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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.
Arma3-vehicleweapons-00

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]
Arma3-vehicleweapons-02

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.

Available on:


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]
Arma3-vehicleweapons-03

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.

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:


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]
Arma3-vehicleweapons-04

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.

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:


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]
Arma3-vehicleweapons-01

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.

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) [CfgAmmo 90] [CfgAmmo 91]
Arma3-vehicleweapons-05

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

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]

Available on:

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[]

  1. CfgAmmo >> B_20mm >> hit
  2. CfgAmmo >> B_20mm >> indirectHit
  3. CfgAmmo >> B_20mm >> airFriction
  4. CfgAmmo >> B_20mm >> typicalSpeed
  5. 5.0 5.1 CfgAmmo >> B_20mm >> caliber
  6. CfgAmmo >> B_20mm_AP >> hit
  7. CfgAmmo >> B_20mm_AP >> indirectHit
  8. CfgAmmo >> B_20mm_AP >> airFriction
  9. CfgAmmo >> B_20mm_AP >> typicalSpeed
  10. 10.0 10.1 CfgAmmo >> B_20mm_AP >> caliber
  11. CfgAmmo >> B_20mm >> indirectHitRange
  12. CfgAmmo >> B_20mm >> deflecting
  13. CfgAmmo >> B_20mm_AP >> indirectHitRange
  14. CfgAmmo >> B_20mm_AP >> deflecting
  15. CfgAmmo >> B_40mm_GPR_Tracer_Red >> hit
  16. CfgAmmo >> B_40mm_GPR_Tracer_Red >> indirectHit
  17. CfgAmmo >> B_40mm_GPR_Tracer_Red >> airFriction
  18. CfgAmmo >> B_40mm_GPR_Tracer_Red >> typicalSpeed
  19. CfgAmmo >> B_40mm_GPR_Tracer_Red >> caliber
  20. CfgAmmo >> B_40mm_APFSDS_Tracer_Red >> hit
  21. CfgAmmo >> B_40mm_APFSDS_Tracer_Red >> indirectHit
  22. CfgAmmo >> B_40mm_APFSDS_Tracer_Red >> airFriction
  23. CfgAmmo >> B_40mm_APFSDS_Tracer_Red >> typicalSpeed
  24. 24.0 24.1 CfgAmmo >> B_40mm_APFSDS_Tracer_Red >> caliber
  25. CfgAmmo >> B_40mm_GPR_Tracer_Red >> indirectHitRange
  26. CfgAmmo >> B_40mm_GPR_Tracer_Red >> deflecting
  27. CfgAmmo >> B_40mm_APFSDS_Tracer_Red >> indirectHitRange
  28. CfgAmmo >> B_40mm_APFSDS_Tracer_Red >> deflecting
  29. CfgAmmo >> B_40mm_GPR_Tracer_Red >> warheadName >> "AP"
  30. CfgAmmo >> Sh_105mm_HEAT_MP >> hit
  31. CfgAmmo >> Sh_105mm_HEAT_MP >> indirectHit
  32. CfgAmmo >> Sh_105mm_HEAT_MP >> airFriction
  33. CfgAmmo >> Sh_105mm_HEAT_MP >> typicalSpeed
  34. CfgAmmo >> Sh_105mm_HEAT_MP >> explosive >> "0.8"
  35. CfgAmmo >> ammo_Penetrator_105mm >> hit
  36. CfgAmmo >> ammo_Penetrator_105mm >> indirectHit
  37. CfgAmmo >> ammo_Penetrator_105mm >> airFriction
  38. 38.0 38.1 38.2 CfgAmmo >> Sh_105mm_HEAT_MP >> submunitionInitSpeed
  39. CfgAmmo >> ammo_Penetrator_105mm >> typicalSpeed
  40. 40.0 40.1 CfgAmmo >> ammo_Penetrator_105mm >> caliber
  41. CfgAmmo >> Sh_105mm_HEAT_MP >> indirectHitRange
  42. CfgAmmo >> Sh_105mm_HEAT_MP >> deflecting
  43. CfgAmmo >> Sh_105mm_HEAT_MP >> deflecting
  44. CfgAmmo >> Sh_105mm_HEAT_MP >> warheadName >> "TandemHEAT"
  45. CfgAmmo >> ammo_Penetrator_105mm >> warheadName >> "HEAT"
  46. CfgAmmo >> Sh_120mm_APFSDS_Tracer_Red >> hit
  47. CfgAmmo >> Sh_120mm_APFSDS_Tracer_Red >> indirectHit
  48. CfgAmmo >> Sh_120mm_APFSDS_Tracer_Red >> airFriction
  49. CfgAmmo >> Sh_120mm_APFSDS_Tracer_Red >> typicalSpeed
  50. 50.0 50.1 CfgAmmo >> Sh_120mm_APFSDS_Tracer_Red >> caliber
  51. CfgAmmo >> Sh_120mm_HE_Tracer_Red >> hit
  52. CfgAmmo >> Sh_120mm_HE_Tracer_Red >> indirectHit
  53. CfgAmmo >> Sh_120mm_HE_Tracer_Red >> airFriction
  54. CfgAmmo >> Sh_120mm_HE_Tracer_Red >> typicalSpeed
  55. CfgAmmo >> Sh_120mm_HE_Tracer_Red >> explosive
  56. CfgAmmo >> Sh_120mm_HEAT_MP_T_Red >> hit
  57. CfgAmmo >> Sh_120mm_HEAT_MP_T_Red >> indirectHit
  58. CfgAmmo >> Sh_120mm_HEAT_MP_T_Red >> airFriction
  59. CfgAmmo >> Sh_120mm_HEAT_MP_T_Red >> typicalSpeed
  60. CfgAmmo >> Sh_120mm_HEAT_MP_T_Red >> explosive >> "1"
  61. CfgAmmo >> ammo_Penetrator_120mm >> hit
  62. CfgAmmo >> ammo_Penetrator_120mm >> indirectHit
  63. CfgAmmo >> ammo_Penetrator_120mm >> airFriction
  64. CfgAmmo >> Sh_120mm_HE_Tracer_Red >> submunitionInitSpeed
  65. CfgAmmo >> ammo_Penetrator_120mm >> typicalSpeed
  66. 66.0 66.1 CfgAmmo >> ammo_Penetrator_120mm >> caliber
  67. CfgAmmo >> Sh_120mm_APFSDS_Tracer_Red >> indirectHitRange
  68. CfgAmmo >> Sh_120mm_APFSDS_Tracer_Red >> deflecting
  69. CfgAmmo >> Sh_120mm_HE_Tracer_Red >> indirectHitRange
  70. CfgAmmo >> Sh_120mm_HE_Tracer_Red >> deflecting
  71. CfgAmmo >> Sh_120mm_HE_Tracer_Red >> indirectHitRange
  72. CfgAmmo >> Sh_120mm_HE_Tracer_Red >> deflecting
  73. CfgAmmo >> ammo_Penetrator_120mm >> deflecting
  74. CfgAmmo >> Sh_120mm_APFSDS_Tracer_Red >> warheadName >> "HE"
  75. CfgAmmo >> ammo_Penetrator_120mm >> warheadName >> "HEAT"
  76. CfgAmmo >> M_120mm_cannon_ATGM_LG >> hit
  77. CfgAmmo >> ammo_Penetrator_120mm_missile >> hit
  78. CfgAmmo >> M_120mm_cannon_ATGM_LG >> indirectHit
  79. CfgAmmo >> ammo_Penetrator_120mm_missile >> indirectHit
  80. 80.0 80.1 CfgAmmo >> M_120mm_cannon_ATGM_LG >> warheadName >> "TandemHEAT"
  81. 81.0 81.1 CfgAmmo >> ammo_Penetrator_120mm_missile >> warheadName >> "TandemHEAT"
  82. 82.0 82.1 CfgAmmo >> M_120mm_cannon_ATGM_LG >> indirectHitRange
  83. CfgAmmo >> ammo_Penetrator_120mm_missile >> indirectHitRange
  84. 84.0 84.1 CfgAmmo >> M_120mm_cannon_ATGM_LG >> submunitionInitSpeed
  85. 85.0 85.1 CfgAmmo >> M_120mm_cannon_ATGM_LG >> maxSpeed
  86. CfgAmmo >> ammo_Penetrator_120mm_missile >> maxSpeed
  87. CfgAmmo >> M_120mm_cannon_ATGM_LG >> explosive >> "0.4"
  88. CfgAmmo >> M_120mm_cannon_ATGM_LG >> triggerOnImpact >> "1"
  89. 89.0 89.1 CfgAmmo >> ammo_Penetrator_120mm_missile >> caliber
  90. CfgAmmo >> M_120mm_cannon_ATGM_LG >> deflecting
  91. 91.0 91.1 CfgAmmo >> ammo_Penetrator_120mm_missile >> deflecting
  92. CfgAmmo >> M_120mm_cannon_ATGM_LG >> thrustTime
  93. CfgAmmo >> B_30mm_APFSDS >> hit
  94. CfgAmmo >> B_30mm_APFSDS >> indirectHit
  95. CfgAmmo >> B_30mm_APFSDS >> airFriction
  96. CfgAmmo >> B_30mm_APFSDS >> typicalSpeed
  97. 97.0 97.1 CfgAmmo >> B_30mm_APFSDS >> caliber
  98. CfgAmmo >> B_30mm_MP >> hit
  99. CfgAmmo >> B_30mm_MP >> indirectHit
  100. CfgAmmo >> B_30mm_MP >> airFriction
  101. CfgAmmo >> B_30mm_MP >> typicalSpeed
  102. 102.0 102.1 CfgAmmo >> B_30mm_MP >> caliber
  103. CfgAmmo >> B_30mm_APFSDS >> indirectHitRange
  104. CfgAmmo >> B_30mm_APFSDS >> deflecting
  105. CfgAmmo >> B_30mm_MP >> indirectHitRange
  106. CfgAmmo >> B_30mm_MP >> deflecting

CfgMagazines config references[]

  1. 1.0 1.1 CfgMagazines >> 60Rnd_20mm_HE_shells >> initSpeed
  2. 2.0 2.1 CfgMagazines >> 60Rnd_20mm_AP_shells >> initSpeed
  3. 3.0 3.1 CfgMagazines >> 60Rnd_40mm_GPR_Tracer_Red_shells >> initSpeed
  4. 4.0 4.1 CfgMagazines >> 40Rnd_40mm_APFSDS_Tracer_Red_shells >> initSpeed
  5. 5.0 5.1 CfgMagazines >> 100Rnd_105mm_HEAT_MP >> initSpeed
  6. 6.0 6.1 CfgMagazines >> 24Rnd_120mm_APFSDS_shells_Tracer_Red >> initSpeed
  7. 7.0 7.1 CfgMagazines >> 12Rnd_120mm_HE_shells_Tracer_Red >> initSpeed
  8. 8.0 8.1 CfgMagazines >> 12Rnd_120mm_HEAT_MP_T_Red >> initSpeed
  9. 9.0 9.1 CfgMagazines >> 4Rnd_120mm_LG_cannon_missiles >> initSpeed
  10. 10.0 10.1 CfgMagazines >> 60Rnd_30mm_APFSDS_shells >> initSpeed
  11. 11.0 11.1 CfgMagazines >> 140Rnd_30mm_MP_shells >> initSpeed

Scripts[]

  1. 1.0 1.1 1.2 1.3 1.4 diag_toggle "Shots";

Formulae[]

  1. 1.0 1.1 Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 1044 * 3.4 * 15 / 1000
  2. 2.0 2.1 Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 1100 * 3.4 * 15 / 1000
  3. 3.0 3.1 Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 1600 * 8 * 15 / 1000
  4. 4.0 4.1 Primary ammo's submunitionInitSpeed * Secondary ammo's caliber * 15 / 1000 = 1000 * 28.6667 * 15 / 1000
  5. 5.0 5.1 Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 1670 * 35.2688 * 15 / 1000
  6. 6.0 6.1 Primary ammo's submunitionInitSpeed * Secondary ammo's caliber * 15 / 1000 = 1000 * 40 * 15 / 1000
  7. 7.0 7.1 Primary ammo's submunitionInitSpeed * Secondary ammo's caliber * 15 / 1000 = 1000 * 53.3333 * 15 / 1000
  8. 8.0 8.1 Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 1430 * 6 * 15 / 1000
  9. 9.0 9.1 Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 1070 * 4.4 * 15 / 1000

Notes[]

  1. 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. 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. 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. 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. 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".
  6. 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).
  7. 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. 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. 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. 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>.
  3. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\data_f\penetration\armour.rvmat
  4. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\data_f\penetration\armour.bisurf
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  6. 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. 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>.
  8. 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>.
  9. 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>.
  10. 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/>.
  11. Kovařič, V 2018, SPOTREP #00079, Arma 3, viewed 10 August 2019‎, <https://dev.arma3.com/post/spotrep-00079>.
  12. 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[]