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« The Vermin SMG utilizes a downward pointed recoil force together with an inline design, moving barrel to line with the shooters shoulder and hand to reduce the amount of recoil as well as muzzle climb. This greatly enhances the weapon's accuracy.
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The Vermin .45 submachine gun.

The Vermin is a .45 submachine gun used exclusively by NATO forces in ArmA 3.

Overview[]

The Vermin is a personal defence weapon that uses a delayed blowback, closed bolt operation, and is chambered to fire the .45 ACP round.

It loads from 30-round box magazines, and can achieve an impressive fire rate of up to 1,200 rounds per minute[CfgWp 8][Formula 1] with a muzzle velocity of 280 m/s.[CfgWp 9] The Vermin can be fitted with optical sights on its top rail[CfgWp 10] and can also mount attachments onto its muzzle.[CfgWp 11] Although it does not have a side rail to attach laser pointers, it can fit a custom-designed flashlight in the notch located just above the end of the barrel.[CfgWp 12]

With the exception of the ADR-97, the Vermin is generally superior to all other submachine guns in close quarters due to its (relatively) greater damage output and to high rate of fire. However, this advantage somewhat falls off at distances of 200 metres and beyond - particularly against armoured targets and thin cover such as wooden walls.

Nonetheless, it retains the highest fire rate out of all SMGs and, being relatively compact, makes for an excellent weapon for both vehicle crews and when fighting in close quarters.

Ironsights[]

Arma3-vermin-ironsight-overview

The Vermin's ironsights can zeroed between two fixed ranges of either 100 metres or 200 metres.[CfgWp 13] However, neither the front nor rear sight are illuminated.

If an optical sight is attached onto the rail, the Vermin will only permit an absolute maximum zeroing of 400 metres even if the optic itself supports a higher limit (e.g. LRPS).[CfgWp 14]

Camouflage[]

  • Tan: Mix of tan and matte black-coloured lower/upper housing assembly and stock.


Reaction Forces Creator DLC only

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

  • Black: All-black lower/upper housing and stock colour scheme.


Ammunition[]

Ammo parameter .45 ACP (Ball/Red) .45 ACP (Ball/Green) .45 ACP (Ball/Yellow)
Base damage value 5[CfgAm 1] 5[CfgAm 2] 5[CfgAm 3]
Aerodynamic friction -0.0018[CfgAm 4] -0.0018[CfgAm 5] -0.0018[CfgAm 6]
Muzzle velocity (m/s) 280[CfgMa 2] 280[CfgMa 3] 280[CfgMa 4]
Expected velocity (m/s) 280[CfgAm 7][note 1] 280[CfgAm 8][note 1] 280[CfgAm 9][note 1]
Penetration depth (mm) 5.88[CfgAm 10][Formula 2] 5.88[CfgAm 11][Formula 2] 5.88[CfgAm 12][Formula 2]
Deflection angle (degrees) 25°[CfgAm 13] 25°[CfgAm 14] 25°[CfgAm 15]

The Vermin accepts two main types of magazine (one of which has two additional variants).[CfgWp 15] All magazines share the exact same weight of 10[CfgMa 5] "mass" units:

.45 ACP 30Rnd Vermin Mag[]

Arma3-ammunition-30rndvermin

30-round box magazine loaded with a mix of .45 ACP ball and tracer ammunition.[CfgMa 6]

The last four rounds of magazine will always emit visible red tracers.[CfgMa 7]

.45 ACP 30Rnd Vermin Tracers (Red) Mag[]

Arma3-ammunition-30rndvermin

Dedicated tracer magazine loaded with thirty rounds worth of visible red tracers.[CfgMa 8]

Besides its tracer-exclusive loadout[CfgMa 9], it is statistically identical to the mixed load 30-rounder magazines.

.45 ACP 30Rnd Vermin Tracers (Green) Mag[]

Arma3-ammunition-30rndvermin

Alternate tracer magazine loaded with green tracers rather than red.[CfgMa 10]

Aside from its usage of green tracers, it is statistically to the standard red tracer magazines.

.45 ACP 30Rnd Vermin Tracers (Yellow) Mag[]

Arma3-ammunition-30rndvermin

Alternate tracer magazine loaded with yellow tracers rather than red.[CfgMa 11]

Aside from its usage of yellow tracers, it is statistically to the standard red tracer magazines.

Trivia[]

  • The Vermin is based on its real-world counterpart: the "KRISS Vector" SMG designed by KRISS USA, Inc. (specifically the "Gen I" model).
  • During the Beta, the Vermin was originally referred to as the Vermin SBR when it was added after the release of Game Update 0.70.[1]
  • Prior to Game Update 1.76, it was one of the few in-game weapons that could utilise an integrated flashlight. The Vermin was later refactored so that it could accept its flashlight, designed specifically for mounting on it, as a standalone attachment instead.[2]
  • Arma3-vermin-02

    Vermin modified to accept a laser sight. Note how the attachment clips into the weapon's model due to the proxy's orientation.

    Despite a rail being visibly modelled onto the lower receiver, it is not actually possible to attach any side rail accessories like laser sights onto the Vermin (other than the Vermin's dedicated flashlight module).
    • Theoretically, it is possible to use a custom addon to "enable" the mounting of non-flashlight accessories. However, because the rail's proxy point is not properly orientated on the model, any attached accessories will simply clip into the lower receiver and barrel.
    • Without editing the proxy on the Vermin's model, any custom accessories will need to have their own orientation adjusted to match the rail's position so as to not clip into the weapon's model.

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> B_45ACP_Ball >> hit
  2. CfgAmmo >> B_45ACP_Ball_Green >> hit
  3. CfgAmmo >> B_45ACP_Ball_Yellow >> hit
  4. CfgAmmo >> B_45ACP_Ball >> airFriction
  5. CfgAmmo >> B_45ACP_Ball_Green >> airFriction
  6. CfgAmmo >> B_45ACP_Ball_Yellow >> airFriction
  7. CfgAmmo >> B_45ACP_Ball >> typicalSpeed
  8. CfgAmmo >> B_45ACP_Ball_Green >> typicalSpeed
  9. CfgAmmo >> B_45ACP_Ball_Yellow >> typicalSpeed
  10. CfgAmmo >> B_45ACP_Ball >> caliber
  11. CfgAmmo >> B_45ACP_Ball_Green >> caliber
  12. CfgAmmo >> B_45ACP_Ball_Yellow >> caliber
  13. CfgAmmo >> B_45ACP_Ball >> deflecting
  14. CfgAmmo >> B_45ACP_Ball_Green >> deflecting
  15. CfgAmmo >> B_45ACP_Ball_Yellow >> deflecting

CfgMagazines

  1. CfgMagazines >> 30Rnd_45ACP_Mag_SMG_01 >> count
  2. CfgMagazines >> 30Rnd_45ACP_Mag_SMG_01 >> initSpeed
  3. CfgMagazines >> 30Rnd_45ACP_Mag_SMG_01_Tracer_Green >> initSpeed
  4. CfgMagazines >> 30Rnd_45ACP_Mag_SMG_01_Tracer_Yellow >> initSpeed
  5. CfgMagazines >> 30Rnd_45ACP_Mag_SMG_01 >> mass
  6. CfgMagazines >> 30Rnd_45ACP_Mag_SMG_01 >> ammo >> "B_45ACP_Ball"
  7. CfgMagazines >> 30Rnd_45ACP_Mag_SMG_01 >> lastRoundsTracer
  8. CfgMagazines >> 30Rnd_45ACP_Mag_SMG_01_Tracer_Red >> ammo >> "B_45ACP_Ball"
  9. CfgMagazines >> 30Rnd_45ACP_Mag_SMG_01_Tracer_Red >> tracersEvery
  10. CfgMagazines >> 30Rnd_45ACP_Mag_SMG_01_Tracer_Green >> ammo >> "B_45ACP_Ball_Green"
  11. CfgMagazines >> 30Rnd_45ACP_Mag_SMG_01_Tracer_Yellow >> ammo >> "B_45ACP_Ball_Yellow"

CfgWeapons

  1. CfgWeapons >> SMG_01_F >> Single >> dispersion
  2. CfgWeapons >> SMG_01_F >> Burst >> dispersion
  3. CfgWeapons >> SMG_01_F >> FullAuto >> dispersion
  4. CfgWeapons >> SMG_01_F >> WeaponSlotsInfo >> mass
  5. CfgWeapons >> SMG_01_F >> recoil
  6. CfgWeapons >> SMG_01_F >> inertia
  7. CfgWeapons >> SMG_01_F >> dexterity
  8. CfgWeapons >> SMG_01_F >> FullAuto >> reloadTime
  9. CfgWeapons >> SMG_01_F >> initSpeed
  10. CfgWeapons >> SMG_01_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}
  11. CfgWeapons >> SMG_01_F >> WeaponSlotsInfo >> MuzzleSlot_45ACP >> compatibleItems >> {muzzle_snds_acp}
  12. CfgWeapons >> SMG_01_F >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems[] >> {"acc_flashlight_smg_01"}
  13. CfgWeapons >> SMG_01_F >> discreteDistance[] >> {100,200}
  14. CfgWeapons >> SMG_01_F >> maxZeroing
  15. CfgWeapons >> SMG_01_F >> magazines[] >> {"30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01_tracer_green","30Rnd_45ACP_Mag_SMG_01_Tracer_Red","30Rnd_45ACP_Mag_SMG_01_Tracer_Yellow"}

Formulae

  1. 60 / reloadTime = 60 / 0.05
  2. 2.0 2.1 2.2 initSpeed * caliber * 15 / 1000 = 280 * 1.4 * 15 / 1000

Notes[]

  1. 1.0 1.1 1.2 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. van 't Land, J.J. 2013, SPOTREP #00006, Arma 3, viewed 2 January 2023, <https://dev.arma3.com/post/spotrep-00006>.
  2. van 't Land, J.J. 2017, SPOTREP #00073, Arma 3, viewed 1 December 2017, <https://dev.arma3.com/post/spotrep-00073>.

External links[]

See also[]

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 DesignatorStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Karts DLC | Marksmen DLC | Apex DLC | Tanks DLC | Contact DLC
Arma3-factionicon-nato 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
Western Sahara
Arma3-factionicon-wsion ION Services - Armoury (Western Sahara)
Handguns P07 9 mm
Submachine guns ADR-97C TR 5.7 mmPDW2000 9 mmVermin .45
Shotguns AA40
Assault rifles XMS 5.56 mm (SG, GL)
Squad automatic weapons Mk200 6.5 mmXMS SW 5.56 mm
Designated marksman rifles Mk18 ABR 7.62 mm
(Parenthesis) denote variants.
Arma3-factionicon-wsuna UNA - Armoury (Western Sahara)
Handguns ACP-C2 .45
Submachine guns Vermin .45
Carbines Velko R5 5.56 mm (R5 GL)
Assault rifles Velko R4 5.56 mm
Squad automatic weapons Mk200 6.5 mm
Machineguns SA-77 Compact 7.62 mm
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