This is a sub-page of Arma III.
Just to be clear: to be inline with other sources, here "camouflage" refers to different colors and textures, while "variant" refers to different types and configurations. For example, the MX rifle has three camouflages—Sand, Black, and Khaki—and five variants—the MX rifle, MX 3GL rifle with grenade launcher, MXC carbine, MX SW squad automatic weapon, and MXM marksman rifle. References to military camouflage designs themselves such as MTP, Green Digital, and Hex are referred to here as "patterns".
Weapons#
Handguns#
Black ACP-C2 .45#
A Black camouflage for the ACP-C2 .45 pistol exists but does not appear in the Virtual Arsenal. It features a black slide, a black frame, a white magazine, and white grip that is apparently intended to have a grey snakeskin texture that does not display due to quirks with the model's UV. Notably, its slide has vertical front serrations, while the used ACP-C2's slide has diagonal serrations, meaning this may be the remnants of an unused model, which would explain why this goes unused. In the final game, the ACP-C2 is only available in two-tone black-and-tan with a digital tan grip.
Its texture is acpc2_black_co.paa. It can be reenabled using mods and, as a mere camouflage, is the same as the used ACP-C2 in all ways aside from appearance.
Submachine Guns#
Underwater Sting 9 mm#
The Sting 9 mm submachine gun was apparently supposed to function underwater, if prerelease screenshots of it being carried underwater indicate anything. Additionally, its use by NATO personnel both underwater and on land, also seen in prerelease screenshots, may suggest it was meant to be used by all factions as a general-purpose underwater firearm. Note however, that the Sting 9 mm's real-life basis, the CZ Scorpion Evo 3 A1, is not an underwater firearm, and it thus probably lost its underwater capabilities for that reason. In the final game, the Sting 9 mm is a CSAT weapon and cannot be used underwater, while the only underwater firearm in the game is the SDAR rifle, which is used by all factions that field frogmen.
Four sound files—underwater_smg_02_reload.wss, underwater_smg_02_st_1b.wss, underwater_smg_02_st_2b.wss, and underwater_smg_02_st_3b.wss—represent a submachine gun reloading and firing while submerged in water. As no other submachine guns are known to have been planned for use underwater, these sounds were most likely intended for the Sting 9 mm.
Shotguns#
Bulldog#
The Bulldog bullpup shotgun, based strongly on the KelTec KSG, appears in a pre-alpha screenshot held by a NATO soldier, as well as in ShackTac's Tactical Guide included in the Deluxe edition of Arma III. Then the only new shotgun in the game (i.e. not returning from Arma II, see the others below), it seems to have been mostly finished and would have been compatible with buckshot, slugs, and high-explosive slugs, though no footage of it in action is known to exist and all files relating to it seem to have been completely removed before release. All shotguns in the game, including the Bulldog, were ultimately cut before release because issues with the Real Virtuality engine meant they could not properly be implemented; besides, in modern warfare shotguns are more of a tool for breaching and demining than proper combat weapons, and most engagements in Arma III are at ranges far enough for shotguns to be more or less useless. In the final game, there are only three shotguns: the Kozlice over-under break-action shotgun, the Promet SG's underbarrel shotgun, and the ED-1D UGV's demining shotgun, all 12 gauge and added in the Contact DLC.
Nothing remains of this weapon in the final game.
M4 SSAS#
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The M1014 semi-automatic shotgun from Arma II was intended to return in Arma III as the M4 SSAS—and it seems it was actually finished too, as it can be seen in a pre-alpha presentation video from Gamescom 2011 with an entire segment dedicated to it firing to demonstrate buckshot shell simulations, though it seems to have used several leftovers from Arma II; in fact, its model was basically the same, but with an added Picatinny rail on top for attaching optics. It was cut for the same reasons as other shotguns.
It has a reloading animation, GestureReloadSSAS, as well as an icon and sounds, but everything else was removed.
AA-12/AA-40#
The AA-12 automatic shotgun, also from Arma II, was intended to return in Arma III as the AA-40 if its filenames mean anything. Its appearance in ShackTac's Tactical Guide (where it is referred to as the AA-12) shows it had a model associated with it. It was cut for the same reasons as other shotguns. A slightly-modified AA-12 would eventually return in Update 1.1 for the semi-official Western Sahara Creator DLC as, you guessed it, the AA-40, capable of loading buckshot, slugs, high-explosive slugs, and smoke shells.
Two sounds, aa40_reload_final.wss and aa40_dry_1.wss; two config files for the gun's recoil in each firemode, recoil_single_aa40 and recoil_auto_aa40; and a text string referring to a magazine, str_a3_cfgmagazines_20rnd_aa40_he1, suggest that a lot of assets had been made for the AA-12 by the time it was cut.
Saiga 12K#
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The Saiga 12K automatic shotgun, also from Arma II, was also intended to return in Arma III, though it's unclear what it would be called, and it seems to have been unfortunate enough to have been introduced and promptly cut before any assets of substance could be added. It was cut for the same reasons as other shotguns.
It has some sound files that seem to have been intended for it.
Rifles#
7.62 mm MX Rifle#
An MX rifle chambered in 7.62 mm caseless existed at some point, possibly from the early stages of the MX rifle's design before it was changed to chamber 6.5 mm caseless instead. However, information from a developer interview mentioned that when Bohemia sent the initial MX rifle design concept to CMMG Inc., the American firearms manufacturer that designed the MX rifle, they mentioned it was chambered in the real 6.5 mm Grendel ammunition, making the reason for this 7.62 mm magazine's existence unclear.
An icon, m_20rnd_762x51_caseless_ca.paa, depicts the standard magazine that it would use. Though it resembles the final 20 round 6.5 mm magazine, it is notably wider and flatter. Nothing else exists of this 7.62 mm MX rifle.
5.56 mm Promet#
The Promet rifle from the Contact DLC appears to have been intended to be chambered in 5.56 mm. It was ultimately chambered in 6.5 mm caseless instead, likely to maintain consistency with the MX rifle, as the main faction that uses the Promet, the LDF, is part of NATO (the alliance itself, not the in-game faction) and would thus also be expected to use their standardized intermediate cartridge.
A model, mag_556x45_msbs_30rnd.p3d, is the magazine that the 5.56 mm Promet would have used. It is essentially the used 30 round 6.5 mm magazine but more curved. It cannot be used in-game without mods, as it is obviously not considered part of the Promet's magazine pool due to the different round it uses.
Alpha TRG-21 Iron Sights#
During the game's alpha, the TRG-21 rifle had completely different iron sights compared to its current rendition, consisting of a diamond-shaped rear sight with two side posts, and a slightly smaller illuminated front sight with diamond-head housing. The design and modeling of these sights appeared rather thick and slightly crude, and they may have been unfinished at the time of the alpha's release. Following feedback from alpha testers, the TRG-21's iron sights were completely redesigned in Update 0.52 to be the cleaner, rounder ones they are now.
The original iron sights were completely removed from the game when the TRG-21's model was redesigned, and nothing of it remains in the final game.
Black TRG-21#
A Black camouflage for the TRG-21 rifle appeared in pre-alpha screenshots as CSAT's standard-issue service rifle. In the final game, the TRG-21 is only available in Olive and is used by the FIA, while the Katiba is CSAT's service rifle in the Mediterranean.
This camouflage for the TRG-21 was completely removed by the alpha's release, and nothing remains of it in the final game.
AKM with Flashlight#
An AKM rifle with a Flashlight attachment was added alongside the used AKM in the Apex Update for the Apex DLC. Notably, the AKM's model is unchanged meaning the Flashlight is simply sticking out of the handguard, suggesting that it is a custom AKM with an integrated light (or the Flashlight is simply taped or glued on), or that it was scrapped before a proper rail system or attachment mount could be created and added to its model. It was likely meant to be used by Syndikat fighters (the only faction seen using AKMs in the Apex Protocol campaign) at night, before being scrapped for unknown reasons, possibly because the AKM does not normally accept attachments and adding a unique Flashlight-equipped variant could potentially confuse players.
Its classname is arifle_AKM_FL_F and its model is AKM_flashlight_F.p3d. It does not appear in the Virtual Arsenal and cannot be equipped without mods or scripting, but is fully functional and, gameplay-wise, is simply an AKM with a Flashlight attachment, working about how you'd expect.
Marksman Rifles#
MAR-10 Alternate Camouflages#
The MAR-10 designated marksman rifle from the Marksmen DLC has three camouflages, but it was intended to have three more. These were Dazzle (light grey and dark grey dazzle pattern), Woodland (green, brown, tan, and black pattern), and Khaki (dark green finish). These camouflages were shown in promotional renders of the MAR-10 before the DLC's release, but were inexplicably not included in the DLC when it released, and have not been released since. It's feasible they were merely concept designs that were never actually worked on, but their presence in said promotional renders, one of which consists of nothing but the cut Woodland and Khaki camouflages, suggests they were intended to be added. Note that the Mk-I EMR, another NATO DMR added in the DLC, has Woodland and Khaki camouflages, the former of which uses an extremely similar pattern to the MAR-10's unused Woodland camouflage; the MAR-10 was likely intended to match with the Mk-I EMR.
Nothing in the game's files is known to point to these camouflages, indicating they were fully removed before the DLC's release or hadn't even been finished before work stopped on them.
CMR-76 with Compensator#
The CMR-76 DMR from the Apex DLC had what appeared to be a compensator attached to its muzzle before the DLC was released. This compensator appears in screenshots from before the DLC released—as well as, oddly, promotional images after the DLC released, despite the compensator no longer being part of its model.
The compensator was completely removed from the CMR-76's model before release. It does not appear at all in-game and, as compensators are not a muzzle attachment, cannot be reequipped or replicated.
ASP-1 Akina#
The ASP-1 Kir integrally-suppressed DMR from the Marksmen DLC was initially called the "Akina". Early teaser screenshots from the DLC showing each weapon held by a soldier of their respective faction inexplicably went back and forth between having the Akina be held by a CSAT soldier and a NATO soldier (the latter being roughly when it got the "Kir" name), which may suggest it was at one point going to be a NATO weapon, or that both factions would use it due to its unique characteristics, possibly under different names.
In the final game, the ASP-1 is called the "Kir" and is used by CSAT and Russian Spetsnaz, both REDFOR factions; BLUFOR and INDFOR do not have similar integrally-suppressed equivalents. The "Akina" name was never brought up again after the "Kir" name was introduced.
Machine Guns#
M200#
What appears to be an early Mk200 light machine gun, apparently called the M200, was intended to appear in the game. It bears a close resemblance to the LSAT LMG, which was designed for the U.S. military's Lightweight Small Arms Technologies program by AAI Corporation in 2004 (and developed over time) to provide a lighter replacement for existing small arms, but was more or less beaten in 2022 by SIG Sauer's XM250 LMG in the separate-but-not-really Next Generation Squad Weapon program (yes, military procurement is this confusing). But returning to the M200, it is unknown why it was cut, especially seeing at the time the LSAT was still being developed and was actually making some progress in being accepted for military service. It was replaced by the Mk200, which takes some cues from the LSAT.
It has an icon, gear_m200_ca.paa, but no remaining models or textures.
Mk30 and M2 SLAP#
The Mk30 and M2 general-purpose machine guns were meant to have an alternate ammunition type, saboted light armor penetrator rounds, which are meant to penetrate armor better than actual armor-piercing rounds. These rounds would have had better penetration and almost twice the damage output of the standard 12.7 mm ball rounds. In the final game however, SLAP rounds are nowhere to be seen.
Unused config entries refer to B_127x99_SLAP as a munition, but it does not exist in the game.
Mk30A/Mk32A Raised#
Variants of the Mk30A sentry machine gun and Mk32A sentry grenade launcher mounted on raised tripods were meant to exist, but they do not have models or configs, meaning they cannot be assembled. They were clearly intended to though, as they still had component backpacks that would normally be used to assemble weapons of these types, though they were eventually removed at an unknown point. In the final game, the Mk30A and Mk32A cannot use raised tripods.
The MK30A HMG Disassembled (Raised) and MK32A GMG Disassembled (Raised) backpacks were a remnant of this concept. They could be equipped in the Virtual Arsenal, but did not do anything. They were eventually removed from the game at an unknown point.
Launchers#
Russian RPG-42 Alamut#
A unique camouflage for the RPG-42 Alamut rocket launcher was added in the Contact DLC but does not appear in the Virtual Arsenal. This camouflage appears to be associated with the Russian Spetsnaz faction from the DLC and resembles the Green camouflage (which is used by Russian Spetsnaz in the final game) with a pattern of tan splotches along the body.
Its classname is launch_RPG32_camo_F and its model is rpg_32_body_rucamo_co.paa. It cannot be equipped without mods or scripting, but is fully functional and, as a mere camouflage, is identical to other RPG-42s in all ways except appearance.
M72 LAW#
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The M72 LAW rocket launcher is visible in some pre-alpha screenshots, and it was apparently intended to return in this game, having previously appeared in Arma II, though it's unclear if it was meant to use the same model. It was likely replaced in favor of the MAAWS Mk 4 Mod 1/Mod 0, which are reloadable (in real life, the M72 LAW is single-shot and is usually disposed of after firing).
The M72 LAW has an icon for a 66 mm HEAT munition, m_law_ca.paa. A reticle for what was presumably its sight is also leftover from it. However, any models or textures it had are no longer in the game.
Static 9M135 Vorona#
A static turret variant of the 9M135 Vorona anti-tank guided missile launcher was intended to be added in the Tanks DLC, but never made it in. According to former developer "wattywatts" on the Bohemia Interactive forums, it was considered long before, but was ultimately scrapped early into the DLC's development due to time constraints and limited development resources.
Static SPG-9#
Like the 9M135 Vorona, a static turret variant of the SPG-9 recoilless gun was also planned for the Tanks DLC, but was not added for the same reasons.
Explosives#
Stone#
An apparently finished but unused grenade simply named the Stone goes unused. It is exactly what you would expect: a "grenade" which uses the model of a rather sizeable rock and the icon of the RGN and RGO grenades. It does not seem to have collision with people and will simply fly through them, but will hit structures, vehicles, and the ground. It will "explode" shortly after landing, making an explosion sound but with no visual effect and no damage inflicted. As rocks haven't been used in warfare for hundreds of years now, this was probably intended for civilians, perhaps during a riot scene.
Its classname is HandGrenade_Stone.
Glide Bomb#
An unnamed aerial glide bomb based on the real AGM-154 Joint Standoff Weapon was added in the Encore Update for the Jets DLC but goes unused. As BLUFOR already has a glide bomb, the GBU SDB (based on the GBU-39 Small Diameter Bomb), it may have been intended as REDFOR or INDFOR's equivalent, or it was an earlier version of the GBU SDB before the decision was made to change its design to a different munition. It is unknown why it goes unused, as it seems more or less finished.
It has two models, bomb_06_f.p3d and bomb_06_f_fly.p3d, but cannot be equipped in the dynamic loadout selection without mods.
Unused Equipment#
ACOG#
The ACOG sight from Arma II, specifically the TA31F-RMR variant, seems to have been intended to return in Arma III. It is unclear if it had any significant differences from its original appearance, nor is it known who would have used it, though possibly NATO as the TA31F-RMR was used by U.S. Marines in Arma II. Initially, only the model itself was removed, with texture files, an icon, and text strings referring to it remaining in the game's files; however, the release of the Apex DLC led to all of its files being removed.
Its classname is optic_ACOG.
Tan IR Laser#
A tan-colored IR Laser is visible in some pre-alpha screenshots, but in the final game, the only color the IR Laser is available in is black. It may have been cut because it was decided early in development that making different colors for rail attachments—which are largely situational and which not every weapon can equip—was not worth the time and resources.
Black Compact NVG#
A Black camouflage for the Compact NVG was added in the Apex DLC and remains in its directory, but does not appear in the Virtual Arsenal and is not used by Pacific CSAT nor Russian Spetsnaz, the two factions that use the Compact NVG in regular gameplay. In the final game, the Compact NVG only has four camouflages: Arid, Urban, Tropic, and Green.
Its models are o_nvgoggles_blk_f.p3d and o_nvgoggles_blk_off_f.p3d, corresponding to it being on and off respectively. It can only be equipped using mods. Curiously, as it is still in the Apex directory, it is considered a DLC item and will add the watermark effect to players who do not own the Apex DLC, even though the other Compact NVG camouflages do not, meaning it may have been cut before the developers decided to make the Compact NVG free.
Unused Attachment Proxies#
A proxy is basically a location indicator for the Real Virtuality engine. Attachment proxies allow for attachments such as Suppressors, IR Lasers, Flashlights, and various sights to be equipped on weapons. However, the following weapons have proxies for specific types of attachments that are disabled by default. All of them can be reenabled using mods, scripting, and custom configs.
P07 Rail#
The P07 pistol has a disabled rail proxy. What makes this more puzzling is that in Update 1.70, when other handguns such as the 4-five and ACP-C2 were given rail proxies, the P07 was inexplicably overlooked despite the presence of this disabled rail proxy. The only sensical explanation for this could be that its REDFOR equivalent, the Rook-40, lacks a rail proxy entirely, so the P07's rail proxy may have deliberately been left unused for balancing.
SDAR Sight#
The SDAR underwater rifle has a disabled sight proxy. It may have been cut to give the SDAR a limitation to compensate for its multi-environment capabilities, or because none of the sights are suggested to be waterproof and its sight proxy was disabled before a dedicated underwater sight could be created, if one was ever planned to begin with.
Rahim Rail#
The Rahim DMR has rail systems visible on the side of its handguard, and could indeed use rail attachments until Update 1.22, when the rails were covered by tan rail covers. The rail proxy is still present but is disabled. It's actually pretty clear why this happened: the rails are placed exactly where the weapon is held in the left hand, and equipping any rail attachment would have the hand clip through the attachment. As no other location on the weapon suits a rail attachment due to its design, the developers opted to simply remove its rail proxy.
(Source: Patch notes for Update 1.22)
M320 LLR Muzzle#
The M320 LLR sniper rifle has a disabled muzzle proxy. It was clearly never finished though, as the M320 LLR lacks both a Suppressor model (the game does not have one for .408 Cheetah) and a suppressed firing sound (maybe its suppressor is just really good?), meaning any shots fired from a "suppressed" M320 LLR will be completely silent. This feature most likely goes unused for that reason, but also possibly for balance because its REDFOR equivalent, the GM6 Lynx, also lacks muzzle attachments.
GM6 Lynx Rail#
Like the Rahim, the GM6 Lynx sniper rifle also has a disabled rail proxy, despite rail systems being visible on the side of its handguard. It may have been disabled for balance as its BLUFOR equivalent, the M320 LLR, does not feature rails at all.
Zafir Muzzle#
The Zafir light machine gun has a disabled muzzle proxy. This is odd considering the Zafir already has a suppressed firing sound, there is already a 7.62 Suppressor model, and other machine guns such as the Mk200 and LIM-85 have muzzle proxies. However, said firing sound predates the sound shader system introduced in the Marksmen DLC, and the only 7.62 firearms that use Suppressors are all rifles, so those might have something to do with it.