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Loadouts

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A unit's loadout in Broken Arrow is the set of options picked in its slots, and those options decide which turrets, weapons, armour, optics and abilities it fields. From the game's data Some armament cannot be chosen away at all, and where the game names no default option, this site picks one and marks the figures that depend on it as inferred. Worked out by this site

Slots and options

A unit can have several loadout slots, and each slot offers options. From the game's data In the data, an option is a list of overrides, each naming a part of the unit and what to fit there. From the game's data An option can choose: From the game's data

  • the turret on a hardpoint, a numbered mount on the unit;
  • the armour;
  • the mobility, which holds its speeds and handling;
  • the main sensor, which sets its optics (see spotting), or an extra sensor beside it;
  • up to three abilities, such as smoke, decoys or active protection;
  • a different unit altogether.

The data also lists every turret, armour, sensor and ability a unit could use. Those lists say only what is available. The options say what is fitted. From the game's data

A turret choice names a hardpoint, not a position in a list. The F-15E Strike Eagle shows it plainly: one option, Fuselage F15E 12xMk82, sets hardpoints 7 to 18, twelve pylons each receiving a bomb. From the game's data

Options can add to a unit's cost. The T-90M's "Arena APS" option adds 70 to its cost and fits four Arena charges. From the game's data The cost on a unit page is the unit's own plus its chosen options'. Worked out by this site

Default loadouts

Each slot may name a default option, the one the unit comes with. From the game's data Most slots do not: in the current data, 438 of 617 slots mark no default option, and 2 more mark two. From the game's data

For those slots, this site picks an option by a fallback rule: the lowest order value in the data, then the lowest id. Worked out by this site Every figure that depends on such a guess is marked inferred, for exactly the slots it depends on, rather than flagging the whole unit. Worked out by this site

What an option can swap

Turrets and weapons

Picking a turret fits its weapons, with the ammunition this unit carries for them. From the game's data The same weapon can carry different ammunition on different units: in the current data, 62 of 801 weapons do. From the game's data

A sub-turret, such as a coaxial gun or a commander's cupola, is fitted only when the turret it hangs from is fitted. From the game's data Before this rule, the M1A2 SEP v3's default showed two M2s and three M240s, because two cupolas that belong to its TUSK turret were also counted on the base turret. Worked out by this site

Armour, optics and abilities

When a unit lists several armour or mobility rows and no option names one, the site leaves that figure blank rather than guess. Worked out by this site Sensors have a tie-break: if no option names one, the site takes the only sensor listed, or else the only one the game marks default. If several are marked default, the optics stay blank. Worked out by this site

The MH-6 Little Bird's medium optics option fits a second sensor beside the first. From the game's data The site shows the better figure of the two in each band. Worked out by this site How the game combines them is not known. Not known: our best reading

An ability that no option can select is always carried. From the game's data Smoke is common by default, while active protection is usually a paid option. From the game's data An option can also grant nothing, through a placeholder ability the site hides. Worked out by this site

A whole different unit

Some options replace the unit with a different unit row from the data. From the game's data This site then gives the unit the replacement's armament, abilities, optics, armour, mobility, stealth and size. That is our reading of the data, and the game confirms it for one statistic, below. Worked out by this site The page keeps the original unit's name, portrait and cost, plus the option's cost. Worked out by this site Whether the game prices it the same way has not been checked. Not known: our best reading

A player checked Pararescue's STT option in the game and reported optics of 2,500 m low and 2,000 m high. From the game's data Halved to data metres, those are the replacement's own sensor (1,250 and 1,000), not Pararescue's, whose low optics are 1,100 data metres. From the game's data Anything resolved through a replacement is still marked inferred, like a guessed default. Worked out by this site

Seven units' default loadouts already swap, for example Rangers to Rangers CQC and Reserve Marines to Marines. From the game's data Some swaps change turrets too: the Pantsir S1's Tor option fields the KamAZ Tor-M2KM, which trades the Pantsir's 2A38M and 57E6E weapons for a Tor M1 with eight 9M331 rounds. From the game's data

Fixed armament

Some turrets on a unit are named by no option, so they cannot be chosen away: they are fixed armament. From the game's data But not every unchosen turret is fitted. This site fits an unchosen turret only if the game marks it default and either it is armed on this unit, meaning at least one of its weapons has ammunition here, or it carries no weapon at all. Worked out by this site

The rest are not fitted: From the game's data

  • Older pylons replaced by newer ones. The AH-1Z still lists a plain Hellfire pylon, but every option uses the Hellfire JAGM ×4 pylon.
  • Alternatives nothing selects. HIMARS and the Patriot list three cupola guns, an M240, an M2 and a Mk19.
  • Default guns with no ammunition here. Before the rule, this site showed the Stryker MC, M1064A3 and Brutus each with a second gun marked "no ammo".

A default turret with no weapon is still fitted, because it holds parts of the model. The Uragan-1M's "Empty" main turret is its base. From the game's data

This rule is read from the data, not from the game's code. From the game's data The site's owner confirmed it in the game for four units, among them the base MC-130H, KC-130J and Shchuka, which are unarmed there, and had reported Hellfires shown on helicopter loadouts that do not carry them. From the game's data

Nested turrets: the Uran-9

Two slots can write to the same hardpoint. From the game's data Between ordinary turrets, the site lets the later slot win. Worked out by this site That is the plausible rule, but it has not been tested. Not known: our best reading

The exception is a turret that hangs from another: it is fitted beside the hardpoint's main turret, not in its place. From the game's data Today only the Uran-9 uses this. Its Main slot fits the main turret, and its Top slot fits a rocket pod on the same hardpoint. From the game's data Before the site read turret choices slot by slot, the pod replaced the main turret, so the 24-rocket loadout showed one 12-rocket pod and no 2A72 or PKT. Worked out by this site

Rounds carried

Rounds is the rounds carried: per weapon, or for pylon stores the total carried. Worked out by this site How several pylons of one missile share the time between salvos is not known. Not known: our best reading

What the site infers

Two kinds of figure carry an inferred mark: Worked out by this site

  • figures that depend on a slot with no default, where the site picked one;
  • figures reached through a replacement unit.

Three other rules are this site's best reading, not taken from the game's code: which unchosen turrets are fitted, which slot wins a shared hardpoint, and taking the better of two sensors. Worked out by this site Each would change if the game were shown to work otherwise.