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Dynamic loadouts is a feature added to ArmA 3 at the same time as the Jets DLC. It allows air vehicles to be given different loadouts in the Eden editor. While the old vehicles and weapon systems have retained the same names, some new vehicles and weapon systems have been added, and functionality has been changed with new sensors system.

Weapon systems (alphabetical) Edit

AMRAAM C Edit

Medium-range radar-guided AA missile. Max lock-on range is about 7-8 km.

A single hit will consistently destroy targeted aircraft. The AMRAAM C can miss as a result of chaff/flares, but merely using sharp turns is rarely effective against it.

Available on:

AMRAAM D Edit

Medium-range radar-guided AA missile. Max lock-on range is about 13 km, although typical lock-on range is closer to 9 km.

A single hit will consistently destroy targeted aircraft. Like the C variant, the AMRAAM D can miss as a result of chaff/flares, but merely using sharp turns is rarely effective against it.

Available on:

ASRAAM Edit

Short-range heat-seeking AA missile. Max lock-on distance is about 4 km.

Available on:

BIM 9X Edit

Short-range radar-guided AA missile. Max lock-on range is 4 km.

Note that the BIM 9X tends to consistently miss targets which move perpendicular to its direction of travel. Simply making a sharp turn into a perpendicular direction to the missile can very frequently cause it to miss even without deploying countermeasures.

A single hit will typically destroy any air vehicle, but occasionally a second hit is required.

Available on:

DAGR Edit

Heat-seeking high explosive air-to-ground missile which can be laser-guided. Relatively low damage, but comes in pods of 12. Max range for a lock-on is 3 km.

Notes:

  • The Pawnee does not have appropriate sensor systems to make use of the laser-guidance option, so it can only target vehicles which have warmed up from engine or weapon usage.
  • Rapid barrages on a single target may not be ideal as the smoke from the first missile to hit will obscure the view for subsequent missiles.
  • DAGRs do not perform well when they need to change directions suddenly. A fast-moving vehicle making sharp turns will be a poor target for DAGRs. Similarly, if the aircraft launching the DAGRs is moving quickly relative to the target and firing at close range, the DAGR may not be able to properly compensate for the change in direction.
  • Line-of-sight is necessary for DAGR targeting and guidance, so smoke countermeasures combined with small movements can very effectively counter inbound DAGR missiles.

6 DAGR missiles can destroy a tank from the rear. Depending on where they hit, up to 24 missiles may be needed to destroy a tank from the front. Despite poor performance against armored targets, a single missile can destroy an armored car or truck, or destroy a landed helicopter or jet.

Available on:

DAR Edit

The DAR is an unguided high explosive rocket. They come in groups of 12 in rocket pods. Unlike most other rockets, these are fired in full-auto mode at 24 rockets per second, allowing pilots to easily create massive barrages from a safe standoff distance.

Only 1-2 direct hits from a DAR is required to destroy armored cars and trucks. However, a barrage of about 20-30 missiles directly hitting a tank from the side is required to potentially destroy it.

Available on: A-164 Wipeout (120 max), A-143 Buzzard (72 max), AH-99 Blackfoot (48 max), MQ-12 Falcon (48 max), AH-9 Pawnee (24 max), K40 Ababil-3 (24 max, AAF variant only), MQ-4A Greyhawk (24 max), PO-30 Orca (24 max), WY-55 Hellcat (24 max).

Falchion-22 Edit

Short-range heat-seeking AA missile. Max range is 9,000 meters?

The Falchion-22 sometimes requires up to four hits to bring down a target.

Available on:

GBU-12 Edit

500 lb. laser-guided bomb.

Available on:

KAB 250 LGB Edit

500 lb. laser-guided bomb.

Available on:

KH25 AGM Edit

Air-to-ground missile.

Available on:

LOM-250G Edit

500 lb. laser-guided bomb.

Available on:

Macer Edit

Air-to-ground missile.

Available on:

Macer II Edit

Air-to-ground missile.

Available on:

Minigun 6.5 mm Edit

Comes with 2,000 rounds of ammo, fires at 80 rounds per second.

Does absolutely no damage to tanks. Works well against infantry, shreds tires effectively, and can be used to take out drivers while causing minimal damage to the vehicle they're in.

Available on:

Mk-82 Edit

Unguided bomb.

Available on:

R73 Archer Edit

Short-range air-to-air missile.

Available on:

R77 Adder Edit

Medium-range air-to-air missile.

Available on:

Sahr-3 Edit

Short-range AA missile.

Available on:

Sharur Edit

Heat-seeking air-to-ground rocket.

The Sharur has a very large blast and can destroy all ground vehicles and most buildings in a single hit.

Available on:

Shrieker Edit

Unguided air-to-ground rocket. It comes in rocket pods in groups of seven, with both high explosive (HE) and armor penetrating (AP) variants available.

Shrieker AP requires about 10-15 direct hits to destroy a tank from the side. Shrieker HE requires about 35-40 direct hits to destroy a tank from the side.

Available on:

Scalpel Edit

The Scalpel ATGM is a heat-seeking air-to-ground missile. Max lock-on range is 6,000 meters. Depending on the vehicle and the pylon, the Scalpel is available in single, 3×, and 4× missile racks, allowing some aircraft to carry huge numbers of them. For example, the A-164 Wipeout can carry up to 30 Scalpel missiles.

Depending on where it hits, a single Scalpel missile can easily destroy a tank. In general, Scalpels work better at medium to long ranges. This is because they may not have time to correct for the movement of the vehicle which fired them if at short range, causing them to hit slightly off target. If the Scalpel is given room to correct, it will aim for the tank's weak spot - its turret. It can take out a tank even from the front in one shot if it's given enough starting height to strike through the roof of the tank turret.

Note that line-of-sight is necessary for Scalpel targeting and guidance, so smoke countermeasures combined with small movements can very effectively counter inbound Scalpel missiles.

Available on:

Skyfire Edit

Unguided air-to-ground high explosive rocket. It comes in rocket pods with 19 rockets per pod. Similar to the DAR, Skyfire rockets are fired in a fully automatic mode, and roughly at the same firing rate of about 24 rockets per second.

Like the DAR, only 1-2 direct hits are required to destroy armored cars and trucks. Unlike the DAR, destroying a tank only requires about 12-20 direct hits.

Available on:

Tratnyr Edit

Like the Shrieker, the Tratnyr is an unguided missile which comes in both high explosive (HE) and armor penetrating (AP) variants. Tratnyr rockets come in pods of 20.

Available on:

Twin Cannon 20mm Edit

Stationary-mounted 20mm high-explosive cannon.

Able to immobilize tanks by damaging their treads, but unable to destroy tanks.

Available on:

Zephyr Edit

Radar-guided anti-aircraft missile. The description calls it a long-range missile, but in practice the range seems to be limited to about 3 km.

Available on:

External links Edit

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