35 mm auto turret based on the German NBS C-RAM Put one in your MOB and helicopters that come too close get shredded
Players now
103
Servers
19
Rating
100%
6 votes
Subscribers
-
1,565 downloads
Busiest servers running it 19 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- Punkster
- Version
- 1.1.6
- Size
- 43.9 MB
- Licence
- APL-ND
- Game version
- 1.8.0.10
- Likes
- 0 / 0 dislikes
- Published
- 28 Aug 2026
- Updated
- 1 month ago
- Workshop ID
- 6A388D460E34F5BF
Recent adoption
30 days: +33 −33 ↑0
- − SCM Outlaw Commandos. 1.1.6 10h ago
- + SCM Outlaw Commandos. 1.1.6 1d ago
- − SCM Outlaw Commandos. 1.1.6 1d ago
- + WolfWorld 1.1.6 1d ago
- − SCP: Harbinger 1.1.6 1d ago
- + SCP: Harbinger 1.1.6 1d ago
- + [LATAM] [SP] OTAN URU ARG BR Anizay Conflicto 1.1.6 3d ago
- + Senfkommando42 1.1.6 3d ago
- + [DE] IRON VESPER Bundeswehr PvE ChillSim 1.1.6 3d ago
- + Rage Spielwiese 1.1.6 3d ago
- − Brotato's PVE Server hosted by Jrm 1.1.6 4d ago
- + Brotato's PVE Server hosted by Jrm 1.1.6 4d ago
Required by
7Often used with
8Version history
10-
v1.1.6 43.9 MB 30 Aug 2026
Ground targets The turret can now shoot at ground vehicles. It is off by default, tick Engage Ground on the turret if you want it. It has its own radius, separate from the air one, so you can watch the sky far out and keep the ground engagement short. Ground targets use a different round. The air ammunition has not been touched, it is exactly the same as before. Ground targets get a HEAT warhead instead, fired in bursts of 10 rounds rather than 36. That is enough for anything I have thrown at it and it does not empty a belt on a light vehicle. It only fires at vehicles that still have someone alive inside, and it stops as soon as the crew is gone Faction on custom game modes On Conflict and CTI nothing changes, the turret takes the faction of the base it stands in and follows it when the base changes hands (Map rotations) Custom game modes often have no military base at all, and the turret had no way of knowing whose side it was on. There is a new option for that, Faction From Presence. When no base is found, the turret looks at the troops standing around it, players and AI, takes the majority faction and locks on it for the rest of the round. The radius is adjustable and can be displayed in the editor. If two sides are tied it refuses to choose and tries again a few seconds later. If you run a custom mode, also untick Engage Unknown. With it ticked the turret keeps firing at anything while it has not identified its own side, which on an empty server at round start means both teams. You can still set the faction by hand, the Owner Faction field takes a faction key such as US or USSR, and it overrides everything else Editor Three spheres you can switch on per turret, red for the air radius, green for the ground radius, blue for the presence radius. Editor only, no effect in game and no cost on a server. Settings All the settings are grouped by category now, and every description is in English. Logging Optional server logging, off by default. One line when a turret starts with its full configuration, one when its faction changes, one when it starts an engagement and one when it ends with the reason it stopped, the ammunition spent and how long it took. Setup problems are always printed whatever the setting. Fix Characters were never recognised as belonging to a faction. Side effect, a vehicle without a faction component of its own but with a crew inside was seen as neutral. Both are fixed.
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v1.1.5 43.9 MB 29 Aug 2026
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v1.1.4 43.9 MB 29 Aug 2026
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v1.1.3 43.9 MB 29 Aug 2026
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v1.1.2 43.9 MB 29 Aug 2026
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v1.0.8 43.9 MB 28 Aug 2026
Description from the Workshop
Static AA turret inspired by the German MANTIS system Drop it in a base, that's it It picks up helicopters flying in its zone and puts 35 mm airburst rounds on them The fuze is computed per shot for where the target is going to be It figures out on its own which faction owns it. Leave Owner Faction empty and it takes the faction of the base it sits in, so it won't shoot your own birds It keeps firing as long as someone is flying the thing. Pilot dead but co-pilot alive, still a target. Empty helo, it doesn't care. Main rotor gone, it stops, the thing is going down anyway. Tail rotor doesn't count. Works with modded helos, the main rotor is found by size and not by name It also won't shoot through a hill An alarm goes off a couple of seconds before the first burst. That one is for the guys on the ground, not for the pilot Made for dedicated servers CTI mode Placed in the World Editor only What a mapper can touch : Turret Active Engagement Radius Min Altitude Max Altitude Show Radius, draws the zone in the editor Owner Faction, leave empty for auto Engage Unknown Faction The rest is hardcoded on purpose. Rate of fire, burst size and reaction time are tuned, and letting people move them wrecks the sound and the server License is APL-ND, Arma Public License No Derivatives. You can use it and share it as is, non commercial, with credit. No repack, no reupload, no modified version, and the 3D model stays mine. Need a change or a variant? Ask, I don't bite (depends)