >> G_40mm_HE >> hit
  6. CfgAmmo >> G_40mm_HE >> indirectHit
  7. 7.0 7.1 CfgAmmo >> G_40mm_HE >> indirectHitRange
  8. CfgAmmo >> G_40mm_HE >> fuseDistance
  9. CfgAmmo >> G_40mm_HE >> timeToLive
  10. CfgAmmo >> M_TOW_AT >> hit
  11. CfgAmmo >> M_TOW_AT >> indirectHit
  12. 12.0 12.1 CfgAmmo >> M_TOW_AT >> indirectHitRange
  13. 13.0 13.1 CfgAmmo >> M_TOW_AT >> maxSpeed
  14. CfgAmmo >> M_TOW_AT >> manualControl
  15. CfgAmmo >> M_TOW_AT >> maxControlRange
  16. CfgAmmo >> M_TOW_AT >> thrustTime
  17. CfgAmmo >> 120mmHE_M120 >> hit
  18. CfgAmmo >> 120mmHE_M120 >> indirectHit
  19. 19.0 19.1 CfgAmmo >> 120mmHE_M120 >> indirectHitRange

CfgMagazines (ArmA 2)

  1. 1.0 1.1 CfgMagazines >> 100Rnd_127x99_M2 >> initSpeed
  2. CfgMagazines >> 100Rnd_127x99_M2 >> tracersEvery
  3. 3.0 3.1 CfgMagazines >> 48Rnd_40mm_MK19 >> initSpeed
  4. CfgMagazines >> 48Rnd_40mm_MK19 >> ammo >> "G_40mm_HE"
  5. 5.0 5.1 CfgMagazines >> 2Rnd_TOW >> initSpeed
  6. 6.0 6.1 CfgMagazines >> 24Rnd_120mmHE_M120_02 >> initSpeed
  7. CfgMagazines >> 24Rnd_120mmHE_M120_02 >> ammo >> "120mmHE_M120"

CfgWeapons (ArmA 2)

  1. CfgWeapons >> M2BC >> manual >> reloadTime
  2. CfgWeapons >> M2BC >> manual >> dispersion
  3. CfgWeapons >> M2BC >> magazineReloadTime
  4. CfgWeapons >> MK19BC >> reloadTime
  5. CfgWeapons >> MK19BC >> dispersion
  6. CfgWeapons >> MK19BC >> magazineReloadTime
  7. CfgWeapons >> TOWLauncher >> reloadTime
  8. CfgWeapons >> TOWLauncher >> magazineReloadTime
  9. CfgWeapons >> M120 >> Single1 >> reloadTime
  10. CfgWeapons >> M120 >> magazineReloadTime
  11. CfgWeapons >> M120 >> modes[] >> {"Single1","Single2","Single3","Burst1","Burst2","Burst3"}
  12. CfgWeapons >> M120 >> Single1 >> artilleryCharge >> "0.4"
  13. CfgWeapons >> M120 >> Single2 >> artilleryCharge >> "0.75"
  14. CfgWeapons >> M120 >> Single3 >> artilleryCharge >> "1"

CfgVehicles (ArmA 2)

  1. 1.0 1.1 1.2 1.3 CfgVehicles >> M1126_ICV_BASE_EP1 >> transportSoldier
  2. 2.0 2.1 2.2 CfgVehicles >> M1133_MEV_EP1 >> transportSoldier
  3. CfgVehicles >> StrykerBase_EP1 >> transportMaxWeapons
  4. CfgVehicles >> StrykerBase_EP1 >> transportMaxMagazines
  5. CfgVehicles >> StrykerBase_EP1 >> transportMaxBackpacks
  6. CfgVehicles >> StrykerBase_EP1 >> fuelCapacity
  7. 7.0 7.1 7.2 7.3 7.4 7.5 CfgVehicles >> M1126_ICV_M2_EP1 >> Turrets >> ObsTurret >> weapons[] >> {"M2BC","SmokeLauncher"}
  8. 8.0 8.1 8.2 8.3 8.4 8.5 CfgVehicles >> M1130_CV_EP1 >> Turrets >> ObsTurret >> weapons[] >> {"M2BC","SmokeLauncher"}
  9. 9.0 9.1 9.2 9.3 9.4 9.5 CfgVehicles >> M1126_ICV_mk19_EP1 >> Turrets >> ObsTurret >> weapons[] >> {"MK19BC","SmokeLauncher"}
  10. 10.0 10.1 10.2 10.3 10.4 10.5 CfgVehicles >> M1129_MC_EP1 >> Turrets >> ObsTurret >> weapons[] >> {"MK19BC","SmokeLauncher"}
  11. 11.0 11.1 11.2 11.3 CfgVehicles >> M1129_MC_EP1 >> Turrets >> MainTurret >> weapons[] >> {"M120"}
  12. 12.0 12.1 12.2 12.3 12.4 12.5 CfgVehicles >> M1135_ATGMV_EP1 >> Turrets >> MainTurret >> weapons[] >> {"TOWLauncher","SmokeLauncher"}
  13. 13.0 13.1 CfgVehicles >> M1133_MEV_EP1 >> attendant
  14. CfgVehicles >> M1130_HQ_unfolded_EP1
  15. CfgVehicles >> StrykerBase_EP1 >> turnCoef >> "4"
  16. CfgVehicles >> StrykerBase_EP1 >> terrainCoef >> "1.5"
  17. 17.0 17.1 CfgVehicles >> M1126_ICV_BASE_EP1 >> armor
  18. CfgVehicles >> M1126_ICV_M2_EP1 >> Turrets >> ObsTurret >> magazines[] >> {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","SmokeLauncherMag","SmokeLauncherMag"}
  19. CfgVehicles >> M1126_ICV_mk19_EP1 >> Turrets >> ObsTurret >> magazines[] >> {"48Rnd_40mm_MK19","48Rnd_40mm_MK19","48Rnd_40mm_MK19","48Rnd_40mm_MK19","SmokeLauncherMag","SmokeLauncherMag"}
  20. CfgVehicles >> M1129_MC_EP1 >> Turrets >> MainTurret >> magazines[] >> {"24Rnd_120mmHE_M120_02"}
  21. CfgVehicles >> M1129_MC_EP1 >> Turrets >> ObsTurret >> magazines[] >> {"48Rnd_40mm_MK19","48Rnd_40mm_MK19","48Rnd_40mm_MK19","48Rnd_40mm_MK19","SmokeLauncherMag","SmokeLauncherMag"}
  22. CfgVehicles >> M1135_ATGMV_EP1 >> Turrets >> MainTurret >> magazines[] >> {"2Rnd_TOW","2Rnd_TOW","2Rnd_TOW","2Rnd_TOW","2Rnd_TOW","SmokeLauncherMag","SmokeLauncherMag"}
  23. CfgVehicles >> M1130_CV_EP1 >> Turrets >> ObsTurret >> magazines[] >> {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","SmokeLauncherMag","SmokeLauncherMag"}
  24. CfgVehicles >> M1135_ATGMV_EP1 >> armor
  25. CfgVehicles >> M1133_MEV_EP1 >> armor
  26. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitBody >> armor
  27. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitBody >> passThrough
  28. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitEngine >> armor
  29. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitEngine >> passThrough
  30. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitFuel >> armor
  31. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitFuel >> passThrough
  32. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitLFWheel >> armor
  33. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitRFWheel >> armor
  34. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitLBWheel >> armor
  35. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitRBWheel >> armor
  36. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitLFWheel >> passThrough
  37. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitRFWheel >> passThrough
  38. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitLBWheel >> passThrough
  39. CfgVehicles >> StrykerBase_EP1 >> HitPoints >> HitRBWheel >> passThrough
  40. CfgVehicles >> StrykerBase_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor
  41. CfgVehicles >> StrykerBase_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> passThrough
  42. CfgVehicles >> StrykerBase_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor
  43. CfgVehicles >> StrykerBase_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> passThrough
  44. CfgVehicles >> M1126_ICV_M2_EP1 >> Turrets >> ObsTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000}
  45. CfgVehicles >> M1130_CV_EP1 >> Turrets >> ObsTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000}
  46. CfgVehicles >> M1126_ICV_M2_EP1 >> Turrets >> ObsTurret >> discreteDistanceInitIndex >> "2"
  47. CfgVehicles >> M1130_CV_EP1 >> Turrets >> ObsTurret >> discreteDistanceInitIndex >> "2"
  48. CfgVehicles >> M1126_ICV_M2_EP1 >> Turrets >> ObsTurret >> minTurn
  49. CfgVehicles >> M1126_ICV_M2_EP1 >> Turrets >> ObsTurret >> maxTurn
  50. CfgVehicles >> M1130_CV_EP1 >> Turrets >> ObsTurret >> minTurn
  51. CfgVehicles >> M1130_CV_EP1 >> Turrets >> ObsTurret >> maxTurn
  52. CfgVehicles >> M1126_ICV_M2_EP1 >> Turrets >> ObsTurret >> maxElev
  53. CfgVehicles >> M1130_CV_EP1 >> Turrets >> ObsTurret >> maxElev
  54. CfgVehicles >> M1126_ICV_M2_EP1 >> Turrets >> ObsTurret >> minElev
  55. CfgVehicles >> M1130_CV_EP1 >> Turrets >> ObsTurret >> minElev
  56. CfgVehicles >> M1126_ICV_mk19_EP1 >> Turrets >> ObsTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500}
  57. CfgVehicles >> M1129_MC_EP1 >> Turrets >> ObsTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500}
  58. CfgVehicles >> M1126_ICV_mk19_EP1 >> Turrets >> ObsTurret >> discreteDistanceInitIndex >> "2"
  59. CfgVehicles >> M1129_MC_EP1 >> Turrets >> ObsTurret >> discreteDistanceInitIndex >> "2"
  60. CfgVehicles >> M1126_ICV_mk19_EP1 >> Turrets >> ObsTurret >> minTurn
  61. CfgVehicles >> M1126_ICV_mk19_EP1 >> Turrets >> ObsTurret >> maxTurn
  62. CfgVehicles >> M1129_MC_EP1 >> Turrets >> ObsTurret >> minTurn
  63. CfgVehicles >> M1129_MC_EP1 >> Turrets >> ObsTurret >> maxTurn
  64. CfgVehicles >> M1126_ICV_mk19_EP1 >> Turrets >> ObsTurret >> maxElev
  65. CfgVehicles >> M1129_MC_EP1 >> Turrets >> ObsTurret >> maxElev
  66. CfgVehicles >> M1126_ICV_mk19_EP1 >> Turrets >> ObsTurret >> minElev
  67. CfgVehicles >> M1129_MC_EP1 >> Turrets >> ObsTurret >> minElev
  68. CfgVehicles >> M1135_ATGMV_EP1 >> Turrets >> MainTurret >> minTurn
  69. CfgVehicles >> M1135_ATGMV_EP1 >> Turrets >> MainTurret >> maxTurn
  70. CfgVehicles >> M1135_ATGMV_EP1 >> Turrets >> MainTurret >> maxElev
  71. CfgVehicles >> M1135_ATGMV_EP1 >> Turrets >> MainTurret >> minElev
  72. CfgVehicles >> M1129_MC_EP1 >> Turrets >> MainTurret >> minTurn
  73. CfgVehicles >> M1129_MC_EP1 >> Turrets >> MainTurret >> maxTurn
  74. CfgVehicles >> M1129_MC_EP1 >> Turrets >> MainTurret >> maxElev
  75. CfgVehicles >> M1129_MC_EP1 >> Turrets >> MainTurret >> minElev
  76. CfgVehicles >> StrykerBase_EP1 >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  77. CfgVehicles >> StrykerBase_EP1 >> ViewOptics >> thermalMode[] >> {0,1}
  78. CfgVehicles >> M1126_ICV_BASE_EP1 >> Turrets >> ObsTurret >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  79. CfgVehicles >> M1126_ICV_BASE_EP1 >> Turrets >> ObsTurret >> ViewOptics >> thermalMode[] >> {0,1}
  80. CfgVehicles >> M1126_ICV_BASE_EP1 >> Turrets >> ObsTurret >> ViewOptics >> maxFov >> "0.3"
  81. CfgVehicles >> M1126_ICV_BASE_EP1 >> Turrets >> ObsTurret >> ViewOptics >> minFov >> "0.015"
  82. CfgVehicles >> M1135_ATGMV_EP1 >> Turrets >> MainTurret >> ViewOptics >> visionMode[] >> {"Normal","Ti"}
  83. CfgVehicles >> M1135_ATGMV_EP1 >> Turrets >> MainTurret >> ViewOptics >> thermalMode[] >> {0,1}
  84. CfgVehicles >> M1135_ATGMV_EP1 >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.2"
  85. CfgVehicles >> M1135_ATGMV_EP1 >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.025"
  86. CfgVehicles >> M1126_ICV_M2_EP1 >> Turrets >> ObsTurret >> turretInfoType >> "RscWeaponRangeZeroing"
  87. CfgVehicles >> M1126_ICV_mk19_EP1 >> Turrets >> ObsTurret >> turretInfoType >> "RscWeaponRangeZeroing"
  88. CfgVehicles >> M1129_MC_EP1 >> Turrets >> ObsTurret >> turretInfoType >> "RscWeaponRangeZeroing"
  89. CfgVehicles >> M1130_CV_EP1 >> Turrets >> ObsTurret >> turretInfoType >> "RscWeaponRangeZeroing"
  90. CfgVehicles >> M1126_ICV_BASE_EP1 >> Turrets >> ObsTurret >> startEngine >> "0"
  91. CfgVehicles >> M1129_MC_EP1 >> Turrets >> MainTurret >> startEngine >> "1"
  92. CfgVehicles >> M1135_ATGMV_EP1 >> Turrets >> MainTurret >> startEngine >> "1"
  93. CfgVehicles >> StrykerBase_EP1 >> lockDetectionSystem >> "0"
  94. CfgVehicles >> StrykerBase_EP1 >> incommingMisslieDetectionSystem >> "0"
  95. CfgVehicles >> StrykerBase_EP1 >> camouflage
  96. CfgVehicles >> StrykerBase_EP1 >> cost
  97. CfgVehicles >> M1126_ICV_M2_EP1 >> threat[] >> {1,0.5,0.5}
  98. CfgVehicles >> M1130_CV_EP1 >> threat[] >> {1,0.5,0.5}
  99. CfgVehicles >> M1126_ICV_mk19_EP1 >> threat[] >> {1,0.5,0}
  100. CfgVehicles >> M1129_MC_EP1 >> threat[] >> {1,0.5,0}
  101. CfgVehicles >> M1135_ATGMV_EP1 >> threat[] >> {0,1,0}
  102. CfgVehicles >> M1133_MEV_EP1 >> threat[] >> {0,0,0}
  103. CfgVehicles >> StrykerBase_EP1 >> audible

.bisurf

  1. 1.0 1.1 1.2 1.3 \ca\data\penetration\armor_3mm_plate.bisurf
  2. 2.0 2.1 \ca\data\penetration\armor_5mm_plate.bisurf
  3. 3.0 3.1 \ca\data\penetration\armor_7mm_plate.bisurf
  4. 4.0 4.1 4.2 4.3 4.4 \ca\data\penetration\armor_23mm_plate.bisurf
  5. 5.0 5.1 5.2 5.3 \ca\data\penetration\armor_30mm_plate.bisurf
  6. \ca\data\penetration\armour.bisurf
  7. \ca\data\penetration\armor_11mm_plate.bisurf
  8. 8.0 8.1 8.2 \ca\data\penetration\armor_16mm_plate.bisurf

.rvmat

  1. 1.0 1.1 1.2 1.3 \ca\data\penetration\armor_3mm_plate.rvmat
  2. 2.0 2.1 \ca\data\penetration\armor_5mm_plate.rvmat
  3. 3.0 3.1 \ca\data\penetration\armor_7mm_plate.rvmat
  4. 4.0 4.1 4.2 4.3 4.4 \ca\data\penetration\armor_23mm_plate.rvmat
  5. 5.0 5.1 5.2 5.3 \ca\data\penetration\armor_30mm_plate.rvmat
  6. \ca\data\penetration\armour.rvmat
  7. \ca\data\penetration\armor_11mm_plate.rvmat
  8. 8.0 8.1 8.2 \ca\data\penetration\armor_16mm_plate.rvmat

Formulae

  1. Base vehicle armor value * HitPoint armor value = 150 * 1
  2. Base vehicle armor value * HitPoint armor value = 150 * 2
  3. Base vehicle armor value * HitPoint armor value = 150 * 1.4
  4. Base vehicle armor value * HitPoint armor value = 150 * 0.25
  5. Base vehicle armor value * HitPoint armor value = 150 * 0.4
  6. Base vehicle armor value * HitPoint armor value = 150 * 0.2
  7. 60 / reloadTime = 60 / 0.11
  8. 60 / reloadTime = 60 / 0.4
  9. 60 / reloadTime = 60 / 1
  10. 10.0 10.1 0.25 / maxFov = 0.25 / 0.7
  11. 11.0 11.1 0.25 / minFov = 0.25 / 0.025
  12. Strkyer ICV/MC/TOW/CV/MEV base vehicle armor value * HitPoint armor value = 160 * 1
  13. Strkyer ICV/MC/TOW/CV/MEV base vehicle armor value * HitPoint armor value = 160 * 0.5
  14. Strkyer ICV/MC/TOW/CV/MEV base vehicle armor value * HitPoint armor value = 160 * 0.14
  15. Strkyer ICV/MC/TOW/CV/MEV base vehicle armor value * HitPoint armor value = 160 * 0.3
  16. Strkyer ICV/MC/TOW/CV base vehicle armor value * HitPoint armor value = 160 * 0.8
  17. Strkyer ICV/MC/TOW/CV base vehicle armor value * HitPoint armor value = 160 * 0.4
  18. 60 / reloadTime = 60 / 0.11
  19. 60 / reloadTime = 60 / 0.15
  20. 60 / reloadTime = 60 / 1
  21. 60 / reloadTime = 60 / 4
  22. Magazine's initSpeed * Weapon's firemode artilleryCharge = 266 * 0.4
  23. Magazine's initSpeed * Weapon's firemode artilleryCharge = 266 * 0.75
  24. Magazine's initSpeed * Weapon's firemode artilleryCharge = 266 * 1
  25. 0.25 / maxFov = 0.25 / 0.3
  26. 0.25 / minFov = 0.25 / 0.015
  27. 0.25 / maxFov = 0.25 / 0.2
  28. 0.25 / minFov = 0.25 / 0.025

Notes[]

  1. 1.0 1.1 Damage will be reduced if the projectile's velocity drops below this value.
  2. 2.0 2.1 Slat cages on ArmA 2's Strykers are purely cosmetic. Because they are "attached" by proxy to the Stryker's model, their Fire Geometry LODs do not actually have the ability to block incoming projectiles.
  3. Three additional firing solutions are actually defined for the M120. However, these "modes" are hidden to human players and can only be utilised by AI-controlled Stryker MCs.
  4. AI-controlled M120s are faster firing and launch mortars once every 3 seconds as opposed to 4, meaning that it takes only 72 seconds for them to fully deplete the Stryker MC's stockpile (this is assuming that their fire mission is uninterrupted).

References[]

  1. Military.com 2014, M1126 Stryker Combat Vehicle, Military.com, viewed 22 August 2024, <https://www.military.com/equipment/m1126-stryker-combat-vehicle>.
  2. 2.0 2.1 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 13 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  3. 3.0 3.1 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 13 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  4. 4.0 4.1 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 13 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  5. 5.0 5.1 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 13 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  6. Španěl, M et al. 2007, ArmA: Armed Assault: Version History, Bohemia Interactive Community Wiki, viewed 11 November 2023, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Version_History#Version_1.05>.
  7. ARMA: Armed Assault 2006 [Video Game], Bohemia Interactive a.s., \ca\language\wheeled\stringtable.csv, Stryker MEV
  8. ARMA: Armed Assault 2006 [Video Game], Bohemia Interactive a.s., \ca\language\wheeled\stringtable.csv, Stryker MCV-B
  9. ARMA: Armed Assault 2006 [Video Game], Bohemia Interactive a.s., \ca\language\wheeled\stringtable.csv, Stryker CV
  10. 10.0 10.1 Španěl, M et al. 2007, RVMAT – ArmA: Armed Assault, Bohemia Interactive Community Wiki, viewed 23 August 2024, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_RVMAT#Surface_physical_properties>.
  11. 11.0 11.1 Foltyn, D et al. 2009, Bullet penetrability, Bohemia Interactive Community Wiki, viewed 23 August 2024, <https://community.bistudio.com/wiki/Bullet_penetrability>.
  12. .kju et al. 2011, Arma 2: Operation Arrowhead: Version History, Bohemia Interactive Community Wiki, viewed 11 November 2023, <https://community.bistudio.com/wiki/Arma_2:_Operation_Arrowhead:_Version_History#Version_1.52>.
  13. Mazzon, M et al. 2019, CorePatch, GitHub, viewed 11 November 2023, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.

External links[]

See also[]

Variants[]

Vehicles of comparable role and configuration[]

Vehicles of ArmA: Armed Assault
Wheeled 5T TruckArmy 4x4BusBRDM-2CarHatchbackHMMWV (Civil) • Offroad (Hilux) • M1030 (TT650, TT650G) • Pick-Up (Datsun) • SedanStrykerTractorUAZUral
Tracked BMP-2M1A1M113ShilkaT-72
Rotor-wing AH-6AH-1ZKA-50MH-6Mi17UH-60
Fixed-wing A-10AV-8BCamelDC-3Su-34
Aquatic CRRCRHIBPBX Boat
(Parenthesis) denote variants.
Queen's Gambit
OFP-factionicon-unitedstates U.S. Army - Vehicles (ArmA: Armed Assault)
Wheeled 5T TruckHMMWVM1030Stryker
Tracked M1A1M113
Rotor-wing AH-6AH-1ZMH-6UH-60
Fixed-wing A-10AV-8BCamel
Aquatic CRRCRHIB
Vehicles of ArmA 2
Wheeled 9P117 SCUD-BATVBRDM-2* • BTR-40BTR-60BTR-90BM-21 Grad* • Bus* • CarDingo 2 CZHatchbackHMMWV* • GAZJackal 2 MWMIKKamazLada* • LAV-25Military OffroadMotorcycle* (Old moto) • Mountain bike (Old bike) • MTVR* • Offroad* • Pandur II 8x8 CZPickup* • RM-70S1203SedanStryker (MGS) • SUV (Armored SUV) • T810TractorTouring CarTowing TractorUAZ-469* • Ural* • V3S* • Vodnik
Tracked 2S6M TunguskaAAVP-7A1BMP-2BMP-3BVP-1FV510 WarriorM1 Abrams* (M1A2 TUSK*) • M113M2 BradleyM270 MLRS* • T-34* • T-55T-72* (T-72M4 CZ) • T-90ZSU-23-4*
Rotor-wing AH-1ZAH-6J Little Bird (AH-6X) • AH-11 WildcatAH-64D* (AH-1) • CH-47F Chinook (Chinook HC4) • Ka-52Ka-60Ka-137Merlin HC3MH-6J Little BirdMi-8MTV-3* (Mi-17*) • Mi-24P (Mi-24D*, Mi-24V*) • UH-1Y (UH-1H) • UH-60 Black Hawk (MH-60S)
Fixed-wing A-10 Thunderbolt II* • An-2AV-8B HarrierC-130J Hercules* • F-35 Lightning IIL-159 ALCAL-39ZA (L-39C) • MQ-9 Reaper* • MV-22 OspreyPchela-1TSu-39 (Su-25*) • Su-34
Aquatic CRRCFishing BoatPBXRHIBSmall Boat
(Parenthesis) denote variants.
* indicates partial DLC dependency.
Operation Arrowhead | British Armed Forces | Private Military Company | Army of the Czech Republic
Arma2-factionicon-usarmy U.S. Army - Vehicles (ArmA 2)
Wheeled ATVHMMWVMotorcycleMTVRStryker (MGS)
Tracked M1 Abrams (M1A2 TUSK) • M2 BradleyM270 MLRS
Rotor-wing AH-6J Little Bird (AH-6X) • AH-64DCH-47F ChinookMH-6J Little BirdUH-60 Black Hawk
Fixed-wing A-10 Thunderbolt IIC-130J HerculesMQ-9 Reaper
(Parenthesis) denote variants.
Operation Arrowhead
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