Once members have completed Recon training, the next step is introducing the elements of advanced marksmanship in the role of the Sniper or Scout. The movement techniques and strategies involved in Recon training are vital to the usage of long range capable weaponry in operations, and should not be forgotten.

The two main roles of Sniper or Scout are distinguished by the role they play and their mobility. A Sniper is generally a member of a recon team of 2-4 people, and is meant to engage targets of opportunity from an ideal observation position. The Scout Sniper, on the other hand, is part of a small party of about 2 people that works as an attachment to a larger force by moving ahead, and identifying threats and terrain for the main assault body. The main difference between the two is that a Sniper will often be heavier and carry a larger caliber, long-range rifle, while the Scout Sniper is meant to be light and equipped for shorter range as to be more effective in directly assisting the main ground force.

Please check out the full handbook for sniper training for more in-depth information: 3rd JCG Sniper Handbook

The ACE Advanced Ballistics System

The ACE Advanced Ballistics System is another part of the ACE Mod series that brings an extra step of realism to Arma. In this case, the Advanced Ballistics module brings real world internal and external ballistics to a multitude of different weapon platforms.

Without understanding of the ACE Advanced Ballistics, it will be very difficult to connect rounds with the target at long range. It is important to make every shot count, especially since you may only get one. By understanding the system and its tools a sniper can eliminate important targets with precision and efficiency.

Advanced Ballistics Features

  • Drag modelling based on real-world ballistic coefficients.
  • Ambient air density (air pressure, temperature, humidity) affects drag.
  • Wind affects drag and deflects the trajectory.
  • Wind speed varies with altitude.
  • Terrain features, buildings and other objects disrupt the wind.
  • Magnus effect (spin drift)
  • Coriolis effect and Eötvös effect (Earth rotation)
  • Loss of stability during transonic flight.
  • Variable muzzle velocity based on powder burn rate and barrel length.
  • Bullet trace effect for supersonic bullets.
  • A protractor for quickly measuring the inclination angle.

Link to ACE3 official Advanced Ballistics information page


  • You’ll need to have your weapon at the ready position.
  • Press Ctrl+⇧ Shift+K.
  • Red line indicates the current inclination angle in degrees.
  • Protractor will disappear if you lower or holster your weapon.

Wind Indicator

  • Wind info is toggled on/off using SHIFT + K. (appears in-top left corner)
  • The arrow representing wind info is based on Beaufort scale


For Snipers, ACE3 has added and changed scopes to have full range and wind-age adjustments, this allows the user to make more precise changes to the reticle that are crucial for longer range shots. The sniper role is the only one in which players will utilize an ACE3 compatible scope.


  • Range Card - though not exclusive to snipers, a range card is essential for the use of scopes and the sniper role.
  • Kestrel 4500 - a pocket weather device for knowing what the current conditions are in a mission.
  • ATragMX - a pocket ballistics computer for calculating shots and the changes that need to be made to the scope.
  • Vector 21 - not exclusive to snipers, but very helpful in determining a multitude of factors in the field.
  • SSWT Tripod - a helpful kit item for stabilizing shots in awkward terrain.

Ballistics Comprehension Test

At this point, trainees should already be familiar with standard recon procedures and strategies. Therefore, Recon qualification standards will not be tested upon in the Sniper Qualification unless the instructor deems it absolutely necessary (this would mean establishing a scenario where the trainee must move to the target area undetected, spot targets and transmit a report to command prior to engaging targets).

1.) Three targets will be placed in the field; stationary and non-aggressive. They will be set at various ranges, as close as 500Meters and as far as 1500Meters.

2.) The trainee must use the provided equipment from the instructor, and will fire on the targets from within a designated position chosen by the instructor. The instructor may make this area as small as a firing position, or they may designate a small area for the trainee to move around and pick their preferred spot.

Equipment will include:

  • Long-Range Rifle with ACE3 Compatible Scope and Bipod (the provided weapon must be ballistically effective out to the ranges at which the targets are placed, this is the instructor’s responsibility).
  • Range Card
  • Vector Range-Finder
  • Kestrel 4500
  • ATragMX Ballistics Computer
  • 8 rounds of ammunition

3.) The trainee must eliminate (or strike) all targets with no more than 8 rounds for passing grade, barring any deviations in the test parameters not caused by the trainee.

(The trainee may be given additional time to practice ranging their weapon prior to test ~30 minutes)

Once the trainee has eliminated (or struck) all three targets within the parameters of the test, they will have completed Sniper Qualification and will be considered qualified for the sniper role.

The Instructor will have the final say in the testing process. If the trainee fails a portion of the test, or the instructor deems that certain criteria have not been met; the instructor will be responsible for continuing training with the trainee and helping them correct deficiencies. It is ultimately the instructor’s job to determine if the trainee has passed or failed the test.

To learn more, please check out the full handbook for sniper training: 3rd JCG Sniper Handbook