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Rocket Launchers and Recoil-less Rifles



84mm Unguided, Portable, Single shot recoilless smooth bore weapon. A quick firing, shoulder mounted anti-personnel and anti vehicle weapon. Due to its confined space design, the M136 has a much lower back-blast, making it relatively safe to fire indoors and in confined environments. Effective range is 300m, maximum range is 500. Sights zero to 400. 

High Explosive Anti Tank
Most useful for light and medium armoured vehicles. Will not penetrate heavy armour such as that found of the T-72B.

High Explosive Dual Purpose
Larger explosion radius than the HEAT round, and is most useful for enemy infantry, buildings and lightly armoured vehicles. 

High Penetration
Much higher armour penetration than the HEAT round but much lower explosion radius than the HEDP. Most useful for light to heavy armoured vehicles. 


Single use HEAT warhead with an effective range of 300m.


83.5mm reloadable rocket launcher. Carried by AT specialists. SMAW sight has NVG capability and can range to 500m in 50m intervals.  Standard effective range is 400m and maximum range is 600m. Significant back-blast, 13m clearance recommended. 

High Explosive Anti Armour
High penetration round capable of destroying heavily armoured vehicles.

High Explosive Dual Purpose
Lower penetration than the HEAA round but much bigger explosion radius. Good for groups of enemy infantry and light armoured vehicles. 

Novel Explosive
Thermobraric warhead, good for clearing enemy infantry out of buildings, compounds and caves. Low armour penetration. 

Spotting Round
9mm tracer round configured to follow the same trajectory as the primary warhead. Used for ranging in  a target. 




84mm man-portable reusable anti-tank recoilless rifle. Carried by AT specialists. Ranges from 100m to 900m, with a standard effective range of 800m and a maximum of 1000m. Has the ability to air-burst the HE, Smoke and Illumination rounds. Also known as the M3 Carl Gustav. 

High Explosive Anti Tank
High armour penetration,  low explosion radius. Good for soft skinned vehicles and heavy armoured tanks. 

High Explosive Dual Purpose
Medium armour penetration, medium explosion radius. Useful for groups of enemy infantry and lightly armoured targets. 

High Explosive
Low armour penetration, high explosion radius. Most useful for enemy infantry and soft skin vehicles. Has direct impact and air-burst functionality. 

Concealment and target identification round. Useful for covering an enemy position with smoke for CAS or for covering troops as they move. Has direct impact and air-burst functionality.  

Illumination round that can light up a significant area. Has direct impact and air-burst functionality.



Man portable fire-and-forget anti-tank missile launcher. Capable of direct and top-down attack. Has night vision and thermal capability. Requires a lock on a target to be fired. Lock time is 5 seconds, can reach out as far as 1500m

Tandem Shaped High Explosive Anti Tank Missile
Incredibly effective penetration, low explosion radius. Useful for any land or sea vehicles, especially when in motion. Requires initial line-of-sight to lock on to target. 



Russian made man portable rocket launcher. Carried by AT specialists and can reach out to 800m with the correct sight. 

Single Stage HEAT rocket, good all-round munition as it is designed for light and medium armored targets.

Heavy tandem charge HEAT rocket, designed for heavily armored targets and has significant drop off at range.

Light fragmentation 40mm rocket propelled grenade. Designed for use against infantry and soft skin vehicles. 

Heavy thermobaric warhead designed for use against buildings and bunkers. Creates a large explosion upon impact and has significant drop off at range. 

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40mm Ammunition

40mm Ammunition

Vanilla ArmA 3

40mm rounds are multi-purpose munitions fired from an underslung M203 grenade launcher. 

High Explosive
High Explosive 40mm rounds cause a medium sized explosion on impact. Good for groups of enemies at range. Also good for clearing compounds/buildings very quickly. Effective range is 300, maximum range is 450.

40mm Flare
40mm flares are launch-able illumination rounds attached to a parachute to slow decent. They are capable of lighting up large areas, and are useful for when NVG’s are not available. 40mm flare comes in several variants: white, red, yellow, green, IR. Duration is 50 seconds. Flare release depends on how far the M203 was ranged in.

40mm Smoke
The 40mm Smoke round is used for marking enemy locations for CAS and for concealing friendly troops as they maneuver. Rounds have a tendency to bounce. The effectiveness of the grenade for concealment decreases with the amount of wind present. 40mm smoke comes in several variants: White, Blue, Green, Yellow, Orange, Red, Purple and IR. Colour uses are as follows:

Concealment:                   White
CAS Marking:                  Red


GP-25 Under-slung Grenade Launcher

The GP-25 grenade launcher is an under-slung 40mm grenade launcher designed for the AK-74 series rifle. It has an effective range of 400m and facilitates the firing of a variety of different munitions.

VOG -25
|Type – High Explosive|

The VOG – 25 is the standard offensive 40mm munition for the GP – 25. Explodes on impact and creates a cloud of shrapnel that’s deadly out to 6m.

VOG – 25P
|Type – High Explosive|

The VOG -25P is identical to it’s standard cousin, however has the unique property of bouncing upon impact and air-bursting at a height between 0.5m and 1.5m. This has a devastating effect of producing a could of shrapnel that can circumnavigate low cover and reach a wider area.

VG – 40TB
|Type – Thermobaric|

The VG – 40 TB is an impact detonated thermometric explosive which creates a large, high temperature cloud to destroy targets. Thermobaric rounds are especially useful for confined spaces such as buildings, bunkers and alleyways.

VG – 40SZ
|Type – Stun|

The VG – 40SZ is a 40mm underslung fired stun round which exhibits the same effects as a standard flash bang. The round will detonate after a fuse time of 2.5 seconds.

VG – 400P
|Type – Flare|

GP – 25 launched flare round. Comes in green, red and white variants.

GRD – 40 / VG – 40 MD
|Type – Smoke|

GP – 25 launched smoke round. Comes in green, red and white variants.

GMD – 40
|Type – Fast Action Smoke|

A short range, fast action smoke round that detonates within 50m of the user. Good for immediate smoke screens, however the smoke cloud only lasts for a few seconds. Comes in white only.

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M67 Fragmentation Grenade
The M67 frag grenade is a throwable explosive that projects metal shrapnel at high velocity from the point of detonation. It is most useful in CQC envionments where the combination of limited mobility and short fuse time combine to cause devestating results. The M67 can also be used to indirectly engage targets that are behind cover or not visible, or to engage close groups of enemy combatants. Fuse time is 4 seconds.

RGO Fragmentation Grenade
Much like the M67, the RGO detonates and projects a cloud of fast moving shrapnel to kill its target. However, an inbuilt fuse will trigger the RGOs impact functionality after 1 second, causing it to detonate whenever it hits the ground or an object. After 4 seconds of airtime, the grenade will manually detonate.


M84 Stun Grenade
The M84 stun grenade is a throwable flash-bang, designed to blind and deafen enemy targets within a small area. The M84 is best used in confined spaces and when outright killing all occupants of a location is not possible (rescue/capture missions). Fuse time is 2 seconds, duration depends on proximity and line-of sight.


M18 Smoke Grenade
The M18 smoke grenade is used for marking enemy locations for CAS, marking landing zones for transport aircraft and for concealing friendly troops as they maneouver. Fuse time is 2 seconds, duration is 50 seconds, Radius: 2m, Height: 2m (no wind). The effectiveness of the grenade for concleament decreases with the amount of wind present. M18 comes in several variants: White, Blue, Green, Yellow, Orange, Red, Purple. Colour uses are as follows:

Concealment:                   White.
Cold LZ:                              Blue, Green.
Hot LZ:                               Yellow, Orange.
Medivac LZ:                     Purple.
CAS Targeting:              Red.

IR Strobe/Grenade
The IR (infra-red) strobe is a tool used to mark friendly locations and to designate LZ’s for transport aircraft. It can only be seen via equipment capable of night vision or FLIR. The IR strobe can be attached to oneself using the ACE 3 self interaction menu.

Note: The IR strobe (misc items) is capable of being attached and detached multiple times. the IR Grenade (grenade items) can only be attached and detached once.

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Your secondary weapon is to be used when you run out of primary ammunition or when you are required to perform a dead check on an already incapacitated enemy. It is to only be used as a last resort in a combat environment.


Comes in 15, 16, 17 and 30 round magazines

Full Metal Jacket
Medium penetration and medium damage in terms of a pistol.

Jacketed Hollow Point
Low penetration in hard targets and high damage compared to the FMJ round.Good for short range engagements.

Note: Although not stated in-game, the default 9mm round is the FMJ variant.

.45 ACP

Comes in 7, 8 and 11 round magazines and 6 round speed loaders.

Good overall damage at short range but lower penetration than the 9mm round. Good for short range engagements.

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SMA Ammunition

5.56mm Ammunition

Comes in 30 round magazines.

5.56 ammunition is the standard round used by most infantry during combat. It’s light, versatile in different environments and generally has more rounds per magazine than heavier ammo, making them an excellent round for engagement in close and medium range combat. The standard effective range for a 5.56 round is below 400m, with a maximum range of 600m. Engagement is possible outside these ranges, however the effectiveness of the round becomes minimal due to a major loss in velocity. It is advised that engagement with this round is restricted to below 400 metres unless ordered by your Fire Team Leader or Squad Leader.

M855A1 EPR
High penetration but low damage. Good for shooting through walls/fences/etc.

Mk318 Mod 0 SOST
Medium penetration and medium damage. Good all-round ammo.

Mk262 Mod 1 SPR
Low penetration but high damage. Best for open environments where penetration through walls/fences is unlikely to be needed.

7.62mm Ammunition

Comes in 20 round magazines and 150 round boxes (Mk319 Mod 0 Ball Barrier only).

7.62 ammunition is more specialized than its 5.56 counterpart, as it is mainly implemented in marksman and heavy gun scenarios. This is mainly due to the rounds generally higher damage and accuracy over range. 7.62 rifles are usually paired with high-magnification scopes (4x and above). The standard effective range for a 7.62 round is below 600m, with a maximum engagement range of 800m.

Best penetration out of the 7.62mm rounds, but lower average damage than other variants.

Mk319 Mod 0 Ball Barrier
Medium penetration and high damage, but limited effectiveness at long range. Good for close quarters combat.

Lapua Full Metal Jacket SUBSONIC
Much lower damage and speed than the other 7.62 ammo types, but much quieter and less likely to alert enemies to your position. Very precise but lots of bullet drop due to its’ low speed.

AAC .300 Blackout

Comes in 30 round magazines.

Full Metal Jacket

Boat Tail Hollow Point


SCP 6.8 Remington

Comes in 30 round magazines.

SPC Full Metal Jacket

SPC Tipped Triple Shock X

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