
All Game Items
Introduction
Arma 3 features an extensive arsenal of military equipment, ranging from standard infantry weapons to advanced optics, explosive devices, medical supplies, and unique campaign collectibles. This guide covers all major item categories available in the base game and core DLCs (Apex, Tanks, Jets, Laws of War, Contact). Items are grouped logically for easy reference.
1. Weapons
1.1 Primary Weapons
Primary weapons are the main combat tools. They are divided by caliber and role:
- Assault Rifles:
- Carbines:
- Designated Marksman Rifles (DMR):
- Sniper Rifles:
- Machine Guns:
- Launchers:
- Pistols:
- Grenades:
- Mines:
- Red Dot Sights: Holosight, RCO (4x), ARCO (4x), MRCO (6x).
- Magnified Scopes: DMS (6x), SOS (12x), AMS (4x-12x), LRPS (20x).
- Thermal and NV: TWS (thermal), NVS (night vision). Available on some rifles.
- Suppressors: Reduce sound and flash. Different calibers (e.g., 556, 65, 762).
- Flash Hiders: Reduce muzzle flash.
- Compensators: Reduce recoil.
- Bipods: Improve stability when deployed.
- Grip Pods: Bipod and foregrip combination.
- Foregrips: Reduce vertical recoil.
- Laser/Light: IR laser or white light attachments for aiming or illumination.
- Flashlights: Illuminate dark areas.
- Laser Aiming Modules: IR or visible lasers.
- Carrier Lite: Lightweight, minimal protection.
- Carrier Rig: Medium protection, holds four magazines.
- Carrier GL Rig: For grenadiers, holds 40mm grenades.
- Carrier Special: Heavy vest, high protection, large inventory space.
- LBV Vest: Low-visibility, used by special forces.
- CSAT Vests: Similar tiers, distinct appearance.
- ECH: Enhanced Combat Helmet (NATO), high protection.
- MICH: Medium protection, common.
- ACH: Advanced Combat Helmet, lighter.
- Paratrooper Helmet: Lighter, no ear protection.
- OPFOR (CSAT) Helmets: Similar tiers.
- Helmet Covers: Camouflage variants (Woodland, Desert, etc.).
- Standard Fatigues: Provide minimal carry capacity and camouflage.
- Ghillie Suits: Exceptional camouflage, slow movement. Woodland, Desert, Arctic variants.
- Wetsuits: For underwater operations, provide thermal protection.
- Police Uniform: Used in certain missions for disguise.
- Assault Pack: Small (2000 capacity), holds essentials.
- Kitbag: Medium (3000), good for medics or riflemen.
- Carryall: Large (4000), for heavies or specialists.
- Bergen: Very large (6000), but heavy.
- Radio Backpack: Used by Covert Recon missions.
- UAV Terminal Backpack: For operating drones.
- Specialty: Parachute, fuel drums, etc.
- First Aid Kit (FAK): Basic healing, stops bleeding and restores some health.
- Medikit: Full medical kit, can heal all wounds, treat fractures, and revive.
- Bandages: Stop bleeding (packing, elastic, quickclot).
- Tourniquet: Stops bleeding from limbs, must be removed later.
- Morphine: Reduces pain, but lowers stamina.
- Epinephrine: Revives a downed player (if unconscious).
- Splint: Stabilizes fractures.
- Surgical Kit: Used to treat wounds.
- IV Bag: Restores blood volume.
- Water Bottle: Replenishes thirst (in survival mods or campaign).
- MRE: Meal Ready-to-Eat, restores hunger.
- Energy Drink: Temporary stamina boost.
- Painkillers: Reduce pain for a short time.
- Binoculars: Standard observation (10x magnification).
- Rangefinder: Measures distance to target.
- Vector 21 Nite: Advanced rangefinder with thermal.
- GPS: Displays map with own position; some show waypoints.
- NVGs: Night vision goggles (allows movement at night). Generations: GEN1 (green) and GEN2 (white phosphor).
- IR Grenade: Infrared strobe for friendly forces.
- Chemlight: Light stick, various colors.
- Entrenching Tool: Used to dig foxholes (in some scenarios).
- Radio: For communication (in unit context).
- Mine Detector: Detects buried mines.
- UAV Terminal: Remote control for drones (Darter, Tayran, etc.).
- Laser Designator: Lases targets for guided munitions.
- Tripod: For deploying machine guns or launchers.
- Satchel Charge: Large explosive, timed or remote detonation.
- Explosive Charge: Smaller, used for breaching.
- Intel Folders: Contain story-critical documents. Found in specific locations (e.g., military bases, safe houses).
- Flash Drives: Store digital data; used to unlock secondary missions.
- Memos: Small notes providing background lore.
- Photos: Depict key characters or locations.
- CP (Command Points): In Warlords, used to call in support (ammo drop, vehicle, etc.).
- Score Points: In various modes, determines endgame ranking but not spendable.
- Suppressor + Subsonic Ammo: Reduces shot detection range. Used in stealth missions.
- Thermal Optics + Smoke: Thermal can see through smoke. Team can use this to engage obscured enemies.
- Bipod + Foregrip: Combined reduce recoil significantly when deployed.
- NVGs + IR Laser: Allows for covert operations at night.
- Ghillie Suit + Sniper Rifle: Optimal for recon; movement speed penalty but excellent concealment.
- Explosives + Mine Detector: Player can clear paths safely.
- Laser Designator + Guided Missiles (from UAV or friend): Coordinates precision strikes.
- Medical Items: Using bandages before morphine prevents additional damage; epinephrine only if unconscious.
- Arsenal: Press Escape -> Arsenal (in most modes) to equip any available weapon, attachment, or gear. Unlock by scoring kills or completing tasks in some modes.
- Campaign Missions: Specific loadouts are provided; pick up weapons from dead enemies or caches.
- Supply Boxes: In Warlords and other modes, ammo crates contain random gear.
- Virtual Arsenal: A training mode where all items are unlocked.
- Mods and DLC: Additional weapons (e.g., from "Weapons" or "Uniform" DLCs) appear in arsenal if owned.
- Apex DLC: Adds SPAR series, CAR-95, Navid, and contact gear.
- Tanks DLC: Adds heavy weapons like the cannon launcher.
- Jets DLC: Adds aircraft, not infantry items.
- Laws of War DLC: Adds humanitarian equipment like medkits, but not new weapons.
- Contact DLC: Adds alien artifacts (used only in that campaign).
- MX Series (6.5mm): Standard NATO rifle (MX, MXM, MXC). Burst and full-auto modes. Obtained via arsenal or campaign. Best all-around.
- Katiba (6.5mm): FIA/CSAT bullpup, high fire rate. Less recoil than MX. Common in Apex.
- Mk20 (5.56mm): Low recoil, accurate. Used by NATO special forces.
- TRG-21 (5.56mm): FIA standard, cheap and lightweight.
- AK-12 (7.62mm): CSAT weapon, high damage but heavy recoil.
- SPAR-16 (5.56mm): From Apex DLC, excellent modularity.
- CAR-95 (5.56mm): From Tanks DLC, compact and reliable.
- MX Carbine (6.5mm): Shorter barrel, good for CQB.
- MXC (6.5mm): Compact version of MX.
- PDW2000 (9mm): Submachine gun, quiet with suppressor.
- Mk18 ABR (7.62mm): Semi-auto, high damage.
- MAR-10 (7.62mm): Very high damage, low rate of fire.
- M14 (7.62mm): Classic DMR, available in campaign.
- M320 LRR (7.62mm): Bolt-action, extremely accurate.
- GM6 Lynx (12.7mm): Anti-materiel, destroys light vehicles.
- Mk1 (7.62mm): Semi-auto sniper, good balance.
- MX SW (6.5mm): Light machine gun variant.
- Mk200 (6.5mm): Belt-fed, high suppression.
- SPMG (7.62mm): From Apex, very accurate.
- Navid (9.3mm): Heavy machine gun, used from bipod.
- MAAWS (84mm): Recoilless rifle, anti-vehicle and anti-structure.
- PCML (84mm): Guided anti-tank missile.
- RPG-7 (40mm): Unguided, high explosive.
- Mk153 SMAW (83mm): Short-range AT.
- Titan MPRL: Multi-purpose rocket launcher, anti-air/anti-vehicle.
- NLAW: Disposable anti-tank weapon, excellent accuracy.
1.2 Secondary Weapons
- P07 (9mm): NATO standard sidearm.
- ACP-C2 (.45 ACP): Compact, high stopping power.
- Zubr (.45 ACP): Revolver, slow but powerful.
- 4-five (.45 ACP): From Apex, excellent accuracy.
- Sting (9mm): Full-auto pistol, rare.
1.3 Throwables
- M67 Fragmentation: High explosive radius.
- M84 Flashbang: Blinds enemies.
- Smoke Grenades (White, Red, Green, etc.): Conceal movement or mark targets.
- M18 Smoke (Colored): Similar, used for signaling.
- Luchnik (CSAT grenade): Proxy fragmentation with fuse.
- Claymore: Directional, tripwire-activated.
- SLAM: Anti-vehicle, can be placed on roads.
- APERS Mine: Anti-personnel bounding mine.
- AT Mine: Anti-tank, heavy damage.
2. Attachments and Optics
2.1 Optics (Sights)
2.2 Muzzle Attachments
2.3 Underbarrel Attachments
2.4 Side Rail Attachments
3. Equipment (Vests, Helmets, Uniforms, Backpacks)
3.1 Vests
3.2 Helmets
3.3 Uniforms
3.4 Backpacks
4. Medical Items
5. Consumables
6. Tools and Special Items
7. Campaign Collectibles
In the main campaign "The East Wind," players can find intel items:
These are not used for gameplay but unlock achievement/trophy "Researcher." Collect all for full story context.
8. Currencies
Arma 3 has no universal in-game currency in singleplayer. However, in some multiplayer modes (e.g., Warlords, Escape), players earn points or funds:
In the campaign, money is irrelevant; equipment is issued based on mission.
9. Important Synergies and Upgrades
10. Obtaining Items
Items can be obtained through:
11. Notes on DLC Items
12. Conclusion
This guide provides a complete overview of Arma 3's items. Use the arsenal to experiment with loadouts, synergize attachments with mission role, and collect campaign intel for full story immersion. Always consider weight and stamina when equipping heavy items.