Arma 3
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Arma 3 Ultimate Guide-Weapons
Автор: jarrad96 [4SFG]
Ballistics and weaponry information for the layman.
This will give a general overview of weapons types and ammunition in Arma 3 unmodded. This is Part 1 of my Arma 3 Ultimate Guide, Part 2 will cover all the factions, role units, vehicle mechanics and terrains in the game, and Part 3 covers some advanced mechanics in more detail.

If you are brand new to Arma 3 I highly recommend the VR tutorials found under 'Learn' on the main menu, and then when you are confident in the basic controls and mechanics moving into the 'Bootcamp' mini-campaign for more combat experience before you jump into more complex modes/missions/MP.
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Introduction
Arma 3 has a wide variety of infantry weapons and ammo to pick from, and I'm going to be writing this guide to try to inform people and get over some common mis-conceptions I have come across from newer players of the game.

First of all-
There aren't really any terrible guns, they all have some situations where they are the best or most effective option.

I will not be covering the huge range of different modded weapons and ammo, some of that is covered in another of my guides and it would be extraneous clutter to add to this one.

Similarly I have moved the majority of the information about factions, lore and weapons to Part 2 of this guide, as this has hit the Steam Word limit for guides.
https://steamcommunity.com/sharedfiles/filedetails/?id=2252199557

Part 3 can be found here- https://steamcommunity.com/sharedfiles/filedetails/?id=2331751453

Assault Rifles and Carbines, Part 1
Generally Assault Rifles (slightly heavier and slightly more accurate/ less bullet velocity) or Carbines (slightly lighter, slightly less accurate/ less bullet velocity) are your general use weapons and are most effective at closer ranges, with within 100-350M or so is considered 'close range' in Arma.

5.56 NATO and 5.8 calibre Assault Rifles are lighter and handier compared to the larger 6.5 rifles but the rounds they fire (5.56 NATO Ball) are not very effective against anyone wearing Body Armor greater than about LvL1/ LvL 2.

This means that lighter armour like Tactical Vests are usually fine to shoot through but heavier plate or military standard armour can be trouble to get through.

If you find yourself fighting lesser-equipped factions such as the FIA or other rebel groups who do not have extensive access to body armor, this is usually a good choice because the ammo is much lighter to carry than 6.5 or 7.62 NATO, so you can have more rounds in your kit, and the weapons have rather low recoil and good control.

SPAR-16 (HK416A5, Used by CTRG)
The SPAR-16, coming in compact carbine, 14.5 inch standard carbine/ IAR and grenade launcher variants was added with the Apex expansion, and is based on the 5.56 HK416A5 rifle. It is comparable with many of the other 5.56 rifles, being a low recoil, accurate and reasonably powerful rifle, very effective against enemies without body armour, but against armoured enemies more powerful calibres, closer ranges or more precise accuracy, such as groin, face and exposed body parts, need to be hit to put targets down easily.

Capacity- 30 rounds, 5.56 NATO

TRG-21 (TAR-21, used by the FIA)
The TRG series, in compact carbine, standard and grenade launcher variants, is based on the Israeli TAR-21 rifles, and has a rather high rate of fire and short length/weight compared to some of the other 5.56 rifle offerings, making it rather effective in urban or close range combat, much more effective than most of the SMG's at the cost of heavier ammunition and louder firing retort, meaning enemies (including AI) can hear the firing sounds from further away.

Capacity- 30 rounds, 5.56 NATO

Mk20 (FN F-2000 TR, used by AAF and FIA soldiers)
The Mk20, or FN F2000 in real life, is used by both AAF and FIA soldiers. It is rather comparable to the TRG rifles, but with more variants, including camo options, available. The variant ingame is the FN F2000 TR, or Triple Rail, model rather than the older versions with in-built optics.

Capacity- 30 rounds, 5.56 NATO

CAR-95 (QBZ-95, used by Pacific CSAT)

The CAR-95 series and IAR's are Chinese assault rifles firing the unique 5.8 round. This gives it good accuracy but the power difference is rather insignificant, as most targets that are unarmoured die to 1-2 shots of either 5.56 or 5.8. In real life the rifle is the QBZ-95, which was adopted by the Chinese military. It is standard issue for African CSAT and Pacific CSAT forces.

Capacity- 30 rounds, 5.8
Assault Rifles and Carbines, Part 2
6.5 Grendel Caseless rifles are the NATO and CSAT standard rifle calibres, they have heavier ammo and weigh more than a 5.56 rifle, but they are more powerful against body armour and retain more of their stopping power/damage over a longer distance. 6.5 Grendel was designed as an intermediate round to provide more stopping power than regular 5.56 NATO but remain lighter than full 7.62 NATO ammunition, and it's popularity as a military round is mixed- it was recently adopted in Europe (Serbia) for use as a designated Marksman round, for example.

These rifles are a much better choice against enemies who are wearing body armour and are usually best within 100-450M. They fill the gap between the more powerful 7.62 NATO rifle and the lighter 5.56 rifles, and rifles in the 6MM range are currently being evaluated for adoption in the US military as 5.56 rifle replacements through the 'US Army’s Next Generation' programs.

7.62x39 AK calibre is kind of an interesting case, I've always explained to people with this analogy-
7.62x39 is (from a ballistics standpoint) a flying brick.
All of it's power is due to it's weight and it sacrifices longer range accuracy and velocity for simply having as much brute force behind it as possible.
A 7.62x39 round is NOT as powerful as a 7.62x51 NATO or the 7.62x54R rounds, as the smaller size and lack of power behind a x39 round was done in order to fit 30 of them in magazine.
This is also why Russian 7.62x39 rifles like the AK have 30 rounds instead of the NATO 7.62x51 rifles with 20 rounds- the NATO round decided to trade that additional capacity and lighter weight for having more accurate rounds for longer range.

MX 6.5 Rifle (XCR, used by NATO)
The MX 6.5 rifle was designed by gun manufacturer CMMG for Arma 3, and is heavily based on the Robinson XCR rifle and the Remington ACR. It sports a wide range of camo patterns and variants covering compact carbine, rifle, IAR/support weapon and Marksman rifle, making it a versatile weapon choice. It is unique in the game in that the MX Grenadier version mounts the Australian prototype Metal Storm 3GL grenade launcher, allowing it to fire 3 40MM grenades in rapid succession.

Capacity- 30 rounds, 6.5 Grendel

'Katiba' (KH2002 rifle, used by CSAT)
The 'Katiba' rifle is CSAT's primary assault rifle and is based on the Iranian KH2002 rifle. It has Carbine, rifle and grenadier variants, lacking a Marksman rifle variant like the MX, and has a high rate of fire. In real life the rifle has seen only very limited adoption among the Islamic Republic of Iran's Army due to cost and reliability problems.

Capacity- 30 rounds, 6.5 Grendel

Promet (MSBS B 'Grot', Used by LDF)
The Promet is a 6.5MM bullpup rifle used by the Livonian Defence Force, and is based on the 'B' bullpup variant of the Polish MSBS 'Grot' rifle adopted as their new standard issue rifle to replace the 5.56 NATO calibre 'Beryl' AK variant among the regular armed forces. The Promet line have the unique option of a carry handle sight with a built in optic and back-up iron sights or a flat-top receiver. The rifle comes with normal, Grenadier and Marksman variants but is unique among the Arma 3 weapons in that one of the variants used by Breacher LDF units sports an underbarrel shotgun, based on the Six-12 shotgun, which gives it devastating firepower at close range when firing buckshot, as well as the option to fire slugs for more range from the underbarrel.

Capacity- 30 rounds, 6.5 Grendel

Type 115 (Used by CSAT Viper SOF)
The Type 115 is the only purely fictional weapon in the game, and is loosely based on the Chinese QTS-11 OICW weapon concept, combining a 6.5 rifle with an underslung 50. Beowulf rifle. The OICW (American) and ZH-05 (Chinese) programs were both attempts to create a combination firearm that gives a regular rifleman access to heavier firepower with inbuilt accurate small-calibre grenade launchers, and the American program failed, leaving the XM8 rifle and the XM-25 grenade launcher to split into seperate programs, of which the XM-25 lasted longer but eventually failed after use in Afghanistan due to lacking ammunition, while the Chinese QTS-11 is still only in testing but seems more sucessful due to simpler operation. The 'Type 115' ingame mounts an underslung 50. Beowulf rifle rather than a grenade launcher, making it more suitable for jungle combat, and 50. Beowulf itself is a compact, shortened 50 calibre round designed for use against light vehicles, which gives the CSAT Viper Teams light-anti-vehicle firepower.

Capacity- 30 rounds, 6.5 Grendel

AKM (AKM, Used by Syndikate. FIA)
The classic AK47 pattern rifles, in this iteration as the AKM, is one of the most iconic and widespread rifles in the world. It fires the heavier intermediate 7.62x39 round, packing more punch than the NATO 5.56 but being less accurate, more prone to ballistic drop and having heavier ammunition loads. It cannot mount attachments and has iron sights only. It is mostly used by Syndikate forces with small FIA usage.

Capacity- 30 rounds, 7.62x39

AK-12 (AK-12, 2013 prototype model) used by Various

The AK-12 (prototype model, the current equivalent to this rifle in role has been re-named the AK-15 due to it's calibre, and looks different) is a more modernised variant of AK pattern rifle, sporting the same x39 calibre but being railed, and coming in more variants and with attachment support. Variants include the base AK-12, the AKU-12, a compact carbine equivalent to the AKS-74-U in role but not in calibre, and the grenade launcher variant.

The AK's shine in close range fighting, such as inside cities or jungle areas, where the disadvantage they have in range and drop is more than made up for with the advantage the reduced recoil and ten extra rounds makes in CQC over 7.62 NATO rifles while retaining higher power than 5.56 NATO or 5.45 rifles and carbines. It is used by both Syndikate forces and Russian Spetznaz SOF.

Capacity- 30 rounds, 7.62x39

AKS-74-U Carbine (AKS-74-U, used by Syndikate)
The AKS-74-U Carbine is firing a different round, 5.45, which is rather similar to 5.56 in general terms. It lacks the power of it's 7.62x39 AK cousins but makes up for it with greater control, particularly when firing on full auto, and lighter weight, both lighter weapon itself and ammunition weight, as well as reasonable accuracy despite being iron sights only.

Capacity- 30 rounds, 5.45 Soviet
Marksman Rifles/ DMR's
Marksman and DMR's are a relatively recent concept, being accurate and more powerful rifles intergrated into units at the squad levels.

These are for when you want to be able to reach out and hit people at much greater ranges such as between 500-900M.

Many of these rifles have small magazine sizes, usually between 10 and 20 rounds, due to the size of the larger rounds.
They are useful for picking off soldiers at a distance but are not the best choice in close range fighting, unless you are shooting through thin walls to kill enemies. Usually they have very high recoil in full-auto, if they even have that option.

7.62 NATO can penetrate armor better than all the above rounds and retains alot of damage over distance, but eventually the round will drop to low velocity and deal little damage.

Examples of DMR's, with real name and faction in brackets.

Mk18 ABR (M14 EBR, used by NATO, CTRG and AAF)
The Mk18 ABR is based on modernised M14's equipped with the M14 EBR chassis kit, and it supports 10 or 20 round magazines, packing more powerful and accurate 7.62 NATO rounds compared to 6.5 or 5.56 assault rifles at the cost of higher weight and heavier/bulkier magazines. It is used by a range of forces, and has both semi and full auto options.

Capacity- 20 rounds, 7.62x51 NATO

'Rahim' (VS-121 SVU Bullpup, used by CSAT)

The Rahim is based on the Russian VS-121 bullpup conversion of the SVD, and it carries a smaller 10 round 7.62x54mm Russian magazine compared to many of the rifle calibre marksman rifles, but is also one of the lightest marksman rifles. It is used by CSAT forces.

Capacity- 10 rounds, 7.62x54 Soviet

CMR-76 (QBU-88, Used by CSAT Pacific)
The CMR-76 ingame is based on the Chinese QBU-88 marksman rifle, but rechambered to 6.5, with it's greater accuracy and inbuilt bipod and a 20 round magazine compared to other 6.5 assault rifles.

Capacity- 20 rounds, 6.5 Grendel

SPAR-17 (HK417A5 20' Inch, used by CTRG)
The SPAR-17 is based on the HK417 7.62 variant of the HK416, and is used by CRTG special forces and sports a long 20 Inch barrel and a 20 round magazine.

Capacity- 20 rounds, 7.62x51 NATO

Mk14 (older M14 rifle, used by FIA, Bandits)

The Mk14 is the older wooden variant of the Mk18, being lighter but not fully railed, lacking side attachment points. It still retains the semi or fully automatic firing modes, but the Contact expansion added a new full wooden civilian hunting model that is semi-automatic only, and all the Mk14 variants can use 10 or 20 round 7.62 NATO magazines. It is used by FIA, Bandit and Civilian forces.

Capacity- 20 rounds, 7.62x51 NATO

Mk1 EMR (SIG 716 DMR, limited use in NATO)

The Mk1 DMR is based on a modified SIG 5.56 DMR upchambered to fire 7.62 NATO, making it more useful in the Marksman role. This is one of the handier DMR rifles, and along with the SPAR-17 is viable as an infantry rifle if needed, Along with many of the other NATO DMR's, it fires 7.62 NATO from a 20 round magazine, and has a range of camo options to pick from. It is used by NATO Special Operation Forces.

Capacity- 20 rounds, 7.62x51 NATO
Machineguns and IAR's
This has your machineguns- obviously they have larger magazine sizes and are best used from a bipod on full-auto (this game has suppression for AI- A suppressed target will take cover, shoot less and be less accurate when firing at you)

MX-SW (used by NATO)
The MX-SW is the IAR, meaning Infantry Automatic Rifle, or normal assault rifle variants of the MX modified for sustained fire with heavier barrels and larger magazines. The MX-SW has a slower and more controllable full-auto rate of fire compared to the regular rifle, while using much larger 100 round quad-stacked magazines for more sustained rate of fire.
These IAR rifles are easier to carry around than most MG's, and as a result you can carry rather large amounts of ammo- the downside is that they are usually lower-calibre and lack some of the power of larger MG's, as well as having smaller magazine sizes (100 to 150 rounds) so you need to reload more often and cannot suppress targets as effectively.

Capacity- 100 round casket magazines or 30 round magazines, 6.5 Grendel

SPAR-16S (Hk416A5 IAR, used by CTRG)
The SPAR-16S is based on the US Marine M27 IAR with HK416A5 parts, which was a concept for replacing M249 SAW's in the Marine corps with IAR rifles, which would be more accurate, lighter and handier. The concept was a more mobile and accurate with mounted optics would be able to suppress an enemy target more effectively with a few well aimed rounds than from massed sustained fire from a M249 SAW. This seems to be have been well liked by the Marine Corps, who have since adopted the M27 as a standard issue weapon for all Marines.

Capacity- 150 round drums or 30 round magazines, 5.56 NATO

CAR-95-1 (QBB-95, used by CSAT Pacific)
The CAR-95-1, or Norico QBB-95 in real life, is the IAR variant of the QBZ, firing the same controllable 5.8x42MM round from 100 round drums and having an extended barrel and in-built bipod. IAR's shine at closer ranges such as in jungle, urban and city fighting, as they can be fired easily without a bipod if needed, and are the easiest and lightest of the MG's to carry around and use. This is used by CSAT Pacific.

Capacity- 100 round drum or 30 round magazines, 5.8

RPK-12 (RPK-15, used by Russian Spetznaz)
The RPK is the autorifleman variant of the AK-12, having a longer barrel for improved velocity of it's 7.62x39 projectile compared to the AK12U or regular AKM and AK12, meaning it has slightly better stopping power at range and the intergrated bipod means it's more useful for sustained fire, as is the standard 75 round drum magazines, although it can also feed regular AKM metal or AK12 polymer magazines if needed. It is used by Russian Spetznaz.

Capacity- 75 round drums or 30 round magazines, 7.62x39

Machineguns-

Zafir (Israeli Negev NG7, 'Commando' model, used by CSAT)

The Zafir, based on the Israeli Negev NG7, 'Commando' model, which is 7.62 rather than the regular Negev's 5.56 NATO, gives CSAT forces a very well-rounded machinegun, having a powerful 7.62 round with the option for full auto or semi-automatic for increased accuracy, it's one of the best overall machineguns in the game. The Zafir is CSAT's standard machinegun. Due to it using the Soviet x54 round the tracers are green, compared to NATO's more common red or yellow.

Capacity- 150 round box, 7.62x54 Soviet

Mk200 (Stoner 99, used by Various)
The Mk200 is a 6.5 calibre LMG used by a wide range of factions and is based on the Stoner 99 LMG, an American machinegun. It has lower recoil than IAR's like the MX-SW chambered in the same 6.5 round due to it's heavier weight, and it has larger 200 round boxes of ammunition.

Your best bet with MG's in general is to find a nice hill or overwatch point and USE THAT BIPOD to keep your gun stable while firing- Usually burst of 3-5 rounds over the heads or in the direction of the enemy should do- hitting them is a bonus, suppression is your main purpose.The Mk200 is used by AAF and LDF forces.

Capacity- 200 rounds, 6.5 Grendel

LIM-85 (M249 SAW, Minimi Para version with variable ROF, used by Syndikate)

The LIM-85 is based on the FN Minimi/ M249 SAW, and is a rather light 5.56 LMG that is very controllable and with lighter ammunition compared to the other box-fed machineguns in the game, but it lacks stopping power against armour like other 5.56 calibre weapons. It has a variable rate of fire, having a 'high' setting with increased rate of fire or a 'low' more controllable setting, and also has vehicle mounts like the MB/ Jeep. It is the standard MG for Syndikate.

Capacity- 200 rounds, 5.56 NATO

Medium Machineguns-

With a MMG you want to find a good spot and dig in cover, using the bipod and in a best case scenario never need to move- they are the ultimate in anti-infantry defence, and rushing a MMG team that's well dug in is suicide. The very powerful rounds they have can take out and even destroy lighter vehicles like MRAPs or even APC's if you hit weak points like thinner armour around engines, tyres, weapon mounts or fuel lines.

SPMG (General Dynamics LWMMG, used by NATO)


The SPMG is better at longer ranges or for longer missions because it's low rate of fire makes it controllable and ammo efficient during longer missions, and the weapon is lighter to carry around over distance compared to the heavier Navid. These MMG's are absolute monsters, incredibly heavy and hard to carry around, but with large ammo reserves (if you can carry the ammo without being exhausted from stamina loss) and some of the most powerful rounds you can get as infantry.

The SPMG is based on General Dynamics LWMMG, and the round it fires is 338. Norma Magnum, which gives the weapon much greater range than 7.62x51 NATO MG's, and is a shortened 338 Lapua Magnum round for machineguns and short sniper rifles. This round is supremely accurate and long ranged for a infantry machinegun, and I struggle to find a scope that works well with it as it has a very long range and flat shooting round, meaning high magnification is usable, but the recoil is also extremely high making scope shake with these kind of optics difficult to deal with outside of being prone and with bipod deployed.

Capacity- 130 rounds, 338. Norma Magnum

'Navid' (German HK121 chambered to 9.3, used by CSAT, limited use by FIA)

The Navid is a German HK121 machinegun, adopted as the MG5, that has been re-chambered to 9.3 Brenneke. This weapon is even heavier than the SPMG, and it's higher rate of fire means it's more effective at closer ranges than the SPMG at the cost of higher ammo consumption and heavier weight. It has the option for both full automatic and a rapid 3 round burst that fires with a higher ROF than the regular full auto. It has 150 round belts. The MMG weapons are very unstable if fired without a bipod and have the worst handling of all primary weapons.

Capacity- 150 rounds, 9.3
Sniper Rifles
These are the big, long range weapons, more powerful than any 7.62 rifle but also heavier and slower to fire, with heavy ammo and small magazines.

Some of these weapons are accurate to several kilometers away- if you can see it, and are a good shot, these weapons are mechanically able to hit it.
A good sniper can hit targets in the 1500M to 2500M range or more against stationary targets, making them a very useful tool on the battlefield but one that needs plenty of practice, preparation and co-ordination with other troops to work to full effectiveness.

MAR-10 (Bad News URL 338. , used by NATO and CTRG )

The MAR-10 is based on the Bad News URL 338. , a large 338. Lapua Magnum semi-automatic sniper rifle, and it's rounds are much more accurate and powerful than the smaller 7.62x51 NATO rounds at the cost of much greater weight and a heavier, bulkier rifle. It has a 10 round magazine. It is in limited use among NATO SOF and CTRG forces.

Capacity- 10 rounds, 338. Lapua Magnum

Cyrus (Magpul body kit on a SVD-K 9.3 rifle, used by CSAT)

The Cyrus is a SVD-K rifle with a Magpul body kit. The SVD-K rifle, firing 9.3x64 ammunition was designed by Russia as a way to give their marksman rifles better penetration against enemies wearing body armour or hiding behind thin walls during urban combat, something that the ingame version is rather good at doing as well. It has a 10 round magazine and option for full-auto fire. It is in limited use by CSAT forces.

Capacity- 10 rounds, 9.3

GM6 Lynx (GM6 Lynx, used by CSAT and AAF)
The Lynx is used by CSAT and AAF forces as a 50. calibre sniper rifle, and it packs a heavy punch even at long range with a 5 round magazine. The GM6 has the ability to fire AP rounds to take out lighter vehicles if needed, and if well aimed it can penetrate through light armoured vehicles to kill crewmen in their positions.

Capacity- 5 rounds, 12.7

M320 LRR (M200 Intervention, used by NATO)

The M320 is more accurate weapon at longer range compared to the GM6, and has a larger magazine of 7 rounds of 408. than the GM6 Lynx, but no option for AP ammunition. It is the primary sniper rifle of the NATO forces.

Capacity- 7 rounds, 408. Cheytac
Submachineguns and PDW's
These are the weapons you are most likely to consider pointless, simply because of the range of Arma combat, with 100M being 'close range' compared to most other games, these are not really a good choice for general use. The distinction between a PDW (personal Defence Weapon) and SMG is based on size and calibre- because most of the SMG's in Arma are in pistol calibres I go by a size distinction instead.

The handling of a SMG or PDW is fantastic, and they are often bullet hoses, but they fire low-powered and short range pistol rounds, which are not able to compete with any rifle round at anything past 200M, and are generally ineffective against body armour. They are useful in fighting between buildings in cities or other built-up areas, but the rounds lack body armour penetration, so are best against rebels or troops without armour- any sort of armour will usually cause a SMG round to fail- in that case, just hold the trigger down and hope you fire enough bullets to kill them before they kill you.

PDW-2000 (ST Kinetics CPW, used by CSAT)

The PDW's like the PDW-2000 are much smaller and more compact compared to a full-sized SMG, but have a very short barrel length, so it has very low velocity and accuracy so is not very good in direct combat outside of extreme close ranges such as urban fighting on full automatic, due to the low velocity/short barrel and low accuracy with a close range it's one of the few weapons I would actually recommend you use almost exclusively on auto.
The PDW-2000 is based on the ST Kinetics CPW, a Singapore produced 9MM SMG that was designed to be incredibly compact. It has a transparent grip so you can see your rounds remaining inside the pistol grip, and has seen limited use with Pacific police and SWAT units.

Capacity- 30 rounds, 9MM

Sting (Scorpion Evo 3, used by AAF)
The 'Sting' 9MM, used by AAF forces, is a larger 9MM SMG, more suited to direct combat than the smaller PDW-2000, and it also has transparent 30 round magazines.
It is based on the CZ Scorpion EVO 3, a rather popular modern SMG that has seen extensive use internationally.

Capacity- 30 rounds, 9MM

Protector (MP5K-PDW, used by Tanoan Gendarmerie)
The 'Protector' SMG is used by the Tanoan police, and is a full size railed 9MM SMG without transparent magazines, and is generally comparable with the Sting 9MM, both are compact 9MM SMG's with a range of fire selector options.
The Protector is based on the HK MP5, specifically a later HK MP5K-PDW model, as it has the MP5K body with the PDW stock, and the MP5 family is the most popular and common SMG internationally.

Capacity- 30 rounds, 9MM

ADR-97 (FN P90, used by several sides)
The ADR-97 on the other hand fires a PDW round, the 5.7, that has better long range ballistics than the pistol calibers, but lacks punch at close range, made up for with it's large 50 round magazine and light weight, and due to the more stable and high velocity round is the only SMG/PDW I would say is a reasonable choice for general combat, as it is able to reach out and hit targets several hundred meters away more reliably than the SMG's.
The ADR-97 is based on the FN P90, with several versions in the game including an early model with a built-in red dot, a modernised P90 TR (Triple Rail) version with attachment points and a long barrel version, the PS90, which ingame retains it's single shot and full auto selector. All versions have magazines that are inserted horizontally and has transparent plastic so you can see your round cound in the large 50 round magazines. The P90 was designed for vehicle crewmen and other support units, but has seen considerable success as a Special Operation Forces weapon, being used by a wide range of nations.

Capacity-50 rounds, 5.7MM

Vermin (Vector 45. , used by NATO)
In my opinion, the Vermin is one of the better non-PDW caliber SMG's due to the slightly more powerful 45. ACP round, instead of 9MM, and the Vermin's optional built-in flashlight saves some weight. The 45. round, while generally being more effective as close range, looses velocity and starts to drop heavily at distance, meaning it's not very accurate but retains some power at range.
The Vermin is based on a 45. ACP model of Kriss Vector. It has only seen very limited adoption in Asia in real life.

Capacity- 30 rounds, 45. ACP

A SMG is ALWAYS better than a pistol, due to the larger magazine size and higher velocity due to the longer barrel- The handling on the SMG's is superb and a pistol is not really noticeably better considering the loss in combat effectiveness compared to a SMG.
Special Purpose Weapons
Here are the weapons that don't really fit into the other categories well, and are very specialised for a single purpose.

SDAR (Keltec RFB)
The SDAR 5.56 Rifle is meant for use underwater, so has special underwater rounds, but can also fire normal 5.56 rounds above water in cases of emergencies. It is based on the Keltec RFB.

This is a rather useless weapon unless you are fighting other divers, because it's not possible to mount silencers, lasers or flashlights so you are stuck with a sub-par 5.56 weapon with iron sights if you are fighting above water, but it's the only weapon you can fire when fully submerged.

Capacity- 20 rounds with underwater ammo, 30 rounds with normal ammo, 5.56 NATO

ASP-1 Kir (Fictionalised up-chambering of the VSS firing VKS subsonic 50. rounds)
The ASP-1 KIR is a special sub-sonic (meaning it is very stealthy and does not make a sonic crack like a normal rifle) rifle firing a subsonic 50. caliber round.
The immense weight and power of this round is balanced by the VERY slow speed to keep it subsonic, meaning it DROPS LIKE A ROCK past 100M, and you should not fire it within 200M if possible. The upside is it will kill almost anything in 1-2 rounds, regardless of armour, and makes no super-sonic crack when fired, meaning is it quieter and harder to detect. In real life this type of weapon is often used to eliminate sentries and guards undetected.

Capacity- 10 rounds, 12.7×55mm STs-130 subsonic

"Kozlice" Double-Barrel Shotgun (Beretta DT-11)
The "Kozlice" is a double-barrelled over-under shotgun firing 12 Gauge buckshot or slug ammunition. It comes in both a full length long barrel version and a sawn-off version with cut down barrel and no shoulder stock. Both pack a real punch at close range, particularly when fighting un-armoured enemies, or aiming at the face or groin of armoured ones, as two blasts from buckshot at close range have great stopping power. It is based on the Beretta DT-11 shotgun and is used by Bandit forces.

Capacity- 2 rounds, 12 Gauge shotshell or slug
Launchers
Arma 3 has a range of Anti-Tank and Anti-Air launchers, and knowing how each launcher works and what targets it's best at can be a great advantage.

In general, vehicle armour is weaker in the sides and rear compared to the front, and if you have a weaker AT weapon you can attempt to disable a vehicle by hitting and disabling the turret or tracks/wheels and making the crew inside bail out of the immobile or combat-ineffective vehicle. Armour is weakest on the rear and on the top of most vehicles, so an ambush from the rooftops inside a city is one of the best ways to deal with armoured vehicles, as in addition to their being weak armour on the top most normal (non- Anti-Air) vehicles cannot elevate their main gun high enough to hit rooftops from ground level.

PCML- British NLAW
The PCML / NLAW
The Dual-Purpose warhead in flight.
The PCML optic, showing the BDC. The red, downwards facing line is for direct fire at very close range, while the dot and descending lines are used for longer ranged shots.

The NATO and AAF both use the PCML Launcher, which is a lock-on launcher with a dual-purpose warhead. The advantage of the PCML is it's lock-on sensor, which gives the missile the ability to steer itself towards the target. It's a lower quality sensor than that used in the Titan, so it is not as effective or reactive compared to the Titan's, and the lock-on can only be used on targets within 800M. It has a basic BDC/drop indicator for use against non-vehicle targets, but lock-on should be the primary way you use this launcher.
The Dual-Purpose warhead means it can be used against Infantry/buildings as well as light and medium vehicles without changing ammo type, but it lacks the penetrative power of a true Anti-Tank round, meaning you often disable or damage vehicles instead of destroying them.

RPG-42- Russian RPG-32 'Hashim'

The Anti-Tank warhead in flight. The HE warhead is a different shape and lacks the penetrator in the front.
The RPG-42 optic, showing the BDC. The red cross is for direct, close range fire at 50M, while the decending lines go to the maximum range of 500M

The CSAT, Russian Spetznaz and CSAT Pacific use the RPG-42 Launcher, which is a 'dumb' (non-guided) rocket launcher with a shorter 500M range but a more powerful Anti-Tank warhead compared to the PCML, as well as access to specialised Anti-Infantry rounds which are high-explosive.

The RPG-42 does not have any sort of lock-on but the more powerful warheads make it more effective in the hands of a good user at closer ranges. Unlike some modded Launchers, the RPG-42 BDC drop markers work the same for both AT and HE rounds.

MAAWS Mk4- Carl Gustav Mk4
The MAAWS Mk4 Mod 0 (basic optic version) and MAAWS Mk4 Mod 1 (advanced optic version) are the BLUFOR and INDEP equivalent of the RPG-32, providing a medium weight unguided weapon that can be used effectively against most targets, having both HE and HEAT options, making it and the RPG-32 good all-rounder AT weapon options.

The AAF and the FIA insurgency both use the basic model, which has a simple optic, while NATO uses the more advanced Mod 1 version which has an Aimpoint FCS12 optic with a built-in rangefinder, making it more accurate for first-round hits due to the laser rangefinder, and also supporting night vision, unlike the basic model.

Titan AT/AA - Israeli Rafael Mini-Spike
The Titan AT with ammo bearer/assistant.
Titan with White Hot thermal mode enabled.
Titan with Black Hot thermal mode enabled.
Titan AT missile hitting an AAF convoy in the Altis mountains.

All three (NATO, CSAT, AAF) major factions use the Titan AT as their heavy Anti-Tank weapon. The Titan is a much heavy launcher and ammo, and it's reccomended to be in a two-man team if you plan to use the weapon for a dedicated Anti-Tank role, so one man can carry extra ammo, as it is very heavy.

The Titan is unique in that it can fire in 2 modes, either 'wire-guided' and following the crosshairs, similiar to a TOW Launcher, or locked on to a hot target, which it will track and has an active lock range of around 2-4 Kilometres, depending on terrain, weather and heat of the vehicle.

It is very important to note that the Titan can ONLY lock onto vehicles that are hot, and have their engine on, so direct wire-guided firing may be needed for parked vehicles. The Titan AT has 2 thermal modes as well.

The Wire-guided mode is also helpful when firing Anti-Infantry rounds or firing at buildings, as the Titan AT can also load HE rounds, but it's primary role is still Anti-Tank, as it is the most powerful infantry-carried AT weapon in the game.

Titan AA-AA version of the Israeli 'Spike'
A Titan AA on a hilltop
the AA missile hitting an AAF Hellcat Gunship
There is also an Anti-Air version of the Titan (Titan AA) which can be distinguished by it's hexagonal shape and longer launcher, which is purely Anti-Air, and uses a Passive Sensor. That means you do not need to press the 'lock on' button with the launcher, as merely having an air vehicle within your scope/sensor cone will start the lock-on.

'Vorona'- 9K115-2 METIS-M
The 9M135 'Vorona' is a heavy ATGM launcher that is used exclusively by CSAT, and it is a heavy anti-tank, wire guided only launcher. It has no lock on function, and instead follows your crosshairs as you aim. It fires very powerful HEAT and HE rounds, but they are very slow moving and have a distinctive engine exhaust that makes them easy to ID compared to other AT weapons. In real life this launcher is often used on a static mount, which is not ingame.

RPG-7- Russian RPG-7
A Syndikate Bandit in the Tanoan jungles with a RPG-7
RPG-7 sights set to 200M
RPG-7 sights set to 500M
The RPG's PG7V AT rocket in flight.
The Syndikat use the classic RPG-7 as their primary AT weapon. It is much lighter and easier to carry around with ammo than other AT weapons but also has, tied with the PCLM, the worst AT warhead. It's best suited to ambushes at close range, such as in the jungle or cities, where the RPG user can disable a vehicle's tracks or turret, as the RPG-7 warhead itself is not very effective as a complete vehicle destroying weapon. It has folding iron sights than can be zeroed between 200M and 500M, but it's best used at close range. Unlike the RPG-42, the RPG-7 cannot get an Anti-Infantry rocket, only Anti-Tank, but the rockets themselves are much lighter in the RPG-7.
Pistols
The biggest personal preference section is here- some people hate the extra weight, others swear by one of these.

When it comes to what pistol to use, there are 2 real ways to go- Have the additional power of a .45 pistol like the Four-Five or ACP, or have the additional capacity of a 9mm like the PO7 or 'Rook'

Like with SMG's, the additional stopping power of a .45 can help kill your targets a bit better, but neither 9mm or .45 are in any way effective against armor except in a last resort situation.

If you have to fight a target wearing body armor, your best bet is to A- point it at their chest and pull the trigger as fast as you can, hoping you kill them through sheer weight of rounds (something the higher magazine size of a 9mm has is it's favor) or B- Aim for exposed body areas, like the face (particularly the nose if you can, Arma takes into account the amount of 'flesh' the bullet travels though, and the nose gives you a few additional centimetres of flesh in the event that the bullet does not just directly kill.

Other exposed parts would be the underarms (very unlikely to hit) or the groin. If possible, aim for the groin or face.

You have to bear in mind that a pistol should ALWAYS be a last resort weapon, whenever possible you should be using your primary weapon unless there are extraneous circumstances in play- for example, a silenced pistol can be a decent back-up for a loud primary if you are expecting to fight at close range but need to stay silent.

The main reason you draw a pistol though is because your primary is out of ammo (be that just you've emptied the mag/belt or are actually fully out of ammo) - If you are totally out of ammo, the ONLY purpose of the pistol to kill a single enemy and take HIS RIFLE, at this point something has gone horribly wrong and you will need that enemy rifle.

The best 'fighting' pistol would likely be the Four-Five, due to it's support for a full range of attachments (flashlights, lasers and red dots) as well as it's nice magazine size (11 rounds) but it's also substantially heavier than any other pistol, so it can be a trade off.

I find the normal 9MM pistols (PO7/Rook) or the ACP to be decent and functional enough, and despite not being as 'good' as the Four-Five I think they serve their purpose as BACK-UPS.

PO7 (Walther P99, used by NATO and Gendarme)
The P07, based on the Walther P99 is the NATO standard pistol and use 9MM ammo with a good magazine capacity. It is used by NATO and Gendarme Police forces, and has supressor and light mounts.

Capacity- 17 rounds, 9MM

'Rook' (MP443 'Grach' , used by CSAT, Russian Spetznaz)
The 'Rook' is based on the Russian MP443 Grach and is very similar to the P07, even sharing the same magazines. It is used by all CSAT forces as well as the Russian Spetznaz and has supressor and light mounts.

Capacity- 17 rounds, 9MM

'PM' (Makarov model PMM, used by Syndikate)
The Makarov 'PM' is rather unique in that it's a 9MM pistol but with very small capacity, a mere 10 rounds, but the advantage of the PM over another pistol is it's much lighter weight and lighter ammo, meaning in some cases when a larger pistol can't be brought you can just fit a PM in, but for actual fighting the PM would be the worst. It cannot mount any attachments.

Capacity- 10 rounds, 9MM

ACP-2 (A modernised M1911, used by NATO, AAF and FIA)
The ACP-2 is based on a mix of modernised M1911 pistol designs but mostly a Colt Railgun/ Kimber hybrid and has a smaller 9 round magazine compared to the larger magazines of the 9MM pistols but packs a larger punch with slower velocity and material penetration. It has supressor and light rails. It is used by a range of factions, like NATO SOF, AAF and FIA forces.

Capacity- 9 rounds, 45. ACP

'Four-Five' (FNX-45 Tactical, used by NATO, LDF)
The 'Four-Five' pistol is based on a FN FNX-45 Tactical model with a compact magazine taken from a HK45 +1 is a heavy but very effective pistol that has a red dot mount, supressor and light options. It is used by NATO SOF and is standard issue for Livonian Armed Forces.

Capacity- 11 rounds, 45. ACP

Zubr Revolver (Rhino D60, used by CSAT)
The 'Zubr' revolver used by CSAT Officers is a 45. ACP +P revolver with an unconventional design, having the barrel at the bottom cylinder instead of the top, to reduce recoil. Due to it's +P ammunition it has slightly more velocity than the 45. used by other pistols but is otherwise identical, and due to being a revolver has the unique ability to see down the cylinder from the other end to see the fired cases. It is based on the Chiappa Rhino D60DS, and has a 6 round cylinder, and is railed to support optics and lights.

Capacity- 6 rounds, 45. ACP +P

Starter Pistol (Taurus Judge, used by Civilians)
Starter Pistol, used by Civilians It fires 'starburst' flares, so is actually not as pointless as it appears, but it's use is pretty limited to light during night missions. The Starter Pistol is based on a Taurus Judge revolver and It has 3 flares per starburst shot with options for Red or Green flares.

Capacity- 5 rounds, flare
On Optics and Fire-Control-Systems
All optics in this game work as in real life, so things like BDC's and stadiametric rangefinders work.

Example of a stadiametric rangefinder- as seen on the DMS scope.
Arma assumes all soldiers are 1.7 metres high, which is also the 'standard' used for creating the stadiametric rangefinder, so this works rather well and is fully functional ingame.

The only problem you will run into is that the DMS is meant as a Marksman/ DMR scope so it lacks the magnification to to truly effective further out, but the rangefinder is still handy to have there in the event you don't have an actual rangefinder binocular.

Ballistic Drop Compensator 'BDC'- RCO, MRCO, ARCO, ERCO in various forms.

In some scopes (not all but the majority) you can set the target person's shoulder width on the horizonal lines to find out how far they are away, as you can see in the picture.

Additional ACOG reticules and their BDC's

Eotech reticules-

Ground Vehicle Fire Control Systems- FCS-
Tanks and armored vehicles have included 'FCS' (Fire Control Systems) which aid as laser rangefinders and zeroing devices for the gunner and commander. This is used to greatly speed up targeting and zeroing of the main gun or optic-equipped MG's and GMG's, making them more accurate and reliable as long as the target is 'laid' at the correct range, rather than defaulting to the non-FCS 100M zero increments, such as those used by infantry weapons.

Press the 'T' button or 'L' depending on preset to lase your target, wait about half to one seconed for the pulse of the laser to return to your main gun (you will see small text to the right of the optic while the gun is being 'laid' at the correct zero) and then the gun will have 'RDY' in the bottom right corner. This means that the laser has worked sucessfully and the main gun is zeroed to the exact distance of the target.

FCS and Targeting Pods are also included in Aircraft and Helicopters, but I will not be covering those in this guide.

Tank rounds, particulary APFSDS (Anti-Tank) rounds may 'bounce' on the ground or off an enemy target depending on the angle they hit the ground or object. It's best to aim for the centre of the side of a tank when firing from beside the tank, as a high round can hit the turret and damage that, while a low hit can damage the tracks and immoblise the vehicle. When firing at a tank from the front try to aim for either the lower hull (if you are not confident it's the largest target) or the actual barrel and turret ring or gun mount of the tank itself, if you are confident, as a single good hit to the gun mount or even getting an AP round down the barrel of the tank itself will totally disable the actual main gun and turret, meaning the vehicle is now combat-ineffective and has no main weapon.

Images-
A NATO 'Slammer' (Israeli Merkava IRL) tank optic from the gunner's point of view. This is from the normal (no magnification) view without the FCS enabled.
Magnified view, as you can see the gun is aimed in a bearing of 135- the compass bar is at the top of the optic and the turret is facing fowards, as you can see on the small tank icon to the right.
Green thermal mode has been enabled and the target has been lased with the FCS, as you can see the SPEED (to the Left of the optic) and range (bottom of optic) have changed from blank ---- to show the speed and range of the vehicle.
And a destroyed T-100.
Firearm Velocity Chart
Primary Weapon Velocity Chart


Pistol Velocity Chart


Conclusion



Mods used in the screenshots-
My SFF Faction Mods
My MLO Uniforms
SMA Weapons and Attachments
My 'Overhauled' faction replacement packs for the campaigns
4th Special Forces Group members posing for some of the screenshots.

This is only Part 1 of my Arma 3 guides, if you wish to see details on all the Arma 3 factions, lore and vehicles see Part 2-
https://steamcommunity.com/sharedfiles/filedetails/?id=2252199557
Коментарів: 25
jarrad96 [4SFG]  [автор] 4 листоп. 2022 о 14:53 
Oh that's interesting to know, I haven't played Tac Ops so will add FIA usage to the guide.
20BABA 4 листоп. 2022 о 7:55 
are the AKMs,ak12s, etc not used by FIA? in some of the campgain missions u can find them in little storage boxes in FIA camps in that one tac ops campgain
Reticuli 3 лип. 2022 о 19:21 
Why is there a 7.62 Sig 556 with a 20 in barrel (mk1 EMR) when the 556 and the 716 are 16 inch ish barrels in real life and the heavier 20" HK is already in the game? Someone want to explain that decision? Was this just another case of 'let's see if people will pay money for another pay addon that has 'better' versions of what they already have' shtick from BI?
jarrad96 [4SFG]  [автор] 7 берез. 2021 о 18:48 
https://steamcommunity.com/sharedfiles/filedetails/?id=2331751453 Link to Part 3, covering some more advanced mechanics like stealth and radar systems as well as combat tips.
jarrad96 [4SFG]  [автор] 26 жовт. 2020 о 19:00 
https://steamcommunity.com/sharedfiles/filedetails/?id=2252199557 Link to Part 2, covering Lore, Factions and all Vehicles in the entire game. Because it's over 15 thousand words long by itself it could not be added as an extension of this guide due to Steam word limits.
jarrad96 [4SFG]  [автор] 11 верес. 2020 о 20:57 
Updated guide with new screenshots and expanded text for some weapons.
jarrad96 [4SFG]  [автор] 9 трав. 2020 о 17:30 
Updated my Steam Guide with new photos and articles for more weapons, as well as expanding information for every weapon to include capacity and magazine sizes
BRZ3RK3R 4 лют. 2020 о 0:05 
Awesome! Great work!
jarrad96 [4SFG]  [автор] 3 лют. 2020 о 18:09 
Guns and Bullets Arma 3 Weapon Guide Major Update-
Expanded Assault Rifles and Carbines into 2 sections due to word limit

Expanded Marksman Rifles, Machineguns and IAR's, Launchers, Special Purpose Weapons, Sniper Rifles and Heavy DMR's, Pistols sections substantially with new images, information and descriptions.
BRZ3RK3R 3 лют. 2020 о 14:15 
I think the Contact-weaponry is missing. Can you add my Promet?