The Ifrit is an MRAP used exclusively by CSAT forces in ArmA 3.
Overview[]
- Roles:
- Troop transport
- Reconnaissance
- Fire support
« | The Ifrit is a new Mine-Resistant Ambush Protected (MRAP) vehicle designed and manufactured in Russia. Its strengths lie in reliability in extreme weather conditions and crew protection, but its manufacturing costs are somewhat higher compared to other MRAPs. The Ifrit can be fitted with a RCWS turret and armed with a 12.7 mm heavy machine gun or a 40 mm grenade launcher. Field Manual
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Design[]
The Ifrit is a four-wheel drive MRAP-type vehicle that can fulfil many roles ranging from serving as a V.I.P. transport, escort vehicle, light troop transport, to reconnaissance. All in a well-protected and compact package.
Features
It is available in three variants: a baseline unarmed version that has no weapons mounted on it, and two separately armed versions that have a mounted RCWS turret fitted with either a 12.7 mm heavy machine gun or 40 mm automatic grenade launcher.
Compared to its NATO counterpart, the Ifrit uses a sloped front that curves a bit at the corners, the sides and rear being flat at the top and sloping in the middle, and then flat again. The bottom is slightly sloped, as is the roof, helping to minimise damage from landmines and small/medium explosives.
Additionally, the Ifrit possesses smoke launchers that can be used to deploy a flurry of smoke grenades to conceal the vehicle. Although the smoke grenades don't provide actual cover, they can be deployed in an emergency to potentially break the lock of an infrared-guided or visually-guided missile.
Mobility
With a top speed of 137 km/h combined with its large fuel capacity, the Ifrit excels at long-range or long-duration missions where refuelling would not be possible or for rapid missions that require high speed and mobility above all else.
Drawbacks
Although it is armoured enough to protect its passengers from small arms fire, it cannot survive multiple hits from autocannon shells and anti-vehicle launchers. Since the Ifrit's wheels are not actually protected by any form of armour plating, a concentrated burst of small arms fire (7.62 mm/12.7 mm) against two out of four wheels can throw the vehicle's balance off-centre and make it difficult to control.
Crew Capacity
Regardless of variant, the Ifrit will always have a seating capacity of five personnel: the crew and up to three or four passengers. The crew includes the driver, and in the case of the armed variants, a gunner.
Variants[]
Baseline variant. This version seats a driver and up to four passengers. It is designed purely as a troop transport and does not possess any weaponry.
This variant has a gross weight of 8392.04 kg.
Armed variant.
This version of the Ifrit uses the unarmed vehicle as a base but has an RCWS turret mounted onto its roof. This RCWS turret is armed with a 12.7 mm heavy machine gun. The 12.7 mm HMG feeds from a (pre-loaded) 200-round belt and one spare belt left in reserve (for a combined total of 400 rounds).
The RCWS is controlled by the gunner, whose seat is located in the front-left in the rear. The previously vacant passenger seat now serves as the control station for the turret. Other than this arrangement, its seating layout remains unchanged from to the baseline Ifrit.
This variant has a gross weight of 8439.35 kg.
Armed variant.
It also uses the unarmed version as the base, with the sole difference being addition of the RCWS turret. The GMG variant is armed with a 40 mm automatic grenade launcher as opposed to a 12.7 mm HMG. This GMG feeds from a single 96-round belt loaded with 40 mm high-explosive (HE) grenades. The RCWS is similarly controlled by the gunner, who is seated in the same front-left seat in the rear.
This variant has a gross weight of 8439.35 kg.
Camouflage[]
All three variants have access to the same camouflage options:
- Hex: Arid Hexacam camouflage pattern. Useful for forested, grass plains, and desert environments.
- Green Hex: Tropical Hexacam pattern camouflage. This is used in heavily forested and tropic environments.
Protection[]
All variants of the Ifrit have base armour values of 200. They use Composite Armour plating but cannot be fitted with Slat cages or Explosive Reactive Armour blocks/panels.
The following highlighted positions serve as weak points on the Ifrit:
Note that although only the armed Ifrit variant is depicted here, hit zones are identical for all models regardless of configuration with the exception of the turret.
Body[]
The Ifrit's body can survive 800 points of damage. It does not take additional damage from high-explosive (HE) type munitions but also does not reduce any amount.
Will result in a catastrophic kill if its integrity is compromised.
Hull[]
The hull can resist up to 200 points of damage. Only 20% of incoming damage will be shared with the Ifrit's main "health" pool.
Munition type | Damage reduction (%) | Velocity reduction (%) |
---|---|---|
Armour Piercing | None | 10 |
High-Explosive | 80* | 50 |
High-Explosive Anti-Tank | 80* | 80 |
Tandem High-Explosive Anti-Tank | 80* | 10 |
(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge
If the hull has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.
Engine[]
The engine can survive 100 points of damage before it fails. At least 40% of incoming damage will be shared with the Ifrit's main "health" pool. The engine takes 40% less damage from HE-type munitions.
Destroying the engine will not cause a catastrophic kill unless the Ifrit is at critical "health" status.
If damaged: Reduces power output, acceleration is decreased and it may become impossible to climb uphill.
If destroyed: Immobilises the Ifrit.
Fuel tank[]
The fuel tank can resist up to 100 points of damage before it ruptures. It reduces up to 90% of incoming damage from HE-type munitions. Only 20% of incoming damage against the fuel tank will be shared with the Ifrit's "health" pool.
A destroyed fuel tank will not cause a catastrophic kill on its own unless the Ifrit is critically damaged.
If damaged: Gradually leak 20% of remaining fuel over time.
If destroyed: Entire fuel supply will be drained over the course of several seconds.
Wheels[]
Each of the Ifrit's wheels are able to resist up to 250 points of damage. The tyres are susceptible to small arms fire and take 400% increased damage from HE-type munitions. However, none of the damage will be shared with the Ifrit's main "health" pool.
Destroying all of the Ifrit's wheels will be required to fully immobilise it. Depending on which and how many are left, it is entirely possible for the Ifrit's driver to continue moving even if there is only one tyre left (making simple manoeuvres will be almost impossible, however).
RCWS[]
The RCWS turret on armed variants can resist up to 250 points worth of damage. No amount of damage incurred is shared with the Ifrit's "health" pool.
Munition type | Damage reduction (%) | Velocity reduction (%) |
---|---|---|
Armour Piercing | None | 10 |
High-Explosive | 60* | 50 |
High-Explosive Anti-Tank | 60* | 80 |
Tandem High-Explosive Anti-Tank | 60* | 10 |
(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge
If the RCWS turret's armour plating has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.
Armament[]
The gunner position exclusively controls all weapon systems remotely on the armed variants. The gunner's optics have variable zoom capability, and can toggle either day, night or black-hot/white-hot thermal vision modes:
RCWS HMG 12.7 mm[]
NOTE: Only available on the Ifrit HMG variant.
Base damage value | Aerodynamic friction | Initial velocity (m/s) | Penetration depth (mm) |
---|---|---|---|
30 | -0.00086 | 910 | 35.49 |
General-purpose 12.7 mm heavy machine gun.
The RCWS HMG can attain a fire rate of up to 600 rounds per minute and requires 20 seconds to reload a fresh box or to fully rearm from a logistics vehicle. Accuracy-wise, it has a fixed dispersion of 0.0012 rad regardless of distance.
The Fire Control System is only able to automatically zero on stationary targets and requires 1 second to finish adjusting. Manual zeroing is also possible, though only in increments/decrements of 100 m (up to a maximum of 2000 m).
RCWS GMG 40 mm[]
NOTE: Only available on the Ifrit GMG variant.
Damage type | Base damage value | Aerodynamic friction | Initial velocity (m/s) |
---|---|---|---|
High-Explosive Anti-Tank | 100 | -0.001 | 241 |
40 mm automatic grenade launcher. Fires grenades fitted with high-explosive anti-tank (HEAT) warheads. They have a blast radius of 4 metres.
It can attain a fire rate of up to approximately ~ 349 RPM. It also requires at least 20 seconds to reload a fresh belt of grenades or to fully rearm from a logistics vehicle. Accuracy-wise, the GMG has a dispersion of 0.005 rad.
The FCS can only zero onto stationary targets and requires 1 second to finish adjusting. Like the RCWS HMG, manual zeroing is also possible with adjustments being made in increments/decrements of 100 m. However, it is restricted to a hard cap of 1500 m which cannot be exceeded even by the FCS.
Trivia[]
- The Ifrit appears to be modelled after the ZiL "Karatel" (also known as the "Punisher"), an armoured vehicle that is currently in limited use with Russian security forces.
- In the very first release of ArmA 3's Alpha, the Ifrit was originally referred to internally as the Galkin (Classnames: O_Galkin_F, O_Galkin_MG_F, O_Galkin_GMG_F). This was quickly changed after the release of Game Update 0.52, which renamed its classnames to "Ifrit" and eventually by the Beta's release, as "MRAP_02".[1]
- The Ifrit's frontal armour was originally capable of withstanding several direct hits from 30 mm/40 mm HE and AP-type autocannon shells. Its ability to survive hits from such projectiles was significantly reduced after Game Update 1.76 (as part of changes introduced in the Laws of War DLC).[2]
- After the armour simulation overhaul was introduced in the Tanks DLC, the Ifrit was temporarily vulnerable to small arms fire and could be catastrophically destroyed by just a single magazine's worth of 7.62 mm bullets. Game Update 1.84 subsequently fixed this issue, restoring the Ifrit's original resilience to small arms projectiles.[3]
- It remains as one of the few original vehicles from the pre-Alpha to feature animated doors. The rear entry hatch can still be configured to automatically open when passengers ride or dismount the Ifrit through a replacement addon or toggled via scripting.
- Just like the Hunter, the Ifrit is also incapable of surviving IED blasts even though it is classified as an MRAP. MRAPs in real-life are designed specifically to survive an IED blast and protect the crew from inside, regardless of how powerful the IED is.
Gallery[]
References[]
- ↑ van 't Land, J.J. 2013, SPOTREP #00001, Arma 3, viewed 24 March 2023, <https://dev.arma3.com/post/spotrep-0001>.
- ↑ van 't Land, J.J. 2017, SPOTREP #00073, Arma 3, viewed 28 November 2023, <https://dev.arma3.com/post/spotrep-00073>.
- ↑ Kovařič, V 2018, SPOTREP #00081, Arma 3, viewed 28 November 2023, <https://dev.arma3.com/post/spotrep-00081>.
External links[]
See also[]
Vehicles of comparable role and configuration[]
- Hunter (NATO counterpart)
- Strider (AAF counterpart)
- Vodnik (Russian Armed Forces predecessor, ArmA 2 only)
CSAT - Vehicles (ArmA 3) | |
---|---|
Wheeled | Ifrit • MSE-3 Marid • Qilin • Quadbike • Tempest • UGV Saif • Zamak |
Tracked | 2S9 Sochor • Akinaka ED-1D (Sayyah ED-1E) • BTR-K Kamysh • T-100 Varsuk (X Futura) • T-140 Angara (T-140K) • ZSU-39 Tigris |
Rotor-wing | Jinaah AL-6 • Mi-48 Kajman • Mi-290 Taru • PO-30 Orca • Tayran AR-2 |
Fixed-wing | K40 Abalil-3 • KH-3A Fenghuang • To-199 Neophron • To-201 Shikra • Y-32 Xi'an |
Aquatic | Assault Boat (Rescue) • Speedboat HMG • SDV |
Parenthesis denote variants. Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC |