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« The Mk30 HMG is a static machine gun used by infantry and support. Several projects were launched to replace the Browning M2, but each resulted in them being shelved for various reasons. The Mk30 made it through. Compared to the M2, it's lighter and more portable with better accuracy, utilizing new materials, electronic targeting help and a new tripod, trading portability for rate of fire. Based in the previous concept of the XM307/XM312, the Mk30 is chambered for .50 BMG cartridges with a rate of fire of 350 rpm and effective range up to 2000 meters. Mk30 also exists in an automatic/remotely controlled variant which is labeled Mk30A.
Field Manual
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The Mk30 is a .50 cal heavy machine gun used by several BLUFOR, REDFOR and INDFOR factions in ArmA 3.

Overview[]

The Mk30 is a static/vehicle-mounted heavy machine gun that is chambered to fire the .50 BMG round.

It can attain a maximum fire rate of up to 500 rounds per minute with a muzzle velocity of 910 m/s, and has a variable ammunition capacity depending on the platform that it is being utilised on. The Mk30 has the ability to switch between a zoom of 1x or 2x magnification strength and can toggle either normal day or black/white-hot thermal vision modes.

Both vehicle-mounted and portable variants feed from individual 100-round belt boxes and carry either two or three more in reserve (with a combined total of 300/400 rounds).

The Mk30 serves as the general-purpose static and vehicle-mounted HMG in ArmA 3. Unlike its outdated predecessor, the Mk30 uses an integrated fire control sight that has a built-in laser rangefinder and automatic zeroing. Firing the powerful .50 BMG round, the Mk30 provides its operator with the ability to lay down suppressive and fairly accurate fire at ranges of between 500 and up to 2,000 metres.

It can be mounted onto either lowered or raised tripods: the former limiting its horizontal aiming arc to a maximum of 40 degrees in both directions unless disassembled and re-assembled to face another direction, and the latter providing a full 360 degree rotation arc.

The lowered Mk30 has less clearance and a restricted aiming arc, but compensates for it by making the gunner less visible and therefore harder to see and hit. The raised Mk30 on the other hand, provides better visibility and clearance over terrain objects (like rocks and grass) but in turn makes the gunner more vulnerable to enemy fire.

As with all static weapons, the Mk30 can be flipped upright if it is knocked over from an explosion or being crashed into by vehicles, or due to being assembled on either unstable/sloped terrain.

Variants[]

Mk30A[]

The Mk30A is a modified Mk30 HMG that has been converted into an automatic sentry gun.

Unlike the conventional Mk30, the Mk30A removes the need for a gunner to operate and can function autonomously without the need for human input. The turret has access to the same pool of reserve ammunition as manned Mk30s, though the Mk30A does not need to be manually reloaded unless it runs out of belts.

It cannot be interacted with or controlled manually unless the operator has access to a UAV Terminal and connects to it directly. It will, however, automatically fire upon on any non-aligned hostile targets acquired by its sensor camera. This camera has access to the same thermal and regular vision modes on manually-operated Mk30s.

The Mk30A can be disassembled and re-assembled in the same way as the standard Mk30 HMG. Disassembled Mk30As are split into two components comprising of the backpack and the lowered tripod.

Like all autonomous vehicles, UAV/UGV Operators are able to hack the Mk30A depending on their side relation to the original owner of the turret.

Optics[]

Arma3-mk30-ironsight-overview
The Mk30's integrated optic has variable zoom, has a laser rangefinder, and a compass. All elements are coloured in red, save for the main crosshair which is coloured in white instead. It can toggle either a day, night or white-/black-hot thermal vision mode.

The integral optic allows for manual zeroing starting from a minimum of 100 metres up to a maximum of 2,000 metres (100, 200, 300, 400, 600, 800, 1000, 1200, 1500, 1600, 1700, 1800, 1900, 2000). By default, it is set to a zeroing of 300 metres. Note that zeroing adjustments are initially made with increments/decrements of 100 metres up to 400 metres. Beyond 400 metres, adjustments are made in 200 metre increments/decrements up until 1,200 metres, whereupon zeroing jumps to 1,500 metres. Finally, adjustments for zeroing beyond 1,500 metres then revert to 100 metre increments/decrements.

It should also be noted that zeroing is capped at 2,000 metres. This limit applies to both manual zeroing and automated zeroing via the Fire Control System.

Arma3-mk30a-ironsight-overview
The camera on the Mk30A supports variable zoom, has a laser rangefinder, and a compass. All elements are coloured in red, save for the main crosshair which is coloured in white instead. It can toggle either a day, night or white-/black-hot thermal vision mode.

The Mk30A can be manually zeroed starting from a minimum of 100 metres up to a maximum of 2,000 metres (100, 200, 300, 400, 600, 800, 1000, 1200, 1500, 1600, 1700, 1800, 1900, 2000). By default, it is set to a zeroing of 300 metres. Note that zeroing adjustments are initially made with increments/decrements of 100 metres up to 400 metres. Beyond 400 metres, adjustments are made in 200 metre increments/decrements up until 1,200 metres, whereupon zeroing jumps to 1,500 metres. Finally, adjustments for zeroing beyond 1,500 metres then revert to 100 metre increments/decrements.

It should also be noted that zeroing is capped at 2,000 metres. This limit applies to both manual zeroing and automated zeroing via the Fire Control System.

Ammunition[]

Base damage value Aerodynamic friction Initial velocity (m/s) Penetration depth (mm)
30 -0.00086 910 35.49

There are a total of twelve belts that the Mk30 can feed from, though the static turret version is only capable of utilising 100-round belt boxes (by default).

All are loaded with basic 12.7×99 mm NATO (.50 BMG) ammunition unless specified otherwise:

100Rnd[]

Standard 100-round belt box.

It is available in four tracer colour varieties; white, red, green and yellow which are faction-specific. The fourth round fired will always consist of a coloured tracer. However, there are no dedicated belts that are fully loaded with tracers.

200Rnd[]

200-round belt box. Similar to regular 100-round belts, it features four tracer varieties but only the third round will consist of a coloured tracer instead.

It is otherwise identical in all other aspects (aside from its belt capacity).

500Rnd[]

Identical to regular 100-round belts, just with a total of 500 linked rounds instead. It is available in the same colour varieties.

Trivia[]

  • The Mk30 is directly based on the real-world "XM312" heavy machine gun designed by the General Dynamics Corporation.
    • The real XM312 fires much more slowly than the in-game Mk30 however, which was one of the factors that led to its cancellation by the U.S. military in real-life due to its inferior fire rate compared to the "M2 Browning" that it was intended to replace.
  • Although the Mk30 is clearly an American-made weapon, it is ubiquitously seen amongst all three main factions. This includes both Mediterranean and Pacific CSAT forces which already use the NSVT-M HMG on their primary Main Battle Tank instead.
    • The NSVT-M is based on the real-world "NSV" heavy machine gun, a Russian-made HMG which is chambered to fire the 12.7×108 mm round as opposed to .50 BMG.
    • In reality, neither the Iranian Armed Forces nor the People's Liberation Army would be utilising a fictional spin-off design of the XM312 as the armed forces of both nations already possess their own indigenous HMG designs (both prototype[1][2] and in service[3][4]).
  • Like all static weapons, neither the standard Mk30 nor the automated Mk30A can be placed in-game as Zeus or in the editor for Pacific CSAT forces by default. Pacific CSAT support gunners in particular, only carry the Mediterranean CSAT version of the Mk30 backpack.
  • Based on information manuals from the Old Man mini-campaign, the Mk30's automatic sentry modules appear to be manufactured by the Macrotech Corporation.[5]
  • All variants of the Mk30 were not originally available in the Alpha and were only added in the Beta's final patch (coinciding with ArmA 3's full launch as part of Game Update 1.00).[7]
  • Prior to Game Update 1.82, the Mk30 fed from 500-round belts as opposed to 100-rounders. This was later reduced to its 100-round loadout after the Tanks DLC was released.[8]
  • Alongside the Mk32A, the Mk30A is one of the first two static weapons in the entire series that is capable of autonomous operation.
The information below details unused, pre-release or removed content.
  • By default, there is only one type of 12.7 mm ammunition usable for the Mk30's magazines. However, there are unused config entries for SLAP ammunition (Classname: B_127x99_SLAP[9]) which have better penetration and almost twice the damage output of the standard 12.7 mm ball rounds.

Gallery[]

References[]

  1. Miles 2017, '[IPAS 2017] Iranian Machine Gun Development, Shortened PKM', The Firearm Blog, 19 October, viewed 10 March 2023, <https://www.thefirearmblog.com/blog/2017/10/19/ipas-2017-iranian-machine-gun-development-shortened-pkm/>.
  2. 国平军史 2022, 'QJZ-171式12.7mm机枪,全枪重量仅18公斤,适合山地机动作战', Bilibili, 3 July, viewed 10 March 2023, <https://www.bilibili.com/read/cv17391976>.
  3. Popenker, M 2003, Type 85 HMG, Modern Firearms, viewed 10 March 2023, <https://modernfirearms.net/en/machineguns/china-machineguns/tip-85-12-7mm-eng/>.
  4. WeaponSystems.net 2020, QJZ89, WeaponSystems.net, viewed 10 March 2023, <https://weaponsystems.net/system/977-QJZ89>.
  5. ARMA 3: Apex 2020 [Video Game], Bohemia Interactive a.s., Old Man, \a3\missions_f_oldman\data\img\screens\csatntbturretsonline_co.paa
  6. ARMA 3: Art of War 2021 [Video Game], Bohemia Interactive a.s., SHOWCASE: Art of War, \a3\missions_f_aow_data\img\showcase_aow_diorama_screen_inforgraphic_ca.paa
  7. van 't Land, J.J. 2013, SPOTREP #00010, Arma 3, viewed 2 September 2023, <https://dev.arma3.com/post/spotrep-00010>.
  8. Kovařič, V 2018, SPOTREP #00079, Arma 3, viewed 26 August 2023, <https://dev.arma3.com/post/spotrep-00079>.
  9. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\weapons_f\config.bin, CfgAmmo >> B_127x99_SLAP

External links[]

See also[]

Variants[]

  • Mk32 (Automatic grenade launcher model)

Static 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
Arma3-factionicon-csat CSAT - Armoury (ArmA 3)
Handguns Rook-40 9 mmZubr .45
Submachine guns Sting 9 mm
Carbines Katiba Carbine 6.5 mm
Assault rifles CAR-95 series (CAR-95, CAR-95 GL) • Katiba 6.5 mm (Katiba GL) • SDAR 5.56 mmType 115 6.5 mm*
Designated marksman rifles ASP-1 Kir 12.7 mmCMR-76 6.5 mmCyrus 9.3 mmRahim 7.62 mm
Sniper rifles GM6 Lynx 12.7 mm
Squad automatic weapons CAR-95-1 5.8 mmZafir 7.62 mm
Machineguns Navid 9.3 mm
Launchers 9M135 VoronaRPG-42Titan MPRLTitan MPRL Compact
Static Mk6 MortarMk30Mk32Remote DesignatorStatic Titan Launcher (AA, AT)
(Parenthesis) denote variants.
* denotes weapons exclusive to the Viper sub-faction.
Marksmen DLC | Apex DLC | Tanks DLC
Arma3-factionicon-aaf AAF - Armoury (ArmA 3)
Handguns ACP-C2 .45
Submachine guns PDW2000 9 mm
Carbines Mk20C 5.56 mm
Assault rifles Mk20 5.56 mm (Mk20 EGLM) • SDAR 5.56 mm
Designated marksman rifles Mk18 ABR 7.62 mm
Sniper rifles GM6 Lynx 12.7 mm
Squad automatic weapons Mk200 6.5 mm
Launchers MAAWS Mk4 Mod 0PCMLRPG-42Titan MPRLTitan MPRL Compact
Static M2Mk6 MortarMk30Mk32Static Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Apex DLC | Tanks DLC
Arma3-factionicon-livoniandefenseforce LDF - Armoury (ArmA 3)
Handguns 4-five .45
Submachine guns ADR-97 5.7 mm
Assault rifles Promet series (Promet, Promet GL, Promet SG)
Designated marksman rifles Promet MR 6.5 mm
Squad automatic weapons Mk200 6.5 mm
Launchers MAAWS Mk4 Mod 1PCMLTitan MPRLTitan MPRL Compact
Static M2Mk6 MortarMk30Mk32Static Titan Launcher (AA, AT)
(Parenthesis) denote variants.
Apex DLC | Tanks DLC | Contact DLC
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