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Workshop mod by Oliphena

TOP- Weapon Damage Rules Arma Reforger Mod

Set each gun's damage. Out of the box that's all it changes; armour rules for vests, plates and helmets, blunt trauma and armour wear are optional. Ctrl+F9 or #wdr.

0F4A69499CF94CA3
TOP- Weapon Damage Rules preview

Ranking

Popular#691175.1Falling#134376.4
5Serversrunning this mod
5Observed players nowon servers reporting this mod
116Estimated player-hours (7d)7-day data
DeploymentTop 16%84.1ahead of 84% of tracked mods by servers running it
ActivityTop 38%61.6ahead of 62% of tracked mods by play on those servers
Popularity75.1deployment and activity combined
How those 5 installs happen100% traced
  • Not identified as a dependency5
Last 30 days
Servers, last 30 days
3 latest6 peak, 8 Nov1 low, 29 Oct

Servers reporting the mod in each hourly observation. Covers 10 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
29 Oct1115
30 Oct11124
31 Oct22124
1 Nov12124
2 Nov23124
3 Nov34124
4 Nov34224
5 Nov23224
6 Nov33124
7 Nov55324
8 Nov36321
Observed players, last 30 days
1 latest7 peak, 8 Nov0 low, 30 Oct

Sampled player counts on servers reporting the mod; not unique players. Covers 10 days of the last 30 days. Shaded bands mark periods with no observations, which is not the same as zero.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
29 Oct2315
30 Oct00024
31 Oct23024
1 Nov02024
2 Nov03024
3 Nov03024
4 Nov23024
5 Nov02024
6 Nov34024
7 Nov44024
8 Nov17021

Calculated Nov 8, 2026, 11:43 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

Summary

Set each gun's damage. Out of the box that's all it changes; armour rules for vests, plates and helmets, blunt trauma and armour wear are optional. Ctrl+F9 or #wdr.

Official Workshop description

Set the damage of each gun. Out of the box that's all it changes: armour, helmets, blunt trauma and armour wear work as in the vanilla game (or as their own mod makes them) until a Game Master or admin switches the armour rules on. Change everything in game with Ctrl+F9 or #wdr; the server keeps changes after restarts. WEAPON DAMAGE (ON FROM THE START) - Damage per gun: every gun has its own damage percentage (100% unless set), for one gun, a whole family (every M16A2 variant, or every rifle) or several guns picked at once. - A gun's percentage scales the damage its rounds do to people, and the knockout from hits on their armour. Vehicles aren't affected. - AI damage: separate percentages for the damage AI deal and take (100% unless set). ARMOUR RULES (OFF UNTIL SWITCHED ON) - Switch them on with Armour rules in the Ctrl+F9 menu, or #wdr armor on. - For each armour group and weapon group, the round penetrates with full damage, gets through with reduced damage (75% to 10%, or any percentage you type), or stops. A stopped round hurts nobody behind the armour. - PENETRATE always gets through, even where the armour's own material would stop the round (RHS plates do until they break). - Your own groups: make, rename and delete weapon and armour groups in game, and restore deleted built-in ones. - Weapon groups follow the gun: a bullet with no group of its own, like most modded rounds, counts as the group of the gun that fired it. AP rounds can still have a group of their own. - Armour physics per group: rounds hit the armour's own material (the default), or fly through it with Rules only. - Blunt trauma: a stopped round still does a percentage of its damage to the body behind, and armour hits knock people out by a set percentage of vanilla. - Armour wear: a vest, plate or helmet stops nothing after its group's number of hits; a fresh one starts at full strength. Players get a hint when their armour is hit and see its wear in the inventory. - Works with modded guns, rounds and armour built on the game's base prefabs, including RHS vests and plates. SETTINGS MENU (Ctrl+F9) - Settings: the switches, blunt trauma, AI damage and the armour grid. Hover over anything for help. - Guns: each gun's damage and weapon group. Shift- or Ctrl-click to set several guns at once. - Groups: what's in each group, with the other groups' armour, guns and rounds listed under it to move in. Make, rename, delete or restore groups, or add a prefab by name. - Last shot: with the debug log on, every hit of the latest shot (round, gun, armour, rule, damage). Click any of them to open it. The key can be changed in Settings > Controls. GROUPS Weapon groups: Small caliber (9x18, 9x19; with mods 4.6x30, 5.7x28, 12-gauge buckshot), Rifle (5.45, 5.56, 7.62x39), Rifle AP, MG & DMR (7.62x51, 7.62x54R), MG & DMR AP, Heavy MG (12.7, 14.5), Other bullets (no group of their own). Armour groups: Soft vests, Plates, Helmets, Soft helmets (flight and tank helmets). Up to 10 weapon and 7 armour groups. DEFAULTS - Rules ON, Armour rules OFF, Blunt trauma OFF, Armour wear OFF. Every gun and AI at 100%, so a new server plays like vanilla until you change something. - Once the armour rules are on: soft vests stop Small caliber, plates stop Small caliber, Rifle and MG & DMR, helmets stop Small caliber, soft helmets stop nothing, and everything else penetrates. With armour wear on, soft vests wear out after 5 hits, plates after 4, helmets after 2 and soft helmets after 1. COMMANDS (Game Masters and admins, in chat) #wdr status - current settings #wdr damage <gun> <percent | default> - e.g. #wdr damage Rifle_M16A2 110 #wdr armor <on | off> - the armour rules #wdr rule <armour> <weapon group> <penetrate | stop | 0.5> - e.g. #wdr rule plates rifle stop #wdr armor <armour> <own | rules> #wdr blunt <on | off>, #wdr blunt damage <percent>, #wdr blunt knockout <percent> #wdr wear <on | off>, #wdr wear <armour> <hits | never> #wdr ai <deal | take> <percent> #wdr group <round | gun | armor> <prefab> <group | none | default> - e.g. #wdr group gun M7 rifleap #wdr newgroup | renamegroup | deletegroup | restoregroup <weapon | armor> ... - groups made in game #wdr on | off, #wdr debug <on | off>, #wdr reload, #wdr reset, #wdr help Groups can be given in short form (plates, rifleap) or by number from #wdr status. RCON admins can use the same commands. #wdr damage and #wdr group take several prefabs at once, separated by ; SERVER SETUP Load the mod on the server; players download it when they join. Changes are saved in WeaponDamageRules.txt in the server's profile folder. #wdr reset goes back to the defaults. GOOD TO KNOW - The gun is read when the round lands, so a weapon switched to while the round flies counts instead. - Works alongside TOP: Vehicle Penetration Rules. Mods that replace character or armour damage handling without calling the original may conflict.

Servers running this mod

4

4 currently listed servers report TOP- Weapon Damage Rules in its mod list. Showing the 4 with the most players.

Versions

10
published · approved · 106 KiB
published · approved · 104 KiB
published · approved · 102 KiB
published · approved · 98.4 KiB
published · approved · 97.8 KiB
published · approved · 78.2 KiB
published · approved · 73.8 KiB
published · approved · 73.8 KiB
published · approved · 70.3 KiB
published · approved · 66.7 KiB
1.1.1Game 1.8.0.13 · 106 KiB · Nov 3, 2026
Dependencies: 0Scenarios: 0PublishedApproved
- Pistol is now Small caliber, and it also holds SMG and PDW rounds: 4.6x30 (MP7), 5.7x28 (P90) and 12-gauge buckshot, plus SMGs such as the MP7, MPX, P90, PP-19 and UZI Pro. Saved settings that use Pistol still work.
- The game's rounds are now matched by their id as well as their path, so RHS's copies of them land in the right group.
- Groups: weapon groups list the rounds of every other group to pick and move in, and + New group shows a page of its own while you name it.

config.json entry

{
  "modId": "0F4A69499CF94CA3",
  "name": "TOP- Weapon Damage Rules",
  "version": "1.1.1"
}

Use TOP- Weapon Damage Rules on your server

Add TOP- Weapon Damage Rules to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.

Fetch this mod from the API

The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.

GET https://api.reforgermods.net/v2/mods/0F4A69499CF94CA3
GET https://api.reforgermods.net/v2/mods/0F4A69499CF94CA3/versions

Data is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.