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This article lists the technical specifications for munitions fired by certain ground vehicle weapons in ArmA 3.
Overview[]
Munitions in ArmA 3 are divided into four main classifications:
- High-Explosive (HE)
- Anti-personnel rounds used for infantry targets and unarmoured/lightly-armoured ground vehicles. They are also quite effective at razing unreinforced military structures and civilian buildings. Due to lacking a kinetic penetrator, they are essentially useless against heavily-armoured vehicles like Main Battle Tanks (MBT).
- Armour Piercing (AP)
- Anti-vehicle rounds which rely on kinetic energy (KE) to pierce armour. Used exclusively for defeating vehicle armour and reinforced structures. They do not have any explosive filling and mainly intended to be used against heavily-armoured targets like MBTs.
- High-Explosive Anti-Tank (HEAT)
- Dual-purpose munition that combines the traits of both HE and AP rounds. Useful for bypassing ERA and slat cages or dealing damage to light/medium-armoured vehicles that would otherwise be overkill for AP munitions.
- Tandem High-Explosive Anti-Tank (T-HEAT)
- Multi-purpose munition with a tandem warhead that essentially combines the functionality of two HEAT shells, using an (initial) explosive charge that can also penetrate armour along with a dedicated (usually a purely kinetic) penetrator submunition.

FV-720 Mora protected by slat cages. Addon armour modules like these can protect exposed components such as its tracks from being disabled by HE-type munitions.
Addon armour modules like slat cages can neutralise HE shells, though they will eventually be destroyed after successive hits and will no longer protect the vehicle from further strikes.
Explosive Reactive Armour (ERA) can also defeat incoming HEAT-based projectiles, though subsequent shots to the same part of the vehicle can bypass the (detonated) ERA block/panel.
AP and HEAT rounds (penetrator submunitions included) can be deflected depending on the shape of the target's armour and impact angle/direction of the munition. However, it should be noted that HEAT munitions do not always have a penetrator submunition. Some munition types are still classified as "HEAT" and can be used against vehicle armour, though they are naturally inferior (in capability) to dedicated tandem HEAT rounds with actual kinetic submunitions.
Weapon systems (alphabetical)[]
PLEASE NOTE:
- Penetration depth (millimetres) is calculated based on the following mathematical formula:[1]
v * c * 15 / 1000
- V (velocity) is the value of the ammunition's initial muzzle velocity[2]
- C (caliber) refers to the multiplier used to calculate the projectile's penetration capability[1]
- 15 stands in for the engine's interpretation of Rolled Homogeneous Armour (RHA) steel[1][3][4] but NOT the actual thickness as each vehicle has its own defined amount of RHA[5][6]
- High penetration depth DOES NOT equate to a munition dealing more "damage". It is entirely possible for a round to penetrate a vehicle's armour but deal little damage to the vehicle itself (unless a vital component like the engine is struck)[7]
- In order for a munition to inflict full damage on the target, it must retain a terminal velocity that either matches or is above its expected velocity value; the lower the velocity, the less total damage it will cause[2][8]
- Certain munitions may appear to have higher base damage values for instance, but will actually deal less damage due to having high air friction (which increases the rate at which they lose their energy)[9], a low muzzle velocity, and high expected velocities
- Bear in mind that even with a high initial velocity, most munitions will not be capable of retaining enough energy at extreme distances (>4,000 metres) and will subsequently suffer from a reduced terminal velocity, weakening or outright nullifying their ability to penetrate vehicle armour[7]
- Munitions suffixed with "-T" (Tracer) indicates that the munition has visible tracers and will display a trail effect even without night vision; usually coloured in either white, red, green or yellow
Cannon 20 mm[]
The Cannon 20 mm can load and fire both anti-personnel and anti-vehicle shells:
Shell type | Base damage value | Splash damage value | Aerodynamic friction | Muzzle velocity (m/s) | Expected velocity (m/s) | Penetration depth (mm) |
---|---|---|---|---|---|---|
HE | 60[CfgAmmo 1] | 6[CfgAmmo 2] | -0.00078[CfgAmmo 3] | 1,044[CfgMagazines 1] | 1,030[CfgAmmo 4] | 53.244 [CfgAmmo 5][Formula 1][note 1] |
AP | 60[CfgAmmo 6] | 8[CfgAmmo 7] | -0.00042[CfgAmmo 8] | 1,100[CfgMagazines 2] | 1,120[CfgAmmo 9] | 56.1 [CfgAmmo 10][Formula 2] |

From top-to-bottom:[SCR 1]
HE: Sections of the target's armour that can nullify HE-type damage block the Cannon 20 mm's HE shells from penetrating, but non-protected sections of the vehicle are pierced successfully.
AP: The AP shell penetrates the rear of the target's troop compartment, successfully piercing through the hull until it loses most of its velocity and terminates at the frontal hull plate.
- HE
- Can load High-Explosive (HE) shells which have a muzzle velocity of 1,044 m/s[CfgMagazines 1], a blast radius of 1.6 metres[CfgAmmo 11], a deflection angle of 15°[CfgAmmo 12], and a penetration depth of ~ 53 millimetres against armour types that do not nullify HE-type munitions[CfgAmmo 5][Formula 1][note 1]
- AP
- Can load Armour Piercing (AP) shells which have a muzzle velocity of 1,100 m/s[CfgMagazines 2], a spill radius of 0.2 metres[CfgAmmo 13], a deflection angle of 15°[CfgAmmo 14], and a penetration depth of ~ 56 millimetres[CfgAmmo 10][Formula 2]
Available on:
- AWC Nyx (Autocannon variant only)
Cannon 40 mm[]
The Cannon 40 mm is able to load and fire anti-vehicle shells that also possess anti-personnel capabilities:
Shell type | Base damage value | Splash damage value | Aerodynamic friction | Muzzle velocity (m/s) | Expected velocity (m/s) | Penetration depth (mm) |
---|---|---|---|---|---|---|
GPR | 70[CfgAmmo 15] | 8[CfgAmmo 16] | -0.0006[CfgAmmo 17] | 1,035[CfgMagazines 3] | 960[CfgAmmo 18] | N/A [CfgAmmo 19][note 2] |
APFSDS | 150[CfgAmmo 20] | 8[CfgAmmo 21] | -0.00012[CfgAmmo 22] | 1,600[CfgMagazines 4] | 1,140[CfgAmmo 23] | 192 [CfgAmmo 24][Formula 3] |

From top-to-bottom:[SCR 1]
GPR: Even after multiple direct hits to the target's rear, GPR shells are unable to penetrate.
APFSDS: The AP shell penetrates the MBT's rear, penetrating its engine, is deflected once it hits the centre of the hull, and overpenetrates through the entirety of the lower hull.
- AP
- Can load General Purpose (GPR) shells which have a muzzle velocity of 1,035 m/s[CfgMagazines 3], a blast radius of 4 metres[CfgAmmo 25], and a deflection angle of 10°[CfgAmmo 26][note 2]
- Can load Armour-Piercing Fin-Stabilised Discarding Sabot (APFSDS) shells which have a muzzle velocity of 1,600 m/s[CfgMagazines 4], a spill radius of 0.2 metres[CfgAmmo 27], a deflection angle of 15°[CfgAmmo 28], and a penetration depth of 192 millimetres[CfgAmmo 24][Formula 3]
It should be noted that GPR shells are classified as AP-type munitions even though they functionally (and statistically) deal damage like as if they were a HE munition.[CfgAmmo 29]
Available on:
- AMV-7 Marshall
- V-44X Blackfish (Armed variant only, right gunner position)
Cannon 105 mm[]
The Cannon 105 mm can load and fire anti-personnel artillery shells with anti-vehicle capabilities:
Shell type | Base damage value | Splash damage value | Aerodynamic friction | Muzzle velocity (m/s) | Expected velocity (m/s) | Penetration depth (mm) |
---|---|---|---|---|---|---|
HEAT-MP (Primary) | 95[CfgAmmo 30] | 26[CfgAmmo 31] | -0.000308[CfgAmmo 32] | 1,330[CfgMagazines 5] | 900[CfgAmmo 33] | N/A [CfgAmmo 34][note 3] |
HEAT-MP (Secondary) | 450[CfgAmmo 35] | 0[CfgAmmo 36] | -0.28[CfgAmmo 37] | 1,000[CfgAmmo 38] | 1,000[CfgAmmo 39] | 430.0005 [CfgAmmo 40][Formula 4] |

From top-to-bottom:[SCR 1]
The primary T-HEAT component of the HEAT-MP shell explodes upon contact and fails to penetrate. However, the secondary HEAT submunition pierces through the roof of the target's turret and continues to penetrate through the tank until it loses enough velocity and terminates at the rear armour plates.
- Tandem HEAT
- Can load High-Explosive Anti-Tank Multi-Purpose (HEAT-MP) shells which have a muzzle velocity of 1,330 m/s[CfgMagazines 5], a blast radius of 4.2 metres[CfgAmmo 41], and a deflection angle of 4°[CfgAmmo 42][note 3]
- HEAT
- The secondary component of the HEAT-MP shell has a deflection angle of 0°[CfgAmmo 43], a launch velocity of 1,000 m/s[CfgAmmo 38], and a penetration depth of ~ 430 millimetres[CfgAmmo 40][Formula 4]
It should be noted that only the primary component of the HEAT-MP shell is classified as T-HEAT.[CfgAmmo 44] The secondary submunition is not T-HEAT and is exclusively classified as HEAT.[CfgAmmo 45]
Available on:
- V-44X Blackfish (Armed variant only, left gunner position)
Cannon 120 mm[]
There are two versions of the Cannon 120 mm. One is used primarily by NATO AFVs while the other is exclusive to the AAF's AFVs:
NATO: Ballistic[]
The NATO-standard Cannon 120 mm can load and fire conventional anti-personnel/anti-vehicle shells:
Shell type | Base damage value | Splash damage value | Aerodynamic friction | Muzzle velocity (m/s) | Expected velocity (m/s) | Penetration depth (mm) |
---|---|---|---|---|---|---|
APFSDS | 500[CfgAmmo 46] | 15[CfgAmmo 47] | -0.0000396[CfgAmmo 48] | 1,670[CfgMagazines 6] | 1,550[CfgAmmo 49] | 883.48344 [CfgAmmo 50][Formula 5] |
HE | 250[CfgAmmo 51] | 60[CfgAmmo 52] | -0.000275[CfgAmmo 53] | 1,410[CfgMagazines 7] | 1,400[CfgAmmo 54] | N/A [CfgAmmo 55][note 4] |
HEAT-MP (Primary) | 95[CfgAmmo 56] | 30[CfgAmmo 57] | -0.000275[CfgAmmo 58] | 1,330[CfgMagazines 8] | 1,400[CfgAmmo 59] | N/A [CfgAmmo 60][note 5] |
HEAT-MP (Secondary) | 510[CfgAmmo 61] | 0[CfgAmmo 62] | -0.28[CfgAmmo 63] | 1,000[CfgAmmo 64] | 1,000[CfgAmmo 65] | 600 [CfgAmmo 66][Formula 6] |

From top-to-bottom:[SCR 1]
APFSDS: Penetrates the target MBT's frontal armour. The shell continues to inflicts spill damage at each impact point within the hull and eventually overpenetrates.
HEAT-MP: The primary component of the shell explodes upon impact and does not penetrate the IFV's frontal armour, but the secondary kinetic submunition is able to pierce the hull and stops once it strikes the engine.
HE: Two HE shells are fired at the target MRAP but both do not penetrate and simply explode upon impact.
- AP
- Can load Armour-Piercing Fin-Stabilised Discarding Sabot (APFSDS) shells which have a muzzle velocity of 1,670 m/s[CfgMagazines 6], a spill radius of 0.5 metres[CfgAmmo 67], a deflection angle of 15°[CfgAmmo 68], and a penetration depth of ~ 883 millimetres[CfgAmmo 50][Formula 5]
- HE
- Can load High-Explosive (HE) shells which have a muzzle velocity of 1,410 m/s[CfgMagazines 7], a blast radius of 6 metres[CfgAmmo 69] and a deflection angle of 4°[CfgAmmo 70][note 4]
- Can load High-Explosive Anti-Tank Multi-Purpose (HEAT-MP) shells which have a muzzle velocity of 1,330 m/s[CfgMagazines 8], a blast radius of 3.5 metres[CfgAmmo 71] and a deflection angle of 4°[CfgAmmo 72][note 5]
- HEAT
- The secondary component of the HEAT-MP shell has a deflection angle of 0°[CfgAmmo 73], a launch velocity of 1,000 m/s[CfgAmmo 38], and a penetration depth of 600 millimetres[CfgAmmo 66][Formula 6]
It should be noted that only the primary component of the HEAT-MP shell is classified as HE.[CfgAmmo 74] The secondary submunition is not HE and is exclusively classified as HEAT.[CfgAmmo 75]
Available on:
NATO: Missile[]
The NATO-standard Cannon 120 mm has the ability to load and fire gun-launched missiles:
Parameter | MARUK (Primary warhead) | MARUK (Submunition) |
---|---|---|
Base damage value | 150[CfgAmmo 76] | 630[CfgAmmo 77] |
Splash damage value | 15[CfgAmmo 78] | 0[CfgAmmo 79] |
Warhead type | Tandem High-Explosive Anti-Tank [CfgAmmo 80] |
Tandem High-Explosive Anti-Tank [CfgAmmo 81] |
Blast radius (metres) | 4.5[CfgAmmo 82] | 0[CfgAmmo 83] |
Launch velocity (m/s) | 120[CfgMagazines 9] | 1,000[CfgAmmo 84] |
Maximum speed (m/s) | 280[CfgAmmo 85] | 0[CfgAmmo 86] |
Penetration depth (mm) | N/A[CfgAmmo 87][CfgAmmo 88][note 6] | 799.9995[CfgAmmo 89][Formula 7] |
Deflection angle (degrees) | 0°[CfgAmmo 90] | 0°[CfgAmmo 91] |

From left-to-right:[SCR 1]
The missile makes contact with the target IFV and its primary warhead explodes upon impact (left). The secondary submunition then splits off from the primary warhead and continues to penetrate through the hull (centre) until it loses enough velocity and terminates at the rear of the vehicle (right).
- Tandem HEAT
- Can load MARUK laser-guided ATGMs that are fired with a launch velocity of 120 m/s[CfgMagazines 9], which then take a further 6 seconds of flight time[CfgAmmo 92] for their motors to attain a maximum speed of 280 m/s[CfgAmmo 85] and have a blast radius of 4.5 metres upon impact[CfgAmmo 82]
- The MARUK LG ATGM's secondary submunition has a deflection angle of 0°[CfgAmmo 91], a launch velocity of 1,000 m/s[CfgAmmo 84], and a penetration depth of ~ 799 millimetres[CfgAmmo 89][Formula 7]
It should be noted that in terms of damage interactions against various armour types, both the primary warhead and secondary submunition of the MARUK missile are classified as T-HEAT.[CfgAmmo 80][CfgAmmo 81]
Available on:
AAF[]
The AAF's version of the Cannon 120 mm can load and fire a mix of anti-personnel as well as anti-vehicle shells:[note 7]
Available on:
Cannon 125 mm[]
Two variants of the Cannon 125 mm are available (both are exclusively utilised by CSAT AFVs):
Standard[]
The standard-issue version of the Cannon 125 mm is able to load and fire a mix of anti-personnel and anti-vehicle shells:
Available on:
Advanced[]
The "advanced" version of the Cannon 125 mm has access to the same variety of anti-personnel/anti-vehicle munitions:
Available on:
CTWS Cannon 30 mm[]
The CTWS Cannon 30 mm is capable of loading both anti-personnel and anti-vehicle munitions:
Shell type | Base damage value | Splash damage value | Aerodynamic friction | Muzzle velocity (m/s) | Expected velocity (m/s) | Penetration depth (mm) |
---|---|---|---|---|---|---|
APFSDS | 120[CfgAmmo 93] | 8[CfgAmmo 94] | -0.0001[CfgAmmo 95] | 1,430[CfgMagazines 10] | 1,320[CfgAmmo 96] | 128.7 [CfgAmmo 97][Formula 8] |
MP | 90[CfgAmmo 98] | 4[CfgAmmo 99] | -0.00036[CfgAmmo 100] | 1,070[CfgMagazines 11] | 1,070[CfgAmmo 101] | 70.62 [CfgAmmo 102][Formula 9][note 8] |
- AP
- Can load Armour-Piercing Fin-Stabilised Discarding Sabot (APFSDS) shells which have a muzzle velocity of 1,430 m/s[CfgMagazines 10], a spill radius of 0.2 metres[CfgAmmo 103], a deflection angle of 15°[CfgAmmo 104], and a penetration depth of ~ 128 millimetres[CfgAmmo 97][Formula 8]
- HEAT
- Can load Multi-Purpose (MP) shells which have a muzzle velocity of 1,070 m/s[CfgMagazines 11], a blast radius of 2 metres[CfgAmmo 105], a deflection angle of 10°[CfgAmmo 106], and a penetration depth of ~ 70 millimetres[CfgAmmo 102][Formula 9][note 8]
Available on:
- AFV-4 Gorgon
- BTR-K Kamysh
- FV-720 Mora
- FV-720 Odyniec
- T-140K Angara (Commander position turret weapon, HEAT munitions only)
Trivia[]
- Prior to the release of the Tanks DLC, tandem HEAT shells did not have an actual kinetic submunition and were essentially regular HE shells with minor penetration capabilities. The DLC's platform update would overhaul the damage system so that tandem HEAT munitions now properly function as expected.[10]
- The Cannon 105 mm was initially utilised as the M2A4 Slammer UP's main gun until the Tanks DLC was released, which exchanged it for a more contemporary 120 mm smoothbore cannon.[11] Subsequently, the Cannon 105 mm was deprecated for ground vehicles and only retained exclusively for the armed Blackfish VTOL (no other ground vehicle in the game currently uses it[12]).
- The original two "magazines"; both HE and APFSDS shells, still exist within the game's configuration entries but remain unused.[12] However, it is still possible to add these "magazines" to the Blackfish's Cannon 105 mm via scripting commands, whereupon they will function as they did on the Slammer UP pre-Tanks DLC.
- Originally, the FV-720 Mora's main autocannon was uniquely named as Cannon 30 mm instead (omitting the "CTWS" prefix). Although the weapon is technically still named as such[12], the name of its AP/HE "muzzles" have since been renamed to CTWS Cannon 30 mm.
- The information below details unused, pre-release or removed content.
- Unused "magazines" for gun-launched, 125 mm laser-guided ATGMs do exist within the game's config files.[12] They are not loaded on any Cannon 125 mm-equipped vehicles however, and can only be utilised if they are added to the vehicle's munitions pool via scripting commands.
CfgAmmo config references[]
|
CfgMagazines config references[]
- ↑ 1.0 1.1 CfgMagazines >> 60Rnd_20mm_HE_shells >> initSpeed
- ↑ 2.0 2.1 CfgMagazines >> 60Rnd_20mm_AP_shells >> initSpeed
- ↑ 3.0 3.1 CfgMagazines >> 60Rnd_40mm_GPR_Tracer_Red_shells >> initSpeed
- ↑ 4.0 4.1 CfgMagazines >> 40Rnd_40mm_APFSDS_Tracer_Red_shells >> initSpeed
- ↑ 5.0 5.1 CfgMagazines >> 100Rnd_105mm_HEAT_MP >> initSpeed
- ↑ 6.0 6.1 CfgMagazines >> 24Rnd_120mm_APFSDS_shells_Tracer_Red >> initSpeed
- ↑ 7.0 7.1 CfgMagazines >> 12Rnd_120mm_HE_shells_Tracer_Red >> initSpeed
- ↑ 8.0 8.1 CfgMagazines >> 12Rnd_120mm_HEAT_MP_T_Red >> initSpeed
- ↑ 9.0 9.1 CfgMagazines >> 4Rnd_120mm_LG_cannon_missiles >> initSpeed
- ↑ 10.0 10.1 CfgMagazines >> 60Rnd_30mm_APFSDS_shells >> initSpeed
- ↑ 11.0 11.1 CfgMagazines >> 140Rnd_30mm_MP_shells >> initSpeed
Scripts[]
Formulae[]
- ↑ 1.0 1.1 Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 1044 * 3.4 * 15 / 1000
- ↑ 2.0 2.1 Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 1100 * 3.4 * 15 / 1000
- ↑ 3.0 3.1 Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 1600 * 8 * 15 / 1000
- ↑ 4.0 4.1 Primary ammo's submunitionInitSpeed * Secondary ammo's caliber * 15 / 1000 = 1000 * 28.6667 * 15 / 1000
- ↑ 5.0 5.1 Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 1670 * 35.2688 * 15 / 1000
- ↑ 6.0 6.1 Primary ammo's submunitionInitSpeed * Secondary ammo's caliber * 15 / 1000 = 1000 * 40 * 15 / 1000
- ↑ 7.0 7.1 Primary ammo's submunitionInitSpeed * Secondary ammo's caliber * 15 / 1000 = 1000 * 53.3333 * 15 / 1000
- ↑ 8.0 8.1 Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 1430 * 6 * 15 / 1000
- ↑ 9.0 9.1 Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 1070 * 4.4 * 15 / 1000
Notes[]
- ↑ 1.0 1.1 Due to having an explosive coefficient of 0.4, the Cannon 20 mm's HE shells can still penetrate armour plating and deal 60% kinetic damage (40% damage will be explosive-based). However, due to its warheadName token being defined as "HE", it will still be treated as a HE-type munition for the purposes of damage interactions against armour plating.
- ↑ 2.0 2.1 The Cannon 40 mm's GPR shells have an explosive coefficient of 0.8, dealing 20% kinetic damage and 80% explosive damage. They technically do not pierce armour since the projectile explodes upon impact with the target, though penetrations can still occur if the GPR shell is deflected. Nonetheless, because the GPR's warheadName token is defined as "AP", it is still treated as an AP-type munition for the purposes of damage interactions versus armour plating even though the GPR shell behaves like a HE munition.
- ↑ 3.0 3.1 The primary component of the Cannon 105 mm's HEAT-MP shells have an explosive coefficient of 0.8, meaning that they inflict only 20% kinetic damage and 80% explosive damage and (usually) cannot pierce armour since the shell explodes upon impact. However, damage interactions versus armour types are still classified as T-HEAT due to the primary shell's warheadName token being defined as such.
- ↑ 4.0 4.1 The Cannon 120 mm's HE shells inflict 80% explosive damage and 20% kinetic damage due to having an explosive coefficient of 0.8. However, for the purposes of damage interactions versus armour plating, HE shells do not penetrate armour even though the shell has an explosive coefficient of 0.8 and a caliber value of 10 (the shell always explodes upon impact).
- ↑ 5.0 5.1 The primary component of the Cannon 120 mm's HEAT shell is purely explosive-based. It cannot pierce armour plating and inflicts HE-type damage due to its warheadName token being set to "HE".
- ↑ The primary warhead of the Cannon 120 mm's MARUK missiles has an explosive coefficient of 0.4, dealing 60% explosive-type damage and 40% kinetic damage. However, because the primary warhead detonates on impact, it will (usually) not be able to penetrate armour on its own (this limitation does not apply to the secondary submunition).
- ↑ By default, vehicles that have access to the AAF's variant of the Cannon 120 mm do not possess guided missiles as part of their loadout. However, this does not mean that they are unable to load and fire gun-launched missiles as it is possible to equip them with ATGMs via scripting commands.
- ↑ 8.0 8.1 The CTWS Cannon 30 mm's MP shells have an explosive coefficient of 0.6. The shells can penetrate armour depending on the angle of impact, deal 40% kinetic damage and 60% explosive damage. Because of its warheadName token being defined as "HEAT", damage interactions versus armour plating will be treated as HEAT-type damage rather than HE or AP.
References[]
- ↑ 1.0 1.1 1.2 Mořický, K, Španěl, O et al. 2007, CfgAmmo Config Reference, Bohemia Interactive Community Wiki, viewed 26 July 2024, <https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#caliber>.
- ↑ 2.0 2.1 Kužel, O, Reyhard et al. 2010, CfgMagazines Config Reference, Bohemia Interactive Community Wiki, viewed 26 July 2024, <https://community.bistudio.com/wiki/CfgMagazines_Config_Reference#initSpeed=900>.
- ↑ ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\data_f\penetration\armour.rvmat
- ↑ ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\data_f\penetration\armour.bisurf
- ↑ Foltyn, D, Reyhard et al. 2009, RVMAT basics, Bohemia Interactive Community Wiki, viewed 26 July 2024, <https://community.bistudio.com/wiki/RVMAT_basics#Physical_Properties>.
- ↑ Kolář, P et al. 2013, Tanks Config Guidelines – Arma 3, Bohemia Interactive Community Wiki, viewed 26 July 2024, <https://community.bistudio.com/wiki/Arma_3:_Tanks_Config_Guidelines#Armour_plates_setup>.
- ↑ 7.0 7.1 Vida, J et al. 2014, Damage Description – Arma 3, Bohemia Interactive Community Wiki, viewed 26 July 2024, <https://community.bistudio.com/wiki/Arma_3:_Damage_Description>.
- ↑ Mořický, K, Španěl, O et al. 2007, CfgAmmo Config Reference, Bohemia Interactive Community Wiki, viewed 27 July 2024, <https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#typicalSpeed>.
- ↑ Mořický, K, Španěl, O et al. 2007, CfgAmmo Config Reference, Bohemia Interactive Community Wiki, viewed 27 July 2024, <https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#airFriction>.
- ↑ Smiešková, K 2018, The armor simulations - the vehicles have been given passing protection in form of SLAT and ERA armor, while there are currently three types (SLAT, Light ERA and Heavy ERA), which should have some differences between ammunition (we also have 4 types of ammunition - AP, HE, HEAT and Tandem Heat). We're aware that current configuration is not yet ideal, but we'd appreciate your help in pointing out the issues., Bohemia Interactive Forums, viewed 3 March 2019, <https://forums.bohemia.net/forums/topic/214947-tanks-damage-improvements/>.
- ↑ Kovařič, V 2018, SPOTREP #00079, Arma 3, viewed 10 August 2019, <https://dev.arma3.com/post/spotrep-00079>.
- ↑ 12.0 12.1 12.2 12.3 Mořický, K et al. 2013, Arma 3: CfgWeapons Vehicle Weapons, Bohemia Interactive Community Wiki, viewed 13 April 2022, <https://community.bistudio.com/wiki/Arma_3:_CfgWeapons_Vehicle_Weapons>.
See also[]
- Dynamic loadouts (For aircraft ordnance)