The RGO is the standard-issue grenade carried by most line infantry. BLUFOR, OPFOR and Independent alike share the RGO HE grenades and RGN mini-frags. Users should take care to avoid using too much "power" when throwing a grenade as a result.ĪrmA 3's hand grenades are now reverted back to Cold War Assault standards and are universally employed by all factions regardless of their side. However, they also have a tendency to bounce beyond their intended target particularly if thrown on flat and non-natural surfaces. In addition, grenades no longer detonate upon impact with the terrain and have proper fuse timers of 4 seconds.
How far the grenade gets thrown will depend on how long the user holds the primary fire key. Grenades in ArmA 2 must be manually selected and primed like in Cold War Assault/Armed Assault. Infantry for OPFOR factions like the Russian and Takistani militaries or NAPA/ ChDKZ guerillas carried the RGD-5 HE grenade instead. British forces on the other hand carried the L109A2 HE grenade. Damage-wise, all are the same and have identical blast radii of 7 metres.īLUFOR factions such as the USMC and U.S. In ArmA 2, hand grenades are used by all factions and are available in up to three variants. NOTE: Hand grenades should not be confused with the rifle grenades launched by specific firearms like the M16A2 in ArmA: Cold War Assault, nor those fired by underbarrel grenade launchers fitted to assault rifles such as the MX in ArmA 3.Ī Hand Grenade can be thrown 130ft/40m by the average soldier, and is a standard battlefield weapon. However, their splash radius is minimal and much smaller compared to explosive-based munitions fired by vehicle cannons or shoulder-carried launchers loaded with anti-personnel rounds. They are highly lethal against unarmoured infantry and will damage (or disable) lightly armoured vehicles easily as well. Hand grenades are mostly fragmentation-based though some grenades are of a high-explosive (HE) type instead. They are always thrown and in most cases, must also be manually primed whereupon they will detonate after a few seconds. Throughout the series, hand grenades have appeared in various forms and always serve as auxiliary pieces of equipment for infantry units.
Certain shoulder-launched weapons like the MAAWS Mk4 Mod 1 and optical sight accessories such as the Nightstalker optic also feature integrated rangefinders. They now provide the azimuth and elevation of a target in addition to distance.Īlmost every armed vehicle platform and aircraft has a rangefinder integrated as part of its weapon's Fire Control System (FCS) or their internal/external targeting pod. In ArmA 3, laser rangefinders are used by almost every faction in some way as opposed to being exclusive to BLUFOR. Handheld rangefinders are unable to toggle a thermal vision mode (unlike laser designators), but they are able to activate a night vision mode which makes it superior to conventional binoculars carried by most infantry squad leaders and officers. Weapon fire control systems for several ground vehicles and aircraft like the M1A2's main cannon and the commander's viewfinder, or the LAV-25's autocannon, also featured integrated rangefinders. It was added with the release of the Army of the Czech Republic DLC. Army to British and German forces.Ĭzech forces exclusively make use of the LRTV which also doubles as a laser designator. Added with the Operation Arrowhead expansion pack, the standard handheld Rangefinder in ArmA 2 is used solely by BLUFOR factions, ranging from the U.S.