Armed Assault Wiki

This article lists the specifications for underbarrel grenade launcher rounds featured on certain weapon platforms in ArmA 3.

Overview[]

Arma3-mk20-03

Mk20 bullpup fitted with an EGLM.

Underbarrel grenade launchers are exclusively fitted onto the underbarrel rail of assault rifles in ArmA 3.

In stark contrast to ArmA 2's M203/GP-25 exclusive round system, UGLs now share from the same pool of grenade "magazines" irrespective of the launcher's design. There is no differentiation between a GLM mounted on a SPAR-16 rifle or an EGLM fitted onto the Katiba bullpup. All UGLs can load and fire the exact same types of grenades.

ArmA 3 is also the first game in the series to feature adjustable launcher sights. The sight's zeroing can be manually adjusted starting at a distance of 50 metres up to a maximum of 400 metres. Adjustments are usually made with increments/decrements of 25 or 50 metres depending on the UGL's current zeroing.

List of weapons with UGLs attached[]

The following weapon platforms all feature at least one or more sub-variants fitted with a UGL:

Of the eight platforms, the UGLs mounted on the MX, Katiba, Mk20 and TRG-21 all feature red dot quadrant sights for optics. Only the SPAR-16, CAR-95, Promet and AK-12 utilise conventional leaf/notched sights for aiming.

Grenade types[]

Parameter HE Flare
(Signalling)
Flare
(Illumination)
Smoke
Base damage value 80[CfgAm 1] 5[CfgAm 2][note 1] 5[CfgAm 3][note 1] 0[CfgAm 4][note 2]
Splash damage value 10[CfgAm 5] 2[CfgAm 6][note 1] 2[CfgAm 7][note 1] 0[CfgAm 8][note 2]
Warhead type High-Explosive Flare Flare Smoke
Blast radius (metres) 6[CfgAm 9] 0.2[CfgAm 10] 0.2[CfgAm 11] 0.2[CfgAm 12]
Muzzle velocity (m/s) 80[CfgMa 1] 80[CfgMa 2] 80[CfgMa 3] 80[CfgMa 4]
Duration (seconds) Detonates on impact[note 3] 25[CfgAm 13] 45[CfgAm 14] 60[CfgAm 15]
Deflection angle (degrees) [CfgAm 16] 30°[CfgAm 17] 30°[CfgAm 18] 30°[CfgAm 19]
  • High-Explosive (HE): Inflicts High-Explosive-type damage to all targets caught in the blast radius.[CfgAm 20] Has a blast radius of 6 metres.[CfgAm 9]
  • Flare (Signalling): Signalling/marking round. Burns for up to 25 seconds until the flare expires.[CfgAm 13]
  • Flare (Illumination): Illumination round. Burns for up to 45 seconds until the flare expires.[CfgAm 14]
  • Smoke: Concealment/marking round. The grenade will ignite 2 seconds after being launched.[CfgAm 21] It takes approximately 10-15 seconds for a cloud to fully form. The grenade will continue to emit smoke for up to 60 seconds before it expires.[CfgAm 15]

All single-shot grenade types share the same weight of 4 "mass" units.[CfgMa 5][CfgMa 6][CfgMa 7][CfgMa 8] Only the unique 3-round grenade stack magazines have a weight of 12 "mass" units.[CfgMa 9][CfgMa 10][CfgMa 11][CfgMa 12] These 3-round magazines are exclusive to the MX's 3GL and cannot be loaded into other 40 mm UGLs.

HE grenades have a minimum fuse range of 15 metres.[CfgAm 22] The grenades will not detonate even if they come into contact with a hard surface unless the grenade flies beyond this distance.

Flares and smoke shells are available in a variety of colour and visibility spectrums:

There are no performance differences between the colours. Both smoke and flares do not have a minimum fuse range.


UGL_40x36 3UGL_40x36 UGL_40x36 3UGL_40x36
Weapon name
(Classname)
40 mm HE Grenade Round
Flare Round (White)
Flare Round (Green)
Flare Round (Red)
Flare Round (Yellow)
Flare Round (IR)
Smoke Round (White)
Smoke Round (Red)
Smoke Round (Green)
Smoke Round (Yellow)
Smoke Round (Purple)
Smoke Round (Blue)
Smoke Round (Orange)
40 mm 3Rnd HE Grenade
3Rnd 3GL Flares (White)
3Rnd 3GL Flares (Green)
3Rnd 3GL Flares (Red)
3Rnd 3GL Flares (Yellow)
3Rnd 3GL Flares (IR)
3Rnd 3GL Smoke Rounds (White)
3Rnd 3GL Smoke Rounds (Red)
3Rnd 3GL Smoke Rounds (Green)
3Rnd 3GL Smoke Rounds (Yellow)
3Rnd 3GL Smoke Rounds (Purple)
3Rnd 3GL Smoke Rounds (Blue)
3Rnd 3GL Smoke Rounds (Orange)
Illumination Round (White)
Illumination Round (Green)
Illumination Round (Red)
Illumination Round (Yellow)
3Rnd 3GL Illumination Rounds (White)
3Rnd 3GL Illumination Rounds (Green)
3Rnd 3GL Illumination Rounds (Red)
3Rnd 3GL Illumination Rounds (Yellow)
GP-25
(EGLM)
GL 15A
(EGLM)
EGLM
(EGLM)
UGP-40
(UGL)
3GL
(GL_3GL_F)
GLM
(EGLM)


Trivia[]

  • Arma3-equipment-underbarrelgrenadelauncher-00

    Close-up view of the GL 15A (left) and GP-25 (right) tubes; note the flat conical shape of both the 35 mm DFS and 40 mm VOG grenades in contrast to the spherical head on NATO-standard grenade rounds.

    No matter their country of origin, all UGLs in ArmA 3 can ubiquitously load and fire the same 40 mm grenade rounds despite the fact that several of the launchers would clearly be incompatible.
    • Though this is acceptable in the case of the 3GL, EGLM, UGP-40 and GLM launchers due to their real-world counterparts being designed with the 40×46 mm SR round in mind, it makes little sense for UGLs of Eastern origins to support being loaded with them. The real Chinese-made GL 15A ("Type 10") is designed to launch 35 mm DFS grenades which ARE NOT compatible in the slightest with the other NATO-standard UGLs.[1][2] Likewise, the Russian GP-25 loads caseless VOG-25 rounds which would also not be able to fit inside Western-made UGLs.[3]
    • To further compound the logic issues surrounding ArmA 3's penchant for ubiquitous grenade rounds, both the GL 15A/GP-25 are clearly modelled with non-NATO grenades loaded inside their tubes.
  • When ArmA 3 was initially released, UGLs did not feature unique reload animations for each launcher and simply reused the same generic reloading animation.
    • Actual animations were finally added following the release of Game Update 1.54 as part of the free Nexus Update.[4] However, some weapons like the MX 3GL still lack properly animated parts (the 3GL is reloaded as if it were a GP-25; in reality it is breech-loaded and not muzzle-loaded).[5]
  • Illumination rounds did not originally exist at ArmA 3's launch. They were only made available as launchable munitions in Game Update 2.20.[6]

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> G_40mm_HE >> hit
  2. CfgAmmo >> F_40mm_White >> hit
  3. CfgAmmo >> F_40mm_White_Illumination >> hit
  4. CfgAmmo >> G_40mm_Smoke >> hit
  5. CfgAmmo >> G_40mm_HE >> indirectHit
  6. CfgAmmo >> F_40mm_White >> indirectHit
  7. CfgAmmo >> F_40mm_White_Illumination >> indirectHit
  8. CfgAmmo >> G_40mm_Smoke >> indirectHit
  9. 9.0 9.1 CfgAmmo >> G_40mm_HE >> indirectHitRange
  10. CfgAmmo >> F_40mm_White >> indirectHitRange
  11. CfgAmmo >> F_40mm_White_Illumination >> indirectHitRange
  12. CfgAmmo >> G_40mm_Smoke >> indirectHitRange
  13. 13.0 13.1 CfgAmmo >> F_40mm_White >> timeToLive
  14. 14.0 14.1 CfgAmmo >> F_40mm_White_Illumination >> timeToLive
  15. 15.0 15.1 CfgAmmo >> G_40mm_Smoke >> timeToLive
  16. CfgAmmo >> G_40mm_HE >> deflecting
  17. CfgAmmo >> F_40mm_White >> deflecting
  18. CfgAmmo >> F_40mm_White_Illumination >> deflecting
  19. CfgAmmo >> G_40mm_Smoke >> deflecting
  20. CfgAmmo >> G_40mm_HE >> warheadName
  21. CfgAmmo >> G_40mm_Smoke >> explosionTime
  22. CfgAmmo >> G_40mm_HE >> fuseDistance

CfgMagazines

  1. CfgMagazines >> 1Rnd_HE_Grenade_shell >> initSpeed
  2. CfgMagazines >> UGL_FlareWhite_F >> initSpeed
  3. CfgMagazines >> UGL_FlareWhite_Illumination_F >> initSpeed
  4. CfgMagazines >> 1Rnd_Smoke_Grenade_shell >> initSpeed
  5. CfgMagazines >> 1Rnd_HE_Grenade_shell >> mass
  6. CfgMagazines >> UGL_FlareWhite_F >> mass
  7. CfgMagazines >> UGL_FlareWhite_Illumination_F >> mass
  8. CfgMagazines >> 1Rnd_Smoke_Grenade_shell >> mass
  9. CfgMagazines >> 3Rnd_HE_Grenade_shell >> mass
  10. CfgMagazines >> 3Rnd_UGL_FlareWhite_F >> mass
  11. CfgMagazines >> 3rnd_UGL_FlareWhite_Illumination_F >> mass
  12. CfgMagazines >> 3Rnd_Smoke_Grenade_shell >> mass

Notes[]

  1. 1.0 1.1 1.2 1.3 Although a hit value is defined, flare shells technically do not have the ability to harm targets even if the flare strikes the target's head.
  2. 2.0 2.1 Smoke grenades are completely harmless and cannot injure humans even if the smoke shell directly impacts the target's head.
  3. Grenades that do not explode upon impact due to being under the minimum fuse range will disappear after 20 seconds.

References[]

  1. 武器看看 2020, 军事丨国产10式枪挂榴弹,堪称单兵小炮, 手机新浪网, viewed 16 May 2022, <http://web.archive.org/web/20210411162326/http://k.sina.com.cn/article_1853873203_6e7fdc3302000jxb9.html>. (archived link)
  2. Operational Environment Enterprise 2019, QLG-10 (Type 10) Chinese 35mm Under-Barrel Grenade Launcher, ODIN - OE Data Integration Network, viewed 20 August 2024, <https://odin.tradoc.army.mil/WEG/Asset/QLG-10_>.
  3. Sergey, Y 2015, Under-barrel grenade launchers GP-25 "Bonfire" and GP-30 "Obuvka", Военное обозрение, viewed 21 August 2019, <http://web.archive.org/web/20210123174407/https://en.topwar.ru/74129-podstvolnye-granatomety-gp-25-koster-i-gp-30-obuvka.html>. (archived link)
  4. van 't Land, J.J. 2015, SPOTREP #00049, Arma 3, viewed 6 September 2019‎, <https://dev.arma3.com/post/spotrep-00049>.
  5. Johnson, S 2009, 'MetalStorm 3GL Grenade Launcher: WOW!', The Firearm Blog, 2 October, viewed 16 November 2019‎, <https://www.thefirearmblog.com/blog/2009/10/02/metalstorm-3gl-grenade-launcher-wow/>.
  6. van 't Land, J.J. 2025, SPOTREP #00118, Arma 3, viewed 18 June 2025, <https://dev.arma3.com/post/spotrep-00118>.

See also[]

Equipment
Non-lethal BinocularsChemical DetectorChemlightCompassDetonatorEntrenching ToolFlaresFlashlightFuel ContainerGPSInfrared StrobeLandmine MarkerLaser DesignatorMine DetectorNight Vision GogglesParachuteRadioRangefinderRepair ToolResupply PackSmoke GrenadeSpectrum DeviceToolkitUAV TerminalWatch
Lethal ExplosivesHand GrenadesLandminesUnderbarrel grenade launcher (Cold War Assault, Armed Assault, ArmA 2, ArmA 3, Reforger)
Medical BandageFirst Aid KitMedikitMorphine InjectorSaline SolutionTourniquet