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« The Titan Multi-Purpose Rocket Launcher is a shoulder system for launching guided rockets against aerial targets. It's adapted to be launched from closed quarters, has several modes of guidance and thanks to its advanced jet engine, it's capable of hitting even fast moving targets at short distances.
Field Manual[1]
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The Titan MPRL 127 mm missile launcher.
The Titan MPRL 127 mm missile launcher.

The Titan MPRL (full name: Multi-Purpose Rocket Launcher[2]) is a 127 mm surface-to-air missile launcher used by several BLUFOR, REDFOR and INDFOR factions in ArmA 3.

Overview[]

The Titan MPRL is a portable long-range, surface-to-air, guided missile launcher.

It uses 127 mm missiles with high-explosive fragmentation (HE-Frag) warheads that are capable of tracking and hitting aircraft flying at speeds of up to 900 km/h[CfgAm 1][Formula 1] at distances between 100-3,500 metres.[CfgAm 2][CfgAm 3]

The launcher's command launch unit (CLU) can switch between "normal" day vision and white-/black-hot thermal vision modes.[CfgWp 5][CfgWp 6] In addition, it can have its magnification adjusted to either 3x or 5.9x zoom.[CfgWp 7][CfgWp 8][CfgWp 9] The CLU has a small rail that supports being fitted with a laser pointer or a flashlight.[CfgWp 10]

The Titan launcher's seeker requires three seconds to lock onto a target. However, it has a 60% chance of having its lock broken by flare-based countermeasures.[CfgWp 11]

Designed to be a fire-and-forget missile launcher that can be used against aerial vehicles, the Titan can turn any infantry unit into an extremely dangerous threat for any hostile aircraft.

Its fast-moving missiles can cripple, if not outright destroy, even the toughest of helicopters like the CSAT Mi-48 in one strike. Fixed-wing jet aircraft are no exception to being hit either; they are equally vulnerable to being struck by a missile should they fly within range of the Titan's sensor. Like its smaller anti-tank counterpart, the Titan's CLU uses an infrared sensor which allows the operator to engage enemy aircraft under all weather and lighting conditions (so long as the target has a 'hot' thermal signature).

Nonetheless, although powerful against enemy aircraft, the Titan's main downside is that it is only designed to be utilised against aircraft. Contrary to what its name would suggest, the Titan is not a multi-purpose weapon and cannot be used to attack ground-based vehicles nor infantry like its Compact variant.

Likewise, the Titan cannot utilise SACLOS guidance and must always acquire a lock-on before the missile can track a target. This greatly lowers the chances of a successful hit as most aircraft will have defensive avionics that will warn them of an incoming AA missile, prompting them to either attempt to outmanoeuvre or confuse the missile with countermeasure flares.

Optics[]

Arma3-titanmprl-ironsight-overview

The Titan MPRL's Command Launch Unit (CLU) cannot be manually zeroed. It uses a pale red tinted crosshair reticle and has an integral laser rangefinder.[CfgWp 12] The CLU is able to switch between day, black-hot and white-hot thermal vision modes[CfgWp 5][CfgWp 6], and can transition between two fields of view:[CfgWp 7] Wide Field Of View (WFOV 3x)[CfgWp 9][Formula 2] or Narrow Field of View (NFOV 5.9x).[CfgWp 8][Formula 3]

The SEEK icon will immediately light up if the launcher's infrared sensor picks up a valid 'hot' target. To complete the lock-on process, it is necessary to keep the centre of the crosshairs as closely aligned as possible on the aircraft's silhouette. However, it does not have to be exactly in the centre as the sensor has an off-boresight limit of 75 degrees.[CfgAm 4]

Additionally, it should be noted that it is not required for the CLU's thermal vision to be switched on to begin locking onto a 'hot' target. The Titan MPRL's sensors can still acquire targets even if the CLU is using "normal" day vision.

Camouflage[]

  • Sand: Desert sand/desert tan dazzle pattern finish. Used by Mediterranean NATO forces.
  • Hex: Arid Hexacam camouflage. Used by Mediterranean CSAT forces.
  • Digital: Digitised semi-fractal camouflage pattern. Used by the AAF.
  • Tropic: Tropical green paint finish. Used by Pacific NATO forces.
  • Green Hex: Tropical Hexacam camouflage. Used by Pacific CSAT forces.
  • Geometric: Fractal woodland camouflage. Used by the LDF.
  • Olive: Flat olive green paint scheme.


Expeditionary Forces Creator DLC only

NOTE: The following camouflage schemes will only be available if the third party-developed Expeditionary Forces Creator DLC is activated.

This is a premium asset that requires ownership of the Expeditionary Forces Creator DLC.

  • Coyote: Coyote brown colour finish. Used by Marine JTF units.


Munitions[]

Arma3-ammunition-titanmprl

Titan AA

The Titan MPRL is capable of loading and firing only one type of missile.[CfgWp 13][CfgWp 14] Each missile has weight of 100[CfgMa 2] "mass" units:

Parameter Value
Base damage value 80[CfgAm 5]
Splash damage value 60[CfgAm 6]
Warhead type High-Explosive
[CfgAm 7]
Blast radius (metres) 6[CfgAm 8]
Launch velocity (m/s) 18[CfgMa 3]
Maximum speed (m/s) 850[CfgAm 9]
Penetration depth (mm) 0[CfgAm 10][note 1]

Utilises infrared-homing guidance.[CfgAm 11][CfgAm 12][note 2] Can lock onto aircraft up to 3,500 metres away.[CfgAm 3]

The missile is always launched with an initial velocity of 18 m/s.[CfgMa 3] It takes a further 2.25 seconds[CfgAm 13] for the missile's motor to gain enough thrust to attain a top speed of 850 m/s.[CfgAm 9] The missile only has enough fuel for a total flight time of 15 seconds.[CfgAm 14]

The warhead has a blast radius of 6 metres[CfgAm 8] and a proximity fuse radius of 10 metres.[CfgAm 15] Its seeker has a 10% chance of losing lock to flare-based defensive countermeasures.[CfgAm 16]

Sensors[]

Missiles launched by the Titan MPRL can only utilise one type of sensor for guidance:

Sensor type Max range (Air/Ground) Min range (Air/Ground) Affected by environment? Target max speed (km/h) Azimuth coverage (°) Elevation coverage (°)
Infrared A: 3,500 m
G: 2,500 m
[CfgAm 17][CfgAm 18]
A: 500 m
G: 500 m
[CfgAm 19][CfgAm 20]
Fog (0.005%)
[CfgAm 21]
Altitude (5 m)
[CfgAm 22][note 3]
900 km/h
[CfgAm 23][Formula 4]
[CfgAm 24] 4.5°[CfgAm 25]

Infrared Sensor[]

The missile can lock onto targets between 100[CfgAm 2]-3,500[CfgAm 3] metres away, and is only able to track aircraft that are flying at speeds of up to 900 km/h.[CfgAm 23][Formula 4] The sensor's lock-on cone is restricted to a horizontal angle of 7 degrees[CfgAm 24] and a vertical angle of 4.5 degrees.[CfgAm 25]

Although it is technically affected by heavy fog, the range reduction effect is so miniscule (-0.125 metre reduction[CfgAm 21]) that it will be barely noticeable.[note 4] On the other hand, it isn't able to maintain lock onto aircraft that are flying or hovering at an altitude below 5 metres Above Terrain Level (ATL).[CfgAm 22]

Trivia[]

  • The Titan is based on the real-world "Spike" missile designed by Rafael Advanced Defense Systems Ltd. of Israel, though its hexagonal-shaped launcher tube and anti-aircraft configuration is completely fictional (the real Spike missile is designed purely for anti-tank purposes[3]).
  • The AA missiles cannot be shared with the Compact variant and vice versa for the latter's AT/AP missiles.
  • It was not originally featured as a usable asset in the Alpha and was only added into the game with the Beta's release (as part of Game Update 0.70's content).[4]
  • Tropic and Green Hex versions of the Titan were only added to the game after the Apex expansion pack was release.[5] Likewise, the Geometric and Olive colour schemes were not added until the release of the Contact expansion.[6]
  • Before Game Update 1.70's release (Jets DLC), the Titan had a high chance of missing its target if the aircraft deployed more than one volley of flares. Its susceptibility to flares was subsequently reduced after the patch.[7]

Gallery[]

Video[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> M_Titan_AA >> missileLockMaxSpeed
  2. 2.0 2.1 CfgAmmo >> M_Titan_AA >> missileLockMinDistance
  3. 3.0 3.1 3.2 CfgAmmo >> M_Titan_AA >> missileLockMaxDistance
  4. CfgAmmo >> M_Titan_AA >> missileKeepLockedCone
  5. CfgAmmo >> M_Titan_AA >> hit
  6. CfgAmmo >> M_Titan_AA >> indirectHit
  7. CfgAmmo >> M_Titan_AA >> warheadName
  8. 8.0 8.1 CfgAmmo >> M_Titan_AA >> indirectHitRange
  9. 9.0 9.1 CfgAmmo >> M_Titan_AA >> maxSpeed
  10. CfgAmmo >> M_Titan_AA >> explosive
  11. CfgAmmo >> M_Titan_AA >> irLock
  12. CfgAmmo >> M_Titan_AA >> weaponLockSystem >> "2 + 16"
  13. CfgAmmo >> M_Titan_AA >> thrustTime
  14. CfgAmmo >> M_Titan_AA >> timeToLive
  15. CfgAmmo >> M_Titan_AA >> proximityExplosionDistance
  16. CfgAmmo >> M_Titan_AA >> cmImmunity >> "0.9"
  17. CfgAmmo >> M_Titan_AA >> Components >> SensorsManagerComponent >> Components >> IRSensorComponent >> AirTarget >> maxRange
  18. CfgAmmo >> M_Titan_AA >> Components >> SensorsManagerComponent >> Components >> IRSensorComponent >> GroundTarget >> maxRange
  19. CfgAmmo >> M_Titan_AA >> Components >> SensorsManagerComponent >> Components >> IRSensorComponent >> AirTarget >> minRange
  20. CfgAmmo >> M_Titan_AA >> Components >> SensorsManagerComponent >> Components >> IRSensorComponent >> GroundTarget >> minRange
  21. 21.0 21.1 CfgAmmo >> M_Titan_AA >> Components >> SensorsManagerComponent >> Components >> IRSensorComponent >> maxFogSeeThrough
  22. 22.0 22.1 CfgAmmo >> M_Titan_AA >> Components >> SensorsManagerComponent >> Components >> IRSensorComponent >> groundNoiseDistanceCoef >> "0.2"
  23. 23.0 23.1 CfgAmmo >> M_Titan_AA >> Components >> SensorsManagerComponent >> Components >> IRSensorComponent >> maxTrackableSpeed
  24. 24.0 24.1 CfgAmmo >> M_Titan_AA >> Components >> SensorsManagerComponent >> Components >> IRSensorComponent >> angleRangeHorizontal
  25. 25.0 25.1 CfgAmmo >> M_Titan_AA >> Components >> SensorsManagerComponent >> Components >> IRSensorComponent >> angleRangeVertical

CfgMagazines

  1. CfgMagazines >> Titan_AA >> count
  2. CfgMagazines >> Titan_AA >> mass
  3. 3.0 3.1 CfgMagazines >> Titan_AA >> initSpeed

CfgWeapons

  1. CfgWeapons >> launch_Titan_base >> WeaponSlotsInfo >> mass
  2. CfgWeapons >> launch_Titan_base >> recoil
  3. CfgWeapons >> launch_Titan_base >> inertia
  4. CfgWeapons >> launch_Titan_base >> dexterity
  5. 5.0 5.1 CfgWeapons >> launch_Titan_base >> OpticsModes >> StepScope >> visionMode[] >> {"Normal","Ti"}
  6. 6.0 6.1 CfgWeapons >> launch_Titan_base >> OpticsModes >> StepScope >> thermalMode[] >> {0,1}
  7. 7.0 7.1 CfgWeapons >> launch_Titan_base >> OpticsModes >> StepScope >> discretefov[] >> {0.08333,0.04167}
  8. 8.0 8.1 CfgWeapons >> launch_Titan_base >> OpticsModes >> StepScope >> opticsZoomMax >> opticsZoomMax >> "0.04167"
  9. 9.0 9.1 CfgWeapons >> launch_Titan_base >> OpticsModes >> StepScope >> opticsZoomMin >> opticsZoomMin >> "0.08333"
  10. CfgWeapons >> launch_Titan_base >> WeaponSlotsInfo >> PointerSlot_Launcher >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  11. CfgWeapons >> launch_Titan_base >> cmImmunity >> "0.4"
  12. CfgWeapons >> launch_Titan_base >> weaponInfoType >> "RscOptics_titan"
  13. CfgWeapons >> launch_Titan_base >> magazines[] >> {"Titan_AA"}
  14. CfgWeapons >> launch_Titan_base >> magazineWell[] >> {"Titan_Long"}

Formulae

  1. missileLockMaxSpeed * 3.6 = 250 * 3.6
  2. 0.25 / opticsZoomMin = 0.25 / 0.08333
  3. 0.25 / opticsZoomMin = 0.25 / 0.04167
  4. 4.0 4.1 maxTrackableSpeed * 3.6 = 250 * 3.6

Notes[]

  1. The Titan missile's warhead is purely explosive and cannot pierce armour.
  2. If available, the Titan can be detected by the target's Infrared Warning Receiver (IWR) during lock-on and by its Missile Approach Warning System (MAWS) once the missile is inbound towards it.
  3. The Titan MPRL's missile may not be able detect aircraft that are hovering or flying at an altitude below 5 metres Above Terrain Level (ATL).
  4. The Titan MPRL's infrared sensor IS affected by the player's View and Object Distance settings and may not function at its maximum range unless their graphics settings are set to an equal or higher distance. However, it should be noted that specifically in the case of aerial targets, Object Distance settings will not affect the sensor's detection range (only View Distance still matters).

References[]

  1. Hlava, B et al. 2014, Arma 3: Field Manual - Weapons Info, Bohemia Interactive Community Wiki, viewed 6 March 2025, <https://community.bistudio.com/wiki/Arma_3:_Field_Manual_-_Weapons_Info>.
  2. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., Field Manual/Weapons/Titan MPRL, "The Titan Multi-Purpose Rocket Launcher is a shoulder system for launching guided rockets against aerial targets. It's adapted to be launched from closed quarters, has several modes of guidance and thanks to its advanced jet engine, it's capable of hitting even fast moving targets at short distances."
  3. Army Recognition 2012, The Israeli Company Rafael unveils the MINI Spike missile electro-optical weapon system 1306124, armyrecognition.com, viewed 20 February 2024, <http://web.archive.org/web/20120616001253/http://www.armyrecognition.com/eurosatory_2012_show_daily_news_pictures_video/the_israeli_company_rafael_unveils_the_mini_spike_missile_electro-optical_weapon_system_1306124.html>. (archived link)
  4. van 't Land, J.J. 2013, SPOTREP #00006, Arma 3, viewed 20 February 2024, <https://dev.arma3.com/post/spotrep-00006>.
  5. Kovařič, V 2016, SPOTREP #00058, Arma 3, viewed 19 February 2024, <https://dev.arma3.com/post/spotrep-00058>.
  6. van 't Land, J.J. 2019, SPOTREP #00089, Arma 3, viewed 20 February 2024, <https://dev.arma3.com/post/spotrep-00089>.
  7. Kovařič, V 2017, SPOTREP #000067, Arma 3, viewed 20 February 2024, <https://dev.arma3.com/post/spotrep-00067>.

External links[]

See also[]

Variants[]

Weapons of comparable role and configuration[]

Weapons of ArmA 3
Handguns 4-five .45ACP-C2 .45P07 9 mmPM 9 mmRook-40 9 mmStarter Pistol 10 mmSpectrum DeviceZubr .45
Submachine guns ADR-97 5.7 mmPDW2000 9 mmProtector 9 mmSting 9 mmVermin .45
Shotguns Kozlice
Carbines AKU-12 7.62 mmAKS-74U 5.45 mmKatiba Carbine 6.5 mmMk20C 5.56 mmMXC 6.5 mmTRG-20 5.56 mm
Assault rifles AK-12 series (AK-12, AK-12 GL) • AKM 7.62 mmCAR-95 series (CAR-95, CAR-95 GL) • Katiba 6.5 mm (Katiba GL) • MX series (MX, MX 3GL) • Mk20 5.56 mm (Mk20 EGLM) • Promet series (Promet, Promet GL, Promet SG) • SDAR 5.56 mmSPAR-16 series (SPAR-16, SPAR-16 GL) • Type 115 6.5 mmTRG-21 5.56 mm (TRG-21 EGLM)
Designated marksman rifles ASP-1 Kir 12.7 mmCMR-76 6.5 mmCyrus 9.3 mmMk-I EMR 7.62 mmMk14 7.62 mm (Classic) • Mk18 ABR 7.62 mmMAR-10 .338MXM 6.5 mmPromet MR 6.5 mmRahim 7.62 mmSPAR-17 7.62 mm
Sniper rifles GM6 Lynx 12.7 mmM320 LRR .408
Squad automatic weapons CAR-95-1 5.8 mmLIM-85 5.56 mmMk200 6.5 mmMX SW 6.5 mmRPK-12 7.62 mmSPAR-16S 5.56 mmZafir 7.62 mm
Machineguns Navid 9.3 mmSPMG .338
Launchers 9M135 VoronaMAAWS Mk4PCMLRPG-7RPG-42Titan MPRLTitan MPRL Compact
Static M2Mk6 MortarMk30Mk32Remote DesignatorSPG-9* • Static Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* this weapon is not available in a standalone turret configuration and is only available as a vehicle-mounted weapon.
Karts DLC | Marksmen DLC | Apex DLC | Tanks DLC | Contact DLC
NATO - Armoury (ArmA 3)
Handguns 4-five .45P07 9 mm* • Spectrum Device
Submachine guns Vermin .45
Carbines MXC 6.5 mm*
Assault rifles MX series (MX*, MX 3GL*) • SDAR 5.56 mmSPAR-16 series* (SPAR-16*, SPAR-16 GL*)
Designated marksman rifles Mk-I EMR 7.62 mmMAR-10 .338* • MXM 6.5 mmSPAR-17 7.62 mm*
Sniper rifles M320 LRR .408
Squad automatic weapons MX SW 6.5 mm* • SPAR-16S 5.56 mm*
Machineguns SPMG .338
Launchers MAAWS Mk4 Mod 1* • PCML* • Titan MPRLTitan MPRL Compact
Static Mk6 MortarMk30Mk32Remote DesignatorStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* denotes weapons also used or are exclusive to the CTRG sub-faction.
Marksmen DLC | Apex DLC | Tanks DLC
CSAT - Armoury (ArmA 3)
Handguns Rook-40 9 mmZubr .45
Submachine guns Sting 9 mm
Carbines Katiba Carbine 6.5 mm
Assault rifles CAR-95 series (CAR-95, CAR-95 GL) • Katiba 6.5 mm (Katiba GL) • SDAR 5.56 mmType 115 6.5 mm*
Designated marksman rifles ASP-1 Kir 12.7 mmCMR-76 6.5 mmCyrus 9.3 mmRahim 7.62 mm
Sniper rifles GM6 Lynx 12.7 mm
Squad automatic weapons CAR-95-1 5.8 mmZafir 7.62 mm
Machineguns Navid 9.3 mm
Launchers 9M135 VoronaRPG-42Titan MPRLTitan MPRL Compact
Static Mk6 MortarMk30Mk32Remote DesignatorStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* denotes weapons exclusive to the Viper sub-faction.
Marksmen DLC | Apex DLC | Tanks DLC
AAF - Armoury (ArmA 3)
Handguns ACP-C2 .45
Submachine guns PDW2000 9 mm
Carbines Mk20C 5.56 mm
Assault rifles Mk20 5.56 mm (Mk20 EGLM) • SDAR 5.56 mm
Designated marksman rifles Mk18 ABR 7.62 mm
Sniper rifles GM6 Lynx 12.7 mm
Squad automatic weapons Mk200 6.5 mm
Launchers MAAWS Mk4 Mod 0PCMLRPG-42Titan MPRLTitan MPRL Compact
Static M2Mk6 MortarMk30Mk32Static Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Apex DLC | Tanks DLC
LDF - Armoury (ArmA 3)
Handguns 4-five .45
Submachine guns ADR-97 5.7 mm
Assault rifles Promet series (Promet, Promet GL, Promet SG)
Designated marksman rifles Promet MR 6.5 mm
Squad automatic weapons Mk200 6.5 mm
Launchers MAAWS Mk4 Mod 1PCMLTitan MPRLTitan MPRL Compact
Static M2Mk6 MortarMk30Mk32Static Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Apex DLC | Tanks DLC | Contact DLC
Western Sahara
Sefrawi Freedom and Independence Army - Armoury (Western Sahara)
Handguns ACP-C2 .45P07 9 mm
Submachine guns PDW2000 9 mmSting 9 mm
Carbines Velko R5 5.56 mm
Assault rifles Galat ARM 7.62 mmSLR 7.62 mm
Machineguns SA-77 7.62 mm
Launchers RPG-42Titan MPRL
Static M2Mk6 MortarZU-23-2
Expeditionary Forces
Marine Joint Task Force - Armoury (Expeditionary Forces)
Handguns 4-five .45P07 9 mm
Submachine guns Vermin .45
Carbines MXC 6.5 mm*
Assault rifles MX series (MX*, MX 3GL*, MXAR, MXAR 3GL) • SDAR 5.56 mm
Designated marksman rifles MXM 6.5 mm*
Launchers MAAWS Mk4 Mod 1PCMLTitan MPRLTitan MPRL Compact
Static Mk6 MortarMk30Mk32Mk66 50 mm CannonStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* denotes weapons also used or are exclusive to the MJTF's Recon units.
Tanks DLC