CTB Obstacle Breaching System

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Author: Rhodesy

Last revision: 12 May at 06:43 UTC

File size: 36.05 MB

On Steam Workshop

Description:
CTB Obstacle Breaching System

The CTB Obstacle Breaching System adds a man-portable APOBS-style breaching device to Arma 3, designed to give infantry a more immersive and practical way to clear obstacle lanes during missions.
Built for Combat Team Bravo, this mod provides a deployable, armable, and remotely fired explosive line charge system intended for use against mines, wire, fences, light barriers, and other battlefield obstacles.

Features
  • Man-portable APOBS-style breaching charge
  • ACE explosive placement and detonation support
  • Custom deployed, armed, fired, and rocket models
  • Rocket and line charge launch effect
  • Delayed charge-line detonation
  • Clears a lane through mines, fences, wire, and common obstacle objects
  • Designed for multiplayer use

How It Works

The device is carried as an explosive item, placed using ACE explosives, armed, and then fired remotely. Once triggered, the APOBS launches a rocket-propelled line charge forward 50m before detonating 10 seconds later along the breach lane.
The system is intended to provide a more cinematic and functional alternative to relying on basic satchel charges during obstacle-clearing missions.

Requirements

CBA_A3
ACE3

Notes

This mod was built primarily for use within Combat Team Bravo missions and scenarios, but it should be usable by any group looking for an infantry-portable obstacle breaching system.
The system is designed around gameplay, immersion, and reliability rather than being a perfect real-world simulation. It is intended to support mission flow and give engineers or infantry breaching teams a more meaningful tool during assaults.

Credits

– Nothing and their Obstacle_Breaching_System that this mod build from.
– Combat Team Bravo for continued support and testing

Known Considerations

Obstacle clearing is handled through a combination of explosive effects and scripted clearance to ensure reliable results in Arma’s sometimes inconsistent damage system. Some custom or heavily scripted obstacle objects may not react the same way as standard vanilla objects.

Feedback, bug reports, and testing notes are welcome.

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