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« The Type 115 is a modern multi weapon. It consists of two separate weapons combined into a single unit: a lower semi auto rifle chambered to fire .50 rounds and an upper automatic/semi auto rifle chambered in 6.5 mm. The gun can be modified with attachments to fulfill various roles in battle. Its versatility turns every soldier into a universal threat against both infantry and armored targets.
Field Manual
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The Type 115 6.5 mm bullpup assault rifle.

The Type 115 is a 6.5 mm dual-role bullpup assault rifle used exclusively by Viper operatives in ArmA 3. It was added with the release of the Apex DLC.

Overview[]

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The Type 115 is a selective-fire assault rifle that is primarily chambered to fire caseless 6.5×39 mm ammunition. It also has an underbarrel anti-materiel rifle module that is designed to fire specialised .50 BW rounds.

It loads from the same 30-round box magazines used by Katiba bullpups, and can attain a fire rate of up to approximately ~ 895 rounds per minute[CfgWp 9][Formula 1] on full auto with a muzzle velocity of 900 m/s.[CfgWp 10][CfgMa 3][Formula 2] The Type 115 accepts accessories on all three of its rails: top[CfgWp 11], side[CfgWp 12] and underbarrel[CfgWp 13] (located beneath the AMR module) and can also mount suppressors onto its muzzle.[CfgWp 14]

The most unique feature of the Type 115 is its anti-materiel rifle module. Fed from 10-round box magazines, this component grants the operator the ability to disable lightly armoured vehicles and possibly even damage exposed components on armoured vehicles (such as optics) with several well-placed shots.

Being the sole dual-role weapon of its kind, the Type 115 has no direct counterpart. While it is significantly less accurate than the SPAR family of assault rifles, the Type 115 makes up for it by firing the more hard-hitting 6.5 mm round.

In addition, the underbarrel AMR's ammunition can outright kill armoured infantry even with an indirect hit. This is in stark contrast to the SPAR's single-shot grenade launcher, which isn't consistently able to take out its targets - especially if they happen to be wearing explosive-resistant body armour vests.

However, it should be noted that the AMR module fires a distinctly separate kind of 12.7 mm round (.50 BW) as opposed to the 12.7×108 mm cartridge used by, for instance, the GM6 sniper rifle. It has a much lower muzzle velocity of only 580 m/s[CfgMa 4], limiting the AMR module's range to roughly 1,000 metres or less. Though it remains highly effective against most ground targets at short-medium distances and has a somewhat decent rate of fire (200 RPM)[CfgWp 15][Formula 3], it cannot match the range nor capability of dedicated sniper rifles.

Ironsights[]

Arma3-type115-ironsight-overview

The Type 115's zeroing limits range from a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 16] By default, it uses a zeroing of 200 metres.[CfgWp 17] The front sight's fibre optic tube and the two dots on the rear sight are illuminated in red and will be clearly visible both in daytime and low-light conditions.

If an optical sight with a zeroing limit greater than 600 metres is attached onto the top rail (e.g. Nightstalker), the Type 115 will permit an absolute maximum zeroing of 1,000 metres.[CfgWp 18]

It should be noted that the underbarrel AMR module does not have a dedicated sight of its own. It simply reuses the primary rifle module's ironsights (or optic if one is attached) and shares the exact same zeroing limits/constraints.[CfgWp 19][CfgWp 20]

Camouflage[]

  • Hex: Arid Hexacam camouflage pattern.
  • Green Hex: Tropical Hexacam camouflage pattern.
  • Black: Standard black paint finish.

Ammunition[]

Ammo parameter 6.5 mm (Ball/Tracer) .50 BW (Ball)
Base damage value 10[CfgAm 1] 22[CfgAm 2]
Aerodynamic friction -0.0009[CfgAm 3] -0.002[CfgAm 4]
Muzzle velocity (m/s) 800[CfgMa 3][note 1] 580[CfgMa 4]
Expected velocity (m/s) 820[CfgAm 5][note 2] 550[CfgAm 6][note 2]
Penetration depth (mm) 12[CfgAm 7][Formula 4]
(13.5)[Formula 5]
36.54[CfgAm 8][Formula 6]
Deflection angle (degrees) 15°[CfgAm 9] 15°[CfgAm 10]

The Type 115's rifle component supports two types of magazines.[CfgWp 21] On the other hand, the underbarrel AMR module can only load one type of magazine that is specifically designed for its use.[CfgWp 22]

The standard 30-round magazines (shared with the Katiba) have a weight of 10[CfgMa 5] "mass" units, while the underbarrel AMR's 10-rounder magazines have a weight of 12[CfgMa 6] "mass" units:

6.5 mm 30Rnd Caseless Mag[]

Arma3-ammunition-30rndkatibaball

Standard 30-round box magazine loaded with a mix of caseless 6.5 mm ball and tracer ammunition.[CfgMa 7] It is fully interchangeable with the Katiba.

The last four rounds of the magazine will always emit visible green tracers.[CfgMa 8]

6.5 mm 30Rnd Tracer (Green) Caseless Mag[]

Arma3-ammunition-30rndkatibatracer

Dedicated tracer magazine loaded with thirty rounds worth of visible green tracers.[CfgMa 9][CfgMa 10]

Aside from its tracer-exclusive loadout[CfgMa 10], it is statistically identical to the standard 30-rounder magazines.

.50 BW 10Rnd Caseless Mag[]

Arma3-ammunition-10rndtype115

10-round box magazine loaded with caseless .50 BW armour-piercing rounds.[CfgMa 11]

None of the rounds fired will emit visible tracers.

Trivia[]

  • The Type 115 is completely fictional and has no direct real-world counterpart. However, the concept behind the design is strikingly similar to that of the real-world "QTS-11 Individual Integrated Combat System" (then-incorrectly known as the "ZH-05").
    • The QTS-11 was a prototype dual-role assault rifle based on the "QBZ-03" assault rifle which was trialled by the People's Liberation Army for use with regular and special operations units.[1] Unlike the in-game Type 115, the QTS-11 uses a single-shot bolt-action grenade launcher as opposed to a semi-automatic anti-materiel rifle.
  • Similar platforms that would be roughly analogous to the in-game Type 115 would include the American-made (and cancelled) "XM29 Objective Individual Combat Weapon" prototype[2] or the South Korean "K11 DAW"[3].
  • Although it uses a proper format, the Type 115's name would still be the incorrect nomenclature for designating firearms commissioned for service with the PLA (only two digits are used for small arms).
    • A semantically correct designation would be either Type 15 or Type XX, with "XX" being replaced with the last two digits of the weapon's production year.
    • Oddly enough, neither the CAR-95 series or the CMR-76 utilise the same nomenclature as the Type 115 - despite the fact that they are portrayed as the service weapons of Pacific CSAT forces.
  • Before Game Update 1.66, the primary rifle and the underbarrel AMR modules had separate minimum/maximum zeroing ranges. This was normalised after the patch's release so that both modules share the same zeroing ranges.[4]
  • Prior to the release of the Tanks DLC, the underbarrel AMR module would incorrectly eject a casing upon being fired despite the fact that it utilised caseless .50 BW ammunition. This was eventually fixed in the DLC's platform update with the release of Game Update 1.82.[5]

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> B_65x39_Caseless_green >> hit
  2. CfgAmmo >> B_50BW_Ball_F >> hit
  3. CfgAmmo >> B_65x39_Caseless_green >> airFriction
  4. CfgAmmo >> B_50BW_Ball_F >> airFriction
  5. CfgAmmo >> B_65x39_Caseless_green >> typicalSpeed
  6. CfgAmmo >> B_50BW_Ball_F >> typicalSpeed
  7. CfgAmmo >> B_65x39_Caseless_green >> caliber
  8. CfgAmmo >> B_50BW_Ball_F >> caliber
  9. CfgAmmo >> B_65x39_Caseless_green >> deflecting
  10. CfgAmmo >> B_50BW_Ball_F >> deflecting

CfgMagazines

  1. CfgMagazines >> 30Rnd_65x39_caseless_green >> count
  2. CfgMagazines >> 10Rnd_50BW_Mag_F >> count
  3. 3.0 3.1 CfgMagazines >> 30Rnd_65x39_caseless_green >> initSpeed
  4. 4.0 4.1 CfgMagazines >> 10Rnd_50BW_Mag_F >> initSpeed
  5. CfgMagazines >> 30Rnd_65x39_caseless_green >> mass
  6. CfgMagazines >> 10Rnd_50BW_Mag_F >> mass
  7. CfgMagazines >> 30Rnd_65x39_caseless_green >> ammo >> "B_65x39_Caseless_green"
  8. CfgMagazines >> 30Rnd_65x39_caseless_green >> lastRoundsTracer
  9. CfgMagazines >> 30Rnd_65x39_caseless_green_mag_Tracer >> ammo >> "B_65x39_Caseless_green"
  10. 10.0 10.1 CfgMagazines >> 30Rnd_65x39_caseless_green_mag_Tracer >> tracersEvery
  11. CfgMagazines >> 10Rnd_50BW_Mag_F >> ammo >> "B_50BW_Ball_F"

CfgWeapons

  1. CfgWeapons >> arifle_ARX_base_F >> Single >> dispersion
  2. CfgWeapons >> arifle_ARX_base_F >> FullAuto >> dispersion
  3. CfgWeapons >> arifle_ARX_base_F >> Secondary >> Single >> dispersion
  4. CfgWeapons >> arifle_ARX_blk_F >> WeaponSlotsInfo >> mass
  5. CfgWeapons >> arifle_ARX_blk_F >> recoil
  6. CfgWeapons >> arifle_ARX_blk_F >> Secondary >> recoil
  7. CfgWeapons >> arifle_ARX_blk_F >> inertia
  8. CfgWeapons >> arifle_ARX_blk_F >> dexterity
  9. CfgWeapons >> arifle_ARX_base_F >> FullAuto >> reloadTime
  10. CfgWeapons >> arifle_ARX_base_F >> initSpeed
  11. CfgWeapons >> arifle_ARX_base_F >> WeaponSlotsInfo >> CowsSlot_Rail >> compatibleItems >> {optic_aco,optic_ACO_grn,optic_ACO_grn_smg,optic_aco_smg,optic_ams,optic_AMS_khk,optic_AMS_snd,optic_Arco,optic_Arco_AK_arid_F,optic_Arco_AK_blk_F,optic_Arco_AK_lush_F,optic_Arco_arid_F,optic_Arco_blk_F,optic_Aro_ghex_F,optic_Arco_lush_F,optic_DMS,optic_DMS_ghex_F,optic_DMS_weathered_F,optic_DMS_weathered_Kir_F,optic_ERCO_blk_F,optic_ERCO_khk_F,optic_ERCO_snd_F,optic_hamr,optic_Hamr_khk_F,optic_Holosight,optic_Holosight_arid_F,optic_Holosight_blk_F,optic_Holosight_khk_F,optic_Holosight_lush_F,optic_Holosight_smg,optic_Holosight_smg_blk_F,optic_Holosight_smg_khk_F,optic_KHS_blk,optic_KHS_hex,optic_KHS_old,optic_KHS_tan,optic_LRPS,optic_LRPS_ghex_F,optic_LRPS_tna_F,optic_MRCO,optic_Nightstalker,optic_NVS,optic_SOS,optic_SOS_khk_F,optic_tws,optic_tws_mg}
  12. CfgWeapons >> arifle_ARX_base_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR}
  13. CfgWeapons >> arifle_ARX_base_F >> WeaponSlotsInfo >> UnderBarrelSlot_rail >> compatibleItems >> {bipod_01_F_blk,bipod_01_F_khk,bipod_01_F_mtp,bipod_01_F_snd,bipod_02_F_arid,bipod_02_F_blk,bipod_02_F_hex,bipod_02_F_lush,bipod_02_F_tan,bipod_03_F_blk,bipod_03_F_oli}
  14. CfgWeapons >> arifle_ARX_base_F >> WeaponSlotsInfo >> MuzzleSlot_65 >> compatibleItems >> {muzzle_snds_65_TI_blk_F,muzzle_snds_65_TI_ghex_F,muzzle_snds_65_TI_hex_F,muzzle_snds_h,muzzle_snds_h_khk_F,muzzle_snds_h_snd_F,muzzle_snds_H_SW}
  15. CfgWeapons >> arifle_ARX_base_F >> Secondary >> Single >> reloadTime
  16. CfgWeapons >> arifle_ARX_blk_F >> discreteDistance[] >> {100,200,300,400,500,600}
  17. CfgWeapons >> arifle_ARX_blk_F >> discreteDistanceInitIndex >> "1"
  18. CfgWeapons >> arifle_ARX_blk_F >> maxZeroing
  19. CfgWeapons >> arifle_ARX_blk_F >> Secondary >> discreteDistance[] >> {100,200,300,400,500,600}
  20. CfgWeapons >> arifle_ARX_blk_F >> Secondary >> discreteDistanceInitIndex >> "1"
  21. CfgWeapons >> arifle_ARX_base_F >> magazineWell[] >> {"Katiba_65x39"}
  22. CfgWeapons >> arifle_ARX_base_F >> magazines[] >> {"10Rnd_50BW_Mag_F"}

Formulae

  1. 60 / reloadTime = 60 / 0.067
  2. Magazine's initSpeed * Weapon's initSpeed coefficient value = 800 * 1.125
  3. 60 / reloadTime = 60 / 0.3
  4. Magazine's initSpeed * caliber * 15 / 1000 = 800 * 1 * 15 / 1000
  5. Weapon's initSpeed * caliber * 15 / 1000 = 900 * 1 * 15 / 1000
  6. initSpeed * caliber * 15 / 1000 = 580 * 4.2 * 15 / 1000

Notes[]

  1. This value only applies to the magazine itself as the Type 115's initSpeed value uses a coefficient value (-1.125). This coefficient serves as a multiplier that overrides the magazine's muzzle velocity value.
  2. 2.0 2.1 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. Hong, X 2014, 观察者网一周军事观察:减法,不容易, Guancha.cn, viewed 31 December 2023, <https://web.archive.org/web/20140705085303/http://www.guancha.cn/Hong-Xibo/2014_02_23_208026_2.shtml>. (archived link)
  2. McCollum, I 2018, XM29 OICW Mockup, 13 December, viewed 31 December 2023, <https://www.youtube.com/watch?v=Ez4DPz-Eo88>.
  3. Johnson, S 2013, 'S&T Daewoo K11 DAW (Dual-barrel Air-burst Weapon)', The Firearm Blog, 2 October, viewed 31 December 2023, <https://www.thefirearmblog.com/blog/2013/10/02/st-daewoo-k11-daw-dual-barrel-air-burst-weapon-2/>.
  4. Kovařič, V 2016, SPOTREP #00062, Arma 3, viewed 28 November 2023, <https://dev.arma3.com/post/spotrep-00062>.
  5. Kovařič, V 2018, SPOTREP #00079, Arma 3, viewed 30 March 2023, <https://dev.arma3.com/post/spotrep-00079>.

External links[]

See also[]

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 DesignatorStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Karts DLC | Marksmen DLC | Apex DLC | Tanks DLC | Contact DLC
Arma3-factionicon-csat 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
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