https://www.steelbeasts.com/sbwiki/api.php?action=feedcontributions&user=MAJFubar-1882&feedformat=atomSBWiki - User contributions [en]2024-03-28T21:02:24ZUser contributionsMediaWiki 1.39.1https://www.steelbeasts.com/sbwiki/index.php?title=Ammunition_Data&diff=19203Ammunition Data2023-12-17T11:25:14Z<p>MAJFubar-1882: /* Main Gun */</p>
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<div>Note that the penetration values below (displayed as "'''R'''olled '''H'''omogenous '''A'''rmor '''e'''quivalent" in millimeters) are line of sight (LOS) estimations measured at the muzzle against a semi-infinite target meeting the specifications for a [https://en.wikipedia.org/wiki/NATO_targets NATO single heavy] type array. As the [[SB armormodel|armor model]] of ''Steel Beasts Professional'' takes in to account armor angle along with velocity fall off due to range and armor composition, actual in-sim penetration values may vary considerably (generally lower) than what is listed. It should be noted that the penetration values for HE and incendiary rounds do not represent actual RHA equivalent perforation limits, but are instead provided for comparative purposes. <br />
<br />
The "Range" column indicates a given round's "maximum effective range" and the cutoff range for AI engagements, not the round's maximum possible range. This value is derived from published data representing such factors as tracer burnout (small arms and HMG), ballistic computer limitations, or the round's performance degrading below the 50% probability of hit/kill threshold. <br />
<br />
<br />
== Small Arms ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Comments'''<br />
|-<br />
| 5.45mm x 39: 7N6 Ball || style="text-align:center;" | 300 || style="text-align:center;" | '''6''' || style="text-align:center;" | 920<br />
|-<br />
| 5.45mm x 39 AP: 7N6M AP || style="text-align:center;" | 300 || style="text-align:center;" | '''8''' || style="text-align:center;" | 830<br />
|-<br />
| 5.56mm x 45: SS109 Ball || style="text-align:center;" | 350 || style="text-align:center;" | '''7''' || style="text-align:center;" | 920<br />
|-<br />
| 5.56mm x 45 AP: M995 AP || style="text-align:center;" | 350 || style="text-align:center;" | '''16''' || style="text-align:center;" | 940 <br />
|-<br />
| 7.62mm x 39: M43 Ball || style="text-align:center;" | 300 || style="text-align:center;" | '''9''' || style="text-align:center;" | 715<br />
|-<br />
| 7.62mm x 54R: 57-N-323S || style="text-align:center;" | 1200 || style="text-align:center;" | '''10''' || style="text-align:center;" | 834<br />
|-<br />
| 7.62mm x 54R AP: 7N13 || style="text-align:center;" | 700 || style="text-align:center;" | '''15''' || style="text-align:center;" | 834<br />
|-<br />
| .308 Winchester: Generic Ball || style="text-align:center;" | 400 || style="text-align:center;" | '''6''' || style="text-align:center;" | 780<br />
|-<br />
| 7.62mm x 51 NATO/DE/SE: M80 Ball || style="text-align:center;" | 1200 || style="text-align:center;" | '''11''' || style="text-align:center;" | 854 || style="width: 400px;" | When assigned to infantry as rifle or LMG ammunition the range for this round is reduced to 350m<br />
|-<br />
| 7.62mm x 51 DK: AMA 64 Ball || style="text-align:center;" | 1200 || style="text-align:center;" | '''10''' || style="text-align:center;" | 820<br />
|-<br />
| 7.62mm x 51 AP: M61 AP || style="text-align:center;" | 1600 || style="text-align:center;" | '''14''' || style="text-align:center;" | 854 || style="width: 400px;" | When assigned to sniper sections as rifle ammunition the range for this round is reduced to 600m<br />
|-<br />
| .30-06 Springfield: M25 Tracer || style="text-align:center;" | 1370 || style="text-align:center;" | '''10''' || style="text-align:center;" | 877<br />
|-<br />
| .300 Winchester: MK 248 MOD 0 AP || style="text-align:center;" | 1100 || style="text-align:center;" | '''22''' || style="text-align:center;" | 910<br />
|-<br />
| .338 Lapua Magnum: LockBase B408 || style="text-align:center;" | 1400 || style="text-align:center;" | '''15''' || style="text-align:center;" | 915<br />
|-<br />
| .338 AP485: XM1154 AP-I || style="text-align:center;" | 1600 || style="text-align:center;" | '''25''' || style="text-align:center;" | 905<br />
|}<br />
<br />
RHAe[mm] (Penetration) column:<br><br />
*'''Black text''': RHAe (KE) penetration<br><br />
<br />
== HMG ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| .50 cal BAT: M48A1 Observation/Tracer || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: orange">'''7'''</span> || style="text-align:center;" | 503 || style="text-align:center;" | 1950s<br />
|-<br />
| .50 cal BMG: M2 AP-T || style="text-align:center;" | 1800 || style="text-align:center;" | '''28''' || style="text-align:center;" | 857 || style="text-align:center;" | <br />
|-<br />
| .50 cal BMG: M33 Ball || style="text-align:center;" | 1800 || style="text-align:center;" | '''21''' || style="text-align:center;" | 887 || style="text-align:center;" | <br />
|- <br />
| .50 cal BMG: M8 AP-I || style="text-align:center;" | 1800 || style="text-align:center;" | '''29''' || style="text-align:center;" | 887 || style="text-align:center;" | || style="width: 400px;" | When assigned to sniper sections as rifle ammunition the range for this round is reduced to 1500m<br />
|-<br />
| .50 cal BMG: Mk 211 APHEI || style="text-align:center;" | 1800 || style="text-align:center;" | '''24''' || style="text-align:center;" | 886 || style="text-align:center;" | 1981<br />
|-<br />
| .50 cal BMG: M903 SLAP || style="text-align:center;" | 1500 || style="text-align:center;" | '''35''' || style="text-align:center;" | 1150 || style="text-align:center;" | 1990 <br />
|-<br />
| .50 cal BMG: PBAPT M/84LS || style="text-align:center;" | 2500 || style="text-align:center;" | '''25''' || style="text-align:center;" | 739 || style="text-align:center;" | 1984<br />
|-<br />
| .50 cal BMG: PPT M/85LS || style="text-align:center;" | 1800 || style="text-align:center;" | '''30''' || style="text-align:center;" | 739 || style="text-align:center;" | 1985<br />
|-<br />
| 12.7mm RU: B-32 AP || style="text-align:center;" | 1600 || style="text-align:center;" | '''27''' || style="text-align:center;" | 818 || style="text-align:center;" | 1940s<br />
|-<br />
| 12.7mm RU: BZT-44 API-T || style="text-align:center;" | 1600 || style="text-align:center;" | '''30''' || style="text-align:center;" | 820 || style="text-align:center;" | 1940s<br />
|-<br />
| 14.5mm KPV: B-32 AP || style="text-align:center;" | 1500 || style="text-align:center;" | '''45''' || style="text-align:center;" | 988 || style="text-align:center;" | 1941<br />
|-<br />
| 14.5mm KPV: BS-41 AP-I || style="text-align:center;" | 1500 || style="text-align:center;" | '''52''' || style="text-align:center;" | 976 || style="text-align:center;" | 1941<br />
|-<br />
| 14.5mm KPV: BZT-44 AP-I-T || style="text-align:center;" | 1500 || style="text-align:center;" | '''40''' || style="text-align:center;" | 976 || style="text-align:center;" | 1944<br />
|-<br />
| 14.5mm KPV: MDZ HEI || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1008 || style="text-align:center;" | 1955<br />
|-<br />
| 14.5mm KPV: MDZ-M HEI || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1004 || style="text-align:center;" | 2002<br />
|}<br />
RHAe[mm] (Penetration) column:<br><br />
*'''Black text''': RHAe (KE) penetration<br><br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: orange">'''Orange text'''</span>: Incendiary effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
== Autocannon ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 20mm RH202: DM43 API-T || style="text-align:center;" | 1500 || style="text-align:center;" | '''55''' || style="text-align:center;" | 1100 || style="text-align:center;" | 1972 ||<br />
|-<br />
| 20mm RH202: DM63 APDS-T || style="text-align:center;" | 1500 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1150 || style="text-align:center;" | 1989 ||<br />
|-<br />
| 20mm RH202: DM31A1 HE-I || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1950s || style="width: 400px;" | 10g HE filler, no tracer.<br />
|-<br />
| 20mm RH202: DM41A1 HE-I-T || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1960s || style="width: 400px;" | 8g HE filler, with tracer.<br />
|-<br />
| 20mm RH202: DM51A2 HE-I || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1970s || style="width: 400px;" | 6.5g HE filler, with tracer and improved fusing.<br />
|-<br />
| 20mm RH202: DM81 HE-I-T || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1972 || style="width: 400px;" | 10g HE filler, with tracer and improved point fusing.<br />
|-<br />
| 20mm RH202: DM101 HE-I-T || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1972 || style="width: 400px;" | 10g HE filler, no tracer, with incendiary package and base fusing. Note, this round is mixed (4/1) with the DM81. <br />
|-<br />
| 20mm M197: M384 HE || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: red">'''35''' || style="text-align:center;" | 241 || style="text-align:center;" | 1981 ||<br />
|-<br />
| 23mm 2A7: BZ API || style="text-align:center;" | 2500 || style="text-align:center;" | '''45''' || style="text-align:center;" | 1000 || style="text-align:center;" | 1960s ||<br />
|-<br />
| 23mm 2A7: BZT API || style="text-align:center;" | 2500 || style="text-align:center;" | '''40''' || style="text-align:center;" | 970 || style="text-align:center;" | 1970s ||<br />
|-<br />
| 23mm 2A7: APDS-T EUROP || style="text-align:center;" | 3000 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1220 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 23mm 2A7: PMA276 FAPDS-T || style="text-align:center;" | 3000 || style="text-align:center;" | '''70''' || style="text-align:center;" | 1100 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 23mm 2A7: FAPDS-T (BG)|| style="text-align:center;" | 3000 || style="text-align:center;" | '''70''' || style="text-align:center;" | 1100 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 23mm 2A7: FAPDS-T (PL)|| style="text-align:center;" | 3000 || style="text-align:center;" | '''50''' || style="text-align:center;" | 1170 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 23mm 2A7: OZT HEI-T || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 970 || style="text-align:center;" | 1960s ||<br />
|-<br />
| 25mm Bushmaster: [[M791 APDS-T|M791 APDS-T]] || style="text-align:center;" | 2000 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1345 || style="text-align:center;" | 1983 ||<br />
|-<br />
| 25mm Bushmaster: [[M919 APFSDS-T|M919 APFSDS-T]] || style="text-align:center;" | 2100 || style="text-align:center;" | '''100''' || style="text-align:center;" | 1385 || style="text-align:center;" | 1994 ||<br />
|-<br />
| 25mm Bushmaster: [[M792 HEI-T|M792 HEI-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 1100 || style="text-align:center;" | 1983 ||<br />
|-<br />
| 25mm Bushmaster: SAPHEI-T || style="text-align:center;" | 1800 || style="text-align:center;" | <span style="color: red">'''45'''</span> || style="text-align:center;" | 1100 || style="text-align:center;" | 1983 ||<br />
|-<br />
| 30mm 2A42/2A72: 3UBR6 AP || style="text-align:center;" | 1200 || style="text-align:center;" | '''51''' || style="text-align:center;" | 970 || style="text-align:center;" | 1970s ||<br />
|-<br />
| 30mm 2A42/2A72: 3UBR8 BP AP || style="text-align:center;" | 1800 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1120 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm 2A42/2A72: 3UOF6 OT HEI-T SD || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 960 || style="text-align:center;" | 1970s ||<br />
|-<br />
| 30mm 2A42/2A72: Sloboda 30mm x 165 HEI-T SD || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 960 || style="text-align:center;" | 1980s ||<br />
|-<br />
| 30mm M230: M789 HEDP || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: green">'''46'''</span> || style="text-align:center;" | 805 || style="text-align:center;" | 1997 ||<br />
|-<br />
| 30mm RARDEN: L14A2 APDS-T || style="text-align:center;" | 1500 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1170 || style="text-align:center;" | 1970s ||<br />
|-<br />
| 30mm RARDEN: L14A3 APDS-T || style="text-align:center;" | 1800 || style="text-align:center;" | '''80''' || style="text-align:center;" | 1170 || style="text-align:center;" | 1986 ||<br />
|-<br />
| 30mm RARDEN: PMC 287 KERR || style="text-align:center;" | 2000 || style="text-align:center;" | '''95''' || style="text-align:center;" | 1325 || style="text-align:center;" | 2000s ||<br />
|-<br />
| 30mm RARDEN: L13A2 HE-T || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: red">'''46'''</span> || style="text-align:center;" | 1070 || style="text-align:center;" | 1966 ||<br />
|-<br />
| 30mm Mauser: APDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''90''' || style="text-align:center;" | 1310 || style="text-align:center;" | 1997 ||<br />
|-<br />
| 30mm Mauser: NM225 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1410 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm Mauser: PMC 287 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1390 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm Mauser: PMC 359 CC APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''120''' || style="text-align:center;" | 1375 || style="text-align:center;" | 2019 ||<br />
|-<br />
| 30mm Mauser: NM219 TP-T/TP-R3 || style="text-align:center;" | 3000 || style="text-align:center;" | '''20''' || style="text-align:center;" | 1085 || style="text-align:center;" | no date ||<br />
|-<br />
| 30mm Mauser: MPLD-T || style="text-align:center;" | 3600 || style="text-align:center;" | <span style="color: green">'''30'''</span> || style="text-align:center;" | 1070 || style="text-align:center;" | no date ||<br />
|-<br />
| 30mm Mauser: NM222 MP-T/SD || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: green">'''30'''</span> || style="text-align:center;" | 1085 || style="text-align:center;" | no date ||<br />
|-<br />
| 30mm Mauser: ABM/KETF || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 1100 || style="text-align:center;" | no date ||<br />
|-<br />
| 30mm Bushmaster II: PSA VJ 03 PSV || style="text-align:center;" | 2000 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1405 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm Bushmaster II: PSA VJ 03 PN || style="text-align:center;" | 2000 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1430 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm Bushmaster II: PSSYKR VJ 03 || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: green">'''30'''</span> || style="text-align:center;" | 1070 || style="text-align:center;" | no date ||<br />
|-<br />
| 35mm Bushmaster III: NMxxx APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''130''' || style="text-align:center;" | 1360 || style="text-align:center;" | 2000s ||<br />
|-<br />
| 35mm Bushmaster III: PMD 049 APDS-T || style="text-align:center;" | 2200 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1440 || style="text-align:center;" | 1989 ||<br />
|-<br />
| 35mm Bushmaster III: ABM M/XX LS || style="text-align:center;" | 4000 || style="text-align:center;" | '''58''' || style="text-align:center;" | 1050 || style="text-align:center;" | 2005 ||<br />
|-<br />
| 35mm Bushmaster III: M/XX LS HEI || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 1175 || style="text-align:center;" | no date ||<br />
|-<br />
| 35mm Bushmaster III: PPT FRAG M/XX LS || style="text-align:center;" | 4000 || style="text-align:center;" | '''120'''& || style="text-align:center;" | 1400 || style="text-align:center;" | no date ||<br />
|-<br />
| 40mm Bofors L70: Slpprj 90 || style="text-align:center;" | 2000 || style="text-align:center;" | '''140''' || style="text-align:center;" | 1465 || style="text-align:center;" | 1993 ||<br />
|-<br />
| 40mm Bofors L70: Slpprj 90LK/97 || style="text-align:center;" | 2500 || style="text-align:center;" | '''140''' || style="text-align:center;" | 1465 || style="text-align:center;" | 1997 ||<br />
|- <br />
| 40mm Bofors L70: Slpprj 95LK/05 || style="text-align:center;" | 2000 || style="text-align:center;" | '''170''' || style="text-align:center;" | 1510 || style="text-align:center;" | 2005 ||<br />
|-<br />
| 40mm Bofors L70: Slsgr 90 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''60'''</span> || style="text-align:center;" | 988 || style="text-align:center;" | 1990 ||<br />
|-<br />
| 40mm Bofors L70: [[Kulsgr 90]] || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: red">'''40'''</span> || style="text-align:center;" | 1015 || style="text-align:center;" | 1990 ||<br />
|-<br />
| 40mm Bofors L70: [[Kulsgr 95LK]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''20'''& || style="text-align:center;" | 1000 || style="text-align:center;" | 1995 ||<br />
|}<br />
RHAe[mm] (Penetration) column:<br><br />
*'''Black text''': RHAe (KE) penetration<br><br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
<br />
&Hybrid round that impacts as KE, then detonates into fragments<br />
<br />
==Main Gun==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;style="text-align:center;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date''' !! '''Comments'''<br />
|-<br />
| 73mm SPG-9/2A28: PG-9N HEAT-T || style="text-align:center;" | 900 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 700 || style="text-align:center;" | 1966 || <br />
|-<br />
| 73mm SPG-9/2A28: PG-15V HEAT-T || style="text-align:center;" | 900 || style="text-align:center;" | <span style="color: green">'''400'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1973 || <br />
|-<br />
| 73mm SPG-9/2A28: PG-15VNT HEAT-T || style="text-align:center;" | 900 || style="text-align:center;" | <span style="color: green">'''550'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1980s || <br />
|-<br />
| 73mm SPG-9/2A28: OG-15BG HE-Frag || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 230 || style="text-align:center;" | 1970s || <br />
|-<br />
| 75mm 75/SA 50: PCOT-51P APCBC-T || style="text-align:center;" | 1000 || style="text-align:center;" | '''200''' || style="text-align:center;" | 1000 || style="text-align:center;" | 1951 || <br />
|-<br />
| 75mm 75/SA 50: POT-51A APC-T || style="text-align:center;" | 1000 || style="text-align:center;" | '''130''' || style="text-align:center;" | 1000 || style="text-align:center;" | 1951 || <br />
|-<br />
| 75mm 75/SA 50: OE HEF-T || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: red">'''90'''</span> || style="text-align:center;" | 753 || style="text-align:center;" | 1950 || <br />
|-<br />
| 75mm 75/SA 50: M50 Canister || style="text-align:center;" | 220 || style="text-align:center;" | '''15''' || style="text-align:center;" | 605 || style="text-align:center;" | 1998 || <br />
|-<br />
| 76mm D-56T: BR-354P HVAP || style="text-align:center;" | 1060 || style="text-align:center;" | '''110''' || style="text-align:center;" | 955 || style="text-align:center;" | 1950s || <br />
|-<br />
| 76mm D-56T: BK-350M HEAT || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''280'''</span> || style="text-align:center;" | 325 || style="text-align:center;" | 1942 || <br />
|-<br />
| 76mm D-56T: OF-350 HEF || style="text-align:center;" | 3500 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 680 || style="text-align:center;" | 1941 || <br />
|-<br />
| 90 mm Cockerill: M690A1 Mk8 APFSDS || style="text-align:center;" | 3000 || style="text-align:center;" | '''310''' || style="text-align:center;" | 1330 || style="text-align:center;" | 1990s || <br />
|-<br />
| 90 mm Cockerill: M691A2 HESH-T || style="text-align:center;" | 2300 || style="text-align:center;" | <span style="color: red">'''280'''</span>|| style="text-align:center;" | 712 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 90mm F3: OFL 90 F1 APFSDS || style="text-align:center;" | 1650 || style="text-align:center;" | '''310''' || style="text-align:center;" | 1275 || style="text-align:center;" | 1966 || <br />
|-<br />
| 90mm F3: OCCC F2 HEAT-T || style="text-align:center;" | 1100 || style="text-align:center;" | <span style="color: green">'''310'''</span> || style="text-align:center;" | 950 || style="text-align:center;" | 1966 || <br />
|-<br />
| 90mm F3: OE F2 HEF || style="text-align:center;" | 925 || style="text-align:center;" | <span style="color: red">'''160'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 1966 || <br />
|-<br />
| 90mm F3: OFUM F2 WP || style="text-align:center;" | 925 || style="text-align:center;" | <span style="color: orange">'''94'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 1966 || <br />
|-<br />
| 90mm F3: ODR F2 Canister || style="text-align:center;" | 220 || style="text-align:center;" | '''18''' || style="text-align:center;" | 950 || style="text-align:center;" | 1966 || <br />
|-<br />
| 100mm D-10T: BR-412D APHE-T || style="text-align:center;" | 1200 || style="text-align:center;" | '''240''' || style="text-align:center;" | 887 || style="text-align:center;" | 1953 || style="width: 400px;" | This round was still in use by the Egypt and Syria in 1973 Yom Kippur War, since it was surplus ammo by that time and the BM-8 was expensive by comparison. It seems that the BM-8 was fielded exclusively by Warsaw Pact and Soviet units of the same period. <br><br>The T-55 with BR-412D should be used for all third world nations until the 1980s.<br />
|-<br />
| 100mm D-10T: BM-8 HVAPDS-T || style="text-align:center;" | 1700 || style="text-align:center;" | '''300''' || style="text-align:center;" | 1415 || style="text-align:center;" | 1968 || style="width: 400px;" | Assumption: third world client states probably obtained this round in the mid to late 1980s.<br />
|-<br />
| 100mm D-10T: BM-20 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1408 || style="text-align:center;" | 1976 || <br />
|-<br />
| 100mm D-10T: BM-25 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''430''' || style="text-align:center;" | 1430 || style="text-align:center;" | 1978 || <br />
|-<br />
| 100mm D-10T: M309 APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''480''' || style="text-align:center;" | 1400 || style="text-align:center;" | 1999 || <br />
|-<br />
| 100mm D-10T: M1000A1 APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''510''' || style="text-align:center;" | 1475 || style="text-align:center;" | 1991 || <br />
|-<br />
| 100mm D-10T: BK-5M HEAT-FS-T || style="text-align:center;" | 1400 || style="text-align:center;" | <span style="color: green">'''380'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | 1955 || <br />
|-<br />
| 100mm D-10T: OF-412 HE || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''220'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | 1950s ||<br />
|-<br />
| 100mm D-10T: OF-412Zh HE || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''220'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | 1960s ||<br />
|-<br />
| 100mm D-10T: 3D3 WP SD || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: orange">'''160'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | early 1960s || <br />
|-<br />
| 105mm L7: L36A1 APDS-T || style="text-align:center;" | 1800 || style="text-align:center;" | '''270''' || style="text-align:center;" | 1479 || style="text-align:center;" | 1961 ||<br />
|-<br />
| 105mm L7: [[L52|L52 APDS-T]] || style="text-align:center;" | 2500 || style="text-align:center;" | '''300''' || style="text-align:center;" | 1426 || style="text-align:center;" | 1973 || style="width: 400px;" | The Leopard AS1 with L52 (or M728) is a good representation of a German Leopard 1A4 for 1974-77 scenarios. <br><br>For 1973 Yom Kippur War, the L52 was actually not available in large numbers but apparently a small amount were fielded by some units (the L36A1 was the abundant KE round used in that war). <br />
|-<br />
| 105mm L7: L64A4 APFSDS-T || style="text-align:center;" | 3000 || style="text-align:center;" | '''410''' || style="text-align:center;" | 1485 || style="text-align:center;" | 1983 || <br />
|-<br />
| 105mm L7: M392 APDS-T || style="text-align:center;" | 1800 || style="text-align:center;" | '''270''' || style="text-align:center;" | 1479 || style="text-align:center;" | 1961 || style="width: 400px;" | This is the U.S. designation for the UK 105mm L36 round. <br />
|-<br />
| 105mm L7: [[L52|M728 APDS-T]] || style="text-align:center;" | 2500 || style="text-align:center;" | '''300''' || style="text-align:center;" | 1426 || style="text-align:center;" | 1974 || style="width: 400px;" | This is the U.S. designation for the UK 105mm L52 round. <br />
|-<br />
| 105mm L7: [[M735|M735 APFSDS-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''410''' || style="text-align:center;" | 1501 || style="text-align:center;" | 1978 || <br />
|-<br />
| 105mm L7: [[M774|M774 APFSDS-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''440''' || style="text-align:center;" | 1509 || style="text-align:center;" | 1980 || <br />
|-<br />
| 105mm L7: [[M833|M833 APFSDS-T ]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''490''' || style="text-align:center;" | 1494 || style="text-align:center;" | 1983 || <br />
|-<br />
| 105mm L7: M900 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''650''' || style="text-align:center;" | 1505 || style="text-align:center;" | 1989 || style="width: 400px;" | Note that even though this round ''can'' be fired from older L7 cannons, due to its high chamber pressures and EFC (effective full charge) factor its use should be restricted the US M68A1 and later.<br />
|-<br />
| 105mm L7: CMC105 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''430''' || style="text-align:center;" | 1501 || style="text-align:center;" | 1980s || <br />
|-<br />
| 105mm L7: [[M111|DM23 APFSDS-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1455 || style="text-align:center;" | 1978 || style="width: 400px;" | This is the German designation for the Israeli 105mm M111 round. <br><br>The Leopard AS1 with DM23 is a good representation of a German Leopard 1A4 for 1978-86 scenarios (when the Leopard 1A5 became available).<br />
|-<br />
| 105mm L7: DM33 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''420''' || style="text-align:center;" | 1450 || style="text-align:center;" | 1984 || <br />
|-<br />
| 105mm L7: DM63 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''530''' || style="text-align:center;" | 1455 || style="text-align:center;" | 2000 || style="width: 400px;" | This is the German designation for the Israeli 105mm M426 round. <br />
|-<br />
| 105mm L7: [[M111|M111 APFSDS-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1455 || style="text-align:center;" | 1978 || <br />
|-<br />
| 105mm L7: M426 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''530''' || style="text-align:center;" | 1455 || style="text-align:center;" | 2000 || <br />
|-<br />
| 105mm L7: PfeilPat78Lsp APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1450 || style="text-align:center;" | 1978 || style="width: 400px;" | This is the Swiss designation for the German 105mm DM23 round.<br />
|-<br />
| 105mm L7: PPTFS M/85 LS APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''420''' || style="text-align:center;" | 1455 || style="text-align:center;" | 1985 || style="width: 400px;" | This is the Danish designation for the German 105mm DM33 round.<br />
|-<br />
| 105mm L7: NR132 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''390'''</span> || style="text-align:center;" | 1174 || style="text-align:center;" | 1966 || <br />
|-<br />
| 105mm L7: M456A1 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''390'''</span> || style="text-align:center;" | 1173 || style="text-align:center;" | 1966 || <br />
|-<br />
| 105mm L7: M456A2 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 1174 || style="text-align:center;" | 1981 || <br />
|-<br />
| 105mm L7: ME-456A1 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1170 || style="text-align:center;" | 2002 || <br />
|-<br />
| 105mm L7: DM12 HEAT-T || style="text-align:center;" | 2100 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 1174 || style="text-align:center;" | 1981 || <br />
|-<br />
| 105mm L7: M1061 HEAT-T || style="text-align:center;" | 2100 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 1174 || style="text-align:center;" | 1981 || <br />
|-<br />
| 105mm L7: OE 105 F1 HEAT-T || style="text-align:center;" | 2100 || style="text-align:center;" | <span style="color: green">'''390'''</span> || style="text-align:center;" | 1170 || style="text-align:center;" | 1970's || <br />
|-<br />
| 105mm L7: M393A1 HEP-T || style="text-align:center;" | 3500 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 732 || style="text-align:center;" | 1965 || <br />
|-<br />
| 105mm L7: M393A3 HEP-T || style="text-align:center;" | 3500 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 2004 || <br />
|-<br />
| 105mm L7: L35A3 HESH-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 732 || style="text-align:center;" | 1970s || <br />
|-<br />
| 105mm L7: L-35 HESH-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 935 || style="text-align:center;" | 2000 || <br />
|-<br />
| 105mm L7: 105mm HESH-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 731 || style="text-align:center;" | no date || <br />
|-<br />
| 105mm L7: M-156-LS HESH-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 731 || style="text-align:center;" | no date || <br />
|-<br />
| 105mm L7: OE 105 F1 HEF-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''240'''</span> || style="text-align:center;" | 700 || style="text-align:center;" | 1996 || <br />
|-<br />
| 105mm L7: OFUM PH 105F1 HE-T|| style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 695 || style="text-align:center;" | 1997 || <br />
|-<br />
| 105mm L7: M416 WP-T || style="text-align:center;" | 3500 || style="text-align:center;" | <span style="color: orange">'''150'''</span> || style="text-align:center;" | 732 || style="text-align:center;" | 1970s || <br />
|-<br />
| 105mm L7: L34 WP || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: orange">'''180'''</span> || style="text-align:center;" | 670 || style="text-align:center;" | 1985 || <br />
|-<br />
| 105mm L7: RGRPT M/87 LS WP-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: orange">'''180'''</span> || style="text-align:center;" | 731 || style="text-align:center;" | 1970s || <br />
|-<br />
| 105mm L7: M1040 Canister || style="text-align:center;" | 500 || style="text-align:center;" | '''20''' || style="text-align:center;" | 1410 || style="text-align:center;" | 2007 || <br />
|-<br />
| 106mm M40 RCL: M344 HEAT || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 503 || style="text-align:center;" | 1958 || <br />
|-<br />
| 106mm M40 RCL: M344A1 HEAT || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 503 || style="text-align:center;" | 1970s || <br />
|-<br />
| 106mm M40 RCL: 106 I-HEAT (M346A1) || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: green">'''480'''</span> || style="text-align:center;" | 503 || style="text-align:center;" | 1980s || <br />
|-<br />
| 106mm M40 RCL: M364 HEP-T || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 498 || style="text-align:center;" | 1959 || <br />
|-<br />
| 115mm 2A20: BM-4 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''240''' || style="text-align:center;" | 1600 || style="text-align:center;" | 1963 || <br />
|-<br />
| 115mm 2A20: BM-6 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''260''' || style="text-align:center;" | 1680 || style="text-align:center;" | 1967 || style="width: 400px;" | This round seems to be the one used by the Arabs in 1973 Yom Kippur War, based on sources that state that the T-62 KE ammunition could penetrate the Shot Kal tank from the front. Based on the penetration value of the BM-4 and BM-6, the BM-4 cannot penetrate the Shot Kal from the front, but the BM-6 can penetrate it in the front hull area. (Source: Osprey, Yom Kippur War 1973.)<br />
|-<br />
| 115mm 2A20: BM-21 APFSDS-T || style="text-align:center;" | 2300 || style="text-align:center;" | '''430''' || style="text-align:center;" | 1600 || style="text-align:center;" | 1975 || <br />
|-<br />
| 115mm 2A20: BM-28 APFSDS-T || style="text-align:center;" | 2300 || style="text-align:center;" | '''460''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1978 || <br />
|-<br />
| 115mm 2A20: BM-36 APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''520''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1988 || <br />
|-<br />
| 115mm 2A20: BK-4M HEAT-FS-T || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: green">'''440'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | 1969 || <br />
|-<br />
| 115mm 2A20: BK-15M HEAT-FS-T || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''470'''</span> || style="text-align:center;" | 1060 || style="text-align:center;" | 1980s || <br />
|-<br />
| 115mm 2A20: OF-11 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''260'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1960s || <br />
|-<br />
| 115mm 2A20: OF-18 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''270'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 1970s || <br />
|-<br />
| 115mm 2A20: OF-27 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''290'''</span> || style="text-align:center;" | 800 || style="text-align:center;" | 1970s || <br />
|-<br />
| 120mm L11A5: [[L15|L15 APDS]] || style="text-align:center;" | 1800 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1370 || style="text-align:center;" | 1965 || <br />
|-<br />
| 120mm L11A5/L30: [[L23|L23A1 APFSDS]] || style="text-align:center;" | 3500 || style="text-align:center;" | '''480''' || style="text-align:center;" | 1542 || style="text-align:center;" | 1985 || <br />
|-<br />
| 120mm L30: L26A1 CHARM1 APFSDS || style="text-align:center;" | 3500 || style="text-align:center;" | '''510''' || style="text-align:center;" | 1575 || style="text-align:center;" | 1991 || <br />
|-<br />
| 120mm L30: L27A1 CHARM3 APFSDS || style="text-align:center;" | 3500 || style="text-align:center;" | '''610''' || style="text-align:center;" | 1675 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm L30: L28A1 APFSDS || style="text-align:center;" | 3500 || style="text-align:center;" | '''630''' || style="text-align:center;" | 1720 || style="text-align:center;" | 2000s ||<br />
|-<br />
| 120mm CN120-26: OFL120 F1 APFSDS-T || style="text-align:center;" | 3000 || style="text-align:center;" | '''690''' || style="text-align:center;" | 1790 || style="text-align:center;" | 1993 ||<br />
|-<br />
| 120mm CN120-26: OFL120 F2 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''690''' || style="text-align:center;" | 1780 || style="text-align:center;" | 1996 || <br />
|-<br />
| 120mm RM: [[DM13|DM13 APFSDS]] || style="text-align:center;" | 3200 || style="text-align:center;" | '''470''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1979 || <br />
|-<br />
| 120mm RM: DM13A1 APFSDS || style="text-align:center;" | 3500 || style="text-align:center;" | '''490''' || style="text-align:center;" | 1640 || style="text-align:center;" | 1983 || <br />
|-<br />
| 120mm RM: DM23 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''520''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1983 || <br />
|-<br />
| 120mm RM: DM33 APFSDS-T (L44) || style="text-align:center;" | 3500 || style="text-align:center;" | '''600''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1987 || <br />
|-<br />
| 120mm RM: DM33 APFSDS-T (L55) || style="text-align:center;" | 3500 || style="text-align:center;" | '''630''' || style="text-align:center;" | 1710 || style="text-align:center;" | 1987 || <br />
|-<br />
| 120mm RM: DM33 PELE || style="text-align:center;" | 2000 || style="text-align:center;" | '''200'''& || style="text-align:center;" | 1650 || style="text-align:center;" | 2006 || style="width: 400px;" | This round is a development of Rheinmetall’s '''P'''enetrator with '''E'''nhanced '''L'''ateral '''E'''ffect program to extend the service life of outdated but still useful ammunition types. <br />
|-<br />
| 120mm RM: DM53 APFSDS-T (L44) || style="text-align:center;" | 4000 || style="text-align:center;" | '''750''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm RM: DM53 APFSDS-T (L55) || style="text-align:center;" | 4000 || style="text-align:center;" | '''800''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm RM: DM53A1 APFSDS-T (L55) || style="text-align:center;" | 4000 || style="text-align:center;" | '''800''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm RM: DM63 APFSDS-T (L55) || style="text-align:center;" | 4000 || style="text-align:center;" | '''800''' || style="text-align:center;" | 1710 || style="text-align:center;" | 2000s || <br />
|-<br />
| 120mm RM: DM63A1 APFSDS-T (L55) || style="text-align:center;" | 4000 || style="text-align:center;" | '''800''' || style="text-align:center;" | 1710 || style="text-align:center;" | 2000s || <br />
|-<br />
| 120mm RM: PfielPat87Lsp APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''600''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1987 || style="width: 400px;" | This is the Swiss designation for the German 120mm DM33 round.<br />
|-<br />
| 120mm RM: KE-W APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''630''' || style="text-align:center;" | 1585 || style="text-align:center;" | 1991 || <br />
|-<br />
| 120mm RM: KE-WA1 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''670''' || style="text-align:center;" | 1740 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm RM: KE-WA2 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''700''' || style="text-align:center;" | 1700 || style="text-align:center;" | 2004 || <br />
|-<br />
| 120mm RM: Slpprj m/95 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''650''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1995 || <br />
|-<br />
| 120mm RM: CL3143 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''690''' || style="text-align:center;" | 1770 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm M256: [[M829|M829 APFSDS-T]] || style="text-align:center;" | 3500 || style="text-align:center;" | '''600''' || style="text-align:center;" | 1670 || style="text-align:center;" | 1985 || <br />
|-<br />
| 120mm M256: [[M829A1|M829A1 APFSDS-T ]] || style="text-align:center;" | 3500 || style="text-align:center;" | '''700''' || style="text-align:center;" | 1575 || style="text-align:center;" | 1988 || <br />
|-<br />
| 120mm M256: [[M829A2|M829A2 APFSDS-T ]] || style="text-align:center;" | 4000 || style="text-align:center;" | '''750''' || style="text-align:center;" | 1680 || style="text-align:center;" | 1993 || <br />
|-<br />
| 120mm M256: M829A3 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''840''' || style="text-align:center;" | 1555 || style="text-align:center;" | 2003 || <br />
|-<br />
| 120mm RM: DM12A1 HEAT-T (L44) || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1140 || style="text-align:center;" | 1979 || <br />
|-<br />
| 120mm RM: DM12A1 HEAT-T (L55) || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1180 || style="text-align:center;" | 1979 || <br />
|-<br />
| 120mm M256: [[M830|M830 HEAT-T]] || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1140 || style="text-align:center;" | 1983 || <br />
|-<br />
| 120mm M256: M830A1 HEAT-MP-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''420'''</span> || style="text-align:center;" | 1410 || style="text-align:center;" | 1993 || <br />
|-<br />
| 120mm M256: M908 HE-OR-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''250'''</span> || style="text-align:center;" | 1410 || style="text-align:center;" | 2003 || <br />
|-<br />
| 120mm L11A5/L30: [[L31|L31A7 HESH-T]] ||style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 670 || style="text-align:center;" | 1985 || <br />
|-<br />
| 120mm CN120-26: DM12A1 HEAT-T || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1175 || style="text-align:center;" | 1979 ||<br />
|-<br />
| 120mm CN120-26: Slsgr 95 HE-T || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: red">'''290'''</span> || style="text-align:center;" | 780 || style="text-align:center;" | 1995 || <br />
|-<br />
| 120mm RM: DM11 HE-T || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''430'''</span> || style="text-align:center;" | 980 || style="text-align:center;" | 2010 || <br />
|-<br />
| 120mm RM: Slsgr 95 HE-T || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: red">'''290'''</span> || style="text-align:center;" | 744 || style="text-align:center;" | 1995 || <br />
|-<br />
| 120mm M256: M1028 Canister || style="text-align:center;" | 500 || style="text-align:center;" | '''24''' || style="text-align:center;" | 1410 || style="text-align:center;" | 2004 || <br />
|-<br />
| 120mm L11A5/L30: [[L34|L34 WP-T]] || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: orange">'''180'''</span> || style="text-align:center;" | 670 || style="text-align:center;" | 1985 || <br />
|-<br />
| 125mm 2A46: [[3BM9|BM-9 APFSDS-T]] || style="text-align:center;" | 2200 || style="text-align:center;" | '''260''' || style="text-align:center;" | 1800 || style="text-align:center;" | 1962 || style="width: 400px;" | Because of its poor performance, this round was supplied as export to all initial T-72s (Source: Modern Russian Armor, Fofanov). <br><br>T-72M with BM9 should be used for Syrians in 1982 Lebanon War scenarios.<br />
|-<br />
| 125mm 2A46: BM-12 APFSDS-T || style="text-align:center;" | 2200 || style="text-align:center;" | '''280''' || style="text-align:center;" | 1800 || style="text-align:center;" | 1968 || <br />
|-<br />
| 125mm 2A46: [[3BM15|BM-15 APFSDS-T]] || style="text-align:center;" | 2200 || style="text-align:center;" | '''350''' || style="text-align:center;" | 1800 || style="text-align:center;" | 1972 || style="width: 400px;" | This round was in use by the Soviet Army until 1976, and then it was exclusively for export and also license-produced by some nations. ''The BM-15 was the most advanced 125mm KE ammo type available to client states until after 1991.'' (Source: Modern Russian Armor, Fofanov). <br><br>T-72M1 with BM15 should be used for Iraqis in 1991 Gulf War scenarios.<br />
|-<br />
| 125mm 2A46: [[3BM22|BM-22 APFSDS-T]] || style="text-align:center;" | 3100 || style="text-align:center;" | '''440''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1976 || <br />
|-<br />
| 125mm 2A46: BM-26 APFSDS-T || style="text-align:center;" | 3200 || style="text-align:center;" | '''450''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1983 || <br />
|-<br />
| 125mm 2A46: BM-29 APFSDS-T || style="text-align:center;" | 3200 || style="text-align:center;" | '''460''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1982 || <br />
|-<br />
| 125mm 2A46: [[3BM32|BM-32 APFSDS-T]] || style="text-align:center;" | 3300 || style="text-align:center;" | '''540''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1985 || <br />
|-<br />
| 125mm 2A46: [[3BM42|BM-42 APFSDS-T]] || style="text-align:center;" | 3300 || style="text-align:center;" | '''510''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1986 || style="width: 400px;" | Used by the Russians in late 1980s, and possibly the best Russian KE round exported post 1991 (after the Russians replaced it with the BM46).<br />
|-<br />
| 125mm 2A46: BM-46 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''640''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1991 || <br />
|-<br />
| 125mm 2A46: BM-42M APFSDS-T* || style="text-align:center;" | 3500 || style="text-align:center;" | '''660''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1994 || <br />
|-<br />
| 125mm 2A46: BM-59 APFSDS-T* || style="text-align:center;" | 4000 || style="text-align:center;" | '''810''' || style="text-align:center;" | 1725 || style="text-align:center;" | ~2010 ||<br />
|-<br />
| 125mm 2A46: BM-60 APFSDS-T* || style="text-align:center;" | 4000 || style="text-align:center;" | '''710''' || style="text-align:center;" | 1725 || style="text-align:center;" | ~2010 ||<br />
|-<br />
| 125mm 2A46: ZPS Pronit APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''540''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1996 || style="width: 400px;" | Can be used to represent the Slovak TAPNA round.<br />
|-<br />
| 125mm 2A46: T-2A APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''570''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1997 || style="width: 400px;" | Can be used to represent the Czech EPpSv-97 round.<br />
|-<br />
| 125mm 2A46: 125-I APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''580''' || style="text-align:center;" | 1730 || style="text-align:center;" | 1993 || <br />
|-<br />
| 125mm 2A46: 125-II APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''640''' || style="text-align:center;" | 1740 || style="text-align:center;" | 1990s || <br />
|-<br />
| 125mm 2A46: M711 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''670''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1996 || <br />
|-<br />
| 125mm 2A46: BM-15 PELE || style="text-align:center;" | 2200 || style="text-align:center;" | '''180'''& || style="text-align:center;" | 1800 || style="text-align:center;" | 2006 || style="width: 400px;" | This round is a further development of Rheinmetall’s '''P'''enetrator with '''E'''nhanced '''L'''ateral '''E'''ffect program to extend the service life of outdated but still useful ammunition types. <br />
|-<br />
| 125mm 2A46: BK-12M HEAT-FS-T || style="text-align:center;" | 2700 || style="text-align:center;" | <span style="color: green">'''440'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1969 || <br />
|-<br />
| 125mm 2A46: BK-14M HEAT-FS-T || style="text-align:center;" | 2700 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1970s || <br />
|-<br />
| 125mm 2A46: BK-18M HEAT-FS-T || style="text-align:center;" | 2700 || style="text-align:center;" | <span style="color: green">'''630'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1980s || <br />
|-<br />
| 125mm 2A46: BK-21B HEAT-FS-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''760'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1980s || <br />
|-<br />
| 125mm 2A46: BK-29 HEAT-FS-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''650'''</span># || style="text-align:center;" | 915 || style="text-align:center;" | 1988 || <br />
|-<br />
| 125mm 2A46: BK-31 HEAT-FS-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''720'''</span># || style="text-align:center;" | 915 || style="text-align:center;" | 1988 || <br />
|-<br />
| 125mm 2A46: HEAT-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 850 || style="text-align:center;" | 1982 || <br />
|-<br />
| 125mm 2A46: OF-19 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 850 || style="text-align:center;" | 1962 || <br />
|-<br />
| 125mm 2A46: OF-26 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 850 || style="text-align:center;" | 1970 || <br />
|-<br />
| 125mm 2A46: AT-8* (9M112 Kobra) || style="text-align:center;" | 4000 (100&Dagger;) || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 400 || style="text-align:center;" | 1979 || style="width: 400px;" | ATGM<br />
|-<br />
| 125mm 2A46: AT-11 (9M119 Svir) || style="text-align:center;" | 4000 (75&Dagger;) || style="text-align:center;" | <span style="color: green">'''700'''</span> || style="text-align:center;" | 334 || style="text-align:center;" | 1985 || style="width: 400px;" | ATGM <br />
|-<br />
| 125mm 2A46: AT-11b (9M119 Svir-M) || style="text-align:center;" | 4000 (75&Dagger;) || style="text-align:center;" | <span style="color: green">'''650'''</span># || style="text-align:center;" | 334 || style="text-align:center;" | 1986 || style="width: 400px;" | ATGM <br />
|-<br />
| 125mm 2A46: AT-11 (9M119M Refleks) || style="text-align:center;" | 5000 (75&Dagger;) || style="text-align:center;" | <span style="color: green">'''700'''</span> || style="text-align:center;" | 341 || style="text-align:center;" | 1985 || style="width: 400px;" | ATGM<br />
|-<br />
| 125mm 2A46: AT-11b (9M119M Refleks-M) || style="text-align:center;" | 5000 (75&Dagger;) || style="text-align:center;" | <span style="color: green">'''700'''</span># || style="text-align:center;" | 341 || style="text-align:center;" | 1992 || style="width: 400px;" | ATGM<br />
|}<br />
RHAe[mm] (Penetration) column:<br><br />
*'''Black text''': RHAe (KE) penetration<br><br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
*<span style="color: orange">'''Orange text'''</span>: Incendiary effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
*Not usable by T-72<br />
<br />
&Hybrid round that impacts as KE, then detonates into fragments<br />
<br />
#Tandem warhead, defeats ERA<br />
<br />
&Dagger;Minimum range for gun launched ATGMs<br />
<br />
== ATGM ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m] (min)''' !! '''Range[m] (max)''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date''' !! '''Comments'''<br />
|-<br />
| AT-2c || style="text-align:center;" | 500 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 160 || style="text-align:center;" | 1980s || <br />
|-<br />
| AT-3d || style="text-align:center;" | 500 || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: green">'''520'''</span> || style="text-align:center;" | 115 || style="text-align:center;" | 1980s || <br />
|-<br />
| AT-4a || style="text-align:center;" | 70 || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: green">'''480'''</span> || style="text-align:center;" | 186 || style="text-align:center;" | 1970 || <br />
|-<br />
| AT-4b || style="text-align:center;" | 70 || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''460'''</span> || style="text-align:center;" | 186 || style="text-align:center;" | 1983 || <br />
|-<br />
| AT-4c || style="text-align:center;" | 70 || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 180 || style="text-align:center;" | 1991 ||<br />
|-<br />
| AT-5a || style="text-align:center;" | 70 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''650'''</span> || style="text-align:center;" | 200 || style="text-align:center;" | 1974 || <br />
|-<br />
| AT-5b || style="text-align:center;" | 70 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''780'''</span> || style="text-align:center;" | 208 || style="text-align:center;" | 1990 || <br />
|-<br />
| AT-6 || style="text-align:center;" | 400 || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 450 || style="text-align:center;" | 1990 || <br />
|-<br />
| AT-7 || style="text-align:center;" | 40 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''460'''</span> || style="text-align:center;" | 179 || style="text-align:center;" | 1979 || style="width: 400px;" | Removed in rev. 2.640, reinstated in rev. 4.250.<br />
|-<br />
| AT-10a || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''550'''</span> || style="text-align:center;" | 308 || style="text-align:center;" | 1983 || <br />
|-<br />
| AT-10b || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''600'''</span># || style="text-align:center;" | 308 || style="text-align:center;" | 1991 || <br />
|-<br />
| AT-10b+ || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''600'''</span># || style="text-align:center;" | 308 || style="text-align:center;" | 1990s || style="width: 400px;" | Maximum range for this missile is reduced to 5500m when fired from the BMP-3.<br />
|-<br />
| AT-10c || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''750'''</span># || style="text-align:center;" | 308 || style="text-align:center;" | 1999 ||<br />
|-<br />
| AT-10c+ || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''750'''</span># || style="text-align:center;" | 308 || style="text-align:center;" | 1990s || style="width: 400px;" | Maximum range for this missile is reduced to 5500m when fired from the BMP-3.<br />
|-<br />
| AT-13 (Metis-M) || style="text-align:center;" | 40 || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''720'''</span>#|| style="text-align:center;" | 188 || style="text-align:center;" | 1992 || style="width: 400px;" | Removed in rev. 2.640, reinstated in rev. 4.250.<br />
|-<br />
| AT-13 (Metis-M1) || style="text-align:center;" | 40 || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: green">'''810'''</span>#|| style="text-align:center;" | 167 || style="text-align:center;" | 2016 || <br />
|-<br />
| AT-13 (Metis-M FAE) || style="text-align:center;" | 40 || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''400'''</span>#|| style="text-align:center;" | 188 || style="text-align:center;" | 1990s || style="width: 400px;" | 4 kg Thermobaric warhead for use against troops and field fortifications; kills via blast over-pressure.<br />
|-<br />
| AT-13 (Metis-M1 FAE) || style="text-align:center;" | 40 || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''400'''</span>#|| style="text-align:center;" | 167 || style="text-align:center;" | 2000s || style="width: 400px;" | 4 kg Thermobaric warhead for use against troops and field fortifications; kills via blast over-pressure. <br />
|-<br />
| AT-14 (Kornet)|| style="text-align:center;" | 100 || style="text-align:center;" | 5500 || style="text-align:center;" | <span style="color: green">'''1020'''</span># || style="text-align:center;" | 300 || style="text-align:center;" | 1998 ||<br />
|-<br />
| AT-14 (Kornet-E FAE)|| style="text-align:center;" | 100 || style="text-align:center;" | 5500 || style="text-align:center;" | <span style="color: red">'''1020'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1998 || style="width: 400px;" | 10 kg Thermobaric warhead for use against troops and field fortifications; kills via blast over-pressure.<br />
|-<br />
| AT-14 (Kornet-EM)|| style="text-align:center;" | 150 || style="text-align:center;" | 8000 || style="text-align:center;" | <span style="color: green">'''1100'''</span># || style="text-align:center;" | 300 || style="text-align:center;" | 2001 || style="width: 400px;" | Extended range "fire and forget" variant.<br />
|-<br />
| AGM-114C || style="text-align:center;" | 500 || style="text-align:center;" | 8000 || style="text-align:center;" | <span style="color: green">'''850'''</span>* || style="text-align:center;" | 425 || style="text-align:center;" | 1990 || style="width: 400px;" | Laser guided (helicopter must maintain LOS with target).<br />
|-<br />
| AGM-114K || style="text-align:center;" | 500 || style="text-align:center;" | 8000 || style="text-align:center;" | <span style="color: green">'''850'''</span>*# || style="text-align:center;" | 425 || style="text-align:center;" | 1993 || style="width: 400px;" | Laser guided (helicopter must maintain LOS with target.<br />
|-<br />
| AGM-114L || style="text-align:center;" | 500 || style="text-align:center;" | 8000 || style="text-align:center;" | <span style="color: green">'''850'''</span>*# || style="text-align:center;" | 425 || style="text-align:center;" | 1993 || style="width: 400px;" | Radar guided/fire and forget (helicopter is not required to maintain LOS with the target, this should be used to simulate the AH-64D Longbow).<br />
|-<br />
| Dragon || style="text-align:center;" | 75 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''330'''</span> || style="text-align:center;" | 87 || style="text-align:center;" | 1973 || <br />
|-<br />
| Dragon II || style="text-align:center;" | 75 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''450'''</span> || style="text-align:center;" | 87 || style="text-align:center;" | 1985 ||<br />
|-<br />
| Dragon III/Superdragon || style="text-align:center;" | 75 || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''450'''</span> || style="text-align:center;" | 87 || style="text-align:center;" | 1990 ||<br />
|-<br />
| HOT || style="text-align:center;" | 75 || style="text-align:center;" | 4250 || style="text-align:center;" | <span style="color: green">'''720'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 1978 || <br />
|-<br />
| HOT-2 || style="text-align:center;" | 75 || style="text-align:center;" | 4250 || style="text-align:center;" | <span style="color: green">'''810'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 1985 || <br />
|-<br />
| HOT-2MP || style="text-align:center;" | 75 || style="text-align:center;" | 4250 || style="text-align:center;" | <span style="color: green">'''310'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 1985 || style="width: 400px;" | Multipurpose high-explosive warhead with fragmentation and incendiary effects, but reduced penetration.<br />
|-<br />
| HOT-3 || style="text-align:center;" | 75 || style="text-align:center;" | 4300 || style="text-align:center;" | <span style="color: green">'''1120'''</span># || style="text-align:center;" | 253 || style="text-align:center;" | 1998 || <br />
|-<br />
| Javelin || style="text-align:center;" | 125&dagger; || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''600'''</span>* || style="text-align:center;" | 200 || style="text-align:center;" | 1996 || <br />
|-<br />
| Milan ||style="text-align:center;" | 400 || style="text-align:center;" | 1975 || style="text-align:center;" | <span style="color: green">'''590'''</span> || style="text-align:center;" | 200 || style="text-align:center;" | 1972 || <br />
|-<br />
| Milan 2 ||style="text-align:center;" | 400 || style="text-align:center;" | 1975 || style="text-align:center;" | <span style="color: green">'''790'''</span> || style="text-align:center;" | 160 || style="text-align:center;" | 1984 || <br />
|-<br />
| Milan 2T ||style="text-align:center;" | 400 || style="text-align:center;" | 1920 || style="text-align:center;" | <span style="color: green">'''790'''</span># || style="text-align:center;" | 140 || style="text-align:center;" | 1993 || <br />
|-<br />
| Milan 3 ||style="text-align:center;" | 400 || style="text-align:center;" | 1920 || style="text-align:center;" | <span style="color: green">'''790'''</span># || style="text-align:center;" | 140 || style="text-align:center;" | 1996 || <br />
|-<br />
| Milan 3ER ||style="text-align:center;" | 400 || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: green">'''880'''</span># || style="text-align:center;" | 140 || style="text-align:center;" | 2008 || <br />
|-<br />
| RBS56 BILL|| style="text-align:center;" | 150 || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''600'''</span>^ || style="text-align:center;" | 250 || style="text-align:center;" | 1985 || <br />
|-<br />
| RB57 STORM|| style="text-align:center;" | 20 || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''600'''</span>^ || style="text-align:center;" | 250 || style="text-align:center;" | 2006 ||<br />
|-<br />
| Spike LR || style="text-align:center;" | 200 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''700'''</span>* || style="text-align:center;" | 165 || style="text-align:center;" | 1997 || <br />
|-<br />
| Spike MR || style="text-align:center;" | 200 || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''700'''</span>* || style="text-align:center;" | 165 || style="text-align:center;" | 1997 || <br />
|-<br />
| TOW || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 320 || style="text-align:center;" | 1976 || style="width: 400px;" | This is the initial BGM-71A/B with the 3.9 kg warhead.<br />
|-<br />
| ITOW || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''630'''</span> || style="text-align:center;" | 320 || style="text-align:center;" | 1978 || style="width: 400px;" | The BGM-71C upgrades the "B" variant with an extensible stand-off probe for better penetration.<br />
|-<br />
| TOW 2 || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''890'''</span> || style="text-align:center;" | 320 || style="text-align:center;" | 1983 || style="width: 400px;" | The BGM-71D upgrades the "C" variant with improved guidance, a larger motor, and an enlarged 5.9 kg main warhead.<br />
|-<br />
| TOW 2A || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''890'''</span># || style="text-align:center;" | 320 || style="text-align:center;" | 1988 || style="width: 400px;" | Optimized to defeat first and second generation reactive armours, the BGM-71E carries a small precursor charge in the stand-off probe tip. <br />
|-<br />
| TOW 2A Aero || style="text-align:center;" | 65 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''890'''</span># || style="text-align:center;" | 320 || style="text-align:center;" | 2004 || style="width: 400px;" | Modified with a a special nose cap to increase range, the BGM-71E-3 is not in use by the U.S. military, but has been exported to a number of TOW users worldwide. <br />
|-<br />
| TOW 2A Aero RF || style="text-align:center;" | 65 || style="text-align:center;" | 4500 || style="text-align:center;" | <span style="color: green">'''890'''</span># || style="text-align:center;" | 320 || style="text-align:center;" | 2009 || style="width: 400px;" | This version of the BGM-71E-3 uses a wireless one way radio link in addition to the modified nose cap and has a longer range than the standard Aero version. <br />
|-<br />
| TOW 2B || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''300'''</span>^ || style="text-align:center;" | 320 || style="text-align:center;" | 1993 || style="width: 400px;" | The current issue BGM-71F is a top attack missile using two offset 6.14kg explosively formed penetrators.<br />
|-<br />
| TOW 2B Aero || style="text-align:center;" | 65 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''300'''</span>^ || style="text-align:center;" | 320 || style="text-align:center;" | 2004 || style="width: 400px;" | Modified with a a special nose cap to increase range, the BGM-71F-3 is in current use by the U.S. military, but has not been as widely exported as the TOW-2A version.<br />
|-<br />
| TOW 2B Aero RF || style="text-align:center;" | 65 || style="text-align:center;" | 4500 || style="text-align:center;" | <span style="color: green">'''300'''</span>^ || style="text-align:center;" | 320 || style="text-align:center;" | 2009 || style="width: 400px;" | This version of the BGM-71F-3 uses a wireless one way radio link in addition to the modified nose cap and has a longer range than the standard Aero version.<br />
|}<br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
<br />
^TOW 2B, RBS56 BILL and RB57 STORM are top attack<br />
<br />
*Hellfire, Spike LR and Javelin have a diving terminal phase<br />
<br />
#Tandem warhead, defeats ERA<br />
<br />
&dagger;Minimum range for both top attack and direct fire modes (rev 4.006)<br />
<br />
<span style="color: red">'''Note that ''Steel Beasts Professional'' does not simulate the actual arming or "gathering" ranges for all ATGMs but instead inhibits computer controlled units from firing their missiles within certain ranges. This means that it is possible for units to be destroyed by certain ATGMs if the missile is fired before the element in question is below the minimum range indicated above.'''</span><br />
<br />
== Infantry Light Anti-Armor Weapons ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]*''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date''' !! '''Comments'''<br />
|-<br />
| C90-CR-AM (M3) || style="text-align:center;" | 800 || style="text-align:center;" | <span style="color: green">'''200'''</span> || style="text-align:center;" | 160 || style="text-align:center;" | 2000s || Dual purpose shaped charge warhead with a specialized anti-personnel fragmentation body. <br />
|-<br />
| C90-CR-BK (M3) || style="text-align:center;" | 350 || style="text-align:center;" | <span style="color: red">'''70'''</span> || style="text-align:center;" | 160 || style="text-align:center;" | 2000s || Features a tandem warhead precursor to defeat fortifications.<br />
|-<br />
| C90-CR-RB (M3) || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 180 || style="text-align:center;" | 2000s || Standard anti-armor HEAT warhead.<br />
|-<br />
| DZGI-40 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''120'''</span> || style="text-align:center;" | 280 || style="text-align:center;" | 2002 || Chinese anti-personnel warhead for the Type 69 RPG (RPG-7)<br />
|-<br />
| LAW 80 || style="text-align:center;" | 500 || style="text-align:center;" | <span style="color: green">'''630'''</span> || style="text-align:center;" | 270 || style="text-align:center;" | 1987 ||<br />
|-<br />
| M72A1 LAW || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''250'''</span> || style="text-align:center;" | 140 || style="text-align:center;" | 1960s* ||<br />
|-<br />
| M72A4 LAW || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''320'''</span> || style="text-align:center;" | 145 || style="text-align:center;" | 1980s* ||<br />
|-<br />
| M136 AT-4 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 290 || style="text-align:center;" | 1985 ||<br />
|-<br />
| M136 AT-4 HEDP 502 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''150'''</span> || style="text-align:center;" | 290 || style="text-align:center;" | 1985 || Dual purpose warhead for use against bunkers, buildings, enemy personnel in the open. Gives up overall penetration for better post-penetration effects.<br />
|-<br />
| M136 AT-4CS || style="text-align:center;" | 350 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 220 || style="text-align:center;" | 2000 || Version optimized for use in confined spaces, resulting in reduced range but greater operator safety and tactical advantage.<br />
|-<br />
| M2 Carl Gustav: 84mm HEAT 551 || style="text-align:center;" | 700 || style="text-align:center;" | <span style="color: green">'''350'''</span> || style="text-align:center;" | 297 || style="text-align:center;" | 1964 ||<br />
|-<br />
| M2 Carl Gustav: 84mm HEAT 551C || style="text-align:center;" | 700 || style="text-align:center;" | <span style="color: green">'''450'''</span> || style="text-align:center;" | 298 || style="text-align:center;" | 1964 ||<br />
|-<br />
| M2 Carl Gustav: 84mm HE 441D || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: red">'''50'''</span> || style="text-align:center;" | 237 || style="text-align:center;" | 1964 ||<br />
|-<br />
| M2 Carl Gustav: 84mm HEDP 502 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''150'''</span> || style="text-align:center;" | 225 || style="text-align:center;" | 1964 || Dual purpose warhead for use against bunkers, buildings, enemy personnel in the open. Gives up overall penetration for better post-penetration effects.<br />
|-<br />
| NR-4 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: red">'''120'''</span> || style="text-align:center;" | 280 || style="text-align:center;" | 2002 || North Korean version of the Chinese DZGI-40 anti-personnel warhead<br />
|-<br />
| PzF-2 || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''350'''</span> || style="text-align:center;" | 210 || style="text-align:center;" | 1963 ||<br />
|-<br />
| PzF-3 DM12 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''630'''</span> || style="text-align:center;" | 210 || style="text-align:center;" | 1987 ||<br />
|-<br />
| PzF-3T DM22 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''720'''</span># || style="text-align:center;" | 210 || style="text-align:center;" | 1992 ||<br />
|-<br />
| PzF-3IT DM72A1 || style="text-align:center;" | 500 || style="text-align:center;" | <span style="color: green">'''800'''</span># || style="text-align:center;" | 210 || style="text-align:center;" | 2021 ||<br />
|-<br />
| RPG-7 || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''260'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1961 ||<br />
|-<br />
| RPG-7M || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1969 ||<br />
|-<br />
| RPG-7S1 || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''360'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1972 ||<br />
|-<br />
| RPG-7L || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''550'''</span> || style="text-align:center;" | 200 || style="text-align:center;" | 1977 ||<br />
|-<br />
| RPG-7N || style="text-align:center;" | 500 || style="text-align:center;" | <span style="color: green">'''400'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1980s ||<br />
|-<br />
| RPG-7R || style="text-align:center;" | 200 || style="text-align:center;" | <span style="color: green">'''630'''</span># || style="text-align:center;" | 120 || style="text-align:center;" | 1988 ||<br />
|-<br />
| TBG-7 || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: red">'''350'''</span> || style="text-align:center;" | 270 || style="text-align:center;" | 1997 ||<br />
|-<br />
| OG-7 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: red">'''120'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1999 ||<br />
|-<br />
| RPG-7LT || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''410'''</span># || style="text-align:center;" | 200 || style="text-align:center;" | 1990s ||<br />
|-<br />
| RPG-18 || style="text-align:center;" | 150 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 118 || style="text-align:center;" | 1972 ||<br />
|-<br />
| RPG-22 || style="text-align:center;" | 200 || style="text-align:center;" | <span style="color: green">'''400'''</span> || style="text-align:center;" | 133 || style="text-align:center;" | 1980 ||<br />
|-<br />
| RPG-26 || style="text-align:center;" | 340 || style="text-align:center;" | <span style="color: green">'''440'''</span> || style="text-align:center;" | 144 || style="text-align:center;" | 1985 ||<br />
|-<br />
| RPG-27 || style="text-align:center;" | 250 || style="text-align:center;" | <span style="color: green">'''720'''</span># || style="text-align:center;" | 120 || style="text-align:center;" | 1989 ||<br />
|-<br />
| RPG-27 RMG || style="text-align:center;" | 250 || style="text-align:center;" | <span style="color: green">'''400'''</span># || style="text-align:center;" | 120 || style="text-align:center;" | 1989 || Dual purpose warhead for use against bunkers, buildings, and light-armor. Gives up overall penetration for better post-penetration effects.<br />
|-<br />
| RPG-27 FAE || style="text-align:center;" | 550 || style="text-align:center;" | <span style="color: red">'''100'''</span> || style="text-align:center;" | 220 || style="text-align:center;" | 1989 ||<br />
|-<br />
| RPG-29 || style="text-align:center;" | 800 || style="text-align:center;" | <span style="color: green">'''720'''</span># || style="text-align:center;" | 280 || style="text-align:center;" | 1989 ||<br />
|-<br />
| RB57 STORM || style="text-align:center;" | 800 || style="text-align:center;" | <span style="color: green">'''600'''</span>^ || style="text-align:center;" | 300 || style="text-align:center;" | 2006 ||<br />
|-<br />
| Spike SR || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''700'''</span># || style="text-align:center;" | 165 || style="text-align:center;" | 2012 || <br />
|-<br />
| Spike SR PBF || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''700'''</span> || style="text-align:center;" | 165 || style="text-align:center;" | 2012 || <br />
|}<br />
RHAe[mm] (Penetration) column:<br><br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
<br />
^RB57 STORM light ATGM is top attack<br />
<br />
#Tandem warhead, defeats ERA<br />
<br />
*All light infantry anti-armor weapons have a minimum range of 20m or less except the Spike SR which is 50m<br />
<br />
== Infantry Support Weapons ==<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 40mm AGL: M384 HE || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 241 || style="text-align:center;" | 1981<br />
|-<br />
| 40mm AGL: M430 HEDP|| style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''71'''</span> || style="text-align:center;" | 241 || style="text-align:center;" | 1990s<br />
|-<br />
| 40mm AGL: M430A1 HEDP|| style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''100'''</span> || style="text-align:center;" | 241 || style="text-align:center;" | 2000s<br />
|-<br />
| 40mm AGL: M9219A2 HEDP || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''80'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 2000s<br />
|-<br />
| 40mm AGL: M0725A1 HEDP-SD || style="text-align:center;" | 1600 || style="text-align:center;" | <span style="color: green">'''80'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 2000s<br />
|-<br />
| 40mm AGL: M8842A1 HE || style="text-align:center;" | 1600 || style="text-align:center;" | <span style="color: green">'''80'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 2000s<br />
|-<br />
| 40mm AGL: M9219A2 HEDP || style="text-align:center;" | 2200 || style="text-align:center;" | '''80''' || style="text-align:center;" | 242 || style="text-align:center;" | 2001<br />
|-<br />
| 40mm AGL: M1001 HVMF (Cannister) || style="text-align:center;" | 100 || style="text-align:center;" | '''5''' || style="text-align:center;" | 241 || style="text-align:center;" | 2001<br />
|-<br />
| 40mm GL: M386 HE-Frag || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''25'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1970s<br />
|-<br />
| 40mm GL: DM-91 HE || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''25'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1989<br />
|-<br />
| 40mm GL: M381 HE || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''25'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1990s<br />
|-<br />
| 40mm GL: M433 HEDP|| style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''100'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1971<br />
|-<br />
| 40mm GL: DM-12 MZ/HEDP || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''80'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1992<br />
|-<br />
| 40mm GL: M713 Smoke || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: orange">'''12'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1990s<br />
|}<br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
*<span style="color: orange">'''Orange text'''</span>: Incendiary effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
== Artillery Rounds ==<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 60mm M6C: HE-TNT Mk2 || style="text-align:center;" | 1900 || style="text-align:center;" | <span style="color: red">'''130'''</span> || style="text-align:center;" | 155 || style="text-align:center;" | 2010<br />
|-<br />
| 60mm M6C: HE-TNT Mk2 (Long) || style="text-align:center;" | 3900 || style="text-align:center;" | <span style="color: red">'''130'''</span> || style="text-align:center;" | 247 || style="text-align:center;" | 2010<br />
|-<br />
| 60mm M6C: SMK-WP Mk2 || style="text-align:center;" | 1900 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 155 || style="text-align:center;" | 2010<br />
|-<br />
| 60mm M6C: SMK-WP Mk2 (Long) || style="text-align:center;" | 3900 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 247 || style="text-align:center;" | 2010<br />
|-<br />
| 81mm L16: SprGr 70 HE || style="text-align:center;" | 4650 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 256 || style="text-align:center;" | 1970s<br />
|-<br />
| 81mm L16: SprGr 80A1 HE || style="text-align:center;" | 5500 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 298 || style="text-align:center;" | 1980s<br />
|-<br />
| 81mm L16: M-51 ROMP (HE) || style="text-align:center;" | 3700 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 234 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-51 ROMP (HE-Long) || style="text-align:center;" | 4300 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 258 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-830 ROMP (HE) || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 302 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-AE-84 ROMP (HE) || style="text-align:center;" | 6200 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 304 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: NbGr 89 Smoke (WP) || style="text-align:center;" | 5550 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 311 || style="text-align:center;" | 1989<br />
|-<br />
| 81mm L16: M-59 FUM (Smoke) || style="text-align:center;" | 3700 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 234 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-59 FUM (Smoke-Long) || style="text-align:center;" | 4300 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 258 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-831 FUM (Smoke) || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 302 || style="text-align:center;" | No Date<br />
|-<br />
| 120mm M120: M57 HE || style="text-align:center;" | 7200 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 320 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm M120: M933 HE || style="text-align:center;" | 7024 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 318 || style="text-align:center;" | 1996<br />
|-<br />
| 120mm M120: SprGr78 HE || style="text-align:center;" | 7700 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 341 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm M120: STRIX (HE) || style="text-align:center;" | 7400 || style="text-align:center;" | <span style="color: red">'''600'''</span> || style="text-align:center;" | 299 || style="text-align:center;" | 1990s<br />
|-<br />
| 120mm M120: M929A1 Smoke (WP & Multispectral) || style="text-align:center;" | 7120 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 322 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm M120: NbGr88 WP Smoke || style="text-align:center;" | 7700 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 348 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm 2A60: 3OF49 HE || style="text-align:center;" | 8855 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 367 || style="text-align:center;" | 1981<br />
|-<br />
| 120mm 2A60: 3OF51 HE || style="text-align:center;" | 8855 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 367 || style="text-align:center;" | 1985(?)<br />
|-<br />
| 120mm 2A60: OF-843B HE || style="text-align:center;" | 7024 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 325 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm 2A60: 3D5 Smoke (RP) || style="text-align:center;" | 5770 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 277 || style="text-align:center;" | 1960s<br />
|-<br />
| 120mm 2A60: D-843A Smoke (WP) || style="text-align:center;" | 5400 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 277 || style="text-align:center;" | 1950s<br />
|-<br />
| 122mm BM-21 Grad: 9M22/M21 OF HE-Frag (Rocket) || style="text-align:center;" | 20000 || style="text-align:center;" | <span style="color: red">'''750'''</span> || style="text-align:center;" | 699 || style="text-align:center;" | 1964<br />
|-<br />
| 122mm BM-21 Grad: 9M22U HE-Frag (Rocket) || style="text-align:center;" | 20100 || style="text-align:center;" | <span style="color: red">'''750'''</span> || style="text-align:center;" | 686 || style="text-align:center;" | 1970s<br />
|-<br />
| 122mm BM-21 Grad: 9M521 HE-Frag (Rocket) || style="text-align:center;" | 40000 || style="text-align:center;" | <span style="color: red">'''750'''</span> || style="text-align:center;" | 699 || style="text-align:center;" | 1990s<br />
|-<br />
| 122mm BM-21 Grad: 9M522 HE-Frag (Rocket) || style="text-align:center;" | 37500 || style="text-align:center;" | <span style="color: red">'''750'''</span> || style="text-align:center;" | 699 || style="text-align:center;" | 2000s<br />
|-<br />
| 122mm 2A18: OF-462 HE-Frag || style="text-align:center;" | 15300 || style="text-align:center;" | <span style="color: red">'''380'''</span> || style="text-align:center;" | 276 || style="text-align:center;" | 1980s<br />
|-<br />
| 122mm 2A18: BP-1 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''180'''</span> || style="text-align:center;" | 740 || style="text-align:center;" | 1950s<br />
|-<br />
| 122mm 2A18: BK-6M HEAT-T || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''420'''</span> || style="text-align:center;" | 740 || style="text-align:center;" | 1970s<br />
|-<br />
| 122mm 2A18: BK-13M HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''520'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1990s<br />
|-<br />
| 122mm 2A18: BK-13MP HEAT-T || style="text-align:center;" | 1700 || style="text-align:center;" | <span style="color: green">'''480'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1990s<br />
|-<br />
| 122mm 2A18: 122mm HC HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''400'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1980s<br />
|-<br />
| 122mm 2A18: D-462 Smoke || style="text-align:center;" | 15300 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 276 || style="text-align:center;" | 1940s<br />
|-<br />
| 152mm D-22: OF-540 HE-Frag || style="text-align:center;" | 17410 || style="text-align:center;" | <span style="color: red">'''520'''</span> || style="text-align:center;" | 282 || style="text-align:center;" | 1981<br />
|-<br />
| 152mm D-22: O23 DPICM || style="text-align:center;" | 21000 || style="text-align:center;" | <span style="color: green">'''52'''</span> || style="text-align:center;" | 285 || style="text-align:center;" | 1980s<br />
|-<br />
| 152mm D-22: D-540 Smoke (WP & Multispectral) || style="text-align:center;" | 17410 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 282 || style="text-align:center;" | 1981<br />
|-<br />
| 152mm 2A88: OF-45 HE-Frag || style="text-align:center;" | 24700 || style="text-align:center;" | <span style="color: red">'''520'''</span> || style="text-align:center;" | 285 || style="text-align:center;" | 1990s<br />
|-<br />
| 152mm 2A88: OF-61 BB HE-Frag || style="text-align:center;" | 32000 || style="text-align:center;" | <span style="color: red">'''520'''</span> || style="text-align:center;" | 749 || style="text-align:center;" | 1990s<br />
|-<br />
| 152mm 2A88: OF-64 HE-Frag || style="text-align:center;" | 24700 || style="text-align:center;" | <span style="color: red">'''520'''</span> || style="text-align:center;" | 582 || style="text-align:center;" | 1990s<br />
|-<br />
| 152mm 2A88: 3OF-83 BB HE-Frag || style="text-align:center;" | 40000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 268 || style="text-align:center;" | 2010s<br />
|-<br />
| 152mm 2A88: 3OF-83 BT HE-Frag || style="text-align:center;" | 30000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 268 || style="text-align:center;" | 2010s<br />
|-<br />
| 155mm M-185: M107 HE || style="text-align:center;" | 18000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 681 || style="text-align:center;" | 1942<br />
|-<br />
| 155mm M-185: ER02A1 HEBB || style="text-align:center;" | 28800 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 803 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm M-185: M483 DPICM || style="text-align:center;" | 21000 || style="text-align:center;" | <span style="color: green">'''54'''</span> || style="text-align:center;" | 681 || style="text-align:center;" | 1970s<br />
|-<br />
| 155mm M-185: M110A2 Smoke (WP & Multispectral) || style="text-align:center;" | 18000 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 681 || style="text-align:center;" | 1940s<br />
|-<br />
| 155mm M-185: 155mm “BONUS” HEAT-EFP-SF BB || style="text-align:center;" | 35000 || style="text-align:center;" | <span style="color: green">'''75'''</span>^ || style="text-align:center;" | 798 || style="text-align:center;" | 2002<br />
|-<br />
| 155mm M-185: [[Sadarm|M898 “SADARM” HEAT-EFP-SF]] || style="text-align:center;" | 22500 || style="text-align:center;" | <span style="color: green">'''75'''</span>^ || style="text-align:center;" | 675 || style="text-align:center;" | 1995<br />
|-<br />
| 155mm Rheinmetall L52: M107C1 HE || style="text-align:center;" | 17500 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2004<br />
|-<br />
| 155mm Rheinmetall L52: M1711A1 HE "Assegai"|| style="text-align:center;" | 40000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: M1711A1 HE "Assegai PGK"|| style="text-align:center;" | 36000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: M1712A1 HE "Assegai"|| style="text-align:center;" | 30000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: M1712A1 HE "Assegai PGK"|| style="text-align:center;" | 27000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: ER02A1 HE/HEBB || style="text-align:center;" | 27000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: M110C1 Smoke (WP & Multispectral) || style="text-align:center;" | 17500 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 681 || style="text-align:center;" | 2004<br />
|-<br />
| 155mm Rheinmetall L52: DM702 “SMArt” HEAT-EFP-SF || style="text-align:center;" | 27500 || style="text-align:center;" | <span style="color: green">'''75'''</span>^ || style="text-align:center;" | 661 || style="text-align:center;" | 1998<br />
|-<br />
| 220mm BM-27: 9M27F HE-F (Rocket) || style="text-align:center;" | 35000 || style="text-align:center;" | <span style="color: red">'''1750'''</span> || style="text-align:center;" | 10 || style="text-align:center;" | 1975<br />
|-<br />
| 220mm BM-27: 9M27K1 ICM (Rocket) || style="text-align:center;" | 35000 || style="text-align:center;" | <span style="color: green">'''60'''</span> || style="text-align:center;" | 10 || style="text-align:center;" | 1980s<br />
|-<br />
| 220mm TOS-1A: TBS FAE-Frag (Rocket) [MO.1.01.04] || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: red">'''1750'''</span> || style="text-align:center;" | 168 || style="text-align:center;" | 1980s<br />
|-<br />
| 220mm TOS-1A: TBS-M FAE-Frag (Rocket) [MO.1.01.04M] || style="text-align:center;" | 6000 || style="text-align:center;" | <span style="color: red">'''1750'''</span> || style="text-align:center;" | 250 || style="text-align:center;" | 2001<br />
|-<br />
| 227mm M270: M26 ICM (Rocket) || style="text-align:center;" | 32000 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1980s<br />
|-<br />
| 227mm M270: M26A1 ICM (Rocket) || style="text-align:center;" | 45000 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 799 || style="text-align:center;" | 1983<br />
|-<br />
| 227mm M270: M30 GRLRS-ICM (Rocket) || style="text-align:center;" | 65000 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 941 || style="text-align:center;" | 2006<br />
|}<br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
*<span style="color: orange">'''Orange text'''</span>: Incendiary effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
^155mm BONUS, SADARM and SMArt are top attack<br />
<br />
== Aerial Rockets ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 70mm Hydra 70: M247 HEDP || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: green">'''310'''</span> || style="text-align:center;" | 740 || style="text-align:center;" | 1980's <br />
|-<br />
| 80mm S-8KOM HEAT || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''360'''</span> || style="text-align:center;" | 600 || style="text-align:center;" | 1980's <br />
|-<br />
| 80mm S-8BM HEF-T || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: red">'''250'''</span> || style="text-align:center;" | 600 || style="text-align:center;" | 1980's <br />
|} <br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
<br />
== Surface to Air Missiles ==<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 9M31M/SA-9B: SAM || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 500 || style="text-align:center;" | 1970<br />
|-<br />
| 9M311/SA-19: SAM || style="text-align:center;" | 7500 || style="text-align:center;" | <span style="color: red">'''890'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | No Date<br />
|-<br />
| FIM-92B Stinger: SAM || style="text-align:center;" | 4800 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 1983<br />
|-<br />
| Mistral Mk.1: SAM || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''270'''</span> || style="text-align:center;" | 1 || style="text-align:center;" | 1988 <br />
|-<br />
| Mistral Mk.2: SAM || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''270'''</span> || style="text-align:center;" | 1 || style="text-align:center;" | 2000 <br />
|-<br />
| Mistral Mk.3: SAM || style="text-align:center;" | 6000 || style="text-align:center;" | <span style="color: red">'''270'''</span> || style="text-align:center;" | 1 || style="text-align:center;" | 2014 <br />
|-<br />
| RBS70: SAM || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 501 || style="text-align:center;" | 1977 <br />
|-<br />
| RBS70 Mk.1: SAM || style="text-align:center;" | 6000 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 535 || style="text-align:center;" | 1990 <br />
|-<br />
| RBS70 Mk.2: SAM || style="text-align:center;" | 7000 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 600 || style="text-align:center;" | 1993 <br />
|-<br />
| RBS70 (BOLIDE): SAM || style="text-align:center;" | 7000 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 666 || style="text-align:center;" | 2001 <br />
|} <br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
[[Category: Ammunition|* ]]<br />
[[Category: Technical Data ]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Ammunition_Data&diff=19199Ammunition Data2023-11-14T17:25:01Z<p>MAJFubar-1882: </p>
<hr />
<div>Note that the penetration values below (displayed as "'''R'''olled '''H'''omogenous '''A'''rmor '''e'''quivalent" in millimeters) are line of sight (LOS) estimations measured at the muzzle against a semi-infinite target meeting the specifications for a [https://en.wikipedia.org/wiki/NATO_targets NATO single heavy] type array. As the [[SB armormodel|armor model]] of ''Steel Beasts Professional'' takes in to account armor angle along with velocity fall off due to range and armor composition, actual in-sim penetration values may vary considerably (generally lower) than what is listed. It should be noted that the penetration values for HE and incendiary rounds do not represent actual RHA equivalent perforation limits, but are instead provided for comparative purposes. <br />
<br />
The "Range" column indicates a given round's "maximum effective range" and the cutoff range for AI engagements, not the round's maximum possible range. This value is derived from published data representing such factors as tracer burnout (small arms and HMG), ballistic computer limitations, or the round's performance degrading below the 50% probability of hit/kill threshold. <br />
<br />
<br />
== Small Arms ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Comments'''<br />
|-<br />
| 5.45mm x 39: 7N6 Ball || style="text-align:center;" | 300 || style="text-align:center;" | '''6''' || style="text-align:center;" | 920<br />
|-<br />
| 5.45mm x 39 AP: 7N6M AP || style="text-align:center;" | 300 || style="text-align:center;" | '''8''' || style="text-align:center;" | 830<br />
|-<br />
| 5.56mm x 45: SS109 Ball || style="text-align:center;" | 350 || style="text-align:center;" | '''7''' || style="text-align:center;" | 920<br />
|-<br />
| 5.56mm x 45 AP: M995 AP || style="text-align:center;" | 350 || style="text-align:center;" | '''16''' || style="text-align:center;" | 940 <br />
|-<br />
| 7.62mm x 39: M43 Ball || style="text-align:center;" | 300 || style="text-align:center;" | '''9''' || style="text-align:center;" | 715<br />
|-<br />
| 7.62mm x 54R: 57-N-323S || style="text-align:center;" | 1200 || style="text-align:center;" | '''10''' || style="text-align:center;" | 834<br />
|-<br />
| 7.62mm x 54R AP: 7N13 || style="text-align:center;" | 700 || style="text-align:center;" | '''15''' || style="text-align:center;" | 834<br />
|-<br />
| .308 Winchester: Generic Ball || style="text-align:center;" | 400 || style="text-align:center;" | '''6''' || style="text-align:center;" | 780<br />
|-<br />
| 7.62mm x 51 NATO/DE/SE: M80 Ball || style="text-align:center;" | 1200 || style="text-align:center;" | '''11''' || style="text-align:center;" | 854 || style="width: 400px;" | When assigned to infantry as rifle or LMG ammunition the range for this round is reduced to 350m<br />
|-<br />
| 7.62mm x 51 DK: AMA 64 Ball || style="text-align:center;" | 1200 || style="text-align:center;" | '''10''' || style="text-align:center;" | 820<br />
|-<br />
| 7.62mm x 51 AP: M61 AP || style="text-align:center;" | 1600 || style="text-align:center;" | '''14''' || style="text-align:center;" | 854 || style="width: 400px;" | When assigned to sniper sections as rifle ammunition the range for this round is reduced to 600m<br />
|-<br />
| .30-06 Springfield: M25 Tracer || style="text-align:center;" | 1370 || style="text-align:center;" | '''10''' || style="text-align:center;" | 877<br />
|-<br />
| .300 Winchester: MK 248 MOD 0 AP || style="text-align:center;" | 1100 || style="text-align:center;" | '''22''' || style="text-align:center;" | 910<br />
|-<br />
| .338 Lapua Magnum: LockBase B408 || style="text-align:center;" | 1400 || style="text-align:center;" | '''15''' || style="text-align:center;" | 915<br />
|-<br />
| .338 AP485: XM1154 AP-I || style="text-align:center;" | 1600 || style="text-align:center;" | '''25''' || style="text-align:center;" | 905<br />
|}<br />
<br />
RHAe[mm] (Penetration) column:<br><br />
*'''Black text''': RHAe (KE) penetration<br><br />
<br />
== HMG ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| .50 cal BAT: M48A1 Observation/Tracer || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: orange">'''7'''</span> || style="text-align:center;" | 503 || style="text-align:center;" | 1950s<br />
|-<br />
| .50 cal BMG: M2 AP-T || style="text-align:center;" | 1800 || style="text-align:center;" | '''28''' || style="text-align:center;" | 857 || style="text-align:center;" | <br />
|-<br />
| .50 cal BMG: M33 Ball || style="text-align:center;" | 1800 || style="text-align:center;" | '''21''' || style="text-align:center;" | 887 || style="text-align:center;" | <br />
|- <br />
| .50 cal BMG: M8 AP-I || style="text-align:center;" | 1800 || style="text-align:center;" | '''29''' || style="text-align:center;" | 887 || style="text-align:center;" | || style="width: 400px;" | When assigned to sniper sections as rifle ammunition the range for this round is reduced to 1500m<br />
|-<br />
| .50 cal BMG: Mk 211 APHEI || style="text-align:center;" | 1800 || style="text-align:center;" | '''24''' || style="text-align:center;" | 886 || style="text-align:center;" | 1981<br />
|-<br />
| .50 cal BMG: M903 SLAP || style="text-align:center;" | 1500 || style="text-align:center;" | '''35''' || style="text-align:center;" | 1150 || style="text-align:center;" | 1990 <br />
|-<br />
| .50 cal BMG: PBAPT M/84LS || style="text-align:center;" | 2500 || style="text-align:center;" | '''25''' || style="text-align:center;" | 739 || style="text-align:center;" | 1984<br />
|-<br />
| .50 cal BMG: PPT M/85LS || style="text-align:center;" | 1800 || style="text-align:center;" | '''30''' || style="text-align:center;" | 739 || style="text-align:center;" | 1985<br />
|-<br />
| 12.7mm RU: B-32 AP || style="text-align:center;" | 1600 || style="text-align:center;" | '''27''' || style="text-align:center;" | 818 || style="text-align:center;" | 1940s<br />
|-<br />
| 12.7mm RU: BZT-44 API-T || style="text-align:center;" | 1600 || style="text-align:center;" | '''30''' || style="text-align:center;" | 820 || style="text-align:center;" | 1940s<br />
|-<br />
| 14.5mm KPV: B-32 AP || style="text-align:center;" | 1500 || style="text-align:center;" | '''45''' || style="text-align:center;" | 988 || style="text-align:center;" | 1941<br />
|-<br />
| 14.5mm KPV: BS-41 AP-I || style="text-align:center;" | 1500 || style="text-align:center;" | '''52''' || style="text-align:center;" | 976 || style="text-align:center;" | 1941<br />
|-<br />
| 14.5mm KPV: BZT-44 AP-I-T || style="text-align:center;" | 1500 || style="text-align:center;" | '''40''' || style="text-align:center;" | 976 || style="text-align:center;" | 1944<br />
|-<br />
| 14.5mm KPV: MDZ HEI || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1008 || style="text-align:center;" | 1955<br />
|-<br />
| 14.5mm KPV: MDZ-M HEI || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1004 || style="text-align:center;" | 2002<br />
|}<br />
RHAe[mm] (Penetration) column:<br><br />
*'''Black text''': RHAe (KE) penetration<br><br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: orange">'''Orange text'''</span>: Incendiary effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
== Autocannon ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 20mm RH202: DM43 API-T || style="text-align:center;" | 1500 || style="text-align:center;" | '''55''' || style="text-align:center;" | 1100 || style="text-align:center;" | 1972 ||<br />
|-<br />
| 20mm RH202: DM63 APDS-T || style="text-align:center;" | 1500 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1150 || style="text-align:center;" | 1989 ||<br />
|-<br />
| 20mm RH202: DM31A1 HE-I || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1950s || style="width: 400px;" | 10g HE filler, no tracer.<br />
|-<br />
| 20mm RH202: DM41A1 HE-I-T || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1960s || style="width: 400px;" | 8g HE filler, with tracer.<br />
|-<br />
| 20mm RH202: DM51A2 HE-I || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1970s || style="width: 400px;" | 6.5g HE filler, with tracer and improved fusing.<br />
|-<br />
| 20mm RH202: DM81 HE-I-T || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1972 || style="width: 400px;" | 10g HE filler, with tracer and improved point fusing.<br />
|-<br />
| 20mm RH202: DM101 HE-I-T || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1972 || style="width: 400px;" | 10g HE filler, no tracer, with incendiary package and base fusing. Note, this round is mixed (4/1) with the DM81. <br />
|-<br />
| 20mm M197: M384 HE || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: red">'''35''' || style="text-align:center;" | 241 || style="text-align:center;" | 1981 ||<br />
|-<br />
| 23mm 2A7: BZ API || style="text-align:center;" | 2500 || style="text-align:center;" | '''45''' || style="text-align:center;" | 1000 || style="text-align:center;" | 1960s ||<br />
|-<br />
| 23mm 2A7: BZT API || style="text-align:center;" | 2500 || style="text-align:center;" | '''40''' || style="text-align:center;" | 970 || style="text-align:center;" | 1970s ||<br />
|-<br />
| 23mm 2A7: APDS-T EUROP || style="text-align:center;" | 3000 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1220 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 23mm 2A7: PMA276 FAPDS-T || style="text-align:center;" | 3000 || style="text-align:center;" | '''70''' || style="text-align:center;" | 1100 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 23mm 2A7: FAPDS-T (BG)|| style="text-align:center;" | 3000 || style="text-align:center;" | '''70''' || style="text-align:center;" | 1100 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 23mm 2A7: FAPDS-T (PL)|| style="text-align:center;" | 3000 || style="text-align:center;" | '''50''' || style="text-align:center;" | 1170 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 23mm 2A7: OZT HEI-T || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 970 || style="text-align:center;" | 1960s ||<br />
|-<br />
| 25mm Bushmaster: [[M791 APDS-T|M791 APDS-T]] || style="text-align:center;" | 2000 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1345 || style="text-align:center;" | 1983 ||<br />
|-<br />
| 25mm Bushmaster: [[M919 APFSDS-T|M919 APFSDS-T]] || style="text-align:center;" | 2100 || style="text-align:center;" | '''100''' || style="text-align:center;" | 1385 || style="text-align:center;" | 1994 ||<br />
|-<br />
| 25mm Bushmaster: [[M792 HEI-T|M792 HEI-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 1100 || style="text-align:center;" | 1983 ||<br />
|-<br />
| 25mm Bushmaster: SAPHEI-T || style="text-align:center;" | 1800 || style="text-align:center;" | <span style="color: red">'''45'''</span> || style="text-align:center;" | 1100 || style="text-align:center;" | 1983 ||<br />
|-<br />
| 30mm 2A42/2A72: 3UBR6 AP || style="text-align:center;" | 1200 || style="text-align:center;" | '''51''' || style="text-align:center;" | 970 || style="text-align:center;" | 1970s ||<br />
|-<br />
| 30mm 2A42/2A72: 3UBR8 BP AP || style="text-align:center;" | 1800 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1120 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm 2A42/2A72: 3UOF6 OT HEI-T SD || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 960 || style="text-align:center;" | 1970s ||<br />
|-<br />
| 30mm 2A42/2A72: Sloboda 30mm x 165 HEI-T SD || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 960 || style="text-align:center;" | 1980s ||<br />
|-<br />
| 30mm M230: M789 HEDP || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: green">'''46'''</span> || style="text-align:center;" | 805 || style="text-align:center;" | 1997 ||<br />
|-<br />
| 30mm RARDEN: L14A2 APDS-T || style="text-align:center;" | 1500 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1170 || style="text-align:center;" | 1970s ||<br />
|-<br />
| 30mm RARDEN: L14A3 APDS-T || style="text-align:center;" | 1800 || style="text-align:center;" | '''80''' || style="text-align:center;" | 1170 || style="text-align:center;" | 1986 ||<br />
|-<br />
| 30mm RARDEN: PMC 287 KERR || style="text-align:center;" | 2000 || style="text-align:center;" | '''95''' || style="text-align:center;" | 1325 || style="text-align:center;" | 2000s ||<br />
|-<br />
| 30mm RARDEN: L13A2 HE-T || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: red">'''46'''</span> || style="text-align:center;" | 1070 || style="text-align:center;" | 1966 ||<br />
|-<br />
| 30mm Mauser: APDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''90''' || style="text-align:center;" | 1310 || style="text-align:center;" | 1997 ||<br />
|-<br />
| 30mm Mauser: NM225 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1410 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm Mauser: PMC 287 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1390 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm Mauser: PMC 359 CC APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''120''' || style="text-align:center;" | 1375 || style="text-align:center;" | 2019 ||<br />
|-<br />
| 30mm Mauser: NM219 TP-T/TP-R3 || style="text-align:center;" | 3000 || style="text-align:center;" | '''20''' || style="text-align:center;" | 1085 || style="text-align:center;" | no date ||<br />
|-<br />
| 30mm Mauser: MPLD-T || style="text-align:center;" | 3600 || style="text-align:center;" | <span style="color: green">'''30'''</span> || style="text-align:center;" | 1070 || style="text-align:center;" | no date ||<br />
|-<br />
| 30mm Mauser: NM222 MP-T/SD || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: green">'''30'''</span> || style="text-align:center;" | 1085 || style="text-align:center;" | no date ||<br />
|-<br />
| 30mm Mauser: ABM/KETF || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 1100 || style="text-align:center;" | no date ||<br />
|-<br />
| 30mm Bushmaster II: PSA VJ 03 PSV || style="text-align:center;" | 2000 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1405 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm Bushmaster II: PSA VJ 03 PN || style="text-align:center;" | 2000 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1430 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm Bushmaster II: PSSYKR VJ 03 || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: green">'''30'''</span> || style="text-align:center;" | 1070 || style="text-align:center;" | no date ||<br />
|-<br />
| 35mm Bushmaster III: NMxxx APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''130''' || style="text-align:center;" | 1360 || style="text-align:center;" | 2000s ||<br />
|-<br />
| 35mm Bushmaster III: PMD 049 APDS-T || style="text-align:center;" | 2200 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1440 || style="text-align:center;" | 1989 ||<br />
|-<br />
| 35mm Bushmaster III: ABM M/XX LS || style="text-align:center;" | 4000 || style="text-align:center;" | '''58''' || style="text-align:center;" | 1050 || style="text-align:center;" | 2005 ||<br />
|-<br />
| 35mm Bushmaster III: M/XX LS HEI || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 1175 || style="text-align:center;" | no date ||<br />
|-<br />
| 35mm Bushmaster III: PPT FRAG M/XX LS || style="text-align:center;" | 4000 || style="text-align:center;" | '''120'''& || style="text-align:center;" | 1400 || style="text-align:center;" | no date ||<br />
|-<br />
| 40mm Bofors L70: Slpprj 90 || style="text-align:center;" | 2000 || style="text-align:center;" | '''140''' || style="text-align:center;" | 1465 || style="text-align:center;" | 1993 ||<br />
|-<br />
| 40mm Bofors L70: Slpprj 90LK/97 || style="text-align:center;" | 2500 || style="text-align:center;" | '''140''' || style="text-align:center;" | 1465 || style="text-align:center;" | 1997 ||<br />
|- <br />
| 40mm Bofors L70: Slpprj 95LK/05 || style="text-align:center;" | 2000 || style="text-align:center;" | '''170''' || style="text-align:center;" | 1510 || style="text-align:center;" | 2005 ||<br />
|-<br />
| 40mm Bofors L70: Slsgr 90 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''60'''</span> || style="text-align:center;" | 988 || style="text-align:center;" | 1990 ||<br />
|-<br />
| 40mm Bofors L70: [[Kulsgr 90]] || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: red">'''40'''</span> || style="text-align:center;" | 1015 || style="text-align:center;" | 1990 ||<br />
|-<br />
| 40mm Bofors L70: [[Kulsgr 95LK]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''20'''& || style="text-align:center;" | 1000 || style="text-align:center;" | 1995 ||<br />
|}<br />
RHAe[mm] (Penetration) column:<br><br />
*'''Black text''': RHAe (KE) penetration<br><br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
<br />
&Hybrid round that impacts as KE, then detonates into fragments<br />
<br />
==Main Gun==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;style="text-align:center;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date''' !! '''Comments'''<br />
|-<br />
| 73mm SPG-9/2A28: PG-9N HEAT-T || style="text-align:center;" | 900 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 700 || style="text-align:center;" | 1966 || <br />
|-<br />
| 73mm SPG-9/2A28: PG-15V HEAT-T || style="text-align:center;" | 900 || style="text-align:center;" | <span style="color: green">'''400'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1973 || <br />
|-<br />
| 73mm SPG-9/2A28: PG-15VNT HEAT-T || style="text-align:center;" | 900 || style="text-align:center;" | <span style="color: green">'''550'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1980s || <br />
|-<br />
| 73mm SPG-9/2A28: OG-15BG HE-Frag || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 230 || style="text-align:center;" | 1970s || <br />
|-<br />
| 75mm 75/SA 50: PCOT-51P APCBC-T || style="text-align:center;" | 1000 || style="text-align:center;" | '''200''' || style="text-align:center;" | 1000 || style="text-align:center;" | 1951 || <br />
|-<br />
| 75mm 75/SA 50: POT-51A APC-T || style="text-align:center;" | 1000 || style="text-align:center;" | '''130''' || style="text-align:center;" | 1000 || style="text-align:center;" | 1951 || <br />
|-<br />
| 75mm 75/SA 50: OE HEF-T || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: red">'''90'''</span> || style="text-align:center;" | 753 || style="text-align:center;" | 1950 || <br />
|-<br />
| 75mm 75/SA 50: M50 Canister || style="text-align:center;" | 220 || style="text-align:center;" | '''15''' || style="text-align:center;" | 605 || style="text-align:center;" | 1998 || <br />
|-<br />
| 76mm D-56T: BR-354P HVAP || style="text-align:center;" | 1060 || style="text-align:center;" | '''110''' || style="text-align:center;" | 955 || style="text-align:center;" | 1950s || <br />
|-<br />
| 76mm D-56T: BK-350M HEAT || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''280'''</span> || style="text-align:center;" | 325 || style="text-align:center;" | 1942 || <br />
|-<br />
| 76mm D-56T: OF-350 HEF || style="text-align:center;" | 3500 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 680 || style="text-align:center;" | 1941 || <br />
|-<br />
| 90 mm Cockerill: M690A1 Mk8 APFSDS || style="text-align:center;" | 3000 || style="text-align:center;" | '''310''' || style="text-align:center;" | 1330 || style="text-align:center;" | 1990s || <br />
|-<br />
| 90 mm Cockerill: M691A2 HESH-T || style="text-align:center;" | 2300 || style="text-align:center;" | <span style="color: red">'''280'''</span>|| style="text-align:center;" | 712 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 90mm F3: OFL 90 F1 APFSDS || style="text-align:center;" | 1650 || style="text-align:center;" | '''310''' || style="text-align:center;" | 1275 || style="text-align:center;" | 1966 || <br />
|-<br />
| 90mm F3: OCCC F2 HEAT-T || style="text-align:center;" | 1100 || style="text-align:center;" | <span style="color: green">'''310'''</span> || style="text-align:center;" | 950 || style="text-align:center;" | 1966 || <br />
|-<br />
| 90mm F3: OE F2 HEF || style="text-align:center;" | 925 || style="text-align:center;" | <span style="color: red">'''160'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 1966 || <br />
|-<br />
| 90mm F3: OFUM F2 WP || style="text-align:center;" | 925 || style="text-align:center;" | <span style="color: orange">'''94'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 1966 || <br />
|-<br />
| 90mm F3: ODR F2 Canister || style="text-align:center;" | 220 || style="text-align:center;" | '''18''' || style="text-align:center;" | 950 || style="text-align:center;" | 1966 || <br />
|-<br />
| 100mm D-10T: BR-412D APHE-T || style="text-align:center;" | 1200 || style="text-align:center;" | '''240''' || style="text-align:center;" | 887 || style="text-align:center;" | 1953 || style="width: 400px;" | This round was still in use by the Egypt and Syria in 1973 Yom Kippur War, since it was surplus ammo by that time and the BM-8 was expensive by comparison. It seems that the BM-8 was fielded exclusively by Warsaw Pact and Soviet units of the same period. <br><br>The T-55 with BR-412D should be used for all third world nations until the 1980s.<br />
|-<br />
| 100mm D-10T: BM-8 HVAPDS-T || style="text-align:center;" | 1700 || style="text-align:center;" | '''300''' || style="text-align:center;" | 1415 || style="text-align:center;" | 1968 || style="width: 400px;" | Assumption: third world client states probably obtained this round in the mid to late 1980s.<br />
|-<br />
| 100mm D-10T: BM-20 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1408 || style="text-align:center;" | 1976 || <br />
|-<br />
| 100mm D-10T: BM-25 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''430''' || style="text-align:center;" | 1430 || style="text-align:center;" | 1978 || <br />
|-<br />
| 100mm D-10T: M309 APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''480''' || style="text-align:center;" | 1400 || style="text-align:center;" | 1999 || <br />
|-<br />
| 100mm D-10T: M1000A1 APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''510''' || style="text-align:center;" | 1475 || style="text-align:center;" | 1991 || <br />
|-<br />
| 100mm D-10T: BK-5M HEAT-FS-T || style="text-align:center;" | 1400 || style="text-align:center;" | <span style="color: green">'''380'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | 1955 || <br />
|-<br />
| 100mm D-10T: OF-412 HE || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''220'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | 1950s ||<br />
|-<br />
| 100mm D-10T: OF-412Zh HE || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''220'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | 1960s ||<br />
|-<br />
| 100mm D-10T: 3D3 WP SD || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: orange">'''160'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | early 1960s || <br />
|-<br />
| 105mm L7: L36A1 APDS-T || style="text-align:center;" | 1800 || style="text-align:center;" | '''270''' || style="text-align:center;" | 1479 || style="text-align:center;" | 1961 ||<br />
|-<br />
| 105mm L7: [[L52|L52 APDS-T]] || style="text-align:center;" | 2500 || style="text-align:center;" | '''300''' || style="text-align:center;" | 1426 || style="text-align:center;" | 1973 || style="width: 400px;" | The Leopard AS1 with L52 (or M728) is a good representation of a German Leopard 1A4 for 1974-77 scenarios. <br><br>For 1973 Yom Kippur War, the L52 was actually not available in large numbers but apparently a small amount were fielded by some units (the L36A1 was the abundant KE round used in that war). <br />
|-<br />
| 105mm L7: L64A4 APFSDS-T || style="text-align:center;" | 3000 || style="text-align:center;" | '''410''' || style="text-align:center;" | 1485 || style="text-align:center;" | 1983 || <br />
|-<br />
| 105mm L7: M392 APDS-T || style="text-align:center;" | 1800 || style="text-align:center;" | '''270''' || style="text-align:center;" | 1479 || style="text-align:center;" | 1961 || style="width: 400px;" | This is the U.S. designation for the UK 105mm L36 round. <br />
|-<br />
| 105mm L7: [[L52|M728 APDS-T]] || style="text-align:center;" | 2500 || style="text-align:center;" | '''300''' || style="text-align:center;" | 1426 || style="text-align:center;" | 1974 || style="width: 400px;" | This is the U.S. designation for the UK 105mm L52 round. <br />
|-<br />
| 105mm L7: [[M735|M735 APFSDS-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''410''' || style="text-align:center;" | 1501 || style="text-align:center;" | 1978 || <br />
|-<br />
| 105mm L7: [[M774|M774 APFSDS-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''440''' || style="text-align:center;" | 1509 || style="text-align:center;" | 1980 || <br />
|-<br />
| 105mm L7: [[M833|M833 APFSDS-T ]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''490''' || style="text-align:center;" | 1494 || style="text-align:center;" | 1983 || <br />
|-<br />
| 105mm L7: M900 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''650''' || style="text-align:center;" | 1505 || style="text-align:center;" | 1989 || <br />
|-<br />
| 105mm L7: CMC105 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''430''' || style="text-align:center;" | 1501 || style="text-align:center;" | 1980s || <br />
|-<br />
| 105mm L7: [[M111|DM23 APFSDS-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1455 || style="text-align:center;" | 1978 || style="width: 400px;" | This is the German designation for the Israeli 105mm M111 round. <br><br>The Leopard AS1 with DM23 is a good representation of a German Leopard 1A4 for 1978-86 scenarios (when the Leopard 1A5 became available).<br />
|-<br />
| 105mm L7: DM33 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''420''' || style="text-align:center;" | 1450 || style="text-align:center;" | 1984 || <br />
|-<br />
| 105mm L7: DM63 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''530''' || style="text-align:center;" | 1455 || style="text-align:center;" | 2000 || style="width: 400px;" | This is the German designation for the Israeli 105mm M426 round. <br />
|-<br />
| 105mm L7: [[M111|M111 APFSDS-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1455 || style="text-align:center;" | 1978 || <br />
|-<br />
| 105mm L7: M426 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''530''' || style="text-align:center;" | 1455 || style="text-align:center;" | 2000 || <br />
|-<br />
| 105mm L7: PfeilPat78Lsp APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1450 || style="text-align:center;" | 1978 || style="width: 400px;" | This is the Swiss designation for the German 105mm DM23 round.<br />
|-<br />
| 105mm L7: PPTFS M/85 LS APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''420''' || style="text-align:center;" | 1455 || style="text-align:center;" | 1985 || style="width: 400px;" | This is the Danish designation for the German 105mm DM33 round.<br />
|-<br />
| 105mm L7: NR132 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''390'''</span> || style="text-align:center;" | 1174 || style="text-align:center;" | 1966 || <br />
|-<br />
| 105mm L7: M456A1 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''390'''</span> || style="text-align:center;" | 1173 || style="text-align:center;" | 1966 || <br />
|-<br />
| 105mm L7: M456A2 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 1174 || style="text-align:center;" | 1981 || <br />
|-<br />
| 105mm L7: ME-456A1 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1170 || style="text-align:center;" | 2002 || <br />
|-<br />
| 105mm L7: DM12 HEAT-T || style="text-align:center;" | 2100 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 1174 || style="text-align:center;" | 1981 || <br />
|-<br />
| 105mm L7: M1061 HEAT-T || style="text-align:center;" | 2100 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 1174 || style="text-align:center;" | 1981 || <br />
|-<br />
| 105mm L7: OE 105 F1 HEAT-T || style="text-align:center;" | 2100 || style="text-align:center;" | <span style="color: green">'''390'''</span> || style="text-align:center;" | 1170 || style="text-align:center;" | 1970's || <br />
|-<br />
| 105mm L7: M393A1 HEP-T || style="text-align:center;" | 3500 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 732 || style="text-align:center;" | 1965 || <br />
|-<br />
| 105mm L7: M393A3 HEP-T || style="text-align:center;" | 3500 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 2004 || <br />
|-<br />
| 105mm L7: L35A3 HESH-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 732 || style="text-align:center;" | 1970s || <br />
|-<br />
| 105mm L7: L-35 HESH-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 935 || style="text-align:center;" | 2000 || <br />
|-<br />
| 105mm L7: 105mm HESH-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 731 || style="text-align:center;" | no date || <br />
|-<br />
| 105mm L7: M-156-LS HESH-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 731 || style="text-align:center;" | no date || <br />
|-<br />
| 105mm L7: OE 105 F1 HEF-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''240'''</span> || style="text-align:center;" | 700 || style="text-align:center;" | 1996 || <br />
|-<br />
| 105mm L7: OFUM PH 105F1 HE-T|| style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 695 || style="text-align:center;" | 1997 || <br />
|-<br />
| 105mm L7: M416 WP-T || style="text-align:center;" | 3500 || style="text-align:center;" | <span style="color: orange">'''150'''</span> || style="text-align:center;" | 732 || style="text-align:center;" | 1970s || <br />
|-<br />
| 105mm L7: L34 WP || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: orange">'''180'''</span> || style="text-align:center;" | 670 || style="text-align:center;" | 1985 || <br />
|-<br />
| 105mm L7: RGRPT M/87 LS WP-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: orange">'''180'''</span> || style="text-align:center;" | 731 || style="text-align:center;" | 1970s || <br />
|-<br />
| 105mm L7: M1040 Canister || style="text-align:center;" | 500 || style="text-align:center;" | '''20''' || style="text-align:center;" | 1410 || style="text-align:center;" | 2007 || <br />
|-<br />
| 106mm M40 RCL: M344 HEAT || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 503 || style="text-align:center;" | 1958 || <br />
|-<br />
| 106mm M40 RCL: M344A1 HEAT || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 503 || style="text-align:center;" | 1970s || <br />
|-<br />
| 106mm M40 RCL: 106 I-HEAT (M346A1) || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: green">'''480'''</span> || style="text-align:center;" | 503 || style="text-align:center;" | 1980s || <br />
|-<br />
| 106mm M40 RCL: M364 HEP-T || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 498 || style="text-align:center;" | 1959 || <br />
|-<br />
| 115mm 2A20: BM-4 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''240''' || style="text-align:center;" | 1600 || style="text-align:center;" | 1963 || <br />
|-<br />
| 115mm 2A20: BM-6 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''260''' || style="text-align:center;" | 1680 || style="text-align:center;" | 1967 || style="width: 400px;" | This round seems to be the one used by the Arabs in 1973 Yom Kippur War, based on sources that state that the T-62 KE ammunition could penetrate the Shot Kal tank from the front. Based on the penetration value of the BM-4 and BM-6, the BM-4 cannot penetrate the Shot Kal from the front, but the BM-6 can penetrate it in the front hull area. (Source: Osprey, Yom Kippur War 1973.)<br />
|-<br />
| 115mm 2A20: BM-21 APFSDS-T || style="text-align:center;" | 2300 || style="text-align:center;" | '''430''' || style="text-align:center;" | 1600 || style="text-align:center;" | 1975 || <br />
|-<br />
| 115mm 2A20: BM-28 APFSDS-T || style="text-align:center;" | 2300 || style="text-align:center;" | '''460''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1978 || <br />
|-<br />
| 115mm 2A20: BM-36 APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''520''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1988 || <br />
|-<br />
| 115mm 2A20: BK-4M HEAT-FS-T || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: green">'''440'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | 1969 || <br />
|-<br />
| 115mm 2A20: BK-15M HEAT-FS-T || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''470'''</span> || style="text-align:center;" | 1060 || style="text-align:center;" | 1980s || <br />
|-<br />
| 115mm 2A20: OF-11 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''260'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1960s || <br />
|-<br />
| 115mm 2A20: OF-18 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''270'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 1970s || <br />
|-<br />
| 115mm 2A20: OF-27 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''290'''</span> || style="text-align:center;" | 800 || style="text-align:center;" | 1970s || <br />
|-<br />
| 120mm L11A5: [[L15|L15 APDS]] || style="text-align:center;" | 1800 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1370 || style="text-align:center;" | 1965 || <br />
|-<br />
| 120mm L11A5/L30: [[L23|L23A1 APFSDS]] || style="text-align:center;" | 3500 || style="text-align:center;" | '''480''' || style="text-align:center;" | 1542 || style="text-align:center;" | 1985 || <br />
|-<br />
| 120mm L30: L26A1 CHARM1 APFSDS || style="text-align:center;" | 3500 || style="text-align:center;" | '''510''' || style="text-align:center;" | 1575 || style="text-align:center;" | 1991 || <br />
|-<br />
| 120mm L30: L27A1 CHARM3 APFSDS || style="text-align:center;" | 3500 || style="text-align:center;" | '''610''' || style="text-align:center;" | 1675 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm L30: L28A1 APFSDS || style="text-align:center;" | 3500 || style="text-align:center;" | '''630''' || style="text-align:center;" | 1720 || style="text-align:center;" | 2000s ||<br />
|-<br />
| 120mm CN120-26: OFL120 F1 APFSDS-T || style="text-align:center;" | 3000 || style="text-align:center;" | '''690''' || style="text-align:center;" | 1790 || style="text-align:center;" | 1993 ||<br />
|-<br />
| 120mm CN120-26: OFL120 F2 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''690''' || style="text-align:center;" | 1780 || style="text-align:center;" | 1996 || <br />
|-<br />
| 120mm RM: [[DM13|DM13 APFSDS]] || style="text-align:center;" | 3200 || style="text-align:center;" | '''470''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1979 || <br />
|-<br />
| 120mm RM: DM13A1 APFSDS || style="text-align:center;" | 3500 || style="text-align:center;" | '''490''' || style="text-align:center;" | 1640 || style="text-align:center;" | 1983 || <br />
|-<br />
| 120mm RM: DM23 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''520''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1983 || <br />
|-<br />
| 120mm RM: DM33 APFSDS-T (L44) || style="text-align:center;" | 3500 || style="text-align:center;" | '''600''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1987 || <br />
|-<br />
| 120mm RM: DM33 APFSDS-T (L55) || style="text-align:center;" | 3500 || style="text-align:center;" | '''630''' || style="text-align:center;" | 1710 || style="text-align:center;" | 1987 || <br />
|-<br />
| 120mm RM: DM33 PELE || style="text-align:center;" | 2000 || style="text-align:center;" | '''200'''& || style="text-align:center;" | 1650 || style="text-align:center;" | 2006 || style="width: 400px;" | This round is a development of Rheinmetall’s '''P'''enetrator with '''E'''nhanced '''L'''ateral '''E'''ffect program to extend the service life of outdated but still useful ammunition types. <br />
|-<br />
| 120mm RM: DM53 APFSDS-T (L44) || style="text-align:center;" | 4000 || style="text-align:center;" | '''750''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm RM: DM53 APFSDS-T (L55) || style="text-align:center;" | 4000 || style="text-align:center;" | '''800''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm RM: DM53A1 APFSDS-T (L55) || style="text-align:center;" | 4000 || style="text-align:center;" | '''800''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm RM: DM63 APFSDS-T (L55) || style="text-align:center;" | 4000 || style="text-align:center;" | '''800''' || style="text-align:center;" | 1710 || style="text-align:center;" | 2000s || <br />
|-<br />
| 120mm RM: DM63A1 APFSDS-T (L55) || style="text-align:center;" | 4000 || style="text-align:center;" | '''800''' || style="text-align:center;" | 1710 || style="text-align:center;" | 2000s || <br />
|-<br />
| 120mm RM: PfielPat87Lsp APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''600''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1987 || style="width: 400px;" | This is the Swiss designation for the German 120mm DM33 round.<br />
|-<br />
| 120mm RM: KE-W APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''630''' || style="text-align:center;" | 1585 || style="text-align:center;" | 1991 || <br />
|-<br />
| 120mm RM: KE-WA1 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''670''' || style="text-align:center;" | 1740 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm RM: KE-WA2 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''700''' || style="text-align:center;" | 1700 || style="text-align:center;" | 2004 || <br />
|-<br />
| 120mm RM: Slpprj m/95 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''650''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1995 || <br />
|-<br />
| 120mm RM: CL3143 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''690''' || style="text-align:center;" | 1770 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm M256: [[M829|M829 APFSDS-T]] || style="text-align:center;" | 3500 || style="text-align:center;" | '''600''' || style="text-align:center;" | 1670 || style="text-align:center;" | 1985 || <br />
|-<br />
| 120mm M256: [[M829A1|M829A1 APFSDS-T ]] || style="text-align:center;" | 3500 || style="text-align:center;" | '''700''' || style="text-align:center;" | 1575 || style="text-align:center;" | 1988 || <br />
|-<br />
| 120mm M256: [[M829A2|M829A2 APFSDS-T ]] || style="text-align:center;" | 4000 || style="text-align:center;" | '''750''' || style="text-align:center;" | 1680 || style="text-align:center;" | 1993 || <br />
|-<br />
| 120mm M256: M829A3 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''840''' || style="text-align:center;" | 1555 || style="text-align:center;" | 2003 || <br />
|-<br />
| 120mm RM: DM12A1 HEAT-T (L44) || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1140 || style="text-align:center;" | 1979 || <br />
|-<br />
| 120mm RM: DM12A1 HEAT-T (L55) || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1180 || style="text-align:center;" | 1979 || <br />
|-<br />
| 120mm M256: [[M830|M830 HEAT-T]] || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1140 || style="text-align:center;" | 1983 || <br />
|-<br />
| 120mm M256: M830A1 HEAT-MP-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''420'''</span> || style="text-align:center;" | 1410 || style="text-align:center;" | 1993 || <br />
|-<br />
| 120mm M256: M908 HE-OR-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''250'''</span> || style="text-align:center;" | 1410 || style="text-align:center;" | 2003 || <br />
|-<br />
| 120mm L11A5/L30: [[L31|L31A7 HESH-T]] ||style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 670 || style="text-align:center;" | 1985 || <br />
|-<br />
| 120mm CN120-26: DM12A1 HEAT-T || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1175 || style="text-align:center;" | 1979 ||<br />
|-<br />
| 120mm CN120-26: Slsgr 95 HE-T || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: red">'''290'''</span> || style="text-align:center;" | 780 || style="text-align:center;" | 1995 || <br />
|-<br />
| 120mm RM: DM11 HE-T || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''430'''</span> || style="text-align:center;" | 980 || style="text-align:center;" | 2010 || <br />
|-<br />
| 120mm RM: Slsgr 95 HE-T || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: red">'''290'''</span> || style="text-align:center;" | 744 || style="text-align:center;" | 1995 || <br />
|-<br />
| 120mm M256: M1028 Canister || style="text-align:center;" | 500 || style="text-align:center;" | '''24''' || style="text-align:center;" | 1410 || style="text-align:center;" | 2004 || <br />
|-<br />
| 120mm L11A5/L30: [[L34|L34 WP-T]] || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: orange">'''180'''</span> || style="text-align:center;" | 670 || style="text-align:center;" | 1985 || <br />
|-<br />
| 125mm 2A46: [[3BM9|BM-9 APFSDS-T]] || style="text-align:center;" | 2200 || style="text-align:center;" | '''260''' || style="text-align:center;" | 1800 || style="text-align:center;" | 1962 || style="width: 400px;" | Because of its poor performance, this round was supplied as export to all initial T-72s (Source: Modern Russian Armor, Fofanov). <br><br>T-72M with BM9 should be used for Syrians in 1982 Lebanon War scenarios.<br />
|-<br />
| 125mm 2A46: BM-12 APFSDS-T || style="text-align:center;" | 2200 || style="text-align:center;" | '''280''' || style="text-align:center;" | 1800 || style="text-align:center;" | 1968 || <br />
|-<br />
| 125mm 2A46: [[3BM15|BM-15 APFSDS-T]] || style="text-align:center;" | 2200 || style="text-align:center;" | '''350''' || style="text-align:center;" | 1800 || style="text-align:center;" | 1972 || style="width: 400px;" | This round was in use by the Soviet Army until 1976, and then it was exclusively for export and also license-produced by some nations. ''The BM-15 was the most advanced 125mm KE ammo type available to client states until after 1991.'' (Source: Modern Russian Armor, Fofanov). <br><br>T-72M1 with BM15 should be used for Iraqis in 1991 Gulf War scenarios.<br />
|-<br />
| 125mm 2A46: [[3BM22|BM-22 APFSDS-T]] || style="text-align:center;" | 3100 || style="text-align:center;" | '''440''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1976 || <br />
|-<br />
| 125mm 2A46: BM-26 APFSDS-T || style="text-align:center;" | 3200 || style="text-align:center;" | '''450''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1983 || <br />
|-<br />
| 125mm 2A46: BM-29 APFSDS-T || style="text-align:center;" | 3200 || style="text-align:center;" | '''460''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1982 || <br />
|-<br />
| 125mm 2A46: [[3BM32|BM-32 APFSDS-T]] || style="text-align:center;" | 3300 || style="text-align:center;" | '''540''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1985 || <br />
|-<br />
| 125mm 2A46: [[3BM42|BM-42 APFSDS-T]] || style="text-align:center;" | 3300 || style="text-align:center;" | '''510''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1986 || style="width: 400px;" | Used by the Russians in late 1980s, and possibly the best Russian KE round exported post 1991 (after the Russians replaced it with the BM46).<br />
|-<br />
| 125mm 2A46: BM-46 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''640''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1991 || <br />
|-<br />
| 125mm 2A46: BM-42M APFSDS-T* || style="text-align:center;" | 3500 || style="text-align:center;" | '''660''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1994 || <br />
|-<br />
| 125mm 2A46: BM-59 APFSDS-T* || style="text-align:center;" | 4000 || style="text-align:center;" | '''810''' || style="text-align:center;" | 1725 || style="text-align:center;" | ~2010 ||<br />
|-<br />
| 125mm 2A46: BM-60 APFSDS-T* || style="text-align:center;" | 4000 || style="text-align:center;" | '''710''' || style="text-align:center;" | 1725 || style="text-align:center;" | ~2010 ||<br />
|-<br />
| 125mm 2A46: ZPS Pronit APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''540''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1996 || style="width: 400px;" | Can be used to represent the Slovak TAPNA round.<br />
|-<br />
| 125mm 2A46: T-2A APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''570''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1997 || style="width: 400px;" | Can be used to represent the Czech EPpSv-97 round.<br />
|-<br />
| 125mm 2A46: 125-I APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''580''' || style="text-align:center;" | 1730 || style="text-align:center;" | 1993 || <br />
|-<br />
| 125mm 2A46: 125-II APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''640''' || style="text-align:center;" | 1740 || style="text-align:center;" | 1990s || <br />
|-<br />
| 125mm 2A46: M711 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''670''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1996 || <br />
|-<br />
| 125mm 2A46: BM-15 PELE || style="text-align:center;" | 2200 || style="text-align:center;" | '''180'''& || style="text-align:center;" | 1800 || style="text-align:center;" | 2006 || style="width: 400px;" | This round is a further development of Rheinmetall’s '''P'''enetrator with '''E'''nhanced '''L'''ateral '''E'''ffect program to extend the service life of outdated but still useful ammunition types. <br />
|-<br />
| 125mm 2A46: BK-12M HEAT-FS-T || style="text-align:center;" | 2700 || style="text-align:center;" | <span style="color: green">'''440'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1969 || <br />
|-<br />
| 125mm 2A46: BK-14M HEAT-FS-T || style="text-align:center;" | 2700 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1970s || <br />
|-<br />
| 125mm 2A46: BK-18M HEAT-FS-T || style="text-align:center;" | 2700 || style="text-align:center;" | <span style="color: green">'''630'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1980s || <br />
|-<br />
| 125mm 2A46: BK-21B HEAT-FS-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''760'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1980s || <br />
|-<br />
| 125mm 2A46: BK-29 HEAT-FS-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''650'''</span># || style="text-align:center;" | 915 || style="text-align:center;" | 1988 || <br />
|-<br />
| 125mm 2A46: BK-31 HEAT-FS-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''720'''</span># || style="text-align:center;" | 915 || style="text-align:center;" | 1988 || <br />
|-<br />
| 125mm 2A46: HEAT-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 850 || style="text-align:center;" | 1982 || <br />
|-<br />
| 125mm 2A46: OF-19 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 850 || style="text-align:center;" | 1962 || <br />
|-<br />
| 125mm 2A46: OF-26 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 850 || style="text-align:center;" | 1970 || <br />
|-<br />
| 125mm 2A46: AT-8* (9M112 Kobra) || style="text-align:center;" | 4000 (100&Dagger;) || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 400 || style="text-align:center;" | 1979 || style="width: 400px;" | ATGM<br />
|-<br />
| 125mm 2A46: AT-11 (9M119 Svir) || style="text-align:center;" | 4000 (75&Dagger;) || style="text-align:center;" | <span style="color: green">'''700'''</span> || style="text-align:center;" | 334 || style="text-align:center;" | 1985 || style="width: 400px;" | ATGM <br />
|-<br />
| 125mm 2A46: AT-11b (9M119 Svir-M) || style="text-align:center;" | 4000 (75&Dagger;) || style="text-align:center;" | <span style="color: green">'''650'''</span># || style="text-align:center;" | 334 || style="text-align:center;" | 1986 || style="width: 400px;" | ATGM <br />
|-<br />
| 125mm 2A46: AT-11 (9M119M Refleks) || style="text-align:center;" | 5000 (75&Dagger;) || style="text-align:center;" | <span style="color: green">'''700'''</span> || style="text-align:center;" | 341 || style="text-align:center;" | 1985 || style="width: 400px;" | ATGM<br />
|-<br />
| 125mm 2A46: AT-11b (9M119M Refleks-M) || style="text-align:center;" | 5000 (75&Dagger;) || style="text-align:center;" | <span style="color: green">'''700'''</span># || style="text-align:center;" | 341 || style="text-align:center;" | 1992 || style="width: 400px;" | ATGM<br />
|}<br />
RHAe[mm] (Penetration) column:<br><br />
*'''Black text''': RHAe (KE) penetration<br><br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
*<span style="color: orange">'''Orange text'''</span>: Incendiary effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
*Not usable by T-72<br />
<br />
&Hybrid round that impacts as KE, then detonates into fragments<br />
<br />
#Tandem warhead, defeats ERA<br />
<br />
&Dagger;Minimum range for gun launched ATGMs<br />
<br />
== ATGM ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m] (min)''' !! '''Range[m] (max)''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date''' !! '''Comments'''<br />
|-<br />
| AT-2c || style="text-align:center;" | 500 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 160 || style="text-align:center;" | 1980s || <br />
|-<br />
| AT-3d || style="text-align:center;" | 500 || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: green">'''520'''</span> || style="text-align:center;" | 115 || style="text-align:center;" | 1980s || <br />
|-<br />
| AT-4a || style="text-align:center;" | 70 || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: green">'''480'''</span> || style="text-align:center;" | 186 || style="text-align:center;" | 1970 || <br />
|-<br />
| AT-4b || style="text-align:center;" | 70 || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''460'''</span> || style="text-align:center;" | 186 || style="text-align:center;" | 1983 || <br />
|-<br />
| AT-4c || style="text-align:center;" | 70 || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 180 || style="text-align:center;" | 1991 ||<br />
|-<br />
| AT-5a || style="text-align:center;" | 70 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''650'''</span> || style="text-align:center;" | 200 || style="text-align:center;" | 1974 || <br />
|-<br />
| AT-5b || style="text-align:center;" | 70 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''780'''</span> || style="text-align:center;" | 208 || style="text-align:center;" | 1990 || <br />
|-<br />
| AT-6 || style="text-align:center;" | 400 || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 450 || style="text-align:center;" | 1990 || <br />
|-<br />
| AT-7 || style="text-align:center;" | 40 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''460'''</span> || style="text-align:center;" | 179 || style="text-align:center;" | 1979 || style="width: 400px;" | Removed in rev. 2.640, reinstated in rev. 4.250.<br />
|-<br />
| AT-10a || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''550'''</span> || style="text-align:center;" | 308 || style="text-align:center;" | 1983 || <br />
|-<br />
| AT-10b || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''600'''</span># || style="text-align:center;" | 308 || style="text-align:center;" | 1991 || <br />
|-<br />
| AT-10b+ || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''600'''</span># || style="text-align:center;" | 308 || style="text-align:center;" | 1990s || style="width: 400px;" | Maximum range for this missile is reduced to 5500m when fired from the BMP-3.<br />
|-<br />
| AT-10c || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''750'''</span># || style="text-align:center;" | 308 || style="text-align:center;" | 1999 ||<br />
|-<br />
| AT-10c+ || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''750'''</span># || style="text-align:center;" | 308 || style="text-align:center;" | 1990s || style="width: 400px;" | Maximum range for this missile is reduced to 5500m when fired from the BMP-3.<br />
|-<br />
| AT-13 (Metis-M) || style="text-align:center;" | 40 || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''720'''</span>#|| style="text-align:center;" | 188 || style="text-align:center;" | 1992 || style="width: 400px;" | Removed in rev. 2.640, reinstated in rev. 4.250.<br />
|-<br />
| AT-13 (Metis-M1) || style="text-align:center;" | 40 || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: green">'''810'''</span>#|| style="text-align:center;" | 167 || style="text-align:center;" | 2016 || <br />
|-<br />
| AT-13 (Metis-M FAE) || style="text-align:center;" | 40 || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''400'''</span>#|| style="text-align:center;" | 188 || style="text-align:center;" | 1990s || style="width: 400px;" | 4 kg Thermobaric warhead for use against troops and field fortifications; kills via blast over-pressure.<br />
|-<br />
| AT-13 (Metis-M1 FAE) || style="text-align:center;" | 40 || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''400'''</span>#|| style="text-align:center;" | 167 || style="text-align:center;" | 2000s || style="width: 400px;" | 4 kg Thermobaric warhead for use against troops and field fortifications; kills via blast over-pressure. <br />
|-<br />
| AT-14 (Kornet)|| style="text-align:center;" | 100 || style="text-align:center;" | 5500 || style="text-align:center;" | <span style="color: green">'''1020'''</span># || style="text-align:center;" | 300 || style="text-align:center;" | 1998 ||<br />
|-<br />
| AT-14 (Kornet-E FAE)|| style="text-align:center;" | 100 || style="text-align:center;" | 5500 || style="text-align:center;" | <span style="color: red">'''1020'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1998 || style="width: 400px;" | 10 kg Thermobaric warhead for use against troops and field fortifications; kills via blast over-pressure.<br />
|-<br />
| AT-14 (Kornet-EM)|| style="text-align:center;" | 150 || style="text-align:center;" | 8000 || style="text-align:center;" | <span style="color: green">'''1100'''</span># || style="text-align:center;" | 300 || style="text-align:center;" | 2001 || style="width: 400px;" | Extended range "fire and forget" variant.<br />
|-<br />
| AGM-114C || style="text-align:center;" | 500 || style="text-align:center;" | 8000 || style="text-align:center;" | <span style="color: green">'''850'''</span>* || style="text-align:center;" | 425 || style="text-align:center;" | 1990 || style="width: 400px;" | Laser guided (helicopter must maintain LOS with target).<br />
|-<br />
| AGM-114K || style="text-align:center;" | 500 || style="text-align:center;" | 8000 || style="text-align:center;" | <span style="color: green">'''850'''</span>*# || style="text-align:center;" | 425 || style="text-align:center;" | 1993 || style="width: 400px;" | Laser guided (helicopter must maintain LOS with target.<br />
|-<br />
| AGM-114L || style="text-align:center;" | 500 || style="text-align:center;" | 8000 || style="text-align:center;" | <span style="color: green">'''850'''</span>*# || style="text-align:center;" | 425 || style="text-align:center;" | 1993 || style="width: 400px;" | Radar guided/fire and forget (helicopter is not required to maintain LOS with the target, this should be used to simulate the AH-64D Longbow).<br />
|-<br />
| Dragon || style="text-align:center;" | 75 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''330'''</span> || style="text-align:center;" | 87 || style="text-align:center;" | 1973 || <br />
|-<br />
| Dragon II || style="text-align:center;" | 75 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''450'''</span> || style="text-align:center;" | 87 || style="text-align:center;" | 1985 ||<br />
|-<br />
| Dragon III/Superdragon || style="text-align:center;" | 75 || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''450'''</span> || style="text-align:center;" | 87 || style="text-align:center;" | 1990 ||<br />
|-<br />
| HOT || style="text-align:center;" | 75 || style="text-align:center;" | 4250 || style="text-align:center;" | <span style="color: green">'''720'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 1978 || <br />
|-<br />
| HOT-2 || style="text-align:center;" | 75 || style="text-align:center;" | 4250 || style="text-align:center;" | <span style="color: green">'''810'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 1985 || <br />
|-<br />
| HOT-2MP || style="text-align:center;" | 75 || style="text-align:center;" | 4250 || style="text-align:center;" | <span style="color: green">'''310'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 1985 || style="width: 400px;" | Multipurpose high-explosive warhead with fragmentation and incendiary effects, but reduced penetration.<br />
|-<br />
| HOT-3 || style="text-align:center;" | 75 || style="text-align:center;" | 4300 || style="text-align:center;" | <span style="color: green">'''1120'''</span># || style="text-align:center;" | 253 || style="text-align:center;" | 1998 || <br />
|-<br />
| Javelin || style="text-align:center;" | 125&dagger; || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''600'''</span>* || style="text-align:center;" | 200 || style="text-align:center;" | 1996 || <br />
|-<br />
| Milan ||style="text-align:center;" | 400 || style="text-align:center;" | 1975 || style="text-align:center;" | <span style="color: green">'''590'''</span> || style="text-align:center;" | 200 || style="text-align:center;" | 1972 || <br />
|-<br />
| Milan 2 ||style="text-align:center;" | 400 || style="text-align:center;" | 1975 || style="text-align:center;" | <span style="color: green">'''790'''</span> || style="text-align:center;" | 160 || style="text-align:center;" | 1984 || <br />
|-<br />
| Milan 2T ||style="text-align:center;" | 400 || style="text-align:center;" | 1920 || style="text-align:center;" | <span style="color: green">'''790'''</span># || style="text-align:center;" | 140 || style="text-align:center;" | 1993 || <br />
|-<br />
| Milan 3 ||style="text-align:center;" | 400 || style="text-align:center;" | 1920 || style="text-align:center;" | <span style="color: green">'''790'''</span># || style="text-align:center;" | 140 || style="text-align:center;" | 1996 || <br />
|-<br />
| Milan 3ER ||style="text-align:center;" | 400 || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: green">'''880'''</span># || style="text-align:center;" | 140 || style="text-align:center;" | 2008 || <br />
|-<br />
| RBS56 BILL|| style="text-align:center;" | 150 || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''600'''</span>^ || style="text-align:center;" | 250 || style="text-align:center;" | 1985 || <br />
|-<br />
| RB57 STORM|| style="text-align:center;" | 20 || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''600'''</span>^ || style="text-align:center;" | 250 || style="text-align:center;" | 2006 ||<br />
|-<br />
| Spike LR || style="text-align:center;" | 200 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''700'''</span>* || style="text-align:center;" | 165 || style="text-align:center;" | 1997 || <br />
|-<br />
| Spike MR || style="text-align:center;" | 200 || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''700'''</span>* || style="text-align:center;" | 165 || style="text-align:center;" | 1997 || <br />
|-<br />
| TOW || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 320 || style="text-align:center;" | 1976 || style="width: 400px;" | This is the initial BGM-71A/B with the 3.9 kg warhead.<br />
|-<br />
| ITOW || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''630'''</span> || style="text-align:center;" | 320 || style="text-align:center;" | 1978 || style="width: 400px;" | The BGM-71C upgrades the "B" variant with an extensible stand-off probe for better penetration.<br />
|-<br />
| TOW 2 || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''890'''</span> || style="text-align:center;" | 320 || style="text-align:center;" | 1983 || style="width: 400px;" | The BGM-71D upgrades the "C" variant with improved guidance, a larger motor, and an enlarged 5.9 kg main warhead.<br />
|-<br />
| TOW 2A || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''890'''</span># || style="text-align:center;" | 320 || style="text-align:center;" | 1988 || style="width: 400px;" | Optimized to defeat first and second generation reactive armours, the BGM-71E carries a small precursor charge in the stand-off probe tip. <br />
|-<br />
| TOW 2A Aero || style="text-align:center;" | 65 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''890'''</span># || style="text-align:center;" | 320 || style="text-align:center;" | 2004 || style="width: 400px;" | Modified with a a special nose cap to increase range, the BGM-71E-3 is not in use by the U.S. military, but has been exported to a number of TOW users worldwide. <br />
|-<br />
| TOW 2A Aero RF || style="text-align:center;" | 65 || style="text-align:center;" | 4500 || style="text-align:center;" | <span style="color: green">'''890'''</span># || style="text-align:center;" | 320 || style="text-align:center;" | 2009 || style="width: 400px;" | This version of the BGM-71E-3 uses a wireless one way radio link in addition to the modified nose cap and has a longer range than the standard Aero version. <br />
|-<br />
| TOW 2B || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''300'''</span>^ || style="text-align:center;" | 320 || style="text-align:center;" | 1993 || style="width: 400px;" | The current issue BGM-71F is a top attack missile using two offset 6.14kg explosively formed penetrators.<br />
|-<br />
| TOW 2B Aero || style="text-align:center;" | 65 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''300'''</span>^ || style="text-align:center;" | 320 || style="text-align:center;" | 2004 || style="width: 400px;" | Modified with a a special nose cap to increase range, the BGM-71F-3 is in current use by the U.S. military, but has not been as widely exported as the TOW-2A version.<br />
|-<br />
| TOW 2B Aero RF || style="text-align:center;" | 65 || style="text-align:center;" | 4500 || style="text-align:center;" | <span style="color: green">'''300'''</span>^ || style="text-align:center;" | 320 || style="text-align:center;" | 2009 || style="width: 400px;" | This version of the BGM-71F-3 uses a wireless one way radio link in addition to the modified nose cap and has a longer range than the standard Aero version.<br />
|}<br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
<br />
^TOW 2B, RBS56 BILL and RB57 STORM are top attack<br />
<br />
*Hellfire, Spike LR and Javelin have a diving terminal phase<br />
<br />
#Tandem warhead, defeats ERA<br />
<br />
&dagger;Minimum range for both top attack and direct fire modes (rev 4.006)<br />
<br />
<span style="color: red">'''Note that ''Steel Beasts Professional'' does not simulate the actual arming or "gathering" ranges for all ATGMs but instead inhibits computer controlled units from firing their missiles within certain ranges. This means that it is possible for units to be destroyed by certain ATGMs if the missile is fired before the element in question is below the minimum range indicated above.'''</span><br />
<br />
== Infantry Light Anti-Armor Weapons ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]*''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date''' !! '''Comments'''<br />
|-<br />
| C90-CR-AM (M3) || style="text-align:center;" | 800 || style="text-align:center;" | <span style="color: green">'''200'''</span> || style="text-align:center;" | 160 || style="text-align:center;" | 2000s || Dual purpose shaped charge warhead with a specialized anti-personnel fragmentation body. <br />
|-<br />
| C90-CR-BK (M3) || style="text-align:center;" | 350 || style="text-align:center;" | <span style="color: red">'''70'''</span> || style="text-align:center;" | 160 || style="text-align:center;" | 2000s || Features a tandem warhead precursor to defeat fortifications.<br />
|-<br />
| C90-CR-RB (M3) || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 180 || style="text-align:center;" | 2000s || Standard anti-armor HEAT warhead.<br />
|-<br />
| DZGI-40 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''120'''</span> || style="text-align:center;" | 280 || style="text-align:center;" | 2002 || Chinese anti-personnel warhead for the Type 69 RPG (RPG-7)<br />
|-<br />
| LAW 80 || style="text-align:center;" | 500 || style="text-align:center;" | <span style="color: green">'''630'''</span> || style="text-align:center;" | 270 || style="text-align:center;" | 1987 ||<br />
|-<br />
| M72A1 LAW || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''250'''</span> || style="text-align:center;" | 140 || style="text-align:center;" | 1960s* ||<br />
|-<br />
| M72A4 LAW || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''320'''</span> || style="text-align:center;" | 145 || style="text-align:center;" | 1980s* ||<br />
|-<br />
| M136 AT-4 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 290 || style="text-align:center;" | 1985 ||<br />
|-<br />
| M136 AT-4 HEDP 502 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''150'''</span> || style="text-align:center;" | 290 || style="text-align:center;" | 1985 || Dual purpose warhead for use against bunkers, buildings, enemy personnel in the open. Gives up overall penetration for better post-penetration effects.<br />
|-<br />
| M136 AT-4CS || style="text-align:center;" | 350 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 220 || style="text-align:center;" | 2000 || Version optimized for use in confined spaces, resulting in reduced range but greater operator safety and tactical advantage.<br />
|-<br />
| M2 Carl Gustav: 84mm HEAT 551 || style="text-align:center;" | 700 || style="text-align:center;" | <span style="color: green">'''350'''</span> || style="text-align:center;" | 297 || style="text-align:center;" | 1964 ||<br />
|-<br />
| M2 Carl Gustav: 84mm HEAT 551C || style="text-align:center;" | 700 || style="text-align:center;" | <span style="color: green">'''450'''</span> || style="text-align:center;" | 298 || style="text-align:center;" | 1964 ||<br />
|-<br />
| M2 Carl Gustav: 84mm HE 441D || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: red">'''50'''</span> || style="text-align:center;" | 237 || style="text-align:center;" | 1964 ||<br />
|-<br />
| M2 Carl Gustav: 84mm HEDP 502 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''150'''</span> || style="text-align:center;" | 225 || style="text-align:center;" | 1964 || Dual purpose warhead for use against bunkers, buildings, enemy personnel in the open. Gives up overall penetration for better post-penetration effects.<br />
|-<br />
| NR-4 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: red">'''120'''</span> || style="text-align:center;" | 280 || style="text-align:center;" | 2002 || North Korean version of the Chinese DZGI-40 anti-personnel warhead<br />
|-<br />
| PzF-2 || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''350'''</span> || style="text-align:center;" | 210 || style="text-align:center;" | 1963 ||<br />
|-<br />
| PzF-3 DM12 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''630'''</span> || style="text-align:center;" | 210 || style="text-align:center;" | 1987 ||<br />
|-<br />
| PzF-3T DM22 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''720'''</span># || style="text-align:center;" | 210 || style="text-align:center;" | 1992 ||<br />
|-<br />
| PzF-3IT DM72A1 || style="text-align:center;" | 500 || style="text-align:center;" | <span style="color: green">'''800'''</span># || style="text-align:center;" | 210 || style="text-align:center;" | 2021 ||<br />
|-<br />
| RPG-7 || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''260'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1961 ||<br />
|-<br />
| RPG-7M || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1969 ||<br />
|-<br />
| RPG-7S1 || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''360'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1972 ||<br />
|-<br />
| RPG-7L || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''550'''</span> || style="text-align:center;" | 200 || style="text-align:center;" | 1977 ||<br />
|-<br />
| RPG-7N || style="text-align:center;" | 500 || style="text-align:center;" | <span style="color: green">'''400'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1980s ||<br />
|-<br />
| RPG-7R || style="text-align:center;" | 200 || style="text-align:center;" | <span style="color: green">'''630'''</span># || style="text-align:center;" | 120 || style="text-align:center;" | 1988 ||<br />
|-<br />
| TBG-7 || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: red">'''350'''</span> || style="text-align:center;" | 270 || style="text-align:center;" | 1997 ||<br />
|-<br />
| OG-7 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: red">'''120'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1999 ||<br />
|-<br />
| RPG-7LT || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''410'''</span># || style="text-align:center;" | 200 || style="text-align:center;" | 1990s ||<br />
|-<br />
| RPG-18 || style="text-align:center;" | 150 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 118 || style="text-align:center;" | 1972 ||<br />
|-<br />
| RPG-22 || style="text-align:center;" | 200 || style="text-align:center;" | <span style="color: green">'''400'''</span> || style="text-align:center;" | 133 || style="text-align:center;" | 1980 ||<br />
|-<br />
| RPG-26 || style="text-align:center;" | 340 || style="text-align:center;" | <span style="color: green">'''440'''</span> || style="text-align:center;" | 144 || style="text-align:center;" | 1985 ||<br />
|-<br />
| RPG-27 || style="text-align:center;" | 250 || style="text-align:center;" | <span style="color: green">'''720'''</span># || style="text-align:center;" | 120 || style="text-align:center;" | 1989 ||<br />
|-<br />
| RPG-27 RMG || style="text-align:center;" | 250 || style="text-align:center;" | <span style="color: green">'''400'''</span># || style="text-align:center;" | 120 || style="text-align:center;" | 1989 || Dual purpose warhead for use against bunkers, buildings, and light-armor. Gives up overall penetration for better post-penetration effects.<br />
|-<br />
| RPG-27 FAE || style="text-align:center;" | 550 || style="text-align:center;" | <span style="color: red">'''100'''</span> || style="text-align:center;" | 220 || style="text-align:center;" | 1989 ||<br />
|-<br />
| RPG-29 || style="text-align:center;" | 800 || style="text-align:center;" | <span style="color: green">'''720'''</span># || style="text-align:center;" | 280 || style="text-align:center;" | 1989 ||<br />
|-<br />
| RB57 STORM || style="text-align:center;" | 800 || style="text-align:center;" | <span style="color: green">'''600'''</span>^ || style="text-align:center;" | 300 || style="text-align:center;" | 2006 ||<br />
|-<br />
| Spike SR || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''700'''</span># || style="text-align:center;" | 165 || style="text-align:center;" | 2012 || <br />
|-<br />
| Spike SR PBF || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''700'''</span> || style="text-align:center;" | 165 || style="text-align:center;" | 2012 || <br />
|}<br />
RHAe[mm] (Penetration) column:<br><br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
<br />
^RB57 STORM light ATGM is top attack<br />
<br />
#Tandem warhead, defeats ERA<br />
<br />
*All light infantry anti-armor weapons have a minimum range of 20m or less except the Spike SR which is 50m<br />
<br />
== Infantry Support Weapons ==<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 40mm AGL: M384 HE || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 241 || style="text-align:center;" | 1981<br />
|-<br />
| 40mm AGL: M430 HEDP|| style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''71'''</span> || style="text-align:center;" | 241 || style="text-align:center;" | 1990s<br />
|-<br />
| 40mm AGL: M430A1 HEDP|| style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''100'''</span> || style="text-align:center;" | 241 || style="text-align:center;" | 2000s<br />
|-<br />
| 40mm AGL: M9219A2 HEDP || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''80'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 2000s<br />
|-<br />
| 40mm AGL: M0725A1 HEDP-SD || style="text-align:center;" | 1600 || style="text-align:center;" | <span style="color: green">'''80'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 2000s<br />
|-<br />
| 40mm AGL: M8842A1 HE || style="text-align:center;" | 1600 || style="text-align:center;" | <span style="color: green">'''80'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 2000s<br />
|-<br />
| 40mm AGL: M9219A2 HEDP || style="text-align:center;" | 2200 || style="text-align:center;" | '''80''' || style="text-align:center;" | 242 || style="text-align:center;" | 2001<br />
|-<br />
| 40mm AGL: M1001 HVMF (Cannister) || style="text-align:center;" | 100 || style="text-align:center;" | '''5''' || style="text-align:center;" | 241 || style="text-align:center;" | 2001<br />
|-<br />
| 40mm GL: M386 HE-Frag || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''25'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1970s<br />
|-<br />
| 40mm GL: DM-91 HE || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''25'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1989<br />
|-<br />
| 40mm GL: M381 HE || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''25'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1990s<br />
|-<br />
| 40mm GL: M433 HEDP|| style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''100'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1971<br />
|-<br />
| 40mm GL: DM-12 MZ/HEDP || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''80'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1992<br />
|-<br />
| 40mm GL: M713 Smoke || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: orange">'''12'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1990s<br />
|}<br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
*<span style="color: orange">'''Orange text'''</span>: Incendiary effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
== Artillery Rounds ==<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 60mm M6C: HE-TNT Mk2 || style="text-align:center;" | 1900 || style="text-align:center;" | <span style="color: red">'''130'''</span> || style="text-align:center;" | 155 || style="text-align:center;" | 2010<br />
|-<br />
| 60mm M6C: HE-TNT Mk2 (Long) || style="text-align:center;" | 3900 || style="text-align:center;" | <span style="color: red">'''130'''</span> || style="text-align:center;" | 247 || style="text-align:center;" | 2010<br />
|-<br />
| 60mm M6C: SMK-WP Mk2 || style="text-align:center;" | 1900 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 155 || style="text-align:center;" | 2010<br />
|-<br />
| 60mm M6C: SMK-WP Mk2 (Long) || style="text-align:center;" | 3900 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 247 || style="text-align:center;" | 2010<br />
|-<br />
| 81mm L16: SprGr 70 HE || style="text-align:center;" | 4650 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 256 || style="text-align:center;" | 1970s<br />
|-<br />
| 81mm L16: SprGr 80A1 HE || style="text-align:center;" | 5500 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 298 || style="text-align:center;" | 1980s<br />
|-<br />
| 81mm L16: M-51 ROMP (HE) || style="text-align:center;" | 3700 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 234 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-51 ROMP (HE-Long) || style="text-align:center;" | 4300 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 258 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-830 ROMP (HE) || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 302 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-AE-84 ROMP (HE) || style="text-align:center;" | 6200 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 304 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: NbGr 89 Smoke (WP) || style="text-align:center;" | 5550 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 311 || style="text-align:center;" | 1989<br />
|-<br />
| 81mm L16: M-59 FUM (Smoke) || style="text-align:center;" | 3700 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 234 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-59 FUM (Smoke-Long) || style="text-align:center;" | 4300 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 258 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-831 FUM (Smoke) || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 302 || style="text-align:center;" | No Date<br />
|-<br />
| 120mm M120: M57 HE || style="text-align:center;" | 7200 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 320 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm M120: M933 HE || style="text-align:center;" | 7024 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 318 || style="text-align:center;" | 1996<br />
|-<br />
| 120mm M120: SprGr78 HE || style="text-align:center;" | 7700 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 341 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm M120: STRIX (HE) || style="text-align:center;" | 7400 || style="text-align:center;" | <span style="color: red">'''600'''</span> || style="text-align:center;" | 299 || style="text-align:center;" | 1990s<br />
|-<br />
| 120mm M120: M929A1 Smoke (WP & Multispectral) || style="text-align:center;" | 7120 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 322 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm M120: NbGr88 WP Smoke || style="text-align:center;" | 7700 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 348 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm 2A60: 3OF49 HE || style="text-align:center;" | 8855 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 367 || style="text-align:center;" | 1981<br />
|-<br />
| 120mm 2A60: 3OF51 HE || style="text-align:center;" | 8855 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 367 || style="text-align:center;" | 1985(?)<br />
|-<br />
| 120mm 2A60: OF-843B HE || style="text-align:center;" | 7024 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 325 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm 2A60: 3D5 Smoke (RP) || style="text-align:center;" | 5770 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 277 || style="text-align:center;" | 1960s<br />
|-<br />
| 120mm 2A60: D-843A Smoke (WP) || style="text-align:center;" | 5400 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 277 || style="text-align:center;" | 1950s<br />
|-<br />
| 122mm BM-21 Grad: 9M22/M21 OF HE-Frag (Rocket) || style="text-align:center;" | 20000 || style="text-align:center;" | <span style="color: red">'''750'''</span> || style="text-align:center;" | 699 || style="text-align:center;" | 1964<br />
|-<br />
| 122mm BM-21 Grad: 9M22U HE-Frag (Rocket) || style="text-align:center;" | 20100 || style="text-align:center;" | <span style="color: red">'''750'''</span> || style="text-align:center;" | 686 || style="text-align:center;" | 1970s<br />
|-<br />
| 122mm BM-21 Grad: 9M521 HE-Frag (Rocket) || style="text-align:center;" | 40000 || style="text-align:center;" | <span style="color: red">'''750'''</span> || style="text-align:center;" | 699 || style="text-align:center;" | 1990s<br />
|-<br />
| 122mm BM-21 Grad: 9M522 HE-Frag (Rocket) || style="text-align:center;" | 37500 || style="text-align:center;" | <span style="color: red">'''750'''</span> || style="text-align:center;" | 699 || style="text-align:center;" | 2000s<br />
|-<br />
| 122mm 2A18: OF-462 HE-Frag || style="text-align:center;" | 15300 || style="text-align:center;" | <span style="color: red">'''380'''</span> || style="text-align:center;" | 276 || style="text-align:center;" | 1980s<br />
|-<br />
| 122mm 2A18: BP-1 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''180'''</span> || style="text-align:center;" | 740 || style="text-align:center;" | 1950s<br />
|-<br />
| 122mm 2A18: BK-6M HEAT-T || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''420'''</span> || style="text-align:center;" | 740 || style="text-align:center;" | 1970s<br />
|-<br />
| 122mm 2A18: BK-13M HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''520'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1990s<br />
|-<br />
| 122mm 2A18: BK-13MP HEAT-T || style="text-align:center;" | 1700 || style="text-align:center;" | <span style="color: green">'''480'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1990s<br />
|-<br />
| 122mm 2A18: 122mm HC HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''400'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1980s<br />
|-<br />
| 122mm 2A18: D-462 Smoke || style="text-align:center;" | 15300 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 276 || style="text-align:center;" | 1940s<br />
|-<br />
| 152mm D-22: OF-540 HE-Frag || style="text-align:center;" | 17410 || style="text-align:center;" | <span style="color: red">'''520'''</span> || style="text-align:center;" | 282 || style="text-align:center;" | 1981<br />
|-<br />
| 152mm D-22: O23 DPICM || style="text-align:center;" | 21000 || style="text-align:center;" | <span style="color: green">'''52'''</span> || style="text-align:center;" | 285 || style="text-align:center;" | 1980s<br />
|-<br />
| 152mm D-22: D-540 Smoke (WP & Multispectral) || style="text-align:center;" | 17410 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 282 || style="text-align:center;" | 1981<br />
|-<br />
| 152mm 2A88: OF-45 HE-Frag || style="text-align:center;" | 24700 || style="text-align:center;" | <span style="color: red">'''520'''</span> || style="text-align:center;" | 285 || style="text-align:center;" | 1990s<br />
|-<br />
| 152mm 2A88: OF-61 BB HE-Frag || style="text-align:center;" | 32000 || style="text-align:center;" | <span style="color: red">'''520'''</span> || style="text-align:center;" | 749 || style="text-align:center;" | 1990s<br />
|-<br />
| 152mm 2A88: OF-64 HE-Frag || style="text-align:center;" | 24700 || style="text-align:center;" | <span style="color: red">'''520'''</span> || style="text-align:center;" | 582 || style="text-align:center;" | 1990s<br />
|-<br />
| 152mm 2A88: 3OF-83 BB HE-Frag || style="text-align:center;" | 40000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 268 || style="text-align:center;" | 2010s<br />
|-<br />
| 152mm 2A88: 3OF-83 BT HE-Frag || style="text-align:center;" | 30000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 268 || style="text-align:center;" | 2010s<br />
|-<br />
| 155mm M-185: M107 HE || style="text-align:center;" | 18000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 681 || style="text-align:center;" | 1942<br />
|-<br />
| 155mm M-185: ER02A1 HEBB || style="text-align:center;" | 28800 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 803 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm M-185: M483 DPICM || style="text-align:center;" | 21000 || style="text-align:center;" | <span style="color: green">'''54'''</span> || style="text-align:center;" | 681 || style="text-align:center;" | 1970s<br />
|-<br />
| 155mm M-185: M110A2 Smoke (WP & Multispectral) || style="text-align:center;" | 18000 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 681 || style="text-align:center;" | 1940s<br />
|-<br />
| 155mm M-185: 155mm “BONUS” HEAT-EFP-SF BB || style="text-align:center;" | 35000 || style="text-align:center;" | <span style="color: green">'''75'''</span>^ || style="text-align:center;" | 798 || style="text-align:center;" | 2002<br />
|-<br />
| 155mm M-185: [[Sadarm|M898 “SADARM” HEAT-EFP-SF]] || style="text-align:center;" | 22500 || style="text-align:center;" | <span style="color: green">'''75'''</span>^ || style="text-align:center;" | 675 || style="text-align:center;" | 1995<br />
|-<br />
| 155mm Rheinmetall L52: M107C1 HE || style="text-align:center;" | 17500 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2004<br />
|-<br />
| 155mm Rheinmetall L52: M1711A1 HE "Assegai"|| style="text-align:center;" | 40000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: M1711A1 HE "Assegai PGK"|| style="text-align:center;" | 36000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: M1712A1 HE "Assegai"|| style="text-align:center;" | 30000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: M1712A1 HE "Assegai PGK"|| style="text-align:center;" | 27000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: ER02A1 HE/HEBB || style="text-align:center;" | 27000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: M110C1 Smoke (WP & Multispectral) || style="text-align:center;" | 17500 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 681 || style="text-align:center;" | 2004<br />
|-<br />
| 155mm Rheinmetall L52: DM702 “SMArt” HEAT-EFP-SF || style="text-align:center;" | 27500 || style="text-align:center;" | <span style="color: green">'''75'''</span>^ || style="text-align:center;" | 661 || style="text-align:center;" | 1998<br />
|-<br />
| 220mm BM-27: 9M27F HE-F (Rocket) || style="text-align:center;" | 35000 || style="text-align:center;" | <span style="color: red">'''1750'''</span> || style="text-align:center;" | 10 || style="text-align:center;" | 1975<br />
|-<br />
| 220mm BM-27: 9M27K1 ICM (Rocket) || style="text-align:center;" | 35000 || style="text-align:center;" | <span style="color: green">'''60'''</span> || style="text-align:center;" | 10 || style="text-align:center;" | 1980s<br />
|-<br />
| 220mm TOS-1A: TBS FAE-Frag (Rocket) [MO.1.01.04] || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: red">'''1750'''</span> || style="text-align:center;" | 168 || style="text-align:center;" | 1980s<br />
|-<br />
| 220mm TOS-1A: TBS-M FAE-Frag (Rocket) [MO.1.01.04M] || style="text-align:center;" | 6000 || style="text-align:center;" | <span style="color: red">'''1750'''</span> || style="text-align:center;" | 250 || style="text-align:center;" | 2001<br />
|-<br />
| 227mm M270: M26 ICM (Rocket) || style="text-align:center;" | 32000 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1980s<br />
|-<br />
| 227mm M270: M26A1 ICM (Rocket) || style="text-align:center;" | 45000 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 799 || style="text-align:center;" | 1983<br />
|-<br />
| 227mm M270: M30 GRLRS-ICM (Rocket) || style="text-align:center;" | 65000 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 941 || style="text-align:center;" | 2006<br />
|}<br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
*<span style="color: orange">'''Orange text'''</span>: Incendiary effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
^155mm BONUS, SADARM and SMArt are top attack<br />
<br />
== Aerial Rockets ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 70mm Hydra 70: M247 HEDP || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: green">'''310'''</span> || style="text-align:center;" | 740 || style="text-align:center;" | 1980's <br />
|-<br />
| 80mm S-8KOM HEAT || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''360'''</span> || style="text-align:center;" | 600 || style="text-align:center;" | 1980's <br />
|-<br />
| 80mm S-8BM HEF-T || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: red">'''250'''</span> || style="text-align:center;" | 600 || style="text-align:center;" | 1980's <br />
|} <br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
<br />
== Surface to Air Missiles ==<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 9M31M/SA-9B: SAM || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 500 || style="text-align:center;" | 1970<br />
|-<br />
| 9M311/SA-19: SAM || style="text-align:center;" | 7500 || style="text-align:center;" | <span style="color: red">'''890'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | No Date<br />
|-<br />
| FIM-92B Stinger: SAM || style="text-align:center;" | 4800 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 1983<br />
|-<br />
| Mistral Mk.1: SAM || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''270'''</span> || style="text-align:center;" | 1 || style="text-align:center;" | 1988 <br />
|-<br />
| Mistral Mk.2: SAM || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''270'''</span> || style="text-align:center;" | 1 || style="text-align:center;" | 2000 <br />
|-<br />
| Mistral Mk.3: SAM || style="text-align:center;" | 6000 || style="text-align:center;" | <span style="color: red">'''270'''</span> || style="text-align:center;" | 1 || style="text-align:center;" | 2014 <br />
|-<br />
| RBS70: SAM || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 501 || style="text-align:center;" | 1977 <br />
|-<br />
| RBS70 Mk.1: SAM || style="text-align:center;" | 6000 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 535 || style="text-align:center;" | 1990 <br />
|-<br />
| RBS70 Mk.2: SAM || style="text-align:center;" | 7000 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 600 || style="text-align:center;" | 1993 <br />
|-<br />
| RBS70 (BOLIDE): SAM || style="text-align:center;" | 7000 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 666 || style="text-align:center;" | 2001 <br />
|} <br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
[[Category: Ammunition|* ]]<br />
[[Category: Technical Data ]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=M60A3&diff=19194M60A32023-10-03T16:10:57Z<p>MAJFubar-1882: /* General */</p>
<hr />
<div>M60A3 Patton: Main battle tank[[Image:M60A3_TTS.jpg|thumb|600px|right|Render of the in-game M60A3(TTS) model]]<br />
<br />
==Statistics==<br />
<br />
Main gun: 105mm M68<br><br />
Ammunition Stowage: 37 ready/26 stowed<br><br />
Default Ammunition "A": 22/16 M735 APFSDS, 15/10 M456A2 HEAT<br><br />
<br />
Other rounds include the M393A1 HEP-T, M416 White Phosphorus, M494 APERS-T, and M1040 Canister rounds which are equipped based on mission.<br><br />
<br />
<br />
Coaxial machine gun: 7.62mm M240<br><br />
Ammunition Stowage: 3200 ready/2750 stowed<br><br />
Default Ammunition: 3200/2750 7.62mm NATO<br><br />
<br />
<br />
AAMG: M85 caliber .50 HMG<br><br />
Ammunition Stowage: 100 ready/900 stowed<br><br />
Default Ammunition: 100/900 0.50 Cal US<br><br />
<br />
<br />
Grenade Dischargers: Grenades<br><br />
Ammunition Stowage: 2 ready/0 stowed<br><br />
Default Ammunition: 2/0 Smoke<br><br />
<br />
<br />
Armor protection:<br><br />
Frontal Turret Armour: ~224-280mm<br><br />
Side Turret Armour: ~146mm<br><br />
Front Hull Armour: ~214mm<br><br />
Side Hull Armour: ~66mm<br><br />
<br />
[[Image:M60frontarmour.jpg|600px|center|M-60A3 (TTS) armor image, front-right]]<br />
<br />
Combat Weight: 52 tonnes<br><br />
Length: 6.94m (Hull)<br><br />
Width: 3.63m<br><br />
Height: 3.27m<br><br />
Engine: 750hp Continental AVDS-1790-2 Diesel<br><br />
Top speed: 48kph<br />
<br />
==General==<br />
<br />
The M60A3 was an upgrade performed to the M60A1 tanks of the US army around 1978. The upgrade Combined the 1975 Reliability Improved Selected Equipment (RISE) and 1978 Passive IR sight upgrades to the M60A1 with a laser rangefinder and solid-state fire control computer replacing the mechanical fire control computer and coincidence rangefinder. In 1979 another upgrade was made which added the TTS (tank thermal sight) thermal imager, thus making it the M60A3 (TTS). ''Steel Beasts Professional'' simulates both versions of the vehicle (rev. 4.357). During the mid to late 1980s Austria, Greece, Italy, Morocco, Taiwan along with other countries upgraded their existing M60A1 fleets to M60A3 (E60B) standards under several FMS defense contracts. M60A3/E60Bs from U.S. Army surpluses were sold to Bahrain, Oman, and Saudi Arabia in 1990. The first TTS equipped A3s began to deploy to Germany in mid-1979 in limited numbers. Production continued on the M60A3 (TTS) variant until 1984, with a total of 1,052 produced between 1980 and 1984.<br />
<br />
Originally the M60 was a stopgap tank designed to be phased out in the 1970s by the MBT-70. However, the failure of the MBT-70 program lead to the M60 series remaining in service longer than intended, until the fielding of the [[M1| M1 Abrams]]. <br />
<br />
The layout of the M60A3 is fairly standard: engine in the rear, turret in the middle, and driver at the front. There are 2 ammunition racks of 105mm rounds stored on either side of the driver. In the turret, there's a rack near the loaders legs, and a larger one in the rear left bustle. The fuel is stored in the engine compartment, on the left and right side of the engine. Unlike the Abrams, the ammunition is not compartmentalized, but instead stored fairly unprotected. Indirect hits usually won't set off the rounds, due to them being stored in steel racks, and the fact that 105mm cartridges are brass instead of flammable like the 120 or 125mm rounds, helping to reduce the chance of ammunition explosions from spall. However, a direct hit to the ammunition racks will still set off the ammunition, causing everyone inside the tank to be violently incinerated.<br />
<br />
Compared to it's intended adversary, the Soviet era [[T-62]], the M60 has both advantages, and drawbacks. The M60 series was created with crew comfort in mind, as such, the interior of the tank is gigantic. It is possible to stand fully upright, and even walk around inside of the turret of the M60. However, this leads to a very large increase in internal volume, and a significant weight increase, nearly 14 tonnes heavier than the T-62. Consequently, mobility suffered, and the M60 is slower than the T-62. Also, the M60 is taller, presenting a larger target that is more difficult to hide. However, the tall turret allows for a higher range of gun elevation and depression, making it possible to take up a hulldown battle position on steeper slopes than on the T-62. Armor wise it's fairly similar to the T-62, and ammunition-wise, both tanks are capable of penetrating each other frontally, although the M60 has a slight range advantage due to better rounds. The two most major advantages of the M60 over the T-62 however, is the higher rate of fire, and thermal imager. Due to it's smaller size and lack of turret bustle, the T-62 has only 3-4 ready rounds. Unfortunately, the M60A3 doesn't compare favorably against later T-tank versions due to its thin armor and poor mobility. When equipped with [[M735A1|M735M]] or [[M774]] APFSDS ammunition the M60A3 is capable against the [[T-72M|T-72 Ural]], T-72M, early [[T-64A|T-64]] tanks and to a lesser extent the [[T-72A/M1]], but will struggle against later models. Fortunately, the M60A3's TTS gives the tank a definitive edge over its Soviet contemporaries, offering much greater detection and engagement ranges. <br />
<br />
Phased out of US service in the early 1990's, the M60A3 continues to serve in the armies of at least a dozen North-African, Middle-Eastern, and Asian countries, particularly Egypt, Turkey, and Saudi Arabia.<br />
<br />
==Thermal Signature==<br />
<br />
[[Image:M60TTS_TIS_front-right.jpg|300px|M-60 (TTS) TIS image, front-right]]<br />
[[Image:M60TTS_TIS_rear-left.jpg|300px|M-60 (TTS) TIS image, rear-left]]<br><br />
<br />
==Crew Positions==<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
===Tank Commander's Position ''F7''===<br />
[[Image:M60A3_TC_unbuttoned.jpg|thumb|300px|right|TC's unbuttoned view]]In ''Steel Beasts Professional'' the tank commander's (TC) position on the M60A3 is fully crew-able. The TC's position is accessed by pressing '''F7'''.<br><br />
<br />
From this position the user can raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down). The TC can also button or unbutton (close and open the TC's hatch) by pressing the '''B''' key (toggle). While unbuttoned, the TC may also wish to use binoculars to get a closer view on a distant area by pressing the '''N''' key (toggle).<br><br />
<br />
The TC also has smoke grenades at his disposal. The TC can fire up to two smoke salvos by pressing '''TAB''', at which point the grenade launches will need to be reloaded.<br><br />
<br />
*The usefulness of the smoke grenade launchers should not be underestimated, and it is one of the most useful tools at the disposal of the TC. Smoke grenade launchers are a vital tool for the security of the vehicle and should be used for a variety or reasons. These include, but are not limited to: attempting to break contact with the enemy, protection against non thermal sight equipped threats, and protecting the vehicle from enemy attempts to range you with an laser range finder. At the same time, care should be taken on when smoke is deployed since you are basically announcing your location to anyone else who might be unaware of it.<br />
<br />
====M19 Commander's Cupola====<br />
[[Image:M19_eyeview.jpg|thumb|300px|right|TC's interior view featuring the M36E1 periscope assembly]]The M19 Commander's Cupola is an enclosed fully traversable cupola mounting the remote fired M85 caliber .50 and provides both daylight and passive night sights to aim and fire the M85 independently of the main gun. The M85 can only be fired from within the coupla; in other words the TC cannot fire the caliber .50 from the external, unbuttoned, view (on the real tank you would technically be able to depress the butterfly triggers and fire the weapon but you would not be able to aim; the practical is modeled, not the possible).<br><br />
<br />
To aim the M85 the TC is provided with the M36E1 periscope assembly consisting of an 8x daysight, 8x infrared sight, and a 1x power unity window. The daysight is accessed by pressing '''F3''', the nightsight with '''Alt+F3''', and the unity window with '''F4'''.<br><br />
<br />
<center><gallery widths=300px heights=200px><br />
Image: M36E1 daysight.jpg|TC's caliber .50 daysight view<br />
Image: M36E1 nightsight.jpg|TC's caliber .50 nightsight view<br />
Image: M36E1 unity_window.jpg|TC's unity window view<br />
</gallery></center><br />
<br />
Once the user is in any of the M36's sights, the user can traverse the cupola by tapping the '''LEFT ARROW''' and '''RIGHT ARROW''' keys while the caliber .50 elevated and depressed by the use of a small hand crank replicated by use of the '''UP ARROW''' and '''DOWN ARROW''' keys (rev. 4.379). In both cases where the arrow pad is used for elevation and traverse, quicker taps of the arrow keys will result in faster sight movement.<br><br />
<br />
=====Daysight=====<br />
The daysight on the M36 is a simple stadia type reticle similar to that of the [[M1A1 (HA)#Commander's Weapon Station (CWS)|M1 Abrams Commander's Weapon Station]]. The numbers on the right side of the scale represent the range in hundreds of meters. The horizontal dashed lines to the left and right of the center on the scale are used to assist with leading the target. Basically, if a stationary target is at 1200m then the TC puts the center cross on the target and taps the '''UP ARROW''' key until the target is even with the "12" horizontal line. The TC then presses and holds the '''SPACE BAR''' to fire and walks the rounds on to the target if necessary.<br><br />
<br />
[[Image:M36E1 daysight2.jpg|thumb|300px|center|TC's caliber .50 daysight view, stadia scale reticle with BMP-2 at 1000m]]<br><br />
<br />
=====Nightsight=====<br />
The IR portion of the M36E1 is of fairly good quality, capable of detecting targets at 2000m, differentiating targets at 1500m, and positively identifying at 1000m under starlight conditions. To prevent it from being overloaded and burnt out the sight cannot be used in daylight (the sight will appear black if accessed during the day). Note that the reticle for the IR sight is of the non-ballistic type, meaning engagements will require “burst on target” gunnery techniques.<br><br />
<br />
[[Image:M36E1 nightsight2.jpg|thumb|300px|center|TC's caliber .50 nightsight view, BMP-2 at 500m under starlight conditions]]<br><br />
<br />
=====Unity Sight=====<br />
The M36E1 periscope assembly features a “powered unity window” providing a daylight 1:1 (un-magnified) optical periscope superimposed with a red ring showing the area covered by either 8x optic. This periscope is accessed by pressing '''F4''' and takes the place of the cupola's direct vision blocks for the purposes of observing around the vehicle without having to spin the turret or having the TC expose himself to hostile fire.<br><br />
<br />
[[Image:M36E1 unity_window2.jpg||thumb|300px|center|TC's unity window view, BMP-2 at 500m]]<br><br />
<br />
[[Image:CCB.jpg||thumb|275px|right|TC's Cupola Control Box]]If all caliber .50 rounds are expended then you will need to reload the weapon. The easiest way to do this is by moving the mouse to the top of the screen and selecting the "Vehicle" menu. Scroll down to the "Reload" command which will open a sub menu, then select “M8 AP-I" (or whatever .50 cal ammo is currently being carried). Unlike other vehicles, the M85 is mounted within the cupola, therefore the TC need not expose himself to reload the weapon. Mounted just to the right of the M36 assembly on the cupola wall is the Commander's Control Panel with a single functional switch labeled “Last Round Override”. Normally this is set to “off”, leaving a short section of ammo (20 rounds) available to link fresh belts to and speed reloading. Appropriately, setting the override to "on" allows the TC to expend all ready ammo, and increases reload times.<br><br />
<br />
*One real world tip in using the M19 cupola is to do so from the turret down position. Pull forward ''just enough'' so that the gunner can see the target through the gunner's primary sight (GPS) over any forward obstruction but not forward enough so that the gunner's auxiliary sight (GAS) has a line of sight to the target. Since the LRF aperture (aka. dog ears) is mounted near the top of the turret, doing this will ensure that the gunner can lase a target and get the range without exposing the rest of the turret. Once the range is determined by the gunner (or by the TC's lasing from the AN/VVG-2 directly (see below)), then the TC can place accurate caliber .50 fire on the threat. In this manner you can engage light armored vehicles without exposing the tank to other unknown threats in the area and you can avoid wasting a valuable main gun round as well.<br><br />
<br />
====TC's Vision Block View====<br />
[[Image:M60A3_TC_visionblock.jpg|thumb|300px|right|TC's vision block view]]On some occasions the TC may need to look around the vehicle without having to spin the turret and without having to expose himself to hostile fire. The vision block view allows the TC to remain safely inside the vehicle and quickly scan around for close threats. It is most useful when enemy infantry are in the immediate area. As modeled, the M19 cupola has eight direct vision vision blocks, but they are not accessible as with other vehicles. If the player needs to view around the vehicle from a protected position, they should use the M36E1 periscope assembly's Powered Unity Window instead ('''F4''').<br><br />
<br />
====AN/VVG-2 Laser Range Finder (LRF)====<br />
The AN/VVG-2 LRF is the primary means for determining range on the M60A3 tank and serves as the primary daysight for the TC to fire the main gun and coaxial machine gun, with a choice 6x or 12x magnification. The LRF consists of receiver-transmitter unit (R/T) at the TC's station and the electronics unit (EU) located on the turret floor. The LRF can be activated by either the TC or gunner to determine ranges between 200 and 4,700 meters with an accuracy of +10 meters. Note that the LRF's optics do ''not'' provide lead calculations for use against moving targets. When engaging moving targets the TC must apply manual lead or use the Commander's Thermal Sight Display (see below). The LRF's optics are accessed by pressing '''Alt+F2'''<br><br />
<br />
<center><gallery widths=300px heights=250px><br />
Image:M60A3_LRF.jpg|AN/VVG-2 LRF<br />
Image: LRF daysight1.jpg|AV/VVG-2 LRF daysight view, 6x<br />
Image: LRF daysight2.jpg|AV/VVG-2 LRF daysight view, 12x<br />
</gallery></center><br />
<br />
Once in the sight, the view will essentially be identical to the gunner's day channel view (which is explained in the gunner's section). The TC can change magnification levels with the '''N''' key, override the gunner by holding '''P''', fire the laser ('''CTRL'''), and engage targets if necessary ('''SPACE BAR'''). By releasing the override key, you are giving control back to the gunner. Overriding the gunner onto an enemy target and then releasing the '''P''' key is known as designating a target. If the AI gunner identifies the target that you have put in view, it will begin tracking and wait for your order to fire ('''SPACE BAR''').<br><br />
<br />
=====Modes of Operation=====<br />
[[Image:LRF_mode_switch.jpg|thumb|300px|right|LRF button panel with mode switch in AUTO position]]The LRF can be operated in one of three modes: TEST, ON, or AUTO. <br />
<br />
'''TEST''' mode is used for system self-test and acts as the LRF's safety. When the mode switch is in this position, the RANGE light (upper left on the R/T button panel) will remain on and the laser will not fire. Unless in actual use, the laser is normally kept in this mode. Within 4 seconds of switching out of TEST to another mode the red RANGE light should begin blinking, indicating sufficient power exists to fire the laser.<br />
<br />
'''ON''' mode is used when the automatic transfer of range data to the M21 ballistic computer is not desired. After the gunner or TC has ranged a target, the LRF will store the first three returns and the yellow “select” light will be lit. Using the 1 ('''1'''), 2 ('''2'''), or LAST ('''3''') buttons on the R/T button panel will display the corresponding returns on the R/T's digital display. If only one return is received by the R/T, it may be displayed with either the 1 or LAST return button. If no return is received, the digital range display will show 9995 regardless of which return button is pressed. Once the TC has evaluated and selected the appropriate return, he can send the data to the M21 computer using the FEED ('''5''') button. At this point the green “go” light will come on indicating the range data was successfully transferred to the computer.<br />
<br />
'''AUTO''' is the default mode for the LRF. In this mode the last received return is automatically transferred to the M21 computer as long as it is between 400 and 4,700 meters and no more than three range returns were received. If more than three returns are received the yellow “select” light will come on and the range data will not be transferred. At this point the TC can evaluate, select, and manually transfer the range data as described under the ON mode above or, if none of the ranges are correct, he can do one of the following:<br />
*Press the BATL RNG ('''4''') then RESET ('''NUM 0''') buttons and command the gunner to relase.<br />
*Press the RESET button and lase the target himself.<br />
*Have the gunner manually index a range using the Gunner's Control Unit (see the gunner's position below).<br />
*Initiate a battlesight engagement using either the M105D telescope (GAS) or manual range mode on GCU with a pre-indexed range.<br />
<br />
=====Reset Button=====<br />
Pressing the RESET button re-energizes the LRF's flash tube, clears any range data in the M21 ballistic computer, and cancels any induced lead. When lasing and engaging targets using the R/Ts optics, the TC needs to press the RESET button to re-energize the laser after completing each engagement, if there is bad range return, or if there is need to re-lase the target.<br />
<br />
=====Battlerange=====<br />
Unlike the M1 series of tanks where the LRF and GPS reticle are in coincidence and share the same optical path, the LRF on the M60A3 is in coincidence with the TTS reticle but is located about .50m to the right side and slightly below the TTS sight head. This leads to parallax between the TTS and laser optics. Battlerange serves to minimize this parallax allowing the gunner to use the primary sight to accurately range targets between 200 and 4,700 meters. Battlerange alignment '''must''' be performed before ranging to ensure the laser's beam will actually strike the desired target and occurs every time the LRF is turned on or the BATL RNG button is pressed. <span style="color: red">'''This means the TC must press the BATL RNG</span> (4) <span style="color: red"> and RESET</span> (NUM 0) <span style="color: red"> buttons before the ''gunner'' can fire the laser again!'''</span> If the TC is lasing directly from the LRF optics he only needs to press the RESET button to fire the laser again, but must press '''both''' buttons if lasing from the Commander's Thermal Sight Display (see below). As this sequence can be confusing, below is a step-by-step breakdown of a standard engagement from the TC's point of view with the laser in AUTO mode:<br />
<br />
* LRF ready: Red RANGE light is flashing; Mode switch is set to AUTO; RESET, FEED, and LAST buttons are lit; and the BATL RNG button is unlit.<br />
# TC or gunner acquires a target through the TTS (either channel) or the TC acquires a target using the R/Ts optics.<br />
# TC or gunner lases target: The red RANGE light then stops flashing and stays lit, the BATL RNG button goes out, and the last range return will be displayed on the R/Ts digital display.<br />
# TC or gunner completes the engagement, or decides that the target needs to be re-lased.<br />
# TC presses the BATL RNG button: The BATL RNG button goes out and the indexed range is cleared from the R/Ts digital display (but is retained in the ballistic computer until the RESET button is pushed). The TC then presses the RESET button and the red RANGE light begins to flash. The LRF is ready.<br />
<br />
=====Pulse Rate=====<br />
Compared to later designs, the pulse rate for the AN/VVG-2 is relatively low. The sustained pulse rate is three pulses per minute, or six pulses per minute for two minutes with a three minute cooldown before the next two minute interval. This means it's vital for the commander and gunner to monitor their rate of lasing carefully to avoid burning the laser out at an inopportune moment.<br />
<br />
====Commander's Thermal Sight Display (CTSD) – M60A3 TTS====<br />
[[Image:M60A3_thermal_display.jpg|thumb|300px|right|Commander's Thermal Sight Display and Ammunition Selection panel]]The CTSD, as the name implies, is an extension of the gunner's AN/VGS-2 Tank Thermal Sight (TTS). Performing the same role as the Gunner's Primary Sight Extension (GPSE) found on other tanks, the TC is provided with a relaxed viewing scope (biocular sight) of the gunner's TTS view and has direct controls for polarity ('''-''' [num pad]), brightness, and contrast (non-functional). The TC can look through the display to see what the gunner is looking at and, like the LRF R/T sight above, can use the '''P''' key to override the gunner onto another target or even choose to engage the target himself. Press '''F2''' to access the thermal display. Note that both field of view (magnification) and focus settings (rev. 4.000) for the TTS are controlled by the gunner, and if the gunner is incapacitated, neither of these may be adjusted by the TC.<br><br />
<br />
====Key listing for M60A3 TC's position====<br />
<br />
----<br />
<br />
General Commands:<br><br><br />
<br />
'''TAB''': Pop smoke. Launches smoke grenades to deploy a smoke screen in the direction that the turret is facing. Useful for breaking up enemy LRF or completely obscuring your vehicle against a non thermal sight equipped threat.<br><br />
<br />
'''P''': Override. Hold to override the turret and use the joystick or mouse to move it.<br><br />
<br />
'''Q''': Raise position in hatch. Moves the TC's view and exposure level up in the hatch.<br><br />
<br />
'''Z''': Lower position in hatch. Moves the TC's view and exposure level down in the hatch.<br><br />
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'''B''': Button and unbutton the hatch (toggle). This is used to close and open the hatch.<br />
<br />
'''N''': Multipurpose zoom (toggle). When the TC is unbuttoned, this will bring toggle the binocular view. When the TC is inside the turret this key will make the TC lean forward, essentially zooming in on that spot in the turret. When in the R/T optics this key will toggle between 6x and 12x magnification.<br><br />
<br />
'''-''' (num pad): White hot / black hot (toggle). Toggles between the TTS thermal channel white hot and black hot polarity modes. <br><br />
<br />
'''LEFT ARROW''' / '''RIGHT ARROW''': Multipurpose. When in the TC's eye view '''F1''', pressing these keys will cause the TC to face to the left or right of the main gun (turret). When in the TC's cupola sight view '''F3''', tap to manually traverse the caliber .50 by turning the manual traverse crank. Tap the keys quicker to traverse the cupola faster. Manual traverse is useful for small azimuth adjustments to the sight.<br><br />
<br />
*The M19 cupola can also be traversed in powered mode by using the mouse or joystick.<br />
<br />
'''UP ARROW''' / '''DOWN ARROW''': Multipurpose. When in the TC's eye view '''F1''', pressing these keys will cause the TC to face in the direction of or to the rear of the gun (turret). When in the TC's cupola sight view '''F3''', tap to elevate the caliber .50 by turning the elevation hand crank. Tap the keys quicker to elevate the gun faster.<br><br />
<br />
*The M36E1 sights can only be elevated using these keys.<br />
<br />
'''1''': Select 1st laser return on LRF.<br />
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'''2''': Select 2nd laser return on LRF.<br />
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'''3''': Select last laser return on LRF.<br />
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'''4''': Reset LRF.<br />
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'''5''': FEED button. Feeds selected range return to the ballistic computer.<br />
<br />
'''0''' (num pad): Battlerange. Activates the BATL RNG button to align the LRF and TTS.<br />
<br />
----<br />
<br />
Driver related commands:<br><br><br />
<br />
'''SHIFT''' + '''BACKSPACE''': Shut down / start up engine (toggle). Orders the driver to shut off or start up the engine. If the TC is a platoon leader then it orders the platoon to execute a "short count" and simultaneously shut down or start up their engines.<br><br />
<br />
'''SHIFT''' + '''TAB''': Turn engine smoke generator on / off (toggle). Orders the driver to turn on or shut off the Vehicle Engine Exhaust Smoke System (VEESS). <br><br />
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'''W''': Driver, move out. Instructs the driver to move forward (press again for increased speed.<br><br />
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'''S''': Driver, stop. Instructs the driver to stop.<br><br />
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'''X''': Driver, backup. Instructs the driver to reverse.<br><br />
<br />
'''A''': Driver, go left. Instructs the driver to go left (hold the key).<br><br />
<br />
'''D''': Driver, go right. Instructs the driver to go right (hold the key).<br><br />
<br />
----<br />
<br />
Gunner related commands:<br><br><br />
<br />
'''SPACE BAR''': Multipurpose. Orders the gunner to fire at a target he is looking at when not overriding the gunner and when not in the caliber .50 gun sight view. If the TC is overriding the turret, the this will fire the main gun. If the TC is in the caliber .50 gun sight view, this will fire the caliber .50.<br><br />
<br />
'''H''': Hold fire. Orders the gunner to hold fire. If the TC is a platoon leader then it will also order the platoon to hold fire.<br><br />
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'''F''': Fire at will. Orders the gunner to fire at will. If the TC is a platoon leader then it will also order the platoon to fire at will.<br><br />
<br />
'''E''': Engage. Orders the gunner to engage, and instructs the driver to take up a battle position. If the TC is a platoon leader then it orders the platoon to engage and take up a battle position in the direction of the user's view.<br><br />
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'''M''': Coax / Main gun (toggle). Orders the gunner to toggle between the main gun and coax to engage targets.<br><br />
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'''SHIFT''' + '''LEFT ARROW''': Gunner, scan left. Orders the gunner to put move the turret approximately 45 degrees to the left and scan for targets.<br><br />
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'''SHIFT''' + '''RIGHT ARROW''': Gunner, scan right. Orders the gunner to put move the turret approximately 45 degrees to the right and scan for targets.<br><br />
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'''SHIFT''' + '''UP ARROW''': Gunner, scan front. Orders the gunner to put the gun over the front and scan for targets.<br><br />
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----<br />
<br />
Loader related commands:<br><br><br />
<br />
'''INSERT''': Fire, fire (ammo type 1, usually sabot/KE). Orders the loader to start loading ammo type 1 after the next round is fired. Holding '''SHIFT''' and pressing this key will instruct the loader to reload this round type from the semi ready rack. Double tapping this key will instruct the loader to unload the current round and immediately load this round type (if one is not already loaded).<br><br />
<br />
'''DELETE''': Fire, fire (ammo type 2, usually HEAT). Orders the loader to start loading ammo type 2 after the next round is fired. Holding '''SHIFT''' and pressing this key will instruct the loader to reload this round type from the semi ready rack. Double tapping this key will instruct the loader to unload the current round and immediately load this round type (if one is not already loaded).<br><br />
<br />
'''HOME''': Fire, fire (ammo type 3). Orders the loader to start loading ammo type 3 (if there is any) after the next round is fired. Holding '''SHIFT''' and pressing this key will instruct the loader to reload this round type from the semi ready rack. Double tapping this key will instruct the loader to unload the current round and immediately load an ammo type 3 round (if one is not already loaded).<br><br />
<br />
'''END''': Fire, fire (ammo type 4). Orders the loader to start loading ammo type 4 (if there is any) after the next round is fired. Holding '''SHIFT''' and pressing this key will instruct the loader to reload this round type from the semi ready rack. Double tapping this key will instruct the loader to unload the current round and immediately load an ammo type 4 round (if one is not already loaded).<br><br />
<br />
'''SHIFT''' + '''PAGE DOWN''': Reload all. Orders the tank crew to reload all weapons systems.<br><br />
<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
----<br />
<br />
===Gunner's Position ''F6''===<br />
In ''Steel Beasts Professional'' the gunner's position on the M60A3 is fully crew-able. The gunner's position is accessed by pressing '''F6'''.<br><br />
<br />
===M60A3===<br />
<br />
====Gunner's Primary Sight====<br />
[[Image:M60A3_gunners_eyeview_2.jpg|thumb|400px|right|Gunner's “F1” eye view]]On the M60A3 the primary sighting systems consist of a M31E1 day periscope, a M32E1 passive IR sight, and a unity sight.<br />
<br />
=====Daylight Sight=====<br />
The M31E1 day periscope features a fixed 8x ocular on the left accessed by pressing ''' F2'''.<br><br />
<br />
[[Image:M31E1_Daylight_8x.jpg|thumb|300px|center|Daylight channel 8x field of view]]<br />
<br />
The gunner can also change the color filter applied to the GPS daylight sight. To the left of the GPS ocular is a lever with several colored rings. These colored rings are color filters for the daylight sight. Click the lever to change the filter colors.<br />
<br />
<center><gallery widths=300px heights=200px><br />
image:M60A3_filter_switch_2.jpg|GPS daylight color filter switch, yellow filter selected<br />
image:M60A3_GPS_filter_yellow_2.jpg|Daylight channel, yellow filter applied<br />
</gallery></center><br />
<br />
=====IR Sight=====<br />
The M32E1 passive IR sight features a fixed 8x ocular on the right accessed by pressing ''' ALT+F2''' is of fairly good quality, capable of detecting targets at 2000m, differentiating targets at 1500m, and positively identifying at 1000m under starlight conditions. To prevent it from being overloaded and burnt out the sight cannot be used in daylight (the sight will appear black if accessed during the day).<br><br />
<br />
[[Image:M32E1 nightsight.jpg|thumb|300px|center| M32E1 passive IR sight view, T-72 at 500m under starlight conditions]]<br><br />
<br />
===M60A3 TTS===<br />
<br />
====Gunner's Primary Sight====<br />
[[Image:M60A3_gunners_eyeview.jpg|thumb|400px|right|Gunner's “F1” eye view]]The AN/VSG-2 Tank Thermal Sight (TTS) is an integrated day/night periscope used by the gunner on the M60A3 TTS as the primary sight to engage and destroy targets. The periscope provides a fixed 8x daylight channel, a 2.67x/8x thermal channel, and a unity window.<br><br />
<br />
=====TTS Thermal Channel=====<br />
The most useful aspect of the TTS is the thermal channel. The gunner is provided with a bi-ocular display on the right side of the periscope body with the sight itself accessed by pressing the '''F2''' key. The TTS image may be focused using either the '''NUM DEL''' key or holding the '''ALT''' key and scrolling the mouse wheel. Pressing '''+''' on the num pad toggles the TTS between on and standby (off), while pressing '''-''' on the num pad toggles the sight's polarity.<br><br />
<br />
In the low magnification Wide Field of View (WFOV), the sight will display a “framing reticle” that outlines the area that will be magnified in the 8x Narrow Field of View (NFOV). The WFOV is used to quickly scan the terrain, looking for any hot spots that stand out. Once a heat signature is spotted, press '''N''' to zoom in, switching the sight to the NFOV.<br><br />
<br />
<center><gallery widths=300px heights=200px><br />
Image:TTS_WFOV.jpg|TTS wide field of view<br />
Image:TTS_NFOV.jpg|TTTS narrow field of view<br />
</gallery></center><br />
<br />
In NFOV you can track, lase, and engage a target. The TTS 8x view is excellent for engaging targets that may be behind woods or vegetation, behind thin clouds of dust, and behind non multi-spectral smoke screens. The TTS also offers an extreme advantage over non thermal equipped foes in low visibility conditions such as night, poor weather, or fog. The disadvantage of the TTS view is that target identification can be difficult, especially at long range or when the sight is degraded by extreme weather conditions. As a trigger puller, you need to be extremely certain that what you are observing is an enemy vehicle before you commit an act of fratricide. The best way to be certain of this (in good visibility) is to switch the daylight channel once a target is acquired. That said, gunners with experience will memorize the thermal signatures of all vehicles to the point that they can identify targets in the TTS as effectively as they can in daylight view.<br><br />
<br />
=====Daylight Channel=====<br />
The AN/VSG-2 features a separate daylight ocular on the left side of the periscope body accessed by pressing '''ALT + F2'''. The TTS daylight channel is mostly used when the thermal is damaged or, in good visibility conditions, to better identify targets.<br><br />
<br />
[[Image:TTS_Daylight_8x.jpg|thumb|300px|center|Daylight channel 8x field of view]]<br />
<br />
*One real world technique that M60A3 gunners utilize is the method of placing the TTS thermal view in 3x magnification and once the target is acquired in 3x thermal, the gunner switches to the 8x daylight for a clear view of the target. Once the gunner destroys the threat (or determines it is not a valid target), he then switches back to the thermal view and scans for more targets and repeats.<br><br />
<br />
The gunner can also change the color filter applied to the GPS daylight sight. To the left of the GPS ocular is a lever with several colored rings. These colored rings are color filters for the daylight sight. Click the lever to change the filter colors.<br />
<br />
<center><gallery widths=300px heights=200px><br />
image:M60A3_filter_switch.jpg|GPS daylight color filter switch, yellow filter selected<br />
image:M60A3_GPS_filter_yellow.jpg|Daylight channel, yellow filter applied<br />
</gallery></center><br />
<br />
=====Sight Symbology=====<br />
In daylight, IR, and thermal views, the aiming reticle is located in the center of the appropriate sight and is used for aiming at the target. The center of the reticle is either a circle with a dot in the middle of it for all day and thermal sights, and a cross for the IR sight. The center dot or cross center is the aiming point for lasing and firing. With the exception of field of view and polarity indicators in the thermal channel's view, no other symbology is displayed in any of the available channels.<br> <br />
<br />
=====Engaging Targets=====<br />
Engaging targets on the M60A3 can be a complicated affair. Obviously the first thing you need to do to engage a target is to acquire it. The best way to do this is by using the wide thermal view with the TTS, or aggressive scanning with standard sights.<br />
<br />
======Lasing======<br />
Once a target is acquired, the gunner should place the center of the reticle on the target (switching to 8x magnification by pressing '''N''' in the TTS' thermal channel) and lase by pressing '''CTRL''' or '''Joystick Button 2'''. Once you lase the target and get the range, lead (pronounced "leed") begins to be calculated.<br />
<br />
======Lead======<br />
It is important to understand that the FCS on the M60A3 automatically induces lead. Lead is the term used to refer to putting a gun in front of a target which is moving perpendicular to your vantage point. When you lead a target, you essentially need to fire in front of target at the point in which the round and target will meet. When the gunner uses the LRF, the M60A3's FCS will calculate lead and the reticle will move in the sight. When a moving target is lased, the turret will jump ahead of the target in order to apply the appropriate lead. This causes the TTS view to move ahead of the target and the reticle appears to lag behind. The ballistic computer calculates lead depending on the range entered into the computer from the lase and the last 1.5 seconds of the turret's horizontal traverse rate.<br><br />
[[Image:M60A3_thermal_8x_lead_induced.jpg|thumb|300px|right|Thermal channel, 8x magnification, lead induced with a good track on target]]<br />
*As with the GPS head mirror on the M1 and M1A1, the mirror in M60A3's TTS is stabilized on a single axis (EL), which means that the mirror cannot move independent of the turret in the horizontal axis, and the reticle moves horizontally in the sight when lead is induced. ''Unlike'' the M1's digital FCS, lead on the M60A3 is not calculated “dynamically” but is based ''solely off of the rate of traverse in the 1.5 seconds before the laser is fired''. This means that the amount of lead angle offset is fixed once lead is induced and any variance in the tracking rate may result in a miss.<br />
<br />
A "good track" is when you can assume a steady track on the target with the reticle remaining on target as you follow it for at least 1.5 seconds. A "bad track" is when your tracking rate is either too fast or too slow in relation to the targets actual movement; track the target too fast and the reticle slowly moves in front of the target, track the target too slow and the reticle will fall behind. If you fire with a "bad track" then you are most likely going to shoot in front of or behind the target. M60A3 gunners use a variety of techniques to minimize a bad track, which are mentioned in the techniques section below.<br><br />
<br />
*If you and the target are stationary then you do not need to utilize lead. In this case it is advisable that you quickly "dump lead" (see below) by pressing '''P''' after you lase, then fire at the target. This ensures that there is a minimal chance of user induced error from a sudden movement of the sight before firing.<br />
<br />
======Firing======<br />
Once a target is lased and, if the target is moving, a steady track executed, the gun is ready to be fired. To fire the main gun press '''SPACEBAR''' or '''Joystick Button 1'''. The round will now be launched down range and the enemy will hopefully be rewarded with a quick and painless death.<br />
<br />
======Reengaging and Dumping Lead======<br />
If by some chance you miss the target, you should "dump lead" by pressing '''P''' or '''Joystick Button 3'''. Dumping lead essentially zeros out the calculated lead and resets the sight to zero. On the M60A3 dumping lead is necessary after each engagement due to the sight's lead angle offset being fixed once lead is induced. If you or the target is moving then once lead is dumped you need to put the reticle back on the target, track, lase, and fire again.<br><br />
<br />
======Indexing Ammo and Activating Cant Correction (if stationary)======<br />
[[Image:M60A3 gunner ASU.jpg|thumb|300px|right|Gunner's Ammunition Selection Unit, and Cant Correction indicator lights]]If the TC changes the main gun ammo type (ie. from sabot to HEAT), you must select the new ammo type when the round is loaded by pressing '''INSERT''' (ammo type 1, typically sabot), '''DELETE''' ammo type 2, typically HEAT), '''HOME''' (ammo type 3) or '''END''' (ammo type 4). This is referred to as "indexing" the round type. Essentially the gunner pushes the corresponding ammunition button on the Ammunition Selection Unit thereby telling the ballistic computer what round trajectory to calculate.<br><br />
<br />
If the gunner does not properly index the ammo type then the round will be wildly off target. If sabot is indexed and a HEAT round is fired then the round will impact short of the target. If HEAT is indexed and a sabot round is fired then you will launch a small unmanned sub-orbital mission.<br />
<br />
*The easiest way to tell when you need to index a new round type is by listening to the TC announce "fire, fire HEAT" or "fire, fire sabot" etc. Another sign of when to index a new ammo type is by listening to the loader. Every time a HEAT round is loaded into the gun the loader will announce "HEAT up". If a sabot round is loaded following a HEAT round then he will announce "sabot up". Every subsequent sabot round loaded will only be announced with "up".<br />
<br />
Also on the Gunner's Ammunition Selection Unit (ASU) you will see two lights, a green "MOVING" and a red "STATIONARY" light. If the M60 is stationary and sitting on a lateral cant angle, then you should activate cant correction by either left clicking the switch located on the center bottom of the ASU, or by pressing '''SHIFT + C'''. Note that when you do this, the light will change to red "STATIONARY", and the cant correction is now active. <br />
<br />
*<span style="color: orange">'''CAUTION: The cant correction system does not function properly while you are moving. When your tank is moving you should always deactivate cant correction (so that the green "MOVING" light is illuminated), otherwise you may have an FCS malfunction or get a bad firing solution.</span><br />
<br><br />
<br />
======Stabilization and Firing on the Move======<br />
The M60A3's stabilization system allows the tank to effectively engage point and area targets at speeds between 16 an 34 kilometers per hour (10 to 20 mph), and is controlled from three positions within the tank. The Control Selector Assembly allows the gunner to turn the stabilization system on, off, or on standby. At the commander's and loader's stations are located Emergency Shutoff Control units allowing either crewman to deactivate the stabilization system by placing it into standby. <br />
<br />
<center><gallery widths=300px heights=200px><br />
Image: CSA.jpg|Control Selector Assembly (right panel) at the gunner's position<br />
Image: ESC.jpg|Emergency Shutoff Control units at the commander and loader's (background) stations.<br />
</gallery></center><br />
<br />
When firing on the move, if the vehicle is traveling faster than 20 kph ["slow" speed on a route] then the loader will disable the stabilization system while loading the gun. Once the gun is loaded, the gunner can re-enable stabilization by pressing the '''V''' key (simulating flipping the STAB switch on the Control Selector Assembly to ON).<br />
<br />
======Manually Inputting Range======<br />
[[Image:M60A3_GCU.jpg|thumb|300px|right|Gunner's control unit (GCU) with MANUAL/RANGEFINDER switch set to manual, and 1200 meters indexed on the range wheel]]There may be instances when the gunner must manually index a range into the gunner's control unit (GCU). This may be necessary if a target cannot be lased through a smoke screen and another tank in the platoon has a good range on it, or the gunner wants to make an estimate, or for a variety of other reasons.<br><br />
<br />
To manually input a range into the gunner's control unit, look at the GCU in eye view. The best way to do this is to press F1, move the view to the right then press F1 again to disconnect the mouse from the view direction. While looking at the GCU, use the mouse to set the MANUAL/RANGEFINDER switch at the GCU's lower right corner to MANUAL. Use the mouse wheel to rotate the far right range scale to the desired range. The numbers on the scale represent the range to the target in hundreds of meters, from 400 to 4000 meters. The range will be entered into the FCS as the scale is rotated and the gun tube will elevate or depress as if you just lased a target.<br />
<br />
*Note that with the MANUAL/RANGEFINDER switch in the RANGEFINDER position, inputs from the GCU's range scale will be ignored by the FCS. This allows the gunner to “pre-index" a battlesight range on the range scale and instantly index that range by setting the switch to the MANUAL position.<br />
<br />
Practice makes perfect when entering manual range into the GCU. At first the above process may seem cumbersome, but with practice you can enter range into the GCU in about three seconds. <br />
<br />
*The process of looking at and entering range into the gunner's control unit simulates the fact that on the real M60A3 you could not and would not enter the range into the GCU without also looking at it. <br />
<br />
======Azimuth Indicator======<br />
[[Image:M60A3_Azimuth_Indicator_01.jpg|thumb|300px|right|Turret Azimuth Indicator]]Located to the right of the GCU, behind the gunner's right shoulder, is the turret azimuth indicator. The azimuth indicator is used to determine the existing deflection of the turret from a known position, or to position the turret to an announced deflection. When used in conjunction with a range card, the azimuth indicator allows the gunner to quickly align the turret with predetermined target reference points (TRP) during periods of poor visibility, night engagements with a damaged TIS and no illumination, or if there is an FCS failure.<br />
<br />
The azimuth indicator has three scales: azimuth, micrometer, and gunner's aid scale, along with two or three pointers: azimuth, micrometer, and hull directional. Lastly is the central “resetter knob” which is normally used to zero the azimuth indicator or apply a predetermined azimuth setting; currently this knob is non-functional.<br />
<br />
[[Image:M60A3_Azimuth_Indicator_02.jpg|thumb|400px|center|Azimuth indicator components]]<br />
<br />
The inner azimuth scale measures deflection in hundreds of mils and is marked every 100 mils with numbering every 200 mils. The middle micrometer scale measures deflection in single mils with markings at every single mil and numbering every 5 mils from 0 to 99. The outer gunner's aid scale is used to make small deflection corrections up to 50 mils left or right and is marked every 1 mil and numbered every 5 mils (0 to 50 left or right). On the actual vehicle the gunner's aid scale is movable, but in ''Steel Beasts Professional'' it is fixed, limiting its usefulness.<br />
<br />
Deflection is read as either '''left''' or '''right'''. Left deflection means that the inner azimuth pointer is in the left half of the inner azimuth scale or to the left of a reference point while right deflection has the pointer on the right side of the azimuth scale or to the right of a reference point. The left side of the azimuth scale is numbered 0 at the top to 3200 mils at the bottom and the right side is numbered counterclockwise from 0 at the bottom to 3200 at the top.<br />
<br />
<center><gallery widths=400px heights=400px><br />
image:M60A3_Azimuth_Indicator_03.jpg|Left deflection 1468<br />
image:M60A3_Azimuth_Indicator_04.jpg|Right deflection 1506<br />
</gallery></center><br />
<br />
======Techniques======<br />
There are many different gunner techniques (aka. "ancient Chinese secrets") when dealing with gunnery on the M60A3. The two most common techniques are ''lase and blaze'' and ''steady track, lase, steady track, fire''.<br><br />
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''Lase and blaze'' is a technique where the gunner picks up a good track on a target for a second and a half or more then rapidly lases and fires (in a lase, fire one-two movement) as quickly as possible. The theory behind this technique is that a rapid lase and fire minimizes gunner error on lead calculation. The general tendency for gunners is to over compensate or change their track speed after a target is lased if the gunner hesitates when firing the gun. The disadvantage of this technique is that depending on how fast the target is moving and its range, ''lase and blaze'' may cause firing to occur before the turret fully "jumps" in front of the target to its proper lead position, but this should be a rare occurrence, especially if you time the one-two lase-fire at about a half second interval.<br><br />
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''Track, lase, track, fire'' is a technique where the gunner puts / tracks the reticle on target, gets a good lase, then performs or maintains a steady track of the target for a second and a half or more. The gunner then fires once a good track on the target is achieved. The theory behind this technique is that after the gunner lases, the gunner maintains the appropriate traverse speed to visually see that a good track is achieved on the target with the reticle. This method offers the greatest chance of a first round hit, but because the amount of lead is fixed once induced, the range may be incorrect or the target may have changed speed when he finally decides to fire. Of course, the gunner can always re-lase the target to update the lead calculation, at the cost of life saving seconds.<br><br />
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*The successful gunner may use a mixture of the two techniques or perfect their own technique, but the most capable gunner recognizes when to dump lead, re-lase, and start the process over instead of firing and wasting a round, precious seconds, or blowing the element of surprise.<br />
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====Gunner's Auxiliary Sight (GAS)====<br />
[[Image:M60A3_GAS_HEAT_reticle.jpg|thumb|300px|right|M105D sight, HEAT reticle]]The M105D articulated telescope (GAS) is the gunner's secondary means to engage targets when the TTS is disabled or when the fire control system has a fault. The GAS is also the sight that the gunner should reference when determining whether the gun tube is clear of a forward obstruction (like a berm or ridge line). Press '''F3''' to access the GAS.<br><br />
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The GAS sight has a fixed 8x magnification and is always aligned with the gun.<br><br />
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*When the gun is elevated and depressed the GAS sight picture does not rotate like that of the later [[M1A1 (HA)#Gunner's Auxiliary Sight (GAS)|M1 series]] thanks to the addition of a Porro prism at the sight's hinged joint. Because this assembly is fairly bulky, it was omitted on the M1 series due to space constraints.<br><br />
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=====Sight Symbology=====<br />
[[Image:M60A3_GAS_SABOT_reticle.jpg|thumb|300px|right|GAS HEP-T-APDS sight symbology]]The GAS sight is fairly simple to understand. At the top of the sight is the name of the reticle that you currently have selected. Below this is the boresight cross and the aiming lines which are used to determine the elevation of the gun once you determine the range to the target. The numbers to the right or left of the aiming lines are the range in hundreds of meters and the horizontal dashes (offset from the center of the sight) are to assist the gunner with estimating lead on moving targets.<br />
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=====Engaging Targets=====<br />
Engaging targets with the GAS is not an exact science. It can require several rounds, a good deal of estimation, and "Kentucky windage" before you hit a moving the target, but stationary targets should be relatively easy to hit if the process is done correctly. The basic process behind using the GAS to engage a target is to select the proper reticle, estimate the range to the target, engage the target, make adjustments and reengage if necessary. <br />
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======Selecting the Proper Reticle======<br />
The first thing you must do is select the proper reticle of the round which is currently loaded by pressing '''R'''.<br><br />
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*The sight marked "HEP-T-APDS" at the top is for High Explosive, Plastic (HEP), WP Smoke, and sabot (both APDS and APFSDS) rounds respectively.<br><br />
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======Ranging======<br />
Unlike the GAS on the [[M1A1 (HA)#Gunner's Auxiliary Sight (GAS)|M1 series]], the M105D telescope lacks any built in means for determining a targets range. This means the gunner must rely on a range provided by the TC or by using some form of range estimation technique. Refer to the [[Range Estimation]] page to review various range determination techniques applicable to ''Steel Beasts''. <br />
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======Firing======<br />
[[Image:M60A3_GAS_aiming.jpg|thumb|300px|right|GAS view, aiming at the target (1600m)]]Once the range is estimated to the target, elevate the GAS sight so that the appropriate range numbers to the right or left of the vertical scale are even with the target in the sight. Next, if the target is stationary, align the target with the center of the sight marked with the vertical lines above and below the middle circle. If the target is moving, use the dashed lines to the left and right of center to estimate lead depending on the target's speed.<br><br />
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Continuing with the example, the target's range was estimated at 1600m and the target is stationary. The sight is elevated so that the target is even with the "16" on the right side of the HEAT scale, and the target is centered in the sight along the center vertical lines.<br><br />
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Once this is done, you are now ready to engage the target.<br><br />
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[[Image:M60A3_GAS_target_destroyed.jpg|thumb|300px|center|Target! Cease Fire!]]<br><br />
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======Reengage======<br />
In the event that you miss the target, you should simply adjust the sight in relation to where the round hit and walk it into the target. You should not waste valuable time estimating the range to the target again unless the target is rapidly moving towards or away from you.<br><br />
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*If you have sabot loaded and you need to quickly engage a target that is 1200m or less from your position, do not worry about the range: simply place the target in the center circle on the APDS reticle and fire!<br />
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====Gunner's Unity Sight====<br />
[[Image:M60A3_unity_sight.jpg|thumb|300px|right|Gunner's unity sight]]The gunner's unity sight is simply a vision block that the gunner has that allows him to see a 1x view through the periscope housing (aka. "dog house"). This sight can be useful if you need to see immediately to the front of the turret in a relatively wide field of view and features a red projected infinity sight (red circle) used when firing the coaxial machine gun. Press '''F4''' to enter the unity sight and use the joystick or mouse to move the turret around normally.<br><br />
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====Key listing for M60A3 gunner's position====<br />
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Weapon system commands:<br><br><br />
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'''P''' or '''Joystick Button 3''': Disengage palm switches. Press to release the palm switches and disengage hydraulic power to the turret. This is done mainly to dump lead in the ballistic computer.<br><br />
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'''N''': Zoom (toggle). Toggles between 3x and 10x in the TTS (the thermal and daylight channels can be at independent magnifications).<br><br />
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'''SPACE BAR''': Fire. Fires the currently selected weapon system (main gun or coax).<br><br />
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'''SHIFT''' + '''SPACEBAR''': Master blaster. Fires the main gun via the master blaster (the manual fire control handle which generates an electrical current when the handle is twisted). The master blaster is useful for fire control system malfunctions where the gun does not respond or when electrical power to the turret is lost.<br><br />
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'''SHIFT''' + '''C''': Cant correction. Toggles cant correction on and off, which helps compensate for the cant tilt angle of your tank. Note that cant correction is only supposed to be used when your tank is stationary and not when it is on the move, otherwise you may get errors in your firing solution.<br><br />
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'''CTRL''': Lase. Lases the target or area currently in the GPS reticle.<br><br />
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'''M''': Main / Coax (toggle). Toggles between the main gun and coax.<br><br />
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'''R''': GAS reticle (toggle). Toggles between the HEP-T-APDS and HEAT reticles in the GAS.<br><br />
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'''SHIFT''' + '''B''': TTS ballistic shield (toggle). Toggles the TTS shield (dog house door) open and closed. This is useful to protect the sight from incoming high explosive artillery rounds.<br><br />
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'''+''' (num pad): Thermal on/off (toggle). Toggles between the TTS thermal channel on or off.<br><br />
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'''-''' (num pad): White hot / black hot (toggle). Toggles between the TTS thermal channel white hot and black hot polarity modes. <br><br />
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'''.''' (num pad): Thermal auto-focus. Quickly focuses the thermal picture on the object underneath the reticle.<br><br />
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'''ALT''' + '''Mouse Wheel''': Manual thermal focus. Allows the gunner to manually focus the thermal picture.<br><br />
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'''V''': Stabilization switch (toggle). Toggles the stabilization system between STANDBY and ON.<br><br />
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'''INSERT''': Sabot indexed. Places the ammo selector switch on sabot, indexing that round type in the ballistic computer.<br><br />
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'''DELETE''': HEAT indexed. Places the ammo selector switch on HEAT, indexing that round type in the ballistic computer.<br><br />
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'''HOME''': Ammo type 3 indexed. Places the ammo selector switch on ammo type 3 (if there is any), indexing that round type in the ballistic computer.<br><br />
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'''END''': Ammo type 4 indexed. Places the ammo selector switch on ammo type 4 (if there is any), indexing that round type in the ballistic computer.<br><br />
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'''LEFT ARROW''' / '''RIGHT ARROW''': Manual traverse. Tap to traverse the turret using the manual hand crank. Tap the keys quicker to traverse the turret faster. Manual traverse is vital when hydraulic pressure or electrical power is lost.<br><br />
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'''UP ARROW''' / '''DOWN ARROW''': Manual elevation. Tap to elevate the main gun using the manual hand crank. Tap the keys quicker to elevate the main gun faster. Manual elevation is vital when hydraulic pressure or electrical power is lost.<br><br />
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Tank commander related commands:<br><br><br />
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'''T''': Identified! Tells the TC that you have located a target and that you are going to engage it. Essentially it tells the AI TC to leave you alone while you engage and forbids the AI from overriding you to another target. Use at your own risk.<br><br />
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'''I''': I can't see it! Tells the TC that you cannot see a target or the one he is commanding you to engage. Essentially it tells the AI TC to override you on to a target that it wants you to engage.<br><br />
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Driver related commands:<br><br><br />
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'''W''': Driver, move out. Instructs the driver to move forward (press again for increased speed.<br><br />
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'''S''': Driver, stop. Instructs the driver to stop.<br><br />
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'''X''': Driver, backup. Instructs the driver to reverse.<br><br />
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===Driver's Position ''F9''===<br />
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In Steel Beasts the driver's position on the M60A3 is fully modeled and crew-able. The driver's position is accessed by pressing '''F9'''.<br><br />
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====Driver's vision blocks====<br />
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When buttoned up, the driver views the world through 3 vision blocks set in the roof of his compartment. From this position the user can raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down). The driver can also button or unbutton (close and open the drivers's hatch) by pressing the '''B''' key (toggle).<br><br />
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<center><gallery widths=400px heights=250px><br />
Image:M60_Driver_visionblocks.jpg|M60A3 Driver's station<br />
Image:M60_Driver_unbuttoned.jpg|M60A3 Driver's station unbuttoned<br />
</gallery></center><br />
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===Loader's Position===<br />
In ''Steel Beasts'' the loader's position on the M60A3 is currently not crew-able and is handled by the AI. The AI loader performs the main responsibility of loading the main gun and he also replenishes ammunition from the semi-ready rack when the TC orders a reload command.<br />
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Links:<br><br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
[[Category: Tanks]]<br />
[[Category: Technical Data]]<br />
[[Category: Tutorials ]]<br />
[[Category: Vehicle Manual ]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=M60A3&diff=19193M60A32023-10-03T15:58:25Z<p>MAJFubar-1882: /* M19 Commander's Cupola */</p>
<hr />
<div>M60A3 Patton: Main battle tank[[Image:M60A3_TTS.jpg|thumb|600px|right|Render of the in-game M60A3(TTS) model]]<br />
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==Statistics==<br />
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Main gun: 105mm M68<br><br />
Ammunition Stowage: 37 ready/26 stowed<br><br />
Default Ammunition "A": 22/16 M735 APFSDS, 15/10 M456A2 HEAT<br><br />
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Other rounds include the M393A1 HEP-T, M416 White Phosphorus, M494 APERS-T, and M1040 Canister rounds which are equipped based on mission.<br><br />
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Coaxial machine gun: 7.62mm M240<br><br />
Ammunition Stowage: 3200 ready/2750 stowed<br><br />
Default Ammunition: 3200/2750 7.62mm NATO<br><br />
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AAMG: M85 caliber .50 HMG<br><br />
Ammunition Stowage: 100 ready/900 stowed<br><br />
Default Ammunition: 100/900 0.50 Cal US<br><br />
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Grenade Dischargers: Grenades<br><br />
Ammunition Stowage: 2 ready/0 stowed<br><br />
Default Ammunition: 2/0 Smoke<br><br />
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Armor protection:<br><br />
Frontal Turret Armour: ~224-280mm<br><br />
Side Turret Armour: ~146mm<br><br />
Front Hull Armour: ~214mm<br><br />
Side Hull Armour: ~66mm<br><br />
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[[Image:M60frontarmour.jpg|600px|center|M-60A3 (TTS) armor image, front-right]]<br />
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Combat Weight: 52 tonnes<br><br />
Length: 6.94m (Hull)<br><br />
Width: 3.63m<br><br />
Height: 3.27m<br><br />
Engine: 750hp Continental AVDS-1790-2 Diesel<br><br />
Top speed: 48kph<br />
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==General==<br />
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The M60A3 was an upgrade performed to the M60A1 tanks of the US army around 1978. The upgrade Combined the 1975 Reliability Improved Selected Equipment (RISE) and 1978 Passive IR sight upgrades to the M60A1 with a laser rangefinder and solid-state fire control computer replacing the mechanical fire control computer and coincidence rangefinder. In 1979 another upgrade was made which added the TTS (tank thermal sight) thermal imager, thus making it the M60A3 (TTS). ''Steel Beasts Professional'' simulates both versions of the vehicle (rev. 4.357). During the mid to late 1980s Austria, Greece, Italy, Morocco, Taiwan along with other countries upgraded their existing M60A1 fleets to M60A3 (E60B) standards under several FMS defense contracts. M60A3/E60Bs from U.S. Army surpluses were sold to Bahrain, Oman, and Saudi Arabia in 1990. The first TTS equipped A3s began to deploy to Germany in mid-1979 in limited numbers. Production continued on the M60A3(TTS) variant until 1984, with a total of 1,052 produced between 1980 and 1984.<br />
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Originally the M60 was a stopgap tank designed to be phased out in the 1970s by the MBT-70. However, the failure of the MBT-70 program lead to the M60 series remaining in service longer than intended, until the fielding of the [[M1| M1 Abrams]]. <br />
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The layout of the M60A3 is fairly standard: engine in the rear, turret in the middle, and driver at the front. There are 2 ammunition racks of 105mm rounds stored on either side of the driver. In the turret, there's a rack near the loaders legs, and a larger one in the rear left bustle. The fuel is stored in the engine compartment, on the left and right side of the engine. Unlike the Abrams, the ammunition is not compartmentalized, but instead stored fairly unprotected. Indirect hits usually won't set off the rounds, due to them being stored in steel racks, and the fact that 105mm cartridges are brass instead of flammable like the 120 or 125mm rounds, helping to reduce the chance of ammunition explosions from spall. However, a direct hit to the ammunition racks will still set off the ammunition, causing everyone inside the tank to be violently incinerated.<br />
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Compared to it's intended adversary, the Soviet era [[T-62]], the M60 has both advantages, and drawbacks. The M60 series was created with crew comfort in mind, as such, the interior of the tank is gigantic. It is possible to stand fully upright, and even walk around inside of the turret of the M60. However, this leads to a very large increase in internal volume, and a significant weight increase, nearly 14 tonnes heavier than the T-62. Consequently, mobility suffered, and the M60 is slower than the T-62. Also, the M60 is taller, presenting a larger target that is more difficult to hide. However, the tall turret allows for a higher range of gun elevation and depression, making it possible to take up a hulldown battle position on steeper slopes than on the T-62. Armor wise it's fairly similar to the T-62, and ammunition-wise, both tanks are capable of penetrating each other frontally, although the M60 has a slight range advantage due to better rounds. The two most major advantages of the M60 over the T-62 however, is the higher rate of fire, and thermal imager. Due to it's smaller size and lack of turret bustle, the T-62 has only 3-4 ready rounds. Unfortunately, the M60A3 doesn't compare favorably against later T-tank versions due to its thin armor and poor mobility. When equipped with [[M735A1|M735M]] or [[M774]] APFSDS ammunition the M60A3 is capable against the [[T-72M|T-72 Ural]], T-72M, early [[T-64A|T-64]] tanks and to a lesser extent the [[T-72A/M1]], but will struggle against later models. Fortunately, the M60A3's TTS gives the tank a definitive edge over its Soviet contemporaries, offering much greater detection and engagement ranges. <br />
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Phased out of US service in the early 1990's, the M60A3 continues to serve in the armies of at least a dozen North-African, Middle-Eastern, and Asian countries, particularly Egypt, Turkey, and Saudi Arabia.<br />
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==Thermal Signature==<br />
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[[Image:M60TTS_TIS_front-right.jpg|300px|M-60 (TTS) TIS image, front-right]]<br />
[[Image:M60TTS_TIS_rear-left.jpg|300px|M-60 (TTS) TIS image, rear-left]]<br><br />
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==Crew Positions==<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
===Tank Commander's Position ''F7''===<br />
[[Image:M60A3_TC_unbuttoned.jpg|thumb|300px|right|TC's unbuttoned view]]In ''Steel Beasts Professional'' the tank commander's (TC) position on the M60A3 is fully crew-able. The TC's position is accessed by pressing '''F7'''.<br><br />
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From this position the user can raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down). The TC can also button or unbutton (close and open the TC's hatch) by pressing the '''B''' key (toggle). While unbuttoned, the TC may also wish to use binoculars to get a closer view on a distant area by pressing the '''N''' key (toggle).<br><br />
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The TC also has smoke grenades at his disposal. The TC can fire up to two smoke salvos by pressing '''TAB''', at which point the grenade launches will need to be reloaded.<br><br />
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*The usefulness of the smoke grenade launchers should not be underestimated, and it is one of the most useful tools at the disposal of the TC. Smoke grenade launchers are a vital tool for the security of the vehicle and should be used for a variety or reasons. These include, but are not limited to: attempting to break contact with the enemy, protection against non thermal sight equipped threats, and protecting the vehicle from enemy attempts to range you with an laser range finder. At the same time, care should be taken on when smoke is deployed since you are basically announcing your location to anyone else who might be unaware of it.<br />
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====M19 Commander's Cupola====<br />
[[Image:M19_eyeview.jpg|thumb|300px|right|TC's interior view featuring the M36E1 periscope assembly]]The M19 Commander's Cupola is an enclosed fully traversable cupola mounting the remote fired M85 caliber .50 and provides both daylight and passive night sights to aim and fire the M85 independently of the main gun. The M85 can only be fired from within the coupla; in other words the TC cannot fire the caliber .50 from the external, unbuttoned, view (on the real tank you would technically be able to depress the butterfly triggers and fire the weapon but you would not be able to aim; the practical is modeled, not the possible).<br><br />
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To aim the M85 the TC is provided with the M36E1 periscope assembly consisting of an 8x daysight, 8x infrared sight, and a 1x power unity window. The daysight is accessed by pressing '''F3''', the nightsight with '''Alt+F3''', and the unity window with '''F4'''.<br><br />
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<center><gallery widths=300px heights=200px><br />
Image: M36E1 daysight.jpg|TC's caliber .50 daysight view<br />
Image: M36E1 nightsight.jpg|TC's caliber .50 nightsight view<br />
Image: M36E1 unity_window.jpg|TC's unity window view<br />
</gallery></center><br />
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Once the user is in any of the M36's sights, the user can traverse the cupola by tapping the '''LEFT ARROW''' and '''RIGHT ARROW''' keys while the caliber .50 elevated and depressed by the use of a small hand crank replicated by use of the '''UP ARROW''' and '''DOWN ARROW''' keys (rev. 4.379). In both cases where the arrow pad is used for elevation and traverse, quicker taps of the arrow keys will result in faster sight movement.<br><br />
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=====Daysight=====<br />
The daysight on the M36 is a simple stadia type reticle similar to that of the [[M1A1 (HA)#Commander's Weapon Station (CWS)|M1 Abrams Commander's Weapon Station]]. The numbers on the right side of the scale represent the range in hundreds of meters. The horizontal dashed lines to the left and right of the center on the scale are used to assist with leading the target. Basically, if a stationary target is at 1200m then the TC puts the center cross on the target and taps the '''UP ARROW''' key until the target is even with the "12" horizontal line. The TC then presses and holds the '''SPACE BAR''' to fire and walks the rounds on to the target if necessary.<br><br />
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[[Image:M36E1 daysight2.jpg|thumb|300px|center|TC's caliber .50 daysight view, stadia scale reticle with BMP-2 at 1000m]]<br><br />
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=====Nightsight=====<br />
The IR portion of the M36E1 is of fairly good quality, capable of detecting targets at 2000m, differentiating targets at 1500m, and positively identifying at 1000m under starlight conditions. To prevent it from being overloaded and burnt out the sight cannot be used in daylight (the sight will appear black if accessed during the day). Note that the reticle for the IR sight is of the non-ballistic type, meaning engagements will require “burst on target” gunnery techniques.<br><br />
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[[Image:M36E1 nightsight2.jpg|thumb|300px|center|TC's caliber .50 nightsight view, BMP-2 at 500m under starlight conditions]]<br><br />
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=====Unity Sight=====<br />
The M36E1 periscope assembly features a “powered unity window” providing a daylight 1:1 (un-magnified) optical periscope superimposed with a red ring showing the area covered by either 8x optic. This periscope is accessed by pressing '''F4''' and takes the place of the cupola's direct vision blocks for the purposes of observing around the vehicle without having to spin the turret or having the TC expose himself to hostile fire.<br><br />
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[[Image:M36E1 unity_window2.jpg||thumb|300px|center|TC's unity window view, BMP-2 at 500m]]<br><br />
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[[Image:CCB.jpg||thumb|275px|right|TC's Cupola Control Box]]If all caliber .50 rounds are expended then you will need to reload the weapon. The easiest way to do this is by moving the mouse to the top of the screen and selecting the "Vehicle" menu. Scroll down to the "Reload" command which will open a sub menu, then select “M8 AP-I" (or whatever .50 cal ammo is currently being carried). Unlike other vehicles, the M85 is mounted within the cupola, therefore the TC need not expose himself to reload the weapon. Mounted just to the right of the M36 assembly on the cupola wall is the Commander's Control Panel with a single functional switch labeled “Last Round Override”. Normally this is set to “off”, leaving a short section of ammo (20 rounds) available to link fresh belts to and speed reloading. Appropriately, setting the override to "on" allows the TC to expend all ready ammo, and increases reload times.<br><br />
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*One real world tip in using the M19 cupola is to do so from the turret down position. Pull forward ''just enough'' so that the gunner can see the target through the gunner's primary sight (GPS) over any forward obstruction but not forward enough so that the gunner's auxiliary sight (GAS) has a line of sight to the target. Since the LRF aperture (aka. dog ears) is mounted near the top of the turret, doing this will ensure that the gunner can lase a target and get the range without exposing the rest of the turret. Once the range is determined by the gunner (or by the TC's lasing from the AN/VVG-2 directly (see below)), then the TC can place accurate caliber .50 fire on the threat. In this manner you can engage light armored vehicles without exposing the tank to other unknown threats in the area and you can avoid wasting a valuable main gun round as well.<br><br />
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====TC's Vision Block View====<br />
[[Image:M60A3_TC_visionblock.jpg|thumb|300px|right|TC's vision block view]]On some occasions the TC may need to look around the vehicle without having to spin the turret and without having to expose himself to hostile fire. The vision block view allows the TC to remain safely inside the vehicle and quickly scan around for close threats. It is most useful when enemy infantry are in the immediate area. As modeled, the M19 cupola has eight direct vision vision blocks, but they are not accessible as with other vehicles. If the player needs to view around the vehicle from a protected position, they should use the M36E1 periscope assembly's Powered Unity Window instead ('''F4''').<br><br />
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====AN/VVG-2 Laser Range Finder (LRF)====<br />
The AN/VVG-2 LRF is the primary means for determining range on the M60A3 tank and serves as the primary daysight for the TC to fire the main gun and coaxial machine gun, with a choice 6x or 12x magnification. The LRF consists of receiver-transmitter unit (R/T) at the TC's station and the electronics unit (EU) located on the turret floor. The LRF can be activated by either the TC or gunner to determine ranges between 200 and 4,700 meters with an accuracy of +10 meters. Note that the LRF's optics do ''not'' provide lead calculations for use against moving targets. When engaging moving targets the TC must apply manual lead or use the Commander's Thermal Sight Display (see below). The LRF's optics are accessed by pressing '''Alt+F2'''<br><br />
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<center><gallery widths=300px heights=250px><br />
Image:M60A3_LRF.jpg|AN/VVG-2 LRF<br />
Image: LRF daysight1.jpg|AV/VVG-2 LRF daysight view, 6x<br />
Image: LRF daysight2.jpg|AV/VVG-2 LRF daysight view, 12x<br />
</gallery></center><br />
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Once in the sight, the view will essentially be identical to the gunner's day channel view (which is explained in the gunner's section). The TC can change magnification levels with the '''N''' key, override the gunner by holding '''P''', fire the laser ('''CTRL'''), and engage targets if necessary ('''SPACE BAR'''). By releasing the override key, you are giving control back to the gunner. Overriding the gunner onto an enemy target and then releasing the '''P''' key is known as designating a target. If the AI gunner identifies the target that you have put in view, it will begin tracking and wait for your order to fire ('''SPACE BAR''').<br><br />
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=====Modes of Operation=====<br />
[[Image:LRF_mode_switch.jpg|thumb|300px|right|LRF button panel with mode switch in AUTO position]]The LRF can be operated in one of three modes: TEST, ON, or AUTO. <br />
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'''TEST''' mode is used for system self-test and acts as the LRF's safety. When the mode switch is in this position, the RANGE light (upper left on the R/T button panel) will remain on and the laser will not fire. Unless in actual use, the laser is normally kept in this mode. Within 4 seconds of switching out of TEST to another mode the red RANGE light should begin blinking, indicating sufficient power exists to fire the laser.<br />
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'''ON''' mode is used when the automatic transfer of range data to the M21 ballistic computer is not desired. After the gunner or TC has ranged a target, the LRF will store the first three returns and the yellow “select” light will be lit. Using the 1 ('''1'''), 2 ('''2'''), or LAST ('''3''') buttons on the R/T button panel will display the corresponding returns on the R/T's digital display. If only one return is received by the R/T, it may be displayed with either the 1 or LAST return button. If no return is received, the digital range display will show 9995 regardless of which return button is pressed. Once the TC has evaluated and selected the appropriate return, he can send the data to the M21 computer using the FEED ('''5''') button. At this point the green “go” light will come on indicating the range data was successfully transferred to the computer.<br />
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'''AUTO''' is the default mode for the LRF. In this mode the last received return is automatically transferred to the M21 computer as long as it is between 400 and 4,700 meters and no more than three range returns were received. If more than three returns are received the yellow “select” light will come on and the range data will not be transferred. At this point the TC can evaluate, select, and manually transfer the range data as described under the ON mode above or, if none of the ranges are correct, he can do one of the following:<br />
*Press the BATL RNG ('''4''') then RESET ('''NUM 0''') buttons and command the gunner to relase.<br />
*Press the RESET button and lase the target himself.<br />
*Have the gunner manually index a range using the Gunner's Control Unit (see the gunner's position below).<br />
*Initiate a battlesight engagement using either the M105D telescope (GAS) or manual range mode on GCU with a pre-indexed range.<br />
<br />
=====Reset Button=====<br />
Pressing the RESET button re-energizes the LRF's flash tube, clears any range data in the M21 ballistic computer, and cancels any induced lead. When lasing and engaging targets using the R/Ts optics, the TC needs to press the RESET button to re-energize the laser after completing each engagement, if there is bad range return, or if there is need to re-lase the target.<br />
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=====Battlerange=====<br />
Unlike the M1 series of tanks where the LRF and GPS reticle are in coincidence and share the same optical path, the LRF on the M60A3 is in coincidence with the TTS reticle but is located about .50m to the right side and slightly below the TTS sight head. This leads to parallax between the TTS and laser optics. Battlerange serves to minimize this parallax allowing the gunner to use the primary sight to accurately range targets between 200 and 4,700 meters. Battlerange alignment '''must''' be performed before ranging to ensure the laser's beam will actually strike the desired target and occurs every time the LRF is turned on or the BATL RNG button is pressed. <span style="color: red">'''This means the TC must press the BATL RNG</span> (4) <span style="color: red"> and RESET</span> (NUM 0) <span style="color: red"> buttons before the ''gunner'' can fire the laser again!'''</span> If the TC is lasing directly from the LRF optics he only needs to press the RESET button to fire the laser again, but must press '''both''' buttons if lasing from the Commander's Thermal Sight Display (see below). As this sequence can be confusing, below is a step-by-step breakdown of a standard engagement from the TC's point of view with the laser in AUTO mode:<br />
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* LRF ready: Red RANGE light is flashing; Mode switch is set to AUTO; RESET, FEED, and LAST buttons are lit; and the BATL RNG button is unlit.<br />
# TC or gunner acquires a target through the TTS (either channel) or the TC acquires a target using the R/Ts optics.<br />
# TC or gunner lases target: The red RANGE light then stops flashing and stays lit, the BATL RNG button goes out, and the last range return will be displayed on the R/Ts digital display.<br />
# TC or gunner completes the engagement, or decides that the target needs to be re-lased.<br />
# TC presses the BATL RNG button: The BATL RNG button goes out and the indexed range is cleared from the R/Ts digital display (but is retained in the ballistic computer until the RESET button is pushed). The TC then presses the RESET button and the red RANGE light begins to flash. The LRF is ready.<br />
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=====Pulse Rate=====<br />
Compared to later designs, the pulse rate for the AN/VVG-2 is relatively low. The sustained pulse rate is three pulses per minute, or six pulses per minute for two minutes with a three minute cooldown before the next two minute interval. This means it's vital for the commander and gunner to monitor their rate of lasing carefully to avoid burning the laser out at an inopportune moment.<br />
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====Commander's Thermal Sight Display (CTSD) – M60A3 TTS====<br />
[[Image:M60A3_thermal_display.jpg|thumb|300px|right|Commander's Thermal Sight Display and Ammunition Selection panel]]The CTSD, as the name implies, is an extension of the gunner's AN/VGS-2 Tank Thermal Sight (TTS). Performing the same role as the Gunner's Primary Sight Extension (GPSE) found on other tanks, the TC is provided with a relaxed viewing scope (biocular sight) of the gunner's TTS view and has direct controls for polarity ('''-''' [num pad]), brightness, and contrast (non-functional). The TC can look through the display to see what the gunner is looking at and, like the LRF R/T sight above, can use the '''P''' key to override the gunner onto another target or even choose to engage the target himself. Press '''F2''' to access the thermal display. Note that both field of view (magnification) and focus settings (rev. 4.000) for the TTS are controlled by the gunner, and if the gunner is incapacitated, neither of these may be adjusted by the TC.<br><br />
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====Key listing for M60A3 TC's position====<br />
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General Commands:<br><br><br />
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'''TAB''': Pop smoke. Launches smoke grenades to deploy a smoke screen in the direction that the turret is facing. Useful for breaking up enemy LRF or completely obscuring your vehicle against a non thermal sight equipped threat.<br><br />
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'''P''': Override. Hold to override the turret and use the joystick or mouse to move it.<br><br />
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'''Q''': Raise position in hatch. Moves the TC's view and exposure level up in the hatch.<br><br />
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'''Z''': Lower position in hatch. Moves the TC's view and exposure level down in the hatch.<br><br />
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'''B''': Button and unbutton the hatch (toggle). This is used to close and open the hatch.<br />
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'''N''': Multipurpose zoom (toggle). When the TC is unbuttoned, this will bring toggle the binocular view. When the TC is inside the turret this key will make the TC lean forward, essentially zooming in on that spot in the turret. When in the R/T optics this key will toggle between 6x and 12x magnification.<br><br />
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'''-''' (num pad): White hot / black hot (toggle). Toggles between the TTS thermal channel white hot and black hot polarity modes. <br><br />
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'''LEFT ARROW''' / '''RIGHT ARROW''': Multipurpose. When in the TC's eye view '''F1''', pressing these keys will cause the TC to face to the left or right of the main gun (turret). When in the TC's cupola sight view '''F3''', tap to manually traverse the caliber .50 by turning the manual traverse crank. Tap the keys quicker to traverse the cupola faster. Manual traverse is useful for small azimuth adjustments to the sight.<br><br />
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*The M19 cupola can also be traversed in powered mode by using the mouse or joystick.<br />
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'''UP ARROW''' / '''DOWN ARROW''': Multipurpose. When in the TC's eye view '''F1''', pressing these keys will cause the TC to face in the direction of or to the rear of the gun (turret). When in the TC's cupola sight view '''F3''', tap to elevate the caliber .50 by turning the elevation hand crank. Tap the keys quicker to elevate the gun faster.<br><br />
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*The M36E1 sights can only be elevated using these keys.<br />
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'''1''': Select 1st laser return on LRF.<br />
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'''2''': Select 2nd laser return on LRF.<br />
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'''3''': Select last laser return on LRF.<br />
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'''4''': Reset LRF.<br />
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'''5''': FEED button. Feeds selected range return to the ballistic computer.<br />
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'''0''' (num pad): Battlerange. Activates the BATL RNG button to align the LRF and TTS.<br />
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Driver related commands:<br><br><br />
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'''SHIFT''' + '''BACKSPACE''': Shut down / start up engine (toggle). Orders the driver to shut off or start up the engine. If the TC is a platoon leader then it orders the platoon to execute a "short count" and simultaneously shut down or start up their engines.<br><br />
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'''SHIFT''' + '''TAB''': Turn engine smoke generator on / off (toggle). Orders the driver to turn on or shut off the Vehicle Engine Exhaust Smoke System (VEESS). <br><br />
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'''W''': Driver, move out. Instructs the driver to move forward (press again for increased speed.<br><br />
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'''S''': Driver, stop. Instructs the driver to stop.<br><br />
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'''X''': Driver, backup. Instructs the driver to reverse.<br><br />
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'''A''': Driver, go left. Instructs the driver to go left (hold the key).<br><br />
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'''D''': Driver, go right. Instructs the driver to go right (hold the key).<br><br />
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Gunner related commands:<br><br><br />
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'''SPACE BAR''': Multipurpose. Orders the gunner to fire at a target he is looking at when not overriding the gunner and when not in the caliber .50 gun sight view. If the TC is overriding the turret, the this will fire the main gun. If the TC is in the caliber .50 gun sight view, this will fire the caliber .50.<br><br />
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'''H''': Hold fire. Orders the gunner to hold fire. If the TC is a platoon leader then it will also order the platoon to hold fire.<br><br />
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'''F''': Fire at will. Orders the gunner to fire at will. If the TC is a platoon leader then it will also order the platoon to fire at will.<br><br />
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'''E''': Engage. Orders the gunner to engage, and instructs the driver to take up a battle position. If the TC is a platoon leader then it orders the platoon to engage and take up a battle position in the direction of the user's view.<br><br />
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'''M''': Coax / Main gun (toggle). Orders the gunner to toggle between the main gun and coax to engage targets.<br><br />
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'''SHIFT''' + '''LEFT ARROW''': Gunner, scan left. Orders the gunner to put move the turret approximately 45 degrees to the left and scan for targets.<br><br />
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'''SHIFT''' + '''RIGHT ARROW''': Gunner, scan right. Orders the gunner to put move the turret approximately 45 degrees to the right and scan for targets.<br><br />
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'''SHIFT''' + '''UP ARROW''': Gunner, scan front. Orders the gunner to put the gun over the front and scan for targets.<br><br />
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Loader related commands:<br><br><br />
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'''INSERT''': Fire, fire (ammo type 1, usually sabot/KE). Orders the loader to start loading ammo type 1 after the next round is fired. Holding '''SHIFT''' and pressing this key will instruct the loader to reload this round type from the semi ready rack. Double tapping this key will instruct the loader to unload the current round and immediately load this round type (if one is not already loaded).<br><br />
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'''DELETE''': Fire, fire (ammo type 2, usually HEAT). Orders the loader to start loading ammo type 2 after the next round is fired. Holding '''SHIFT''' and pressing this key will instruct the loader to reload this round type from the semi ready rack. Double tapping this key will instruct the loader to unload the current round and immediately load this round type (if one is not already loaded).<br><br />
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'''HOME''': Fire, fire (ammo type 3). Orders the loader to start loading ammo type 3 (if there is any) after the next round is fired. Holding '''SHIFT''' and pressing this key will instruct the loader to reload this round type from the semi ready rack. Double tapping this key will instruct the loader to unload the current round and immediately load an ammo type 3 round (if one is not already loaded).<br><br />
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'''END''': Fire, fire (ammo type 4). Orders the loader to start loading ammo type 4 (if there is any) after the next round is fired. Holding '''SHIFT''' and pressing this key will instruct the loader to reload this round type from the semi ready rack. Double tapping this key will instruct the loader to unload the current round and immediately load an ammo type 4 round (if one is not already loaded).<br><br />
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'''SHIFT''' + '''PAGE DOWN''': Reload all. Orders the tank crew to reload all weapons systems.<br><br />
<br />
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<br />
===Gunner's Position ''F6''===<br />
In ''Steel Beasts Professional'' the gunner's position on the M60A3 is fully crew-able. The gunner's position is accessed by pressing '''F6'''.<br><br />
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===M60A3===<br />
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====Gunner's Primary Sight====<br />
[[Image:M60A3_gunners_eyeview_2.jpg|thumb|400px|right|Gunner's “F1” eye view]]On the M60A3 the primary sighting systems consist of a M31E1 day periscope, a M32E1 passive IR sight, and a unity sight.<br />
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=====Daylight Sight=====<br />
The M31E1 day periscope features a fixed 8x ocular on the left accessed by pressing ''' F2'''.<br><br />
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[[Image:M31E1_Daylight_8x.jpg|thumb|300px|center|Daylight channel 8x field of view]]<br />
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The gunner can also change the color filter applied to the GPS daylight sight. To the left of the GPS ocular is a lever with several colored rings. These colored rings are color filters for the daylight sight. Click the lever to change the filter colors.<br />
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<center><gallery widths=300px heights=200px><br />
image:M60A3_filter_switch_2.jpg|GPS daylight color filter switch, yellow filter selected<br />
image:M60A3_GPS_filter_yellow_2.jpg|Daylight channel, yellow filter applied<br />
</gallery></center><br />
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=====IR Sight=====<br />
The M32E1 passive IR sight features a fixed 8x ocular on the right accessed by pressing ''' ALT+F2''' is of fairly good quality, capable of detecting targets at 2000m, differentiating targets at 1500m, and positively identifying at 1000m under starlight conditions. To prevent it from being overloaded and burnt out the sight cannot be used in daylight (the sight will appear black if accessed during the day).<br><br />
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[[Image:M32E1 nightsight.jpg|thumb|300px|center| M32E1 passive IR sight view, T-72 at 500m under starlight conditions]]<br><br />
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===M60A3 TTS===<br />
<br />
====Gunner's Primary Sight====<br />
[[Image:M60A3_gunners_eyeview.jpg|thumb|400px|right|Gunner's “F1” eye view]]The AN/VSG-2 Tank Thermal Sight (TTS) is an integrated day/night periscope used by the gunner on the M60A3 TTS as the primary sight to engage and destroy targets. The periscope provides a fixed 8x daylight channel, a 2.67x/8x thermal channel, and a unity window.<br><br />
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=====TTS Thermal Channel=====<br />
The most useful aspect of the TTS is the thermal channel. The gunner is provided with a bi-ocular display on the right side of the periscope body with the sight itself accessed by pressing the '''F2''' key. The TTS image may be focused using either the '''NUM DEL''' key or holding the '''ALT''' key and scrolling the mouse wheel. Pressing '''+''' on the num pad toggles the TTS between on and standby (off), while pressing '''-''' on the num pad toggles the sight's polarity.<br><br />
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In the low magnification Wide Field of View (WFOV), the sight will display a “framing reticle” that outlines the area that will be magnified in the 8x Narrow Field of View (NFOV). The WFOV is used to quickly scan the terrain, looking for any hot spots that stand out. Once a heat signature is spotted, press '''N''' to zoom in, switching the sight to the NFOV.<br><br />
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<center><gallery widths=300px heights=200px><br />
Image:TTS_WFOV.jpg|TTS wide field of view<br />
Image:TTS_NFOV.jpg|TTTS narrow field of view<br />
</gallery></center><br />
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In NFOV you can track, lase, and engage a target. The TTS 8x view is excellent for engaging targets that may be behind woods or vegetation, behind thin clouds of dust, and behind non multi-spectral smoke screens. The TTS also offers an extreme advantage over non thermal equipped foes in low visibility conditions such as night, poor weather, or fog. The disadvantage of the TTS view is that target identification can be difficult, especially at long range or when the sight is degraded by extreme weather conditions. As a trigger puller, you need to be extremely certain that what you are observing is an enemy vehicle before you commit an act of fratricide. The best way to be certain of this (in good visibility) is to switch the daylight channel once a target is acquired. That said, gunners with experience will memorize the thermal signatures of all vehicles to the point that they can identify targets in the TTS as effectively as they can in daylight view.<br><br />
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=====Daylight Channel=====<br />
The AN/VSG-2 features a separate daylight ocular on the left side of the periscope body accessed by pressing '''ALT + F2'''. The TTS daylight channel is mostly used when the thermal is damaged or, in good visibility conditions, to better identify targets.<br><br />
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[[Image:TTS_Daylight_8x.jpg|thumb|300px|center|Daylight channel 8x field of view]]<br />
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*One real world technique that M60A3 gunners utilize is the method of placing the TTS thermal view in 3x magnification and once the target is acquired in 3x thermal, the gunner switches to the 8x daylight for a clear view of the target. Once the gunner destroys the threat (or determines it is not a valid target), he then switches back to the thermal view and scans for more targets and repeats.<br><br />
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The gunner can also change the color filter applied to the GPS daylight sight. To the left of the GPS ocular is a lever with several colored rings. These colored rings are color filters for the daylight sight. Click the lever to change the filter colors.<br />
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<center><gallery widths=300px heights=200px><br />
image:M60A3_filter_switch.jpg|GPS daylight color filter switch, yellow filter selected<br />
image:M60A3_GPS_filter_yellow.jpg|Daylight channel, yellow filter applied<br />
</gallery></center><br />
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=====Sight Symbology=====<br />
In daylight, IR, and thermal views, the aiming reticle is located in the center of the appropriate sight and is used for aiming at the target. The center of the reticle is either a circle with a dot in the middle of it for all day and thermal sights, and a cross for the IR sight. The center dot or cross center is the aiming point for lasing and firing. With the exception of field of view and polarity indicators in the thermal channel's view, no other symbology is displayed in any of the available channels.<br> <br />
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=====Engaging Targets=====<br />
Engaging targets on the M60A3 can be a complicated affair. Obviously the first thing you need to do to engage a target is to acquire it. The best way to do this is by using the wide thermal view with the TTS, or aggressive scanning with standard sights.<br />
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======Lasing======<br />
Once a target is acquired, the gunner should place the center of the reticle on the target (switching to 8x magnification by pressing '''N''' in the TTS' thermal channel) and lase by pressing '''CTRL''' or '''Joystick Button 2'''. Once you lase the target and get the range, lead (pronounced "leed") begins to be calculated.<br />
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======Lead======<br />
It is important to understand that the FCS on the M60A3 automatically induces lead. Lead is the term used to refer to putting a gun in front of a target which is moving perpendicular to your vantage point. When you lead a target, you essentially need to fire in front of target at the point in which the round and target will meet. When the gunner uses the LRF, the M60A3's FCS will calculate lead and the reticle will move in the sight. When a moving target is lased, the turret will jump ahead of the target in order to apply the appropriate lead. This causes the TTS view to move ahead of the target and the reticle appears to lag behind. The ballistic computer calculates lead depending on the range entered into the computer from the lase and the last 1.5 seconds of the turret's horizontal traverse rate.<br><br />
[[Image:M60A3_thermal_8x_lead_induced.jpg|thumb|300px|right|Thermal channel, 8x magnification, lead induced with a good track on target]]<br />
*As with the GPS head mirror on the M1 and M1A1, the mirror in M60A3's TTS is stabilized on a single axis (EL), which means that the mirror cannot move independent of the turret in the horizontal axis, and the reticle moves horizontally in the sight when lead is induced. ''Unlike'' the M1's digital FCS, lead on the M60A3 is not calculated “dynamically” but is based ''solely off of the rate of traverse in the 1.5 seconds before the laser is fired''. This means that the amount of lead angle offset is fixed once lead is induced and any variance in the tracking rate may result in a miss.<br />
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A "good track" is when you can assume a steady track on the target with the reticle remaining on target as you follow it for at least 1.5 seconds. A "bad track" is when your tracking rate is either too fast or too slow in relation to the targets actual movement; track the target too fast and the reticle slowly moves in front of the target, track the target too slow and the reticle will fall behind. If you fire with a "bad track" then you are most likely going to shoot in front of or behind the target. M60A3 gunners use a variety of techniques to minimize a bad track, which are mentioned in the techniques section below.<br><br />
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*If you and the target are stationary then you do not need to utilize lead. In this case it is advisable that you quickly "dump lead" (see below) by pressing '''P''' after you lase, then fire at the target. This ensures that there is a minimal chance of user induced error from a sudden movement of the sight before firing.<br />
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======Firing======<br />
Once a target is lased and, if the target is moving, a steady track executed, the gun is ready to be fired. To fire the main gun press '''SPACEBAR''' or '''Joystick Button 1'''. The round will now be launched down range and the enemy will hopefully be rewarded with a quick and painless death.<br />
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======Reengaging and Dumping Lead======<br />
If by some chance you miss the target, you should "dump lead" by pressing '''P''' or '''Joystick Button 3'''. Dumping lead essentially zeros out the calculated lead and resets the sight to zero. On the M60A3 dumping lead is necessary after each engagement due to the sight's lead angle offset being fixed once lead is induced. If you or the target is moving then once lead is dumped you need to put the reticle back on the target, track, lase, and fire again.<br><br />
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======Indexing Ammo and Activating Cant Correction (if stationary)======<br />
[[Image:M60A3 gunner ASU.jpg|thumb|300px|right|Gunner's Ammunition Selection Unit, and Cant Correction indicator lights]]If the TC changes the main gun ammo type (ie. from sabot to HEAT), you must select the new ammo type when the round is loaded by pressing '''INSERT''' (ammo type 1, typically sabot), '''DELETE''' ammo type 2, typically HEAT), '''HOME''' (ammo type 3) or '''END''' (ammo type 4). This is referred to as "indexing" the round type. Essentially the gunner pushes the corresponding ammunition button on the Ammunition Selection Unit thereby telling the ballistic computer what round trajectory to calculate.<br><br />
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If the gunner does not properly index the ammo type then the round will be wildly off target. If sabot is indexed and a HEAT round is fired then the round will impact short of the target. If HEAT is indexed and a sabot round is fired then you will launch a small unmanned sub-orbital mission.<br />
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*The easiest way to tell when you need to index a new round type is by listening to the TC announce "fire, fire HEAT" or "fire, fire sabot" etc. Another sign of when to index a new ammo type is by listening to the loader. Every time a HEAT round is loaded into the gun the loader will announce "HEAT up". If a sabot round is loaded following a HEAT round then he will announce "sabot up". Every subsequent sabot round loaded will only be announced with "up".<br />
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Also on the Gunner's Ammunition Selection Unit (ASU) you will see two lights, a green "MOVING" and a red "STATIONARY" light. If the M60 is stationary and sitting on a lateral cant angle, then you should activate cant correction by either left clicking the switch located on the center bottom of the ASU, or by pressing '''SHIFT + C'''. Note that when you do this, the light will change to red "STATIONARY", and the cant correction is now active. <br />
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*<span style="color: orange">'''CAUTION: The cant correction system does not function properly while you are moving. When your tank is moving you should always deactivate cant correction (so that the green "MOVING" light is illuminated), otherwise you may have an FCS malfunction or get a bad firing solution.</span><br />
<br><br />
<br />
======Stabilization and Firing on the Move======<br />
The M60A3's stabilization system allows the tank to effectively engage point and area targets at speeds between 16 an 34 kilometers per hour (10 to 20 mph), and is controlled from three positions within the tank. The Control Selector Assembly allows the gunner to turn the stabilization system on, off, or on standby. At the commander's and loader's stations are located Emergency Shutoff Control units allowing either crewman to deactivate the stabilization system by placing it into standby. <br />
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<center><gallery widths=300px heights=200px><br />
Image: CSA.jpg|Control Selector Assembly (right panel) at the gunner's position<br />
Image: ESC.jpg|Emergency Shutoff Control units at the commander and loader's (background) stations.<br />
</gallery></center><br />
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When firing on the move, if the vehicle is traveling faster than 20 kph ["slow" speed on a route] then the loader will disable the stabilization system while loading the gun. Once the gun is loaded, the gunner can re-enable stabilization by pressing the '''V''' key (simulating flipping the STAB switch on the Control Selector Assembly to ON).<br />
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======Manually Inputting Range======<br />
[[Image:M60A3_GCU.jpg|thumb|300px|right|Gunner's control unit (GCU) with MANUAL/RANGEFINDER switch set to manual, and 1200 meters indexed on the range wheel]]There may be instances when the gunner must manually index a range into the gunner's control unit (GCU). This may be necessary if a target cannot be lased through a smoke screen and another tank in the platoon has a good range on it, or the gunner wants to make an estimate, or for a variety of other reasons.<br><br />
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To manually input a range into the gunner's control unit, look at the GCU in eye view. The best way to do this is to press F1, move the view to the right then press F1 again to disconnect the mouse from the view direction. While looking at the GCU, use the mouse to set the MANUAL/RANGEFINDER switch at the GCU's lower right corner to MANUAL. Use the mouse wheel to rotate the far right range scale to the desired range. The numbers on the scale represent the range to the target in hundreds of meters, from 400 to 4000 meters. The range will be entered into the FCS as the scale is rotated and the gun tube will elevate or depress as if you just lased a target.<br />
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*Note that with the MANUAL/RANGEFINDER switch in the RANGEFINDER position, inputs from the GCU's range scale will be ignored by the FCS. This allows the gunner to “pre-index" a battlesight range on the range scale and instantly index that range by setting the switch to the MANUAL position.<br />
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Practice makes perfect when entering manual range into the GCU. At first the above process may seem cumbersome, but with practice you can enter range into the GCU in about three seconds. <br />
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*The process of looking at and entering range into the gunner's control unit simulates the fact that on the real M60A3 you could not and would not enter the range into the GCU without also looking at it. <br />
<br />
======Azimuth Indicator======<br />
[[Image:M60A3_Azimuth_Indicator_01.jpg|thumb|300px|right|Turret Azimuth Indicator]]Located to the right of the GCU, behind the gunner's right shoulder, is the turret azimuth indicator. The azimuth indicator is used to determine the existing deflection of the turret from a known position, or to position the turret to an announced deflection. When used in conjunction with a range card, the azimuth indicator allows the gunner to quickly align the turret with predetermined target reference points (TRP) during periods of poor visibility, night engagements with a damaged TIS and no illumination, or if there is an FCS failure.<br />
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The azimuth indicator has three scales: azimuth, micrometer, and gunner's aid scale, along with two or three pointers: azimuth, micrometer, and hull directional. Lastly is the central “resetter knob” which is normally used to zero the azimuth indicator or apply a predetermined azimuth setting; currently this knob is non-functional.<br />
<br />
[[Image:M60A3_Azimuth_Indicator_02.jpg|thumb|400px|center|Azimuth indicator components]]<br />
<br />
The inner azimuth scale measures deflection in hundreds of mils and is marked every 100 mils with numbering every 200 mils. The middle micrometer scale measures deflection in single mils with markings at every single mil and numbering every 5 mils from 0 to 99. The outer gunner's aid scale is used to make small deflection corrections up to 50 mils left or right and is marked every 1 mil and numbered every 5 mils (0 to 50 left or right). On the actual vehicle the gunner's aid scale is movable, but in ''Steel Beasts Professional'' it is fixed, limiting its usefulness.<br />
<br />
Deflection is read as either '''left''' or '''right'''. Left deflection means that the inner azimuth pointer is in the left half of the inner azimuth scale or to the left of a reference point while right deflection has the pointer on the right side of the azimuth scale or to the right of a reference point. The left side of the azimuth scale is numbered 0 at the top to 3200 mils at the bottom and the right side is numbered counterclockwise from 0 at the bottom to 3200 at the top.<br />
<br />
<center><gallery widths=400px heights=400px><br />
image:M60A3_Azimuth_Indicator_03.jpg|Left deflection 1468<br />
image:M60A3_Azimuth_Indicator_04.jpg|Right deflection 1506<br />
</gallery></center><br />
<br />
======Techniques======<br />
There are many different gunner techniques (aka. "ancient Chinese secrets") when dealing with gunnery on the M60A3. The two most common techniques are ''lase and blaze'' and ''steady track, lase, steady track, fire''.<br><br />
<br />
''Lase and blaze'' is a technique where the gunner picks up a good track on a target for a second and a half or more then rapidly lases and fires (in a lase, fire one-two movement) as quickly as possible. The theory behind this technique is that a rapid lase and fire minimizes gunner error on lead calculation. The general tendency for gunners is to over compensate or change their track speed after a target is lased if the gunner hesitates when firing the gun. The disadvantage of this technique is that depending on how fast the target is moving and its range, ''lase and blaze'' may cause firing to occur before the turret fully "jumps" in front of the target to its proper lead position, but this should be a rare occurrence, especially if you time the one-two lase-fire at about a half second interval.<br><br />
<br />
''Track, lase, track, fire'' is a technique where the gunner puts / tracks the reticle on target, gets a good lase, then performs or maintains a steady track of the target for a second and a half or more. The gunner then fires once a good track on the target is achieved. The theory behind this technique is that after the gunner lases, the gunner maintains the appropriate traverse speed to visually see that a good track is achieved on the target with the reticle. This method offers the greatest chance of a first round hit, but because the amount of lead is fixed once induced, the range may be incorrect or the target may have changed speed when he finally decides to fire. Of course, the gunner can always re-lase the target to update the lead calculation, at the cost of life saving seconds.<br><br />
<br />
*The successful gunner may use a mixture of the two techniques or perfect their own technique, but the most capable gunner recognizes when to dump lead, re-lase, and start the process over instead of firing and wasting a round, precious seconds, or blowing the element of surprise.<br />
<br />
====Gunner's Auxiliary Sight (GAS)====<br />
[[Image:M60A3_GAS_HEAT_reticle.jpg|thumb|300px|right|M105D sight, HEAT reticle]]The M105D articulated telescope (GAS) is the gunner's secondary means to engage targets when the TTS is disabled or when the fire control system has a fault. The GAS is also the sight that the gunner should reference when determining whether the gun tube is clear of a forward obstruction (like a berm or ridge line). Press '''F3''' to access the GAS.<br><br />
<br />
The GAS sight has a fixed 8x magnification and is always aligned with the gun.<br><br />
<br />
*When the gun is elevated and depressed the GAS sight picture does not rotate like that of the later [[M1A1 (HA)#Gunner's Auxiliary Sight (GAS)|M1 series]] thanks to the addition of a Porro prism at the sight's hinged joint. Because this assembly is fairly bulky, it was omitted on the M1 series due to space constraints.<br><br />
<br />
=====Sight Symbology=====<br />
[[Image:M60A3_GAS_SABOT_reticle.jpg|thumb|300px|right|GAS HEP-T-APDS sight symbology]]The GAS sight is fairly simple to understand. At the top of the sight is the name of the reticle that you currently have selected. Below this is the boresight cross and the aiming lines which are used to determine the elevation of the gun once you determine the range to the target. The numbers to the right or left of the aiming lines are the range in hundreds of meters and the horizontal dashes (offset from the center of the sight) are to assist the gunner with estimating lead on moving targets.<br />
<br />
=====Engaging Targets=====<br />
Engaging targets with the GAS is not an exact science. It can require several rounds, a good deal of estimation, and "Kentucky windage" before you hit a moving the target, but stationary targets should be relatively easy to hit if the process is done correctly. The basic process behind using the GAS to engage a target is to select the proper reticle, estimate the range to the target, engage the target, make adjustments and reengage if necessary. <br />
<br />
======Selecting the Proper Reticle======<br />
The first thing you must do is select the proper reticle of the round which is currently loaded by pressing '''R'''.<br><br />
<br />
*The sight marked "HEP-T-APDS" at the top is for High Explosive, Plastic (HEP), WP Smoke, and sabot (both APDS and APFSDS) rounds respectively.<br><br />
<br />
======Ranging======<br />
Unlike the GAS on the [[M1A1 (HA)#Gunner's Auxiliary Sight (GAS)|M1 series]], the M105D telescope lacks any built in means for determining a targets range. This means the gunner must rely on a range provided by the TC or by using some form of range estimation technique. Refer to the [[Range Estimation]] page to review various range determination techniques applicable to ''Steel Beasts''. <br />
<br />
======Firing======<br />
[[Image:M60A3_GAS_aiming.jpg|thumb|300px|right|GAS view, aiming at the target (1600m)]]Once the range is estimated to the target, elevate the GAS sight so that the appropriate range numbers to the right or left of the vertical scale are even with the target in the sight. Next, if the target is stationary, align the target with the center of the sight marked with the vertical lines above and below the middle circle. If the target is moving, use the dashed lines to the left and right of center to estimate lead depending on the target's speed.<br><br />
<br />
Continuing with the example, the target's range was estimated at 1600m and the target is stationary. The sight is elevated so that the target is even with the "16" on the right side of the HEAT scale, and the target is centered in the sight along the center vertical lines.<br><br />
<br />
Once this is done, you are now ready to engage the target.<br><br />
<br />
[[Image:M60A3_GAS_target_destroyed.jpg|thumb|300px|center|Target! Cease Fire!]]<br><br />
<br />
======Reengage======<br />
In the event that you miss the target, you should simply adjust the sight in relation to where the round hit and walk it into the target. You should not waste valuable time estimating the range to the target again unless the target is rapidly moving towards or away from you.<br><br />
<br />
*If you have sabot loaded and you need to quickly engage a target that is 1200m or less from your position, do not worry about the range: simply place the target in the center circle on the APDS reticle and fire!<br />
<br />
====Gunner's Unity Sight====<br />
[[Image:M60A3_unity_sight.jpg|thumb|300px|right|Gunner's unity sight]]The gunner's unity sight is simply a vision block that the gunner has that allows him to see a 1x view through the periscope housing (aka. "dog house"). This sight can be useful if you need to see immediately to the front of the turret in a relatively wide field of view and features a red projected infinity sight (red circle) used when firing the coaxial machine gun. Press '''F4''' to enter the unity sight and use the joystick or mouse to move the turret around normally.<br><br />
<br />
====Key listing for M60A3 gunner's position====<br />
<br />
----<br />
<br />
Weapon system commands:<br><br><br />
<br />
'''P''' or '''Joystick Button 3''': Disengage palm switches. Press to release the palm switches and disengage hydraulic power to the turret. This is done mainly to dump lead in the ballistic computer.<br><br />
<br />
'''N''': Zoom (toggle). Toggles between 3x and 10x in the TTS (the thermal and daylight channels can be at independent magnifications).<br><br />
<br />
'''SPACE BAR''': Fire. Fires the currently selected weapon system (main gun or coax).<br><br />
<br />
'''SHIFT''' + '''SPACEBAR''': Master blaster. Fires the main gun via the master blaster (the manual fire control handle which generates an electrical current when the handle is twisted). The master blaster is useful for fire control system malfunctions where the gun does not respond or when electrical power to the turret is lost.<br><br />
<br />
'''SHIFT''' + '''C''': Cant correction. Toggles cant correction on and off, which helps compensate for the cant tilt angle of your tank. Note that cant correction is only supposed to be used when your tank is stationary and not when it is on the move, otherwise you may get errors in your firing solution.<br><br />
<br />
'''CTRL''': Lase. Lases the target or area currently in the GPS reticle.<br><br />
<br />
'''M''': Main / Coax (toggle). Toggles between the main gun and coax.<br><br />
<br />
'''R''': GAS reticle (toggle). Toggles between the HEP-T-APDS and HEAT reticles in the GAS.<br><br />
<br />
'''SHIFT''' + '''B''': TTS ballistic shield (toggle). Toggles the TTS shield (dog house door) open and closed. This is useful to protect the sight from incoming high explosive artillery rounds.<br><br />
<br />
'''+''' (num pad): Thermal on/off (toggle). Toggles between the TTS thermal channel on or off.<br><br />
<br />
'''-''' (num pad): White hot / black hot (toggle). Toggles between the TTS thermal channel white hot and black hot polarity modes. <br><br />
<br />
'''.''' (num pad): Thermal auto-focus. Quickly focuses the thermal picture on the object underneath the reticle.<br><br />
<br />
'''ALT''' + '''Mouse Wheel''': Manual thermal focus. Allows the gunner to manually focus the thermal picture.<br><br />
<br />
'''V''': Stabilization switch (toggle). Toggles the stabilization system between STANDBY and ON.<br><br />
<br />
'''INSERT''': Sabot indexed. Places the ammo selector switch on sabot, indexing that round type in the ballistic computer.<br><br />
<br />
'''DELETE''': HEAT indexed. Places the ammo selector switch on HEAT, indexing that round type in the ballistic computer.<br><br />
<br />
'''HOME''': Ammo type 3 indexed. Places the ammo selector switch on ammo type 3 (if there is any), indexing that round type in the ballistic computer.<br><br />
<br />
'''END''': Ammo type 4 indexed. Places the ammo selector switch on ammo type 4 (if there is any), indexing that round type in the ballistic computer.<br><br />
<br />
'''LEFT ARROW''' / '''RIGHT ARROW''': Manual traverse. Tap to traverse the turret using the manual hand crank. Tap the keys quicker to traverse the turret faster. Manual traverse is vital when hydraulic pressure or electrical power is lost.<br><br />
<br />
'''UP ARROW''' / '''DOWN ARROW''': Manual elevation. Tap to elevate the main gun using the manual hand crank. Tap the keys quicker to elevate the main gun faster. Manual elevation is vital when hydraulic pressure or electrical power is lost.<br><br />
<br />
----<br />
<br />
Tank commander related commands:<br><br><br />
<br />
'''T''': Identified! Tells the TC that you have located a target and that you are going to engage it. Essentially it tells the AI TC to leave you alone while you engage and forbids the AI from overriding you to another target. Use at your own risk.<br><br />
<br />
'''I''': I can't see it! Tells the TC that you cannot see a target or the one he is commanding you to engage. Essentially it tells the AI TC to override you on to a target that it wants you to engage.<br><br />
<br />
----<br />
<br />
Driver related commands:<br><br><br />
<br />
'''W''': Driver, move out. Instructs the driver to move forward (press again for increased speed.<br><br />
<br />
'''S''': Driver, stop. Instructs the driver to stop.<br><br />
<br />
'''X''': Driver, backup. Instructs the driver to reverse.<br><br />
<br />
----<br />
<br />
===Driver's Position ''F9''===<br />
<br />
In Steel Beasts the driver's position on the M60A3 is fully modeled and crew-able. The driver's position is accessed by pressing '''F9'''.<br><br />
<br />
====Driver's vision blocks====<br />
<br />
When buttoned up, the driver views the world through 3 vision blocks set in the roof of his compartment. From this position the user can raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down). The driver can also button or unbutton (close and open the drivers's hatch) by pressing the '''B''' key (toggle).<br><br />
<br />
<center><gallery widths=400px heights=250px><br />
Image:M60_Driver_visionblocks.jpg|M60A3 Driver's station<br />
Image:M60_Driver_unbuttoned.jpg|M60A3 Driver's station unbuttoned<br />
</gallery></center><br />
<br />
===Loader's Position===<br />
In ''Steel Beasts'' the loader's position on the M60A3 is currently not crew-able and is handled by the AI. The AI loader performs the main responsibility of loading the main gun and he also replenishes ammunition from the semi-ready rack when the TC orders a reload command.<br />
<br />
Links:<br><br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
[[Category: Tanks]]<br />
[[Category: Technical Data]]<br />
[[Category: Tutorials ]]<br />
[[Category: Vehicle Manual ]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=SA-9_Gaskin_/_9K31_Strela-1&diff=19192SA-9 Gaskin / 9K31 Strela-12023-08-09T18:58:26Z<p>MAJFubar-1882: /* General */</p>
<hr />
<div>[[File:SA-9.jpg|thumb|500px|right|The 9K31 Strela-1 as it appears in ''Steel Beasts Professional'']]SA-9/9K31: Self-Propelled Anti-Aircraft Vehicle<br />
<br />
== Statistics ==<br />
<br />
Main Armament: 6 x 9M31M Missiles<br><br />
Ammunition Stowage: 4 ready/2 stowed<br><br />
Default Ammunition: 4/2 SA-9B/9M31M<br><br />
<br />
<br />
Armor Protection:<br><br />
Frontal Turret Armor: N/A<br><br />
Frontal Hull Armor: Thin, Steel. Protected vs small-arms and shell fragments.<br><br />
<br />
<br />
Combat Mass: 7 tonnes<br><br />
Length: 5.75m<br><br />
Width: 2.35m<br><br />
Height: 2.3m with launcher retracted.<br><br />
Engine Power: 140hp GAZ-41 V-8 petrol<br><br />
Top Speed: 100kph<br><br />
<br />
== General ==<br />
Better known by its NATO reporting name: SA-9 "Gaskin", the 9K31 Strela-1 (Rus: 9K31 "Arrow") is a short-range air-defense vehicle developed in the late 1960's. The system entered service in 1968 and was initially armed with the IR guided 9M31 missile (SA-9A Gaskin-Mod0) but the design saw an immediate upgrade in 1970 to the 9M31M missile with an improved guidance system and heavier warhead (SA-9B Gaskin-Mod1), it is this version modeled in ''Steel Beasts Professional''. Target acquisition for the modeled SA-9B is strictly optical while the original SA-9A carried the 9S16 "Flat Box" passive radar detection system with 360° coverage. <br />
<br />
Although assigned to regimental anti-aircraft battalions as a single four vehicle platoon (3 SA-9B and 1 SA-9A), 9K31s will normally be encountered as part of air-defense "companies", consisting of a single 9K31, one [[ZSU-23-4 Shilka|ZSU-23-4]], and a small number of IFV/APC mounted 9K38 "Igla" shoulder fired MANPADS.<br><br />
<br />
As currently modeled, the vehicle's detection and missile range is ~5km and is very capable against all targets regardless of aspect.<br><br />
<br />
==Thermal Signature==<br />
<br />
[[Image:SA-9_TIS_front-right.jpg|300px|9K31 Strela-1 TIS image, front-right]]<br />
[[Image:SA-9_TIS_rear-left.jpg|300px|9K31 Strela-1 TIS image, rear-left]]<br><br />
<br />
[[Category: Others]]<br />
[[Category: BRDM Family]]<br />
[[Category: Technical Data ]]<br />
[[Category: Vehicles ]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=TOS-1A_Solntsepyok&diff=19191TOS-1A Solntsepyok2023-08-09T18:57:06Z<p>MAJFubar-1882: </p>
<hr />
<div>[[Image:TOS.jpg|thumb|500px|right|The TOS-1A in ''Steel Beasts Professional'']]TOS-1A: Multiple-Launch Rocket System<br />
<br />
<br />
== Statistics ==<br />
<br />
Main Gun: 220 mm Multiple-Launch Rocket System<br><br />
Ammunition Stowage: 24 ready/0 stowed<br><br />
Default Ammunition "A": 24/0 TBS-M FAE-Frag<br><br />
<br />
<br />
Armor Protection:<br><br />
Front Turret Armor: N/A<br><br />
Front Hull Armor: Moderate, Steel. Equivalent to T-72A<br><br />
<br />
<br />
Combat Mass: 45.3 tonnes<br><br />
Length: 9.5m (hull)<br><br />
Width: 3.6m<br><br />
Height: 2.22m<br><br />
Engine Power: 840hp V84-1 V-12 diesel<br><br />
Top Speed: 60kph (on-road)<br />
<br />
== General ==<br />
The TOS-1A Solntsepyok (Ru: МO.1.01.00 “Blazing Sun”) Heavy Flamethrower System is a Russian 220mm 24-tube short range multiple-launch rocket system based on the T-72 tank chassis. A 2003 upgrade of the original Soviet era TOS-1, the vehicle is intended to provide short-range direct-fire support to infantry and and armored units with thermobaric munitions. The turret mounted 24-tube rocket system fires TBS-M FAE-Frag (MO.1.01.04M) out to 6000m or the older TBS FAE-Frag (MO.1.01.04) out to a range of 2800m. Introduced with ''Steel Beasts Professional PE'' version 4.156 the TOS-1A is fully functional as an “semi” direct-fire artillery piece capable of firing '''player only''' controlled fire support missions. <br />
<br />
==Usage==<br />
Due to its hybrid nature, the TOS-1A can be somewhat difficult for players to use effectively. Despite being a multiple-launch rocket system, it does not respond to traditional artillery calls for fire. Instead the system is suppressive in use. <br />
<br />
If given “Suppress” orders at a waypoint/battle position the TOS-1A will fire its rockets at a sustained rate of one rocket every three to five seconds in a random pattern across the vehicle's frontal 60° arc. The range for such fires is determined by the battle position's LOS bubble plus or minus up to 100m with a minimum range of 500m. Due to its random nature, this tactic is best used against relatively short ranged point targets (below 1000m) or very large area targets.<br />
<br />
A more useful tactic which mirrors that of the actual vehicle is to use the “Suppress Here” command. While in the '''F8''' external view clicking on the vehicle icon in the lower right corner of the screen will pull up a context menu. Selecting “Suppress Here...” creates a targeting cosshair that may be used to target nearby vehicles, buildings, or troop concentrations. Once selected the TOS-1A will stop, deploy its stabilization spades, and begin ripple firing its rockets at the indicated target until ordered to either “Stop Suppression” from the same menu or to hold fire ('''H'''). <br />
<br />
<center><gallery widths=400px heights=200px><br />
Image:TOS_Suppress_1.jpg|Selecting “Suppress Here...” command<br />
Image:TOS_Suppress_2.jpg|Selecting desired target<br />
Image:TOS_Suppress_3.jpg|Suppression in effect<br />
</gallery></center><br />
<br />
If given Defend or Hold tactics at a waypoint/battle position the TOS-1A will identify but not engage enemy targets unless they are below 500m. Because the system's minimum range is 500m, it can not actually hit these targets so use of the “Suppress Here...” command is suggested.<br />
<br />
==Thermal Signature==<br />
<br />
[[Image:TOS-1_TIS_front-right.jpg|300px|TOS-1A Solntsepyok TIS image, front-right]]<br />
[[Image:TOS-1_TIS_rear-left.jpg|300px|TOS-1A Solntsepyok TIS image, rear-left]]<br><br />
<br />
[[Category: Others]]<br />
[[Category: Technical Data]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=BRDM-2_AT&diff=19190BRDM-2 AT2023-08-09T18:48:07Z<p>MAJFubar-1882: </p>
<hr />
<div>[[File:BRDM-2AT.jpg|thumb|500px|right|The BRDM-2 AT as it appears in ''Steel Beasts Professional'']]BRDM-2 AT: ATGM Carrier<br />
<br />
== Statistics ==<br />
<br />
ATGM: AT-3, AT-4, or AT-5<br><br />
Ammunition Supply: 5 ready/10 stowed<br><br />
Default Ammunition: 5/10 AT-5a 'Spandrel'<br><br />
<br />
<br />
Armor Protection:<br><br />
Frontal Turret Armor: N/A<br><br />
Frontal Hull Armor: Thin, Steel. Protected vs small-arms and shell fragments.<br><br />
<br />
<br />
Combat Mass: 7 tonnes<br><br />
Length: 5.75m<br><br />
Width: 2.35m<br><br />
Height: 2.01m with launcher retracted.<br><br />
Engine Power: 140hp GAZ-41 V-8 petrol<br><br />
Top Speed: 100kph<br><br />
<br />
== General ==<br />
Appearing in the late 1960s, the BRDM-2 AT (9P148) is modification of the [[BRDM-2]] scout truck and replacement for the AT-2 "Snapper/Swatter" equipped BRDM-1 (2P27 and 2P32). Originally equipped with a pop-up six round AT-2/3 missile platform (9P124 and 9P137), the vehicle was updated in 1977 with the railed folding AT-4/5 launch assembly seen today. In versions 4.238 and earlier the BRDM-2 AT was not playable and could be armed with the AT-4a/b/c, AT-5a/b, or [[SACLOS]] guided AT-3d, but mixed load-outs were not possible and a separate model for the the AT-3 version was not available. As of revision 4.357 the BRDM-2 AT is fully modeled and crew-able, but lacks the ability to use the AT-3 series of ATGMs.<br />
<br />
==Thermal Signature==<br />
<br />
[[Image:BRDM-2_AT_TIS_front-right.jpg|300px|BRDM-2 TIS image, front-right]]<br />
[[Image:BRDM-2_AT_TIS_rear-left.jpg|300px|BRDM-2 TIS image, rear-left]]<br><br />
<br />
==Crew Positions==<br />
<br />
===Tank Commander's Position ''F7''===<br />
[[Image:BRDM-2AT_TC_hatch.jpg|thumb|300px|right|TC's unbuttoned view]]Unlike the base BRDM-2, in ''Steel Beasts Professional'' the Tank Commander's (TC) and Gunner's position on the BRDM-2 AT are combined in to a single position accessed by pressing '''F7'''.<br><br />
<br />
From this position the user can raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down). The TC can also button or unbutton (close and open the TC's hatch) by pressing the '''B''' key (toggle). While unbuttoned, the TC may also wish to use binoculars to get a closer view on a distant area by pressing the '''N''' key (toggle). Pressing the '''Shift-B''' key combination will close the ballistic doors in front of the windshield, in that case the vision blocks have to be used!<br><br />
<br />
====Primary Sight (GPS)====<br />
The primary sight is a roof mounted 9Sh119M periscope at the front of the TC's station and traversable across the vehicle's frontal 270° arc. The periscope is accessed by pressing '''F2''' and is used for target acquisition, range estimation, and target engagement with a fixed 10x magnification. As with other SACLOS guided weapons, all the gunner needs to do is keep the reticle centered on the target. When the trigger is pressed, the reticle crosshairs will illuminate in red and the missile will be launched after a one-second delay. The crosshairs will remain lit throughout the missile's flight.<br><br />
<br />
Along the left side of the weapon sight is a descending stadia type scale used to determine target range. This should be used to ensure the desired target is within the AT-5's 70-5000m engagement envelope.<br />
<br />
The 9Sh119M sight does not have thermal or night vision capability, but NVG (Night Vision Goggle) views for crewmembers ('''Num +''') are available under appropriate lighting conditions if the vehicle is so equipped (rev. 2.640). Note that NVGs are useful for observation only, and have no effect on weapon sights.<br><br />
<br />
<center><gallery widths=280px heights=200px><br />
Image:BRDM-2AT_9Sh119M_periscope.jpg|TC's station with 9Sh119M periscope<br />
Image:BRDM-2AT_9Sh119M_sight.jpg|9Sh119M sight view<br />
Image:BRDM-2AT_9Sh119M_ranging.jpg|Ringing with the 9Sh119M stadia reticle<br />
Image:BRDM-2AT_9Sh119M _visionblocks.jpg|TC's 9Sh119M vision block view<br />
</gallery></center><br />
<br />
====TC's vision block view====<br />
On some occasions the TC may need to look around the vehicle without having to expose himself to hostile fire. The vision block view allows the TC to remain safely inside the vehicle and quickly scan around for close threats. It is most useful when enemy infantry are in the immediate area. The BRDM-2 commander has four TNP-A vision blocks, which cover the vehicle's front and right side, and may be accessed by pressing '''F4'''. Additionally, the 9Sh119M periscope has two TNP-B vision blocks integrated to either side of the sight body accessed by pressing '''Alt+F4'''<br><br />
<br />
Once in the vision block view, the mouse or joystick can be used to quickly and seamlessly pan the TC's view from vision block to vision block, allowing him to scan around the vehicle. While the vision block view completely protects the TC from hostile fire, it does have an extremely limited field of view and offers no magnification.<br><br />
<br />
====Launcher Operation====<br />
The launcher assembly is raised and lowered using '''Shift-Q''' and '''Shift-Z''' respectively. Note the launcher must be in the lowered position to reload from the top of screen "Vehicle>Reload>AT-5a Spandrel/Konkurs" menu (or whatever ATGM ammo is currently being carried) but the user does not need to exit the sight view during reloading. <br />
<br />
====Key listing for BRDM-2AT TC's position====<br />
<br />
----<br />
<br />
General Commands:<br><br><br />
<br />
'''SHIFT + TAB''': Smoke Generator. Instructs the driver to deploy a smoke screen by injecting diesel fuel into the exhaust manifold. Useful for breaking up enemy LRFs or obscuring following vehicles and infantry against a non-thermal sight equipped threat.<br><br />
<br />
'''Q''': Raise position in hatch. Moves the TC's view and exposure level up in the hatch.<br><br />
<br />
'''Z''': Lower position in hatch. Moves the TC's view and exposure level down in the hatch.<br><br />
<br />
'''B''': Button and unbutton the hatch (toggle). This is used to close and open the hatch.<br />
<br />
'''LEFT ARROW''' / '''RIGHT ARROW''': Face left / face right. When in the TC's eye view '''F1''', pressing these keys will cause the TC to face to the left or right of the main gun (turret).<br><br />
<br />
'''UP ARROW''' / '''DOWN ARROW''': When in the TC's eye view '''F1''', pressing these keys will cause the TC to face in the direction of or to the rear of the gun (turret).<br><br />
<br />
----<br />
<br />
Driver related commands:<br><br><br />
<br />
'''SHIFT''' + '''BACKSPACE''': Shut down / start up engine (toggle). Orders the driver to shut off or start up the engine. If the TC is a platoon leader then it orders the platoon to execute a "short count" and simultaneously shut down or start up their engines.<br><br />
<br />
'''W''': Driver, move out. Instructs the driver to move forward (press again for increased speed.<br><br />
<br />
'''S''': Driver, stop. Instructs the driver to stop.<br><br />
<br />
'''X''': Driver, backup. Instructs the driver to reverse.<br><br />
<br />
'''A''': Driver, go left. Instructs the driver to go left (hold the key).<br><br />
<br />
'''D''': Driver, go right. Instructs the driver to go right (hold the key).<br><br />
<br />
----[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
===Driver's Position ''F9''===<br />
In ''Steel Beasts Professional'' the driver's position on the BRDM-2AT is crew-able, but only partially modeled with a detailed interior view, but no functional controls. Sitting to the left of the TC, the driver's position is accessed by pressing '''F9'''. Once in the driver's position, you can drive the vehicle by using the joystick or '''W''' '''A''' '''S''' '''D''' '''X''' keys.<br><br />
<br />
<center><gallery widths=400px heights=200px><br />
Image: BRDM-2_Driver_vision_block.jpg|Driver's position view, ballistic shield open<br />
Image: BRDM-2_Driver_unbuttoned.jpg|Driver's unbuttoned view<br />
</gallery></center><br />
<br />
====Driver's vision blocks====<br />
When buttoned up, the driver views the world through 4 TNP-A vision blocks set in the roof of his compartment and a windshield to his direct front. Pressing the '''Shift-B''' key combination will open and close the ballistic doors in front of the windshield. You can also unbutton the driver and raise his view by holding '''Q''' and you can lower the driver and make him button up by holding '''Z'''. Note that with the hatch open the gunner cannot slew the gun, so it is advisable for the driver to use the windshield or vision blocks instead.<br><br />
<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
[[Category: Anti-Tank]]<br />
[[Category: BRDM Family]]<br />
[[Category: Technical Data]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=AH-1Q_Cobra&diff=19189AH-1Q Cobra2023-07-20T10:31:06Z<p>MAJFubar-1882: </p>
<hr />
<div>[[image:AH-1Q.jpg|thumb|500px|right|AH-1Q in ''Steel Beasts Professional'']]The AH-1 Cobra is a light-weight, two-blade, single engine attack helicopter manufactured by Bell Helicopter. Developed as an interim gunship meet the United States Army's need for a dedicated attack and escort helicopter to support the UH-1 Iroquois fleet in Vietnam, the AH-1 entered operational service in 1966. The modeled version is the AH-1Q, an anti-tank version intended to fill the operational gap left by the termination of the [https://en.wikipedia.org/wiki/Lockheed_AH-56_Cheyenne AH-56 Cheyenne] program. Under the Improved Cobra Armament Program (ICAP) the aircraft received the M28A1E1 chin turret (later standardized as the M28A2), XM128 helmet sight subsystem (HSS) coupled with an infrared sight, XM65 TOW/Cobra missile subsystem, and was the first Cobra to feature the snub-nosed Telescopic Sight Unit (TSU). Deployed to Vietnam in 1973/74, the aircraft proved somewhat underpowered, leading to development of the up-engined AH-1S in 1976. Note that in ''Steel Beasts Professional PE'' versions prior to 4.377 the in-sim weapon fit does not match the exterior model, but is closer to that of the AH-1S (ECAS) featuring the three-barreled M197 20mm cannon instead of the minigun/grenade launcher combo. <br />
Once the primary attack helicopter of the United States Army, the aircraft was phased out of active service by 1999, and reserve service in 2001. Modernized versions of the Cobra series (including the twin-engine Sea/Super Cobra variants) are in service with at least ten militaries worldwide including Japan, South Korea, Jordan, Iran, Pakistan, Turkey, Taiwan, and the United States Marine Corps. <br />
<br />
==Statistics==<br />
<br />
* Rotor Diameter: 14.63m<br />
* Overall Length: 17.68m<br />
* Cargo Capacity: N/A<br />
* Passenger Capacity: N/A<br />
<br />
Weapons:<br />
<br />
* 1x M35 20mm cannon (non-functional)<br />
* 1x M129 40mm grenade launcher with 462 M384 HE rounds<br />
* 8x ITOW<br />
* 2x M200 launcher w/19 70mm M247 Hydra 70 rockets ea.<br />
<br />
[[Category:Choppers]]<br />
[[Category:Attack Helicopters]]<br />
[[Category: Technical Data]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=MAN_KAT_1&diff=19088MAN KAT 12023-01-06T11:14:31Z<p>MAJFubar-1882: /* General */</p>
<hr />
<div>[[Image:MAN_KAT1.jpg|thumb|400px|right|The MAN type 464 8x8 LKW 10t mil gl Category 1 (KAT 1) truck in ''Steel Beasts Professional'']]MAN KAT 1: Heavy/Medium Tactical Truck<br />
<br />
<br />
== Statistics ==<br />
<br />
Commander's MG: 7.62mm MG3 (optional)<br><br />
Ammunition Stowage: 80 ready/320 stowed<br><br />
Default Ammunition "A": 80/320 7.62mm DE<br><br />
<br />
<br />
Armor Protection:<br><br />
Frontal Turret Armor: N/A<br><br />
Cab Armor: N/A.<br><br />
<br />
<br />
[Type 464 8x8]<br />
Combat Mass: 13.4 tonnes (plus up to 10 tonnes of cargo)<br><br />
Length: 10.27m<br><br />
Width: 2.5m<br><br />
Height: 2.93m<br><br />
Engine Power: 360hp MAN D2866 KFG diesel<br><br />
Top Speed: 90kph<br><br />
<br />
<br />
[Type 451 4x4]<br />
Combat Mass: 7 tonnes (plus up to 5 tonnes of cargo)<br><br />
Length: 8m<br><br />
Width: 2.5m<br><br />
Height: 2.89m<br><br />
Engine Power: 256hp Deutz F8L413F KFG V8 diesel<br><br />
Top Speed: 90kph<br><br />
<br />
==General==<br />
Stemming from an early 1960s West German Army staff requirement, the MAN Category 1 (KAT 1) is a family of 4x4, 6x6, and 8x8 heavy utility trucks. Entering service with the West German armed forces in 1976, and with more than 14,000 units produced since, the platform has proven highly capable and adaptable. ''Steel Beasts Professional'' models four versions of the MAN KAT 1 series: the type 464 8x8 LKW 10t mil gl KAT 1 equipped with a middle bed mounted 1-ton material handling crane, and three type 451 LKW 5t mil gl KAT I configured for supply, troop transport, and command. Eventually, the majority of KAT 1 trucks will be replaced in general service by the [[MAN SX45|MAN SX]] series. <br />
<br />
All modeled variants of the MAN KAT 1 are crew-able at the Commander's ('''F7'''), Driver's ('''F9'''), and Squad Leader's ('''F11''' if carrying troops or manning the "command post" version) positions. Though normally unarmed, these vehicles may optionally be equipped with a ring mounted 7.62mm [[LMG_team|MG3]] at the Commander's position, or the [[Lemur]], [[M151 Protector RWS|M151 Protector (NL)]], or [[M153 Protector RWS|M153 Protector]] remote weapons' stations. <br />
<br />
In the simulation the 8x8 and 4x4 supply vehicles provides ammunition resupply services to the armed vehicles, infantry squads, and missile/HMG teams represented in ''Steel Beasts Professional''. Such vehicles may be made available to Blue, Red, and other factional forces. The MAN KAT 1 vehicle will only resupply units of its own side. Thus a Blue KAT 1 truck cannot be used by another factions armed vehicles, regardless of enemy/neutral/allied status. Resupply of ammunition can be accomplished by moving the unit which requires resupply close to the vehicle and then waiting. Resupply will automatically commence within a couple of minutes. Note that full resupply may take some time. <br />
<br />
As a troop transport the MAN KAT 1 carries a [[Infantry Units#Mechanized Infantry|dismount section]] of 12 men, equipped with 2 M136 (AT-4) light anti-armor weapons, a MG, and 5.56mm rifles while the Command Post version transports a single two-man [[FO_team|dismountable FO team]] equipped with 5.56mm rifles.<br />
<br />
==Thermal Signature==<br />
<br />
[[Image:MAN_KAT_1_TIS_front-right.jpg|300px|MAN KAT 1 8x8 Supply TIS image, front-right]]<br />
[[Image:MAN_KAT_1_TIS_rear-left.jpg|300px|MAN KAT 1 8x8 Supply TIS image, rear-left]]<br><br />
[[Image:MAN_KAT_1_4x4_A_TIS_front-right.jpg|300px|MAN KAT 1 4x4 Supply/Troops TIS image, front-right]]<br />
[[Image:MAN_KAT_1_4x4_A_TIS_rear-left.jpg|300px|MAN KAT 1 4x4 Supply/Troops TIS image, rear-left]]<br><br />
[[Image:MAN_KAT_1_4x4_B_TIS_front-right.jpg|300px|MAN KAT 1 4x4 Command TIS image, front-right]]<br />
[[Image:MAN_KAT_1_4x4_B_TIS_rear-left.jpg|300px|MAN KAT 1 4x4 Command TIS image, rear-left]]<br><br />
<br />
[[Category: Command]]<br />
[[Category: Trucks]]<br />
[[Category:Supply]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Leopard_2A5-DK&diff=18890Leopard 2A5-DK2022-12-03T12:11:17Z<p>MAJFubar-1882: /* Statistics */</p>
<hr />
<div>[[Image:LEO-2A5DK.jpg|thumb|500px|right|The Leopard 2A5DK in ''Steel Beasts Professional'']]Leopard 2A5DK: Main Battle Tank <br />
<br />
<br />
<br />
<br />
== Statistics ==<br />
<br />
Main gun: 120mm Rheinmetall L44<br><br />
Ammunition Stowage: 15 ready/27 stowed<br><br />
Default Ammunition "A": 9/16 DM33 APFSDS, 6/11 DM12 HEAT, 0/0 DM33 APFSDS, 0/0 DM33 APFSDS<br><br />
<br />
<br />
Coaxial machine gun: 7.62mm MG3<br><br />
Ammunition Stowage: 500 ready/4250 stowed<br><br />
Default Ammunition: 500/4250 7.62mm NATO<br><br />
<br />
<br />
Grenade Dischargers: Grenades<br><br />
Ammunition Stowage: 26 ready/8 stowed<br><br />
Default Ammunition: 12/6 Smoke, 4/2 M-DN-31 HE*<br><br />
*These numbers represent single rounds fired as salvos using the left/right dischargers with 6 smoke and 2 HE on each side.<br />
<br />
<br />
Armor protection:<br><br />
Frontal Turret Armor: 860mm-970mm KE, 1720-2000mm HEAT<br><br />
Frontal Hull Armor: 620mm KE, 750mm HEAT<br><br />
(from SB documentation) <br><br />
Equipped with [[Spall_Liner|spall liners]]<br />
<br />
<br />
Combat Mass: 60 tonnes<br><br />
Length: 7.72m (Hull)<br><br />
Width: 3.74m<br><br />
Height 2.79m<br><br />
Engine Power: 1500hp MTU MB 873 Ka-501 V-12 diesel<br><br />
Top Speed: 72kph<br><br />
<br />
==General==<br />
The Leopard 2A5DK are upgrades of ex-German [[Leopard_2A4|Leopard 2A4]], incorporating additional front hull protection and the distinctive 'wedge' armor on the front and sides of the turret. The gunner's sight hole has been filled and the GPS moved to the turret roof, which improves the protection given by the front turret. However as the armor is not continuous across the right face it may be weaker than a newly built turret of the same final configuration, and the Hellenic army rejected upgraded turrets that it tested for providing inadequate protection in this area.<br />
<br />
The fire control system is an integrated system incorporating a TIS system and a fixed magnification daysight. The commander has both a day and thermal image channel available on his independent sight, and can view his thermal image or the GPS feed on a relaxed viewing screen. The Leopard 2 commander can control the gun if the gunner is disabled, and can use the laser range finder, but is unable to apply dynamic lead and cannot control the gun in degraded fire control modes.<br />
<br />
The Leopard 2 stores most of its ammunition in the hull, and is very vulnerable during the transfer of rounds from the secondary storage into the ready racks, as the turret must be rotated to the right rear and the vehicle cannot fight. The default DM33 ammunition lacks long range penetration for consistent effect on modern tanks.<br />
<br />
Two additional models of Danish specific Leopards were added with revision 3.002: the Leopard 2A5A1 and Leopard 2A5A2. Principal differences include the addition of the Rheinmetall DM11 HEF-T round, a modified Auxiliary Sight reticle to match the new round (Leo 2A5A1 and A2), integration of the ''Barracuda'' camouflage net system - thereby reducing thermal signature - and the mounting of anti-RPG "slat" style cage armor along the vehicle's sides and rear (the last two available on the Leo 2A5A2 only). <br />
<br />
Beginning with revision 4.156 all variants of the Leopard 2A5DK may be equipped with the Diehl Active Vehicle Protection System (AVePS) to enhance protection against RPG and ATGM threats.<br />
<br />
==Thermal Signature==<br />
[[Image:Leo2A5DK_TIS_front-right.jpg|300px|Leo2A5DK and Leo2A5A1DK TIS image, front-right]] [[Image:Leo2A5DK_TIS_rear-left.jpg|300px|Leo2A5DK and Leo2A5A1DK TIS image, rear-left]]<br><br />
<br />
[[Image:Leo2A5A2DK_TIS_front-right.jpg|300px|Leo2A5A2DK TIS image, front-right]] [[Image:Leo2A5A2DK_TIS_rear-left.jpg|300px|Leo2A5A2DK TIS image, rear-left]]<br><br />
<br />
==Crew Positions==<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
===Tank Commander's Position ''F7''===<br />
[[Image:Leo2A5DK_TC_unbuttoned.jpg|thumb|300px|right|TC's unbuttoned view]]In ''Steel Beasts'' the tank commander's (TC) position on the Leopard 2A5 is fully crew-able and fully modeled. The various displays and optics can be accessed by clicking on them in the 3d view or by using the normal "Steel Beasts" hotkey assignments. The TC's position is accessed by pressing '''F7'''.<br><br />
<br />
From this position the user can raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down). The TC can also button or unbutton (close and open the TC's hatch) by pressing the '''B''' key (toggle). While unbuttoned, the TC may also wish to use binoculars to get a closer view on a distant area by pressing the '''N''' key (toggle).<br><br />
<br />
The TC also has smoke grenades at his disposal. The TC can fire smoke salvos by pressing '''TAB''', once all loaded grenades are expended the grenade launches will need to be reloaded. For close defense against dismounted infantry the TC has HE grenades loaded in several of the tubes. These have a short range but are set to burst in the air to maximize their effect against dismounted infantry in cover. With practice these can be quite useful if engaged in close terrain, they are fired by pressing the '''G''' key.<br><br />
<br />
*The usefulness of the smoke grenade launches should not be underestimated, and it is one of the most useful tools at the disposal of the TC. Smoke grenade launchers are a vital tool for the security of the vehicle and should be used for a variety or reasons. These include, but are not limited to: attempting to break contact with the enemy, protection against non thermal sight equipped threats, and protecting the vehicle from enemy attempts to range you with an laser range finder. At the same time, care should be taken on when smoke is deployed since you are basically announcing your location to anyone else who might be unaware of it.<br />
<br />
<br />
====Commander's Periscope (PERI)====<br />
[[Image:Leo2A5DK_Peri.jpg|thumb|300px|right|TC's Peri Housing]]The commander's periscope is mounted in a fully traversable sight hood. This has been moved on the Leopard 2A5DK to a position behind the commander's hatch, freeing up the view to the commander's front from the unbuttoned position.<br />
The TC can access the PERI sight by pressing '''F3'''.<br><br />
<br />
Once the user is at the PERI gun sight, the user can traverse the sight using either the mouse, or joystick (both of which represent the cupola's powered traverse mode). When the fire control system and turret drives are functional the commander can align the gun and the PERI by using the Joystick '''HAT-UP''' or '''UP ARROW''' and '''HAT-DOWN''' or '''DOWN ARROW'''. "Up" corresponds to the commander overriding the gunner's controls, bringing the turret to the current PERI alignment and "Down" slaves the PERI to the gun, allowing the commander to observe the gunner's target. '''P''' cancels the gun-Peri alignment and allows gunner and commander to scan different sectors again.<br><br />
<br />
<center><gallery widths=300px heights=200px><br />
Image: Leo2A5DK_Peri_Wide.jpg|TC's PERI in low magnification<br />
Image: Leo2A5DK_Peri_OVRD.jpg|TC's PERI in Override Mode<br />
</gallery></center><br />
<br />
The reticle on the PERI is a fixed size, and is only usable for range estimation at high mag (x8), a wider overview is available at low mag (x2). This is particularly useful on the Leopard 2A5DK as the Gunner's primary sight only has a high mag day channel. The numbers around the reticle represent the current facing of the turret. The gun and PERI are roughly aligned if "12" appears at the top.<br><br />
<br />
The Leopard 2 commander can fire the main gun if in Override mode, but never has access to dynamic lead, and using the '''Num Pad *''' must place the FCS into "KW" mode to enable lasing from the TC's position. The absence of dynamic lead requires the commander to estimate and manually apply lead on moving targets.<br><br />
<br />
====Commander's TIM panel====<br />
[[Image:Leo2A5DK_TIM.jpg|thumb|300px|right|TC's TIM panel]]The PERI has a second mode - A high resolution FLIR or forward looking infra-red camera. The imagery from this is displayed on the screen directly in front of the commander when the 'mode light' indicates TIM mode is active. The commander can also view imagery from GPS sight on this display when the light indicates EMES as the data source. Click on the screen in the 3d cockpit or press '''F2''' to access this screen and its controls.<br><br />
<br />
Clicking on the VIDEO switch will change the display source between the high resolution commander's TIM, and the gunner's EMES sight.<br />
<br />
<center><gallery widths=300px heights=200px><br />
Image: Leo2A5DK_TIM_controls.jpg|TC's TIM display<br />
Image: Leo2A5DK_TIM24.jpg|TC's TIM displaying T72 at x24 zoom<br />
</gallery></center><br />
<br />
The TIM is a thermal imaging system, with three levels of zoom, x3, x12, and x24 which can be toggled by pressing the '''N''' key. The polarity of the image can be adjusted by using the '''NUMPAD -''' key.<br />
<br />
The EMES display has both the gunner's TIS with x3 and x12 zoom, but which is noticeably less clear than the TIM display, and a synthetic image of the gunner's daysight. The EMES daysight is displayed in greyscale, and has a fixed zoom of x12. As this lacks the high contrast of the TIS and TIM displays, and lacks the clarity and color visible in the PERI sight this is perhaps the least useful of the commander's modes available.<br />
<br />
<center><gallery widths=300px heights=200px><br />
Image: Leo2A5DK_TIM_EMES_day.jpg|TC's TIM panel with the EMES daysight selected<br />
Image: Leo2A5DK_EMES-KW.jpg|TC's TIM panel, mode EMES KW selected<br />
</gallery></center><br />
<br />
The PERI and TIM sight are housed together in the same housing and can be steered independently from the turret as described for the PERI sight. Pressing the '''UP HAT''' or '''UP ARROW''' aligns the gun to the current viewing direction of the PERI, and pressing '''DOWN HAT''' or the '''DOWN ARROW''' aligns the PERI to the gun.<br />
<br />
While the red light on the left is lit, the commander has control of the gun, this condition is lit when the EMES 'KW' mode is selected using the '''NUMPAD *''' key or when the TIM mode is active with the gun slaved to the PERI. The laser rangefinder is only available to the EMES 'KW' mode. Press '''CONTROL''', '''BUTTON #2''' or the '''RIGHT MOUSE BUTTON''' to lase.<br />
<br />
It is important to remember that the TC can override the gunner by pressing the '''UP-Arrow''' key - however the GPS will turn to the current PERI direction, so it is important to first slave the PERI to the GPS '''Down-Arrow'''. While looking through the GPSE in the override mode, the TC can move the turret and engage targets if necessary. By pressing either the '''Down-Arrow''' or the '''P''' key, you are giving control back to the gunner. As in the optical PERI mode, the commander does not have dynamic lead, and must place the PERI into "KW" mode before he can use the laser rangefinder.<br><br />
<br />
<br />
====TC's vision block view====<br />
[[Image:Leo2A5DK_TC_visionblock.jpg|thumb|300px|right|TC's vision block view]]On some occasions the TC may need to quickly look around the vehicle without having to spin the turret and without having to expose himself to hostile fire. Although the PERI allows this, the Leopard 2A5DK retains conventional vision blocks as well. The vision block view allows the TC to remain safely inside the vehicle and quickly scan around for close threats. It is most useful when enemy infantry are in the immediate area. Access the TC's vision block view from the '''F1''' by clicking on the blocks or by pressing '''F4'''. The field of view of each vision block is fairly limited, but the total area that can be seen from each block can be increased by moving the direction of view, and coverage overlaps from one block to the next - the mouse or joystick can be used to quickly and seamlessly pan the TC's view from vision block to vision block, allowing him to scan around the vehicle. While the vision block view completely protects the TC from hostile fire it offers no magnification.<br />
<br />
<br />
====Key listing for Leo2A5DK TC's position====<br />
<br />
----<br />
<br />
General Commands:<br><br><br />
<br />
'''TAB''': Pop smoke. Launches smoke grenades to deploy a smoke screen in the direction that the turret is facing. Useful for breaking up enemy LRF or completely obscuring your vehicle against a non thermal sight equipped threat. Multispectral smoke will block the sight of a vehicle with thermal sights as well, but prevents observation by the crew of the protected tank as well.<br><br />
<br />
'''G''': Launch HE grenade. Fires a short range airburst grenade to discourage close range attacks by dismounted infantry.<br />
<br />
'''P''': Cancel Override. Returns control of turret to gunner and PERI to commander.<br><br />
<br />
'''Q''': Raise position in hatch. Moves the TC's view and exposure level up in the hatch.<br><br />
<br />
'''Z''': Lower position in hatch. Moves the TC's view and exposure level down in the hatch.<br><br />
<br />
'''B''': Button hatches. Moves the TC's view down and closes the hatch. This is useful for protection from artillery and small-arms. A second press unbutton's the hatch, to a covered-protected position, with a third press opening the hatches completely.<br><br />
<br />
'''N''': Multipurpose zoom (toggle). When the TC is unbuttoned, this will bring toggle the binocular view. When the TC is inside the turret this key will make the TC lean forward, essentially zooming in on that spot in the turret. In PERI mode and on the TIM screen this switches between high and low magnification. <br><br />
<br />
'''ARROW LEFT''' / '''ARROW RIGHT''': When in the TC's eye view '''F1''', pressing these keys will cause the TC to face to the left or right of the main gun (turret). <br><br />
<br />
'''ARROW UP''': Multipurpose. When in the TC's eye view '''F1''', pressing this key will cause the TC to face in the direction of the gun (turret). When in the TC's PERI or PERI-GPSE sight, initiate Override. Slews turret to PERI and passes control to commander.<br><br />
<br />
'''ARROW DOWN''': Multipurpose. When in the TC's eye view '''F1''', pressing this key will cause the TC to face to the rear of the turret. When in the TC's PERI or PERI-GPSE sight. Align PERI to gun. Slews PERI to align with the Gun, and passes locks the PERI to the Gunner's view.<br><br />
<br />
'''NUMPAD *''': Engages the commander override and sets fire control system to "KW" mode, allowing the use of the Laser in PERI and EMES replication modes.<br />
<br />
----<br />
<br />
Driver related commands:<br><br><br />
<br />
'''SHIFT''' + '''BACKSPACE''': Shut down / start up engine (toggle). Orders the driver to shut off or start up the engine. If the TC is a platoon leader then it orders the platoon to execute a "short count" and simultaneously shut down or start up their engines.<br><br />
<br />
'''W''': Driver, move out. Instructs the driver to move forward (press again for increased speed.<br><br />
<br />
'''S''': Driver, stop. Instructs the driver to stop.<br><br />
<br />
'''X''': Driver, backup. Instructs the driver to reverse.<br><br />
<br />
'''A''': Driver, go left. Instructs the driver to go left (hold the key).<br><br />
<br />
'''D''': Driver, go right. Instructs the driver to go right (hold the key).<br><br />
----<br />
<br />
Gunner related commands:<br><br><br />
<br />
'''BACKSPACE''': Battle sight range (BSGT). This key represent the "BSGT" button on the commander's control panel which, when pressed, puts 1200m into the ballistic computer and dumps all lead calculations. This button should be used when the TC wants to gives a battle sight engagement, basically a tank becomes visible at 1200m or less. With battle sight in place, the gunner need not lase the target, he only needs to point and fire.<br><br />
<br />
'''SPACE BAR''': Multipurpose. Orders the gunner to fire at a target he is looking at when not overriding the gunner. If the TC is overriding the turret, the this will fire the main gun.<br><br />
<br />
'''H''': Hold fire. Orders the gunner to hold fire. If the TC is a platoon leader then it will also order the platoon to hold fire.<br><br />
<br />
'''F''': Fire at will. Orders the gunner to fire at will. If the TC is a platoon leader then it will also order the platoon to fire at will.<br><br />
<br />
'''E''': Engage. Orders the gunner to engage, and instructs the driver to take up a battle position. If the TC is a platoon leader then it orders the platoon to engage and take up a battle position in the direction of the user's view.<br><br />
<br />
''',''': Manual mode. Orders to gunner to put the turret in manual mode.<br><br />
<br />
'''.''': Emergency mode. Orders the gunner to put the fire control system in emergency mode.<br><br />
<br />
'''/''': Normal mode. Orders the gunner to put the fire control system in normal mode (default). This is the only mode in which the Leopard 2A5 commander can override.<br><br />
<br />
'''M''': Coax / Main gun (toggle). Orders the gunner to toggle between the main gun and coax to engage targets.<br><br />
<br />
'''SHIFT''' + '''ARROW LEFT''': Gunner, scan left. Orders the gunner to put move the turret approximately 45 degrees to the left and scan for targets.<br><br />
<br />
'''SHIFT''' + '''ARROW RIGHT''': Gunner, scan right. Orders the gunner to put move the turret approximately 45 degrees to the right and scan for targets.<br><br />
<br />
'''SHIFT''' + '''ARROW UP''': Gunner, scan front. Orders the gunner to put the gun over the front and scan for targets.<br><br />
<br />
----<br />
<br />
Loader related commands:<br><br><br />
<br />
'''INSERT''': Fire, fire sabot. Orders the loader to start loading sabot after the next round is fired. Holding '''SHIFT''' and pressing this key will instruct the loader to reload this round type from the semi ready rack. Pressing '''INSERT''' twice instructs the loader to attempt to remove the loaded round and load sabot instead.<br><br />
<br />
'''DELETE''': Fire, fire HEAT. Orders the loader to start loading HEAT after the next round is fired. Holding '''SHIFT''' and pressing this key will instruct the loader to reload this round type from the semi ready rack. Pressing '''DELETE''' twice instructs the loader to attempt to remove the loaded round and load HEAT instead.<br><br />
<br />
'''HOME''': Fire, fire (ammo type 3). Orders the loader to start loading ammo type 3 (if there is any) after the next round is fired. Holding '''SHIFT''' and pressing this key will instruct the loader to reload this round type from the semi ready rack. Pressing '''HOME''' twice instructs the loader to attempt to remove the loaded round and load this type instead.<br><br />
<br />
'''END''': Fire, fire (ammo type 4). Orders the loader to start loading ammo type 4 (if there is any) after the next round is fired. Holding '''SHIFT''' and pressing this key will instruct the loader to reload this round type from the semi ready rack. Pressing '''END''' twice instructs the loader to attempt to remove the loaded round and load this type instead.<br><br />
<br />
'''SHIFT''' + '''PAGE DOWN''': Reload all. Orders the tank crew to reload all weapons systems.<br><br />
<br />
Note: You should be turret down before reloading the ready rack as the turret must be turned to the 5 o'clock position to access the stored rounds.<br />
<br />
----<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
<br />
===Gunner's Position ''F6''===<br />
In Steel Beasts the gunner's position on the Leopard 2A5DK is fully crew-able. The gunner's position is accessed by pressing '''F6'''.<br><br />
<br />
<br />
====Gunner's Primary Sight (GPS)====<br />
This gunner's primary sight (GPS) is the primary sight the gunner utilizes to engage and destroy targets. The GPS view is accessed by pressing '''F2'''.<br><br />
<br />
<br />
=====Thermal Imaging Sight (TIS)=====<br />
The most useful aspect of the GPS view is the thermal imaging system (TIS). Activate the TIS by pressing '''+''' on the num pad.<br><br />
<br />
In 3x magnification, the reticle will display a set of brackets around the center of the sight. These brackets show the area that the 12x magnification will zoom into. The TIS 3x sight is used to quickly scan the terrain, looking for any hot spots that stand out in the view. Once a heat signature is spotted, press '''N''' to zoom in, switching the sight to 12x magnification.<br />
<br />
<center><gallery widths=300px heights=200px><br />
Image: Leo2A5DK_TIS_3x.jpg|GPS, TIS view, 3x magnification<br />
Image: Leo2A5DK_TIS_12x.jpg|GPS, TIS view, 12x magnification<br />
</gallery></center><br />
<br />
In this view you can track, lase and engage a target. The TIS 12x view is excellent for engaging targets that may be behind woods or vegetation, behind thin clouds of dust, and behind conventional smoke screens. The TIS is also at an extreme advantage over non TIS equipped foes in low visibility conditions such as night, poor weather, or fog. The disadvantage of the TIS view is that target identification can be difficult, especially at long range (depending on the quality of the sight). As a trigger puller, you need to be extremely certain that what you are observing indeed is an enemy vehicle before committing an act of fratricide. The best way to be certain of this (in good visibility) is to switch to daylight view once a target is acquired. That said, gunners with experience will memorize thermal signatures of all vehicles to the point that they can identify targets in the TIS as effectively as they can in daylight view.<br><br />
<br />
<br />
=====Daylight Sight=====<br />
[[Image:Leo2A5DK_daylight_12x.jpg|thumb|300px|right|GPS daylight view, fixed 12x magnification]]The daylight view of the GPS sight is mostly used when the TIS is damaged or, in good visibility conditions, to better identify targets. If you are currently in the thermal view, you can switch to daylight view by pressing the '''+''' key (on the num pad).<br><br />
<br />
There is only a single fixed zoom level in the daylight sight.<br><br />
<br />
<br />
=====Sight Symbology=====<br />
[[Image:Leo2A5DK_GPS_reticle.jpg|thumb|300px|right|GPS aiming reticle, daylight view]]In both the TIS and daylight view, you will see a set of nearly identical symbols in the bottom of the sight and a reticle in the center of the sight: these are referred to as the gun sight symbology.<br><br />
<br />
The GPS aiming reticle is located in the center of the primary sight day view and is used for aiming at the target. The center of the reticle is a circle (or a cross with an empty center in the thermal view) indicating the dispersion of the laser range finder's beam. If possible, that center circle should be covered completely by the target silhouette to avoid multiple range returns.<br><br />
<br />
The set of numbers in the lower part of the sight is the range, in 10 meters, that is currently entered in the fire control system (FCS). This range is either entered manually by the user (through the use of the computer control panel (CCP)), entered by the "E1000" button, or entered automatically when the laser range finder (LRF) is used, the latter being the most common and is referred to as "lasing". <br><br />
<br />
The range reading is preceded by an F or a zero, indicating the arming status of the gun, and followed by a letter indicating the ammunition that the loader has put into the gun (see below). The F will appear when a number of conditions are met (most notably the loader's arming button must be pressed to "Fire") and signifies that the gun is ready to fire.<br><br />
<br />
If, when the gunner lased the target, the laser passed through an obstruction (or went beyond the target and caught a piece of it) you may receive returns from multiple distances. The range figure is blinked as a warning that you may have an inaccurate range to the target. The Leopard 2A5DK always can use either first or last return on the LRF: to minimize possibilities of erroneous multiple returns you should lase center of mass of close targets, on more distant targets you should lase high in first return mode if the target is un-obscured by foliage or smoke, or low on the target with the laser in last return mode. The mode is selected based on the button used to activate the laser - '''CTRL''' or '''Joystick button 2''' is last return and '''Joystick button 4''' is first return. Wheeled vehicles can be a problem at longer ranges as there is more gap for the beam to spill underneath the target. The sight should be returned to center of mass before applying dynamic lead and firing if offset lasing is performed.<br><br />
<br />
When the gun is ready to fire , the first character in the range group is an "F", and when the gun is not ready an "O" is displayed. The final character displays the round type loaded, with "A" corresponding to ammo_type 1 (sabot), "b" for ammo_type 2 (HEAT or HE), "C" for empty or for ammo_type 3 and 4 (DM33, DM33 PELE or Canister). "d" is reserved for the coaxial mg.<br />
<br />
<br />
=====Engaging Targets=====<br />
Engaging targets with the GPS can be a complicated affair. Obviously the first thing you need to do to engage a target is to acquire it. The best way to do this is by using the TIS 3x sight.<br />
<br />
<br />
======Lasing======<br />
Once a target is acquired, the gunner should switch to 12x magnification by pressing '''N''' or change to x12 day sight view '''Numpad +''' and place the center of the reticle on the target and lase by pressing '''CTRL''' or '''Joystick Button 2'''. First return lasing in the Leopard 2A5DK is accomplished rocking the Lase switch in the opposite direction, and this is simulated using '''Joystick Button 4''' by default - this differs from the M1A1 which uses the same push button and a mode switch on the control panel. <br />
Lasing the target only obtains range in the Leopard 2A5DK, lead (pronounced "leed") is only calculated when requested by the gunner (which needs ''only'' to be done if the ''target'' is moving, irrespective of the Leopard's own movement status.<br />
<br />
<br />
======Lead======<br />
The FCS on the Leopard 2A5DK can calculate and induce lead when required. Lead is the term used to refer to putting a gun sight in front of a target which is moving perpendicular to your vantage point. When you lead a target, you essentially need to fire in front of target at the point in which the round and target will meet. When the gunner presses the dynamic lead button '''P''' (or '''middle mouse button''' or joystick button '''3'''), the Leopard 2A5DK FCS will begin calculating lead. The lead is only calculated while the dynamic lead button is kept depressed. The reticle does not move in the sight, and lead is only applied to the gun tube. When a moving target is lased, the turret will jump ahead of the target in order to apply the appropriate lead. The ballistic computer calculates lead depending on the range entered into the computer from the lase and the horizontal rate of traverse of the turret.<br><br />
<br />
*The Leopard 2A5DK uses a dual axis head mirror on the GPS. This allows a steady reticle position as the gunner tracks the target, unlike on the M1 and M1A1. The gun is offset from the sight-line as required by the FCS to allow for range and tracking rates.<br><br />
<br />
A "good track" is when you can assume a steady track on the target with the reticle remaining on target as you follow it for a second or so. A "bad track" is when your tracking rate is either too fast or too slow in relation to the targets actual movement; track the target too fast and the reticle slowly moves in front of the target, track the target too slow and the reticle will fall behind. If you fire with a "bad track" then you are most likely going to shoot in front of or behind the target.<br><br />
<br />
One of the most popular aiming errors in the Leopard 2 is to correct the aim of a bad track immediately before pulling the trigger. This will be interpreted by the fire control system as a radical change of course of the target, so the stabilization system will make the gun point in the opposite direction, resulting in a miss. Reduce a tracking that is too fast only gently, and you will hit.<br><br />
<br />
It is possible to engage close or slow moving targets with an estimated lead by using the reticle graduations, and this is often faster without sacrificing much accuracy, especially for sabot rounds. It is a necessity to practice this for degraded gunnery modes anyway, see below.<br />
<br />
The Leopard 2A5DK will adjust the range to a target and countersteer the turret based on the current range and the speed and angle of movement of the firing vehicle. Dynamic lead is only required to compensate for target movement. The validity of the range calculated and the accuracy of the counterrotation of the turret depends on the correct initial range being returned to the FCS, and only allows short changes in range (eg between the turret down and hull down positions).<br />
<br />
<br />
======Indexing Ammo======<br />
If the TC orders a change of the main gun ammo type (ie. from sabot to HEAT), the loader identifies the new ammo type when the round is loaded by pushing the appropriate button on his control panel which tells the ballistic computer which trajectory data to calculate. This is referred to as "indexing" the round type.<br><br />
<br />
Although indexing the round is not the gunner's task in the Leopard 2A4, it is still necessary to pay attention to the commander's ammunition orders, and the loader's responses, as certain ammunition types are not effective against targets behind cover, and slower rounds require additional manual lead in a battle sight engagement.<br />
<br />
<br />
======Manually Inputting Range======<br />
[[Image:Leo2A5DK_ccp.jpg|thumb|295px|right|Computer control panel (CCP)]]There may be instances when the gunner must manually index a range into the Computer Control Panel (CCP), located to the right of the Gunner's Control Panel. This may be necessary if a target cannot be lased through a smoke screen and another tank in the platoon has a good range on it, or the gunner wants to make an estimate, or for a variety of other reasons including failure of the laser. To manually input a range into the CCP, the ballistic computer must be set to manual range mode under "ENTFURNUNG", and the rotary dial used to increase and decrease range. <br />
*Notice that range is input in the Leopard 2 in "dekameters", that is, the last digit of the range is always assumed to be a zero.<br />
Lastly, the primary sight's symbology will always read F999 if manual range is entered into the ballistic computer, with the actual range in dekameters displayed on the computer control panel.<br />
<br />
The gunner can also enter the battle sight range into the ballistic computer, using the Gunner's Control Panel (GCP) between the Computer Control Panel and the GPS. Select the "E 1000" button, which illuminates indicating the range has been passed to the ballistic computer. The GPS now indicates a range of "E150". In SB, battle sight can be activated using the '''Backspace''' key or by clicking on the "E 1000" button on the GCP.<br><br />
<br />
<br />
======Firing======<br />
Once a target is lased and, if the target is moving, a steady track with dynamic lead is held, the gun is ready to be fired. To fire the main gun press '''SPACEBAR''' or '''Joystick Button 1'''. The round will now be launched down range and the enemy will hopefully be rewarded with a quick and painless death.<br><br />
<br />
<br />
====Gunner's Auxiliary Sight (GAS)====<br />
The gunner's auxiliary sight (GAS) is the gunner's secondary means to engage targets when the GPS is disabled or when the fire control system has a fault. On the Leopard 2A5-DK the GAS is less useful than most of the other tanks when determining whether the gun tube is clear of a forward obstruction (like a berm or ridge line). This is because the sight has been moved to an armoured box above the mantlet to reduce the number of holes required in the frontal armour. Press '''F3''' to access the GAS.<br><br />
<br />
The GAS sight has a fixed 8x magnification and is ''always'' aligned with the gun. The upshot of this is that in normal mode the sight will elevate with the gun during reloading, meaning the gunner cannot sense the fall of his shot. In order to rectify this, the GAS should be used in emergency ('''.''') or manual ('''/''') modes.<br><br />
<br />
<br />
=====Sight Symbology=====<br />
The GAS sight is fairly simple to understand. Depending on the tank model and ammunition carried, between two and five range scales will flank the center reticle on the left and right. For the Leopard 2A5 there are two range scales for KE and HEAT rounds to the left, while the Leopard 2A5A1 and A2 have five scales: MG, HEAT, and DM33 (Sabot) to the left, and BGR (DM11 HE) and DM63 (Sabot) to the right. The numbers on these scales represent the range to the target in hundreds of meters. Range to the target can be provided by other vehicles in the platoon, by comparison of the target size to the reticle intervals or by estimation. Range estimation is more important for HEAT ammunition than for KE rounds, as the increased time of flight requires more super elevation for an equivalent error in range. The reticle has marks to assist the gunner with lead estimation.<br><br />
<br />
<center><gallery widths=300px heights=200px><br />
Image: Leo2A5A1_GAS_Sabot_reticle.jpg|GAS reticle symbology, Sabot 1500m, Leo 2A5A1 & A2<br />
Image: Leo2A5DK_GAS_HEAT_reticle.jpg|GAS reticle symbology, HEAT 1500m, Leo 2A5DK<br />
</gallery></center><br />
<br />
The reticle is of the 'disturbed' type, being moved in elevation with the range 'carets' on the range scales. Align the caret with the desired range on the appropriate scale using the '''Shift-Arrow UP''' and '''Shift-Arrow DOWN''', then lay the reticle cross onto the target. If the target requires lead then offset the sight so that the reticle is centered on a point ahead of the target, and fire. <br><br />
<br />
<br />
=====Engaging Targets=====<br />
Engaging targets with the GAS is not an exact science, but can be quite accurate with a sufficient amount of exercise and precise range estimation. A good gunner will learn the dimensions of targets - width, length, height (both of hull, turret, and combined) and use the reticle markings in the sight to measure the size in mil. Some crews prepare a table with typical target silhouettes, their sizes in mils, and the resulting ranges, so you need not do basic math but simply look up the most appropriate case in the table.<br><br />
*'''Example:''' A T-72 is 3.5m wide. At 1000m the width would appear to be exactly 3.5 mil. If the target is 2 mil wide, follow the range estimation formula: Real dimension divided by size in mil multiplied by 1000. In this case 3.5:2 = 1.75, or 1750m<br />
[[Image:Leo2A5DK_GAS_ranging_new_thumb.jpg|thumb|300px|center|link=http://www.steelbeasts.com/sbwiki/images/f/fb/Leo2A5DK_GAS_ranging_new.jpg|Leo 2A5 GAS reticule range estimation]]<br />
Without precise range estimation you will probably waste several rounds before you get it right, which may be even worse if you cannot properly observe your fall of shot. On the Leopard 2A5A1 and A2 tanks, range estimation is made easier by the inclusion of a left to right ascending stadia scale along the sight's bottom edge, which is used to bracket a target and determine its range. The numbers at the top of this scale represent the range to the target in meters. When estimating range to a target, the target is put in between the long horizontal line and the dashed lines above it (the lines just below the numbers). In the case of a fully exposed target, the bottom line is placed on the bottom of the vehicle (where the tracks touch the ground) and the horizontal dash is placed at the top of the vehicle's turret. In the case where only the turret of a target is visible, the bottom of the turret (aka. the top of the hull) is placed on the bottom horizontal line and the top of the vehicle's turret is placed on the dot (in between the horizontal line and the horizontal dashes).<br />
[[Image:Leo2A5A1_GAS_ranging_thumb.jpg|thumb|300px|center|link=http://www.steelbeasts.com/sbwiki/images/4/40/Leo2A5DK_GAS_ranging_new.jpg|Leo 2A5A1 Stadia reticle choked to 2000m]]<br />
Essentially, the target is placed within the scale at the increment in which it most fully fills the top and bottom of the scale. In the above image, the enemy tank is completely visible so the horizontal line and horizontal dash above the dot is used. The bottom of the line is placed below the tank and the top of the dash is placed at the top of the turret. The target fills the small end of the scale marked "2000" so the target is approximately 2000m away.<br />
<br />
*It is important to remember that the stadia scale is used to determine average tank sized targets. For larger or smaller vehicles (such as APCs or IFVs) a little bit of guess work may be required.<br />
<br />
To hit a moving target, use the following rules of thumb:<br />
*Sabot ammo, slow movement: Aim for the forward edge of the target silhouette<br />
*Sabot ammo, fast movement: Use the rear end of the first line in the reticle to line up with the center of the target silhouette<br />
*HEAT ammo, slow movement: Use the rear end of the first line in the reticle to line up with the center of the target silhouette<br />
*HEAT ammo, fast movement: Use the dot between the two horizontal lines in the reticle to line up with the center of the target silhouette<br />
The basic process behind using the GAS to engage a target is to select the proper range scale, estimate the range to the target, and apply it to the GAS sight, engage the target, make adjustments and reengage if necessary. <br />
<br />
<br />
======Selecting the Proper Reticle======<br />
For the Leopard 2A5, use the left (open) scale for HEAT, and the inner (tight) scale for KE. On the Leopard 2A5A1 and A2 the DM33 scale should be used for the DM23, DM33, and DM43 (KEW-A1) rounds while the DM63 scale applies to the DM63 and DM53 rounds.<br />
<br />
======Firing======<br />
Once the range is estimated to the target, adjust the GAS range so that the appropriate range numbers to the are even with the caret, based on ammunition type. Next, if the target is stationary, align the target with the GAS reticle cross. If the target is moving, use the dashed lines to the left and right of center to estimate lead depending on the target's speed.<br><br />
<br />
For example, the target's range was estimated at 1500m HEAT is loaded and the target is stationary. The sight's range is increased so that the caret is even with the "15" on the HEAT scale, and the target is centered in the sight.<br><br />
<br />
[[Image:Leo2A5DK_GAS_aiming.jpg|thumb|300px|center|GAS view, aiming at the target (1500m)]]<br />
<br />
Once this is done, you are now ready to engage the target.<br><br />
<br />
[[Image:Leo2A5DK_GAS_target_destroyed.jpg|thumb|300px|center|Target! Cease Fire!]]<br><br />
<br />
<br />
======Reengage======<br />
In the event that you miss the target, you should simply adjust the sight in relation to where the round hit and walk it into the target. You should not waste valuable time estimating the range to the target again unless the target is rapidly moving towards or away from you.<br><br />
Additional targets can be engaged by allowing extra super elevation according to the range scale if their range differs from the first target, although ideally you would adjust the GAS range and lay the reticle on the target.<br />
<br />
For those interested, a video tutorial on use of the FERO-18Z GAS by member [http://www.steelbeasts.com/sbforums/member.php?u=856 EDMLipe] is available on [https://www.youtube.com/watch?v=bTzObYPz4yo YouTube].<br><br />
<br />
<br />
===Driver's Position ''F9''===<br />
In Steel Beasts the driver's position on the Leopard 2A5 is crew-able. The driver's position is accessed by pressing '''F9'''.<br><br />
<br />
[[Image:Leo2A5DK Driver visionblocks.jpg|thumb|300px|center|Leopard 2A5DK Driver's Position]]<br />
<br />
====Driver's vision blocks====<br />
When buttoned up, the driver views the world through 3 vision blocks set in the roof of his compartment. He also has a monitor to his left displaying an image from a camera mounted on the rear hull to allow rapid an accurate reversing without constant instruction from the TC. The camera view is accessed by either selecting it from the default '''F1''' view with the mouse, or pressing '''F2'''.<br><br />
<br />
<center><gallery widths=300px heights=200px><br />
Image: Leo2A5DK Driver rearview A.jpg|Driver's rearview camera<br />
Image: Leo2A5DK Driver rearview B.jpg|Driver's rearview camera, '''F2''' full view<br />
</gallery></center><br />
<br />
== Links ==<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
[[Category:Tanks]]<br />
[[Category: Technical Data ]]<br />
[[Category: Tutorials ]]<br />
[[Category: Vehicle Manual ]]<br />
[[Category: Vehicles ]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Ammunition_Data&diff=18889Ammunition Data2022-12-03T11:56:51Z<p>MAJFubar-1882: /* Small Arms */</p>
<hr />
<div>Note that the penetration values below ("RHAe" in millimeters) are line of sight (LOS) estimations measured at the muzzle against a semi-infinite target meeting the specifications for a [https://en.wikipedia.org/wiki/NATO_targets NATO single heavy] type array. As the [[SB armormodel|armor model]] of ''Steel Beasts Professional'' takes in to account armor angle along with velocity fall off due to range and armor composition, actual in-sim penetration values may vary considerably (generally lower) than what is listed. It should be noted that the penetration values for HE and incendiary rounds do not represent actual RHA equivalent perforation limits, but are instead provided for comparative purposes. <br />
<br />
The "Range" column indicates a given round's "maximum effective range" and the cutoff range for AI engagements, not the round's maximum possible range. This value is derived from published data representing such factors as tracer burnout (small arms and HMG), ballistic computer limitations, or the round's performance degrading below the 50% probability of hit/kill threshold. <br />
<br />
<br />
== Small Arms ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Comments'''<br />
|-<br />
| 5.45mm x 39: 7N6 Ball || style="text-align:center;" | 300 || style="text-align:center;" | '''6''' || style="text-align:center;" | 920<br />
|-<br />
| 5.45mm x 39 AP: 7N6M AP || style="text-align:center;" | 300 || style="text-align:center;" | '''8''' || style="text-align:center;" | 830<br />
|-<br />
| 5.56mm x 45: SS109 Ball || style="text-align:center;" | 350 || style="text-align:center;" | '''7''' || style="text-align:center;" | 920<br />
|-<br />
| 5.56mm x 45 AP: M995 AP || style="text-align:center;" | 350 || style="text-align:center;" | '''16''' || style="text-align:center;" | 940 <br />
|-<br />
| 7.62mm x 39: M43 Ball || style="text-align:center;" | 300 || style="text-align:center;" | '''9''' || style="text-align:center;" | 715<br />
|-<br />
| 7.62mm x 54R: 57-N-323S || style="text-align:center;" | 1200 || style="text-align:center;" | '''10''' || style="text-align:center;" | 834<br />
|-<br />
| 7.62mm x 54R AP: 7N13 || style="text-align:center;" | 700 || style="text-align:center;" | '''15''' || style="text-align:center;" | 834<br />
|-<br />
| .308 Winchester: Generic Ball || style="text-align:center;" | 400 || style="text-align:center;" | '''6''' || style="text-align:center;" | 780<br />
|-<br />
| 7.62mm x 51 NATO/DE/SE: M80 Ball || style="text-align:center;" | 1200 || style="text-align:center;" | '''11''' || style="text-align:center;" | 854 || style="width: 400px;" | When assigned to infantry as rifle or LMG ammunition the range for this round is reduced to 350m<br />
|-<br />
| 7.62mm x 51 DK: AMA 64 Ball || style="text-align:center;" | 1200 || style="text-align:center;" | '''10''' || style="text-align:center;" | 820<br />
|-<br />
| 7.62mm x 51 AP: M61 AP || style="text-align:center;" | 1600 || style="text-align:center;" | '''14''' || style="text-align:center;" | 854 || style="width: 400px;" | When assigned to sniper sections as rifle ammunition the range for this round is reduced to 600m<br />
|-<br />
| .30-06 Springfield: M25 Tracer || style="text-align:center;" | 1370 || style="text-align:center;" | '''10''' || style="text-align:center;" | 877<br />
|-<br />
| .300 Winchester: MK 248 MOD 0 AP || style="text-align:center;" | 1100 || style="text-align:center;" | '''22''' || style="text-align:center;" | 910<br />
|-<br />
| .338 Lapua Magnum: LockBase B408 || style="text-align:center;" | 1400 || style="text-align:center;" | '''15''' || style="text-align:center;" | 915<br />
|-<br />
| .338 AP485: XM1154 AP-I || style="text-align:center;" | 1600 || style="text-align:center;" | '''25''' || style="text-align:center;" | 905<br />
|}<br />
<br />
RHAe[mm] (Penetration) column:<br><br />
*'''Black text''': RHAe (KE) penetration<br><br />
<br />
== HMG ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| .50 cal BAT: M48A1 Observation/Tracer || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: orange">'''7'''</span> || style="text-align:center;" | 503 || style="text-align:center;" | 1950s<br />
|-<br />
| .50 cal BMG: M2 AP-T || style="text-align:center;" | 1800 || style="text-align:center;" | '''28''' || style="text-align:center;" | 857 || style="text-align:center;" | <br />
|-<br />
| .50 cal BMG: M33 Ball || style="text-align:center;" | 1800 || style="text-align:center;" | '''21''' || style="text-align:center;" | 887 || style="text-align:center;" | <br />
|- <br />
| .50 cal BMG: M8 AP-I || style="text-align:center;" | 1800 || style="text-align:center;" | '''29''' || style="text-align:center;" | 887 || style="text-align:center;" | || style="width: 400px;" | When assigned to sniper sections as rifle ammunition the range for this round is reduced to 1500m<br />
|-<br />
| .50 cal BMG: Mk 211 APHEI || style="text-align:center;" | 1800 || style="text-align:center;" | '''24''' || style="text-align:center;" | 886 || style="text-align:center;" | 1981<br />
|-<br />
| .50 cal BMG: M903 SLAP || style="text-align:center;" | 1500 || style="text-align:center;" | '''35''' || style="text-align:center;" | 1150 || style="text-align:center;" | 1990 <br />
|-<br />
| .50 cal BMG: PBAPT M/84LS || style="text-align:center;" | 2500 || style="text-align:center;" | '''25''' || style="text-align:center;" | 739 || style="text-align:center;" | 1984<br />
|-<br />
| .50 cal BMG: PPT M/85LS || style="text-align:center;" | 1800 || style="text-align:center;" | '''30''' || style="text-align:center;" | 739 || style="text-align:center;" | 1985<br />
|-<br />
| 12.7mm RU: B-32 AP || style="text-align:center;" | 1600 || style="text-align:center;" | '''27''' || style="text-align:center;" | 818 || style="text-align:center;" | 1940s<br />
|-<br />
| 12.7mm RU: BZT-44 API-T || style="text-align:center;" | 1600 || style="text-align:center;" | '''30''' || style="text-align:center;" | 820 || style="text-align:center;" | 1940s<br />
|-<br />
| 14.5mm KPV: B-32 AP || style="text-align:center;" | 1500 || style="text-align:center;" | '''45''' || style="text-align:center;" | 988 || style="text-align:center;" | 1941<br />
|-<br />
| 14.5mm KPV: BS-41 AP-I || style="text-align:center;" | 1500 || style="text-align:center;" | '''52''' || style="text-align:center;" | 976 || style="text-align:center;" | 1941<br />
|-<br />
| 14.5mm KPV: BZT-44 AP-I-T || style="text-align:center;" | 1500 || style="text-align:center;" | '''40''' || style="text-align:center;" | 976 || style="text-align:center;" | 1944<br />
|-<br />
| 14.5mm KPV: MDZ HEI || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1008 || style="text-align:center;" | 1955<br />
|-<br />
| 14.5mm KPV: MDZ-M HEI || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1004 || style="text-align:center;" | 2002<br />
|}<br />
RHAe[mm] (Penetration) column:<br><br />
*'''Black text''': RHAe (KE) penetration<br><br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: orange">'''Orange text'''</span>: Incendiary effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
== Autocannon ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 20mm RH202: DM43 API-T || style="text-align:center;" | 1500 || style="text-align:center;" | '''55''' || style="text-align:center;" | 1100 || style="text-align:center;" | 1972 ||<br />
|-<br />
| 20mm RH202: DM63 APDS-T || style="text-align:center;" | 1500 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1150 || style="text-align:center;" | 1989 ||<br />
|-<br />
| 20mm RH202: DM31A1 HE-I || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1950s || style="width: 400px;" | 10g HE filler, no tracer.<br />
|-<br />
| 20mm RH202: DM41A1 HE-I-T || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1960s || style="width: 400px;" | 8g HE filler, with tracer.<br />
|-<br />
| 20mm RH202: DM51A2 HE-I || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1970s || style="width: 400px;" | 6.5g HE filler, with tracer and improved fusing.<br />
|-<br />
| 20mm RH202: DM81 HE-I-T || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1972 || style="width: 400px;" | 10g HE filler, with tracer and improved point fusing.<br />
|-<br />
| 20mm RH202: DM101 HE-I-T || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 1055 || style="text-align:center;" | 1972 || style="width: 400px;" | 10g HE filler, no tracer, with incendiary package and base fusing. Note, this round is mixed (4/1) with the DM81. <br />
|-<br />
| 20mm M197: M384 HE || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: red">'''35''' || style="text-align:center;" | 241 || style="text-align:center;" | 1981 ||<br />
|-<br />
| 23mm 2A7: BZ API || style="text-align:center;" | 2500 || style="text-align:center;" | '''45''' || style="text-align:center;" | 1000 || style="text-align:center;" | 1960s ||<br />
|-<br />
| 23mm 2A7: BZT API || style="text-align:center;" | 2500 || style="text-align:center;" | '''40''' || style="text-align:center;" | 970 || style="text-align:center;" | 1970s ||<br />
|-<br />
| 23mm 2A7: APDS-T EUROP || style="text-align:center;" | 3000 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1220 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 23mm 2A7: PMA276 FAPDS-T || style="text-align:center;" | 3000 || style="text-align:center;" | '''70''' || style="text-align:center;" | 1100 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 23mm 2A7: FAPDS-T (BG)|| style="text-align:center;" | 3000 || style="text-align:center;" | '''70''' || style="text-align:center;" | 1100 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 23mm 2A7: FAPDS-T (PL)|| style="text-align:center;" | 3000 || style="text-align:center;" | '''50''' || style="text-align:center;" | 1170 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 23mm 2A7: OZT HEI-T || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: red">'''14'''</span> || style="text-align:center;" | 970 || style="text-align:center;" | 1960s ||<br />
|-<br />
| 25mm Bushmaster: [[M791 APDS-T|M791 APDS-T]] || style="text-align:center;" | 2000 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1345 || style="text-align:center;" | 1983 ||<br />
|-<br />
| 25mm Bushmaster: [[M919 APFSDS-T|M919 APFSDS-T]] || style="text-align:center;" | 2100 || style="text-align:center;" | '''100''' || style="text-align:center;" | 1385 || style="text-align:center;" | 1994 ||<br />
|-<br />
| 25mm Bushmaster: [[M792 HEI-T|M792 HEI-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 1100 || style="text-align:center;" | 1983 ||<br />
|-<br />
| 25mm Bushmaster: SAPHEI-T || style="text-align:center;" | 1800 || style="text-align:center;" | <span style="color: red">'''45'''</span> || style="text-align:center;" | 1100 || style="text-align:center;" | 1983 ||<br />
|-<br />
| 30mm 2A42/2A72: 3UBR6 AP || style="text-align:center;" | 1200 || style="text-align:center;" | '''51''' || style="text-align:center;" | 970 || style="text-align:center;" | 1970s ||<br />
|-<br />
| 30mm 2A42/2A72: 3UBR8 BP AP || style="text-align:center;" | 1800 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1120 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm 2A42/2A72: 3UOF6 OT HEI-T SD || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 960 || style="text-align:center;" | 1970s ||<br />
|-<br />
| 30mm 2A42/2A72: Sloboda 30mm x 165 HEI-T SD || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 960 || style="text-align:center;" | 1980s ||<br />
|-<br />
| 30mm M230: M789 HEDP || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: green">'''46'''</span> || style="text-align:center;" | 805 || style="text-align:center;" | 1997 ||<br />
|-<br />
| 30mm RARDEN: L14A2 APDS-T || style="text-align:center;" | 1500 || style="text-align:center;" | '''60''' || style="text-align:center;" | 1170 || style="text-align:center;" | 1970s ||<br />
|-<br />
| 30mm RARDEN: L14A3 APDS-T || style="text-align:center;" | 1800 || style="text-align:center;" | '''80''' || style="text-align:center;" | 1170 || style="text-align:center;" | 1986 ||<br />
|-<br />
| 30mm RARDEN: PMC 287 KERR || style="text-align:center;" | 2000 || style="text-align:center;" | '''95''' || style="text-align:center;" | 1325 || style="text-align:center;" | 2000s ||<br />
|-<br />
| 30mm RARDEN: L13A2 HE-T || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: red">'''46'''</span> || style="text-align:center;" | 1070 || style="text-align:center;" | 1966 ||<br />
|-<br />
| 30mm Mauser: APDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''90''' || style="text-align:center;" | 1310 || style="text-align:center;" | 1997 ||<br />
|-<br />
| 30mm Mauser: NM225 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1410 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm Mauser: PMC 287 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1390 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm Mauser: PMC 359 CC APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''120''' || style="text-align:center;" | 1375 || style="text-align:center;" | 2019 ||<br />
|-<br />
| 30mm Mauser: NM219 TP-T/TP-R3 || style="text-align:center;" | 3000 || style="text-align:center;" | '''20''' || style="text-align:center;" | 1085 || style="text-align:center;" | no date ||<br />
|-<br />
| 30mm Mauser: MPLD-T || style="text-align:center;" | 3600 || style="text-align:center;" | <span style="color: green">'''30'''</span> || style="text-align:center;" | 1070 || style="text-align:center;" | no date ||<br />
|-<br />
| 30mm Mauser: NM222 MP-T/SD || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: green">'''30'''</span> || style="text-align:center;" | 1085 || style="text-align:center;" | no date ||<br />
|-<br />
| 30mm Mauser: ABM/KETF || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 1100 || style="text-align:center;" | no date ||<br />
|-<br />
| 30mm Bushmaster II: PSA VJ 03 PSV || style="text-align:center;" | 2000 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1405 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm Bushmaster II: PSA VJ 03 PN || style="text-align:center;" | 2000 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1430 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 30mm Bushmaster II: PSSYKR VJ 03 || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: green">'''30'''</span> || style="text-align:center;" | 1070 || style="text-align:center;" | no date ||<br />
|-<br />
| 35mm Bushmaster III: NMxxx APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''130''' || style="text-align:center;" | 1360 || style="text-align:center;" | 2000s ||<br />
|-<br />
| 35mm Bushmaster III: PMD 049 APDS-T || style="text-align:center;" | 2200 || style="text-align:center;" | '''110''' || style="text-align:center;" | 1440 || style="text-align:center;" | 1989 ||<br />
|-<br />
| 35mm Bushmaster III: ABM M/XX LS || style="text-align:center;" | 4000 || style="text-align:center;" | '''58''' || style="text-align:center;" | 1050 || style="text-align:center;" | 2005 ||<br />
|-<br />
| 35mm Bushmaster III: M/XX LS HEI || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 1175 || style="text-align:center;" | no date ||<br />
|-<br />
| 35mm Bushmaster III: PPT FRAG M/XX LS || style="text-align:center;" | 4000 || style="text-align:center;" | '''120'''& || style="text-align:center;" | 1400 || style="text-align:center;" | no date ||<br />
|-<br />
| 40mm Bofors L70: Slpprj 90 || style="text-align:center;" | 2000 || style="text-align:center;" | '''140''' || style="text-align:center;" | 1465 || style="text-align:center;" | 1993 ||<br />
|-<br />
| 40mm Bofors L70: Slpprj 90LK/97 || style="text-align:center;" | 2500 || style="text-align:center;" | '''140''' || style="text-align:center;" | 1465 || style="text-align:center;" | 1997 ||<br />
|- <br />
| 40mm Bofors L70: Slpprj 95LK/05 || style="text-align:center;" | 2000 || style="text-align:center;" | '''170''' || style="text-align:center;" | 1510 || style="text-align:center;" | 2005 ||<br />
|-<br />
| 40mm Bofors L70: Slsgr 90 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''60'''</span> || style="text-align:center;" | 988 || style="text-align:center;" | 1990 ||<br />
|-<br />
| 40mm Bofors L70: [[Kulsgr 90]] || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: red">'''40'''</span> || style="text-align:center;" | 1015 || style="text-align:center;" | 1990 ||<br />
|-<br />
| 40mm Bofors L70: [[Kulsgr 95LK]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''20'''& || style="text-align:center;" | 1000 || style="text-align:center;" | 1995 ||<br />
|}<br />
RHAe[mm] (Penetration) column:<br><br />
*'''Black text''': RHAe (KE) penetration<br><br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
<br />
&Hybrid round that impacts as KE, then detonates into fragments<br />
<br />
==Main Gun==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;style="text-align:center;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date''' !! '''Comments'''<br />
|-<br />
| 73mm SPG-9/2A28: PG-9N HEAT-T || style="text-align:center;" | 900 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 700 || style="text-align:center;" | 1966 || <br />
|-<br />
| 73mm SPG-9/2A28: PG-15V HEAT-T || style="text-align:center;" | 900 || style="text-align:center;" | <span style="color: green">'''400'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1973 || <br />
|-<br />
| 73mm SPG-9/2A28: PG-15VNT HEAT-T || style="text-align:center;" | 900 || style="text-align:center;" | <span style="color: green">'''550'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1980s || <br />
|-<br />
| 73mm SPG-9/2A28: OG-15BG HE-Frag || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 230 || style="text-align:center;" | 1970s || <br />
|-<br />
| 75mm 75/SA 50: PCOT-51P APCBC-T || style="text-align:center;" | 1000 || style="text-align:center;" | '''200''' || style="text-align:center;" | 1000 || style="text-align:center;" | 1951 || <br />
|-<br />
| 75mm 75/SA 50: POT-51A APC-T || style="text-align:center;" | 1000 || style="text-align:center;" | '''130''' || style="text-align:center;" | 1000 || style="text-align:center;" | 1951 || <br />
|-<br />
| 75mm 75/SA 50: OE HEF-T || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: red">'''90'''</span> || style="text-align:center;" | 753 || style="text-align:center;" | 1950 || <br />
|-<br />
| 75mm 75/SA 50: M50 Canister || style="text-align:center;" | 220 || style="text-align:center;" | '''15''' || style="text-align:center;" | 605 || style="text-align:center;" | 1998 || <br />
|-<br />
| 76mm D-56T: BR-354P HVAP || style="text-align:center;" | 1060 || style="text-align:center;" | '''110''' || style="text-align:center;" | 955 || style="text-align:center;" | 1950s || <br />
|-<br />
| 76mm D-56T: BK-350M HEAT || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''280'''</span> || style="text-align:center;" | 325 || style="text-align:center;" | 1942 || <br />
|-<br />
| 76mm D-56T: OF-350 HEF || style="text-align:center;" | 3500 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 680 || style="text-align:center;" | 1941 || <br />
|-<br />
| 90 mm Cockerill: M690A1 Mk8 APFSDS || style="text-align:center;" | 3000 || style="text-align:center;" | '''310''' || style="text-align:center;" | 1330 || style="text-align:center;" | 1990s || <br />
|-<br />
| 90 mm Cockerill: M691A2 HESH-T || style="text-align:center;" | 2300 || style="text-align:center;" | <span style="color: red">'''280'''</span>|| style="text-align:center;" | 712 || style="text-align:center;" | 1990s ||<br />
|-<br />
| 90mm F3: OFL 90 F1 APFSDS || style="text-align:center;" | 1650 || style="text-align:center;" | '''310''' || style="text-align:center;" | 1275 || style="text-align:center;" | 1966 || <br />
|-<br />
| 90mm F3: OCCC F2 HEAT-T || style="text-align:center;" | 1100 || style="text-align:center;" | <span style="color: green">'''310'''</span> || style="text-align:center;" | 950 || style="text-align:center;" | 1966 || <br />
|-<br />
| 90mm F3: OE F2 HEF || style="text-align:center;" | 925 || style="text-align:center;" | <span style="color: red">'''160'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 1966 || <br />
|-<br />
| 90mm F3: OFUM F2 WP || style="text-align:center;" | 925 || style="text-align:center;" | <span style="color: orange">'''94'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 1966 || <br />
|-<br />
| 90mm F3: ODR F2 Canister || style="text-align:center;" | 220 || style="text-align:center;" | '''18''' || style="text-align:center;" | 950 || style="text-align:center;" | 1966 || <br />
|-<br />
| 100mm D-10T: BR-412D APHE-T || style="text-align:center;" | 1200 || style="text-align:center;" | '''240''' || style="text-align:center;" | 887 || style="text-align:center;" | 1953 || style="width: 400px;" | This round was still in use by the Egypt and Syria in 1973 Yom Kippur War, since it was surplus ammo by that time and the BM-8 was expensive by comparison. It seems that the BM-8 was fielded exclusively by Warsaw Pact and Soviet units of the same period. <br><br>The T-55 with BR-412D should be used for all third world nations until the 1980s.<br />
|-<br />
| 100mm D-10T: BM-8 HVAPDS-T || style="text-align:center;" | 1700 || style="text-align:center;" | '''300''' || style="text-align:center;" | 1415 || style="text-align:center;" | 1968 || style="width: 400px;" | Assumption: third world client states probably obtained this round in the mid to late 1980s.<br />
|-<br />
| 100mm D-10T: BM-20 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1408 || style="text-align:center;" | 1976 || <br />
|-<br />
| 100mm D-10T: BM-25 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''430''' || style="text-align:center;" | 1430 || style="text-align:center;" | 1978 || <br />
|-<br />
| 100mm D-10T: M309 APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''480''' || style="text-align:center;" | 1400 || style="text-align:center;" | 1999 || <br />
|-<br />
| 100mm D-10T: M1000A1 APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''510''' || style="text-align:center;" | 1475 || style="text-align:center;" | 1991 || <br />
|-<br />
| 100mm D-10T: BK-5M HEAT-FS-T || style="text-align:center;" | 1400 || style="text-align:center;" | <span style="color: green">'''380'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | 1955 || <br />
|-<br />
| 100mm D-10T: OF-412 HE || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''220'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | 1950s ||<br />
|-<br />
| 100mm D-10T: OF-412Zh HE || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''220'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | 1960s ||<br />
|-<br />
| 100mm D-10T: 3D3 WP SD || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: orange">'''160'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | early 1960s || <br />
|-<br />
| 105mm L7: L36A1 APDS-T || style="text-align:center;" | 1800 || style="text-align:center;" | '''270''' || style="text-align:center;" | 1479 || style="text-align:center;" | 1961 ||<br />
|-<br />
| 105mm L7: [[L52|L52 APDS-T]] || style="text-align:center;" | 2500 || style="text-align:center;" | '''300''' || style="text-align:center;" | 1426 || style="text-align:center;" | 1973 || style="width: 400px;" | The Leopard AS1 with L52 (or M728) is a good representation of a German Leopard 1A4 for 1974-77 scenarios. <br><br>For 1973 Yom Kippur War, the L52 was actually not available in large numbers but apparently a small amount were fielded by some units (the L36A1 was the abundant KE round used in that war). <br />
|-<br />
| 105mm L7: L64A4 APFSDS-T || style="text-align:center;" | 3000 || style="text-align:center;" | '''410''' || style="text-align:center;" | 1485 || style="text-align:center;" | 1983 || <br />
|-<br />
| 105mm L7: M392 APDS-T || style="text-align:center;" | 1800 || style="text-align:center;" | '''270''' || style="text-align:center;" | 1479 || style="text-align:center;" | 1961 || style="width: 400px;" | This is the U.S. designation for the UK 105mm L36 round. <br />
|-<br />
| 105mm L7: [[L52|M728 APDS-T]] || style="text-align:center;" | 2500 || style="text-align:center;" | '''300''' || style="text-align:center;" | 1426 || style="text-align:center;" | 1974 || style="width: 400px;" | This is the U.S. designation for the UK 105mm L52 round. <br />
|-<br />
| 105mm L7: [[M735|M735 APFSDS-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''410''' || style="text-align:center;" | 1501 || style="text-align:center;" | 1978 || <br />
|-<br />
| 105mm L7: [[M774|M774 APFSDS-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''440''' || style="text-align:center;" | 1509 || style="text-align:center;" | 1980 || <br />
|-<br />
| 105mm L7: [[M833|M833 APFSDS-T ]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''490''' || style="text-align:center;" | 1494 || style="text-align:center;" | 1983 || <br />
|-<br />
| 105mm L7: M900 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''650''' || style="text-align:center;" | 1505 || style="text-align:center;" | 1989 || <br />
|-<br />
| 105mm L7: CMC105 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''430''' || style="text-align:center;" | 1501 || style="text-align:center;" | 1980s || <br />
|-<br />
| 105mm L7: [[M111|DM23 APFSDS-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1455 || style="text-align:center;" | 1978 || style="width: 400px;" | This is the German designation for the Israeli 105mm M111 round. <br><br>The Leopard AS1 with DM23 is a good representation of a German Leopard 1A4 for 1978-86 scenarios (when the Leopard 1A5 became available).<br />
|-<br />
| 105mm L7: DM33 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''420''' || style="text-align:center;" | 1450 || style="text-align:center;" | 1984 || <br />
|-<br />
| 105mm L7: DM63 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''530''' || style="text-align:center;" | 1455 || style="text-align:center;" | 2000 || style="width: 400px;" | This is the German designation for the Israeli 105mm M426 round. <br />
|-<br />
| 105mm L7: [[M111|M111 APFSDS-T]] || style="text-align:center;" | 3000 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1455 || style="text-align:center;" | 1978 || <br />
|-<br />
| 105mm L7: M426 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''530''' || style="text-align:center;" | 1455 || style="text-align:center;" | 2000 || <br />
|-<br />
| 105mm L7: PfeilPat78Lsp APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1450 || style="text-align:center;" | 1978 || style="width: 400px;" | This is the Swiss designation for the German 105mm DM23 round.<br />
|-<br />
| 105mm L7: PPTFS M/85 LS APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''420''' || style="text-align:center;" | 1455 || style="text-align:center;" | 1985 || style="width: 400px;" | This is the Danish designation for the German 105mm DM33 round.<br />
|-<br />
| 105mm L7: NR132 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''390'''</span> || style="text-align:center;" | 1174 || style="text-align:center;" | 1966 || <br />
|-<br />
| 105mm L7: M456A1 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''390'''</span> || style="text-align:center;" | 1173 || style="text-align:center;" | 1966 || <br />
|-<br />
| 105mm L7: M456A2 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 1174 || style="text-align:center;" | 1981 || <br />
|-<br />
| 105mm L7: ME-456A1 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1170 || style="text-align:center;" | 2002 || <br />
|-<br />
| 105mm L7: DM12 HEAT-T || style="text-align:center;" | 2100 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 1174 || style="text-align:center;" | 1981 || <br />
|-<br />
| 105mm L7: M1061 HEAT-T || style="text-align:center;" | 2100 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 1174 || style="text-align:center;" | 1981 || <br />
|-<br />
| 105mm L7: OE 105 F1 HEAT-T || style="text-align:center;" | 2100 || style="text-align:center;" | <span style="color: green">'''390'''</span> || style="text-align:center;" | 1170 || style="text-align:center;" | 1970's || <br />
|-<br />
| 105mm L7: M393A1 HEP-T || style="text-align:center;" | 3500 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 732 || style="text-align:center;" | 1965 || <br />
|-<br />
| 105mm L7: M393A3 HEP-T || style="text-align:center;" | 3500 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 2004 || <br />
|-<br />
| 105mm L7: L35A3 HESH-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 732 || style="text-align:center;" | 1970s || <br />
|-<br />
| 105mm L7: L-35 HESH-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 935 || style="text-align:center;" | 2000 || <br />
|-<br />
| 105mm L7: 105mm HESH-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 731 || style="text-align:center;" | no date || <br />
|-<br />
| 105mm L7: M-156-LS HESH-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 731 || style="text-align:center;" | no date || <br />
|-<br />
| 105mm L7: OE 105 F1 HEF-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''240'''</span> || style="text-align:center;" | 700 || style="text-align:center;" | 1996 || <br />
|-<br />
| 105mm L7: OFUM PH 105F1 HE-T|| style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 695 || style="text-align:center;" | 1997 || <br />
|-<br />
| 105mm L7: M416 WP-T || style="text-align:center;" | 3500 || style="text-align:center;" | <span style="color: orange">'''150'''</span> || style="text-align:center;" | 732 || style="text-align:center;" | 1970s || <br />
|-<br />
| 105mm L7: L34 WP || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: orange">'''180'''</span> || style="text-align:center;" | 670 || style="text-align:center;" | 1985 || <br />
|-<br />
| 105mm L7: RGRPT M/87 LS WP-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: orange">'''180'''</span> || style="text-align:center;" | 731 || style="text-align:center;" | 1970s || <br />
|-<br />
| 105mm L7: M1040 Canister || style="text-align:center;" | 500 || style="text-align:center;" | '''20''' || style="text-align:center;" | 1410 || style="text-align:center;" | 2007 || <br />
|-<br />
| 106mm M40 RCL: M344 HEAT || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 503 || style="text-align:center;" | 1958 || <br />
|-<br />
| 106mm M40 RCL: M344A1 HEAT || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 503 || style="text-align:center;" | 1970s || <br />
|-<br />
| 106mm M40 RCL: 106 I-HEAT (M346A1) || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: green">'''480'''</span> || style="text-align:center;" | 503 || style="text-align:center;" | 1980s || <br />
|-<br />
| 106mm M40 RCL: M364 HEP-T || style="text-align:center;" | 1350 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 498 || style="text-align:center;" | 1959 || <br />
|-<br />
| 115mm 2A20: BM-4 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''240''' || style="text-align:center;" | 1600 || style="text-align:center;" | 1963 || <br />
|-<br />
| 115mm 2A20: BM-6 APFSDS-T || style="text-align:center;" | 2000 || style="text-align:center;" | '''260''' || style="text-align:center;" | 1680 || style="text-align:center;" | 1967 || style="width: 400px;" | This round seems to be the one used by the Arabs in 1973 Yom Kippur War, based on sources that state that the T-62 KE ammunition could penetrate the Shot Kal tank from the front. Based on the penetration value of the BM-4 and BM-6, the BM-4 cannot penetrate the Shot Kal from the front, but the BM-6 can penetrate it in the front hull area. (Source: Osprey, Yom Kippur War 1973.)<br />
|-<br />
| 115mm 2A20: BM-21 APFSDS-T || style="text-align:center;" | 2300 || style="text-align:center;" | '''430''' || style="text-align:center;" | 1600 || style="text-align:center;" | 1975 || <br />
|-<br />
| 115mm 2A20: BM-28 APFSDS-T || style="text-align:center;" | 2300 || style="text-align:center;" | '''460''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1978 || <br />
|-<br />
| 115mm 2A20: BM-36 APFSDS-T || style="text-align:center;" | 2500 || style="text-align:center;" | '''520''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1988 || <br />
|-<br />
| 115mm 2A20: BK-4M HEAT-FS-T || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: green">'''440'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | 1969 || <br />
|-<br />
| 115mm 2A20: BK-15M HEAT-FS-T || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''470'''</span> || style="text-align:center;" | 1060 || style="text-align:center;" | 1980s || <br />
|-<br />
| 115mm 2A20: OF-11 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''260'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1960s || <br />
|-<br />
| 115mm 2A20: OF-18 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''270'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 1970s || <br />
|-<br />
| 115mm 2A20: OF-27 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''290'''</span> || style="text-align:center;" | 800 || style="text-align:center;" | 1970s || <br />
|-<br />
| 120mm L11A5: [[L15|L15 APDS]] || style="text-align:center;" | 1800 || style="text-align:center;" | '''390''' || style="text-align:center;" | 1370 || style="text-align:center;" | 1965 || <br />
|-<br />
| 120mm L11A5/L30: [[L23|L23A1 APFSDS]] || style="text-align:center;" | 3500 || style="text-align:center;" | '''480''' || style="text-align:center;" | 1542 || style="text-align:center;" | 1985 || <br />
|-<br />
| 120mm L30: L26A1 CHARM1 APFSDS || style="text-align:center;" | 3500 || style="text-align:center;" | '''510''' || style="text-align:center;" | 1575 || style="text-align:center;" | 1991 || <br />
|-<br />
| 120mm L30: L27A1 CHARM3 APFSDS || style="text-align:center;" | 3500 || style="text-align:center;" | '''610''' || style="text-align:center;" | 1675 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm L30: L28A1 APFSDS || style="text-align:center;" | 3500 || style="text-align:center;" | '''630''' || style="text-align:center;" | 1720 || style="text-align:center;" | 2000s ||<br />
|-<br />
| 120mm CN120-26: OFL120 F1 APFSDS-T || style="text-align:center;" | 3000 || style="text-align:center;" | '''690''' || style="text-align:center;" | 1790 || style="text-align:center;" | 1993 ||<br />
|-<br />
| 120mm CN120-26: OFL120 F2 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''690''' || style="text-align:center;" | 1780 || style="text-align:center;" | 1996 || <br />
|-<br />
| 120mm RM: [[DM13|DM13 APFSDS]] || style="text-align:center;" | 3200 || style="text-align:center;" | '''470''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1979 || <br />
|-<br />
| 120mm RM: DM13A1 APFSDS || style="text-align:center;" | 3500 || style="text-align:center;" | '''490''' || style="text-align:center;" | 1640 || style="text-align:center;" | 1983 || <br />
|-<br />
| 120mm RM: DM23 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''520''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1983 || <br />
|-<br />
| 120mm RM: DM33 APFSDS-T (L44) || style="text-align:center;" | 3500 || style="text-align:center;" | '''600''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1987 || <br />
|-<br />
| 120mm RM: DM33 APFSDS-T (L55) || style="text-align:center;" | 3500 || style="text-align:center;" | '''630''' || style="text-align:center;" | 1710 || style="text-align:center;" | 1987 || <br />
|-<br />
| 120mm RM: DM33 PELE || style="text-align:center;" | 2000 || style="text-align:center;" | '''200'''& || style="text-align:center;" | 1650 || style="text-align:center;" | 2006 || style="width: 400px;" | This round is a development of Rheinmetall’s '''P'''enetrator with '''E'''nhanced '''L'''ateral '''E'''ffect program to extend the service life of outdated but still useful ammunition types. <br />
|-<br />
| 120mm RM: DM53 APFSDS-T (L44) || style="text-align:center;" | 4000 || style="text-align:center;" | '''750''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm RM: DM53 APFSDS-T (L55) || style="text-align:center;" | 4000 || style="text-align:center;" | '''800''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm RM: DM53A1 APFSDS-T (L55) || style="text-align:center;" | 4000 || style="text-align:center;" | '''800''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm RM: DM63 APFSDS-T (L55) || style="text-align:center;" | 4000 || style="text-align:center;" | '''800''' || style="text-align:center;" | 1710 || style="text-align:center;" | 2000s || <br />
|-<br />
| 120mm RM: DM63A1 APFSDS-T (L55) || style="text-align:center;" | 4000 || style="text-align:center;" | '''800''' || style="text-align:center;" | 1710 || style="text-align:center;" | 2000s || <br />
|-<br />
| 120mm RM: PfielPat87Lsp APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''600''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1987 || style="width: 400px;" | This is the Swiss designation for the German 120mm DM33 round.<br />
|-<br />
| 120mm RM: KE-W APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''630''' || style="text-align:center;" | 1585 || style="text-align:center;" | 1991 || <br />
|-<br />
| 120mm RM: KE-WA1 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''670''' || style="text-align:center;" | 1740 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm RM: KE-WA2 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''700''' || style="text-align:center;" | 1700 || style="text-align:center;" | 2004 || <br />
|-<br />
| 120mm RM: Slpprj m/95 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''650''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1995 || <br />
|-<br />
| 120mm RM: CL3143 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''690''' || style="text-align:center;" | 1770 || style="text-align:center;" | 1999 || <br />
|-<br />
| 120mm M256: [[M829|M829 APFSDS-T]] || style="text-align:center;" | 3500 || style="text-align:center;" | '''600''' || style="text-align:center;" | 1670 || style="text-align:center;" | 1985 || <br />
|-<br />
| 120mm M256: [[M829A1|M829A1 APFSDS-T ]] || style="text-align:center;" | 3500 || style="text-align:center;" | '''700''' || style="text-align:center;" | 1575 || style="text-align:center;" | 1988 || <br />
|-<br />
| 120mm M256: [[M829A2|M829A2 APFSDS-T ]] || style="text-align:center;" | 4000 || style="text-align:center;" | '''750''' || style="text-align:center;" | 1680 || style="text-align:center;" | 1993 || <br />
|-<br />
| 120mm M256: M829A3 APFSDS-T || style="text-align:center;" | 4000 || style="text-align:center;" | '''840''' || style="text-align:center;" | 1555 || style="text-align:center;" | 2003 || <br />
|-<br />
| 120mm RM: DM12A1 HEAT-T (L44) || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1140 || style="text-align:center;" | 1979 || <br />
|-<br />
| 120mm RM: DM12A1 HEAT-T (L55) || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1180 || style="text-align:center;" | 1979 || <br />
|-<br />
| 120mm M256: [[M830|M830 HEAT-T]] || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1140 || style="text-align:center;" | 1983 || <br />
|-<br />
| 120mm M256: M830A1 HEAT-MP-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''420'''</span> || style="text-align:center;" | 1410 || style="text-align:center;" | 1993 || <br />
|-<br />
| 120mm M256: M908 HE-OR-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''250'''</span> || style="text-align:center;" | 1410 || style="text-align:center;" | 2003 || <br />
|-<br />
| 120mm L11A5/L30: [[L31|L31A7 HESH-T]] ||style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 670 || style="text-align:center;" | 1985 || <br />
|-<br />
| 120mm CN120-26: DM12A1 HEAT-T || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 1175 || style="text-align:center;" | 1979 ||<br />
|-<br />
| 120mm CN120-26: Slsgr 95 HE-T || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: red">'''290'''</span> || style="text-align:center;" | 780 || style="text-align:center;" | 1995 || <br />
|-<br />
| 120mm RM: DM11 HE-T || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''430'''</span> || style="text-align:center;" | 980 || style="text-align:center;" | 2010 || <br />
|-<br />
| 120mm RM: Slsgr 95 HE-T || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: red">'''290'''</span> || style="text-align:center;" | 744 || style="text-align:center;" | 1995 || <br />
|-<br />
| 120mm M256: M1028 Canister || style="text-align:center;" | 500 || style="text-align:center;" | '''24''' || style="text-align:center;" | 1410 || style="text-align:center;" | 2004 || <br />
|-<br />
| 120mm L11A5/L30: [[L34|L34 WP-T]] || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: orange">'''180'''</span> || style="text-align:center;" | 670 || style="text-align:center;" | 1985 || <br />
|-<br />
| 125mm 2A46: [[3BM9|BM-9 APFSDS-T]] || style="text-align:center;" | 2200 || style="text-align:center;" | '''260''' || style="text-align:center;" | 1800 || style="text-align:center;" | 1962 || style="width: 400px;" | Because of its poor performance, this round was supplied as export to all initial T-72s (Source: Modern Russian Armor, Fofanov). <br><br>T-72M with BM9 should be used for Syrians in 1982 Lebanon War scenarios.<br />
|-<br />
| 125mm 2A46: BM-12 APFSDS-T || style="text-align:center;" | 2200 || style="text-align:center;" | '''280''' || style="text-align:center;" | 1800 || style="text-align:center;" | 1968 || <br />
|-<br />
| 125mm 2A46: [[3BM15|BM-15 APFSDS-T]] || style="text-align:center;" | 2200 || style="text-align:center;" | '''350''' || style="text-align:center;" | 1800 || style="text-align:center;" | 1972 || style="width: 400px;" | This round was in use by the Soviet Army until 1976, and then it was exclusively for export and also license-produced by some nations. ''The BM-15 was the most advanced 125mm KE ammo type available to client states until after 1991.'' (Source: Modern Russian Armor, Fofanov). <br><br>T-72M1 with BM15 should be used for Iraqis in 1991 Gulf War scenarios.<br />
|-<br />
| 125mm 2A46: [[3BM22|BM-22 APFSDS-T]] || style="text-align:center;" | 3100 || style="text-align:center;" | '''440''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1976 || <br />
|-<br />
| 125mm 2A46: BM-26 APFSDS-T || style="text-align:center;" | 3200 || style="text-align:center;" | '''450''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1983 || <br />
|-<br />
| 125mm 2A46: BM-29 APFSDS-T || style="text-align:center;" | 3200 || style="text-align:center;" | '''460''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1982 || <br />
|-<br />
| 125mm 2A46: [[3BM32|BM-32 APFSDS-T]] || style="text-align:center;" | 3300 || style="text-align:center;" | '''540''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1985 || <br />
|-<br />
| 125mm 2A46: [[3BM42|BM-42 APFSDS-T]] || style="text-align:center;" | 3300 || style="text-align:center;" | '''510''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1986 || style="width: 400px;" | Used by the Russians in late 1980s, and possibly the best Russian KE round exported post 1991 (after the Russians replaced it with the BM46).<br />
|-<br />
| 125mm 2A46: BM-46 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''640''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1991 || <br />
|-<br />
| 125mm 2A46: BM-42M APFSDS-T* || style="text-align:center;" | 3500 || style="text-align:center;" | '''660''' || style="text-align:center;" | 1750 || style="text-align:center;" | 1994 || <br />
|-<br />
| 125mm 2A46: BM-59 APFSDS-T* || style="text-align:center;" | 4000 || style="text-align:center;" | '''810''' || style="text-align:center;" | 1725 || style="text-align:center;" | ~2010 ||<br />
|-<br />
| 125mm 2A46: BM-60 APFSDS-T* || style="text-align:center;" | 4000 || style="text-align:center;" | '''710''' || style="text-align:center;" | 1725 || style="text-align:center;" | ~2010 ||<br />
|-<br />
| 125mm 2A46: ZPS Pronit APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''540''' || style="text-align:center;" | 1650 || style="text-align:center;" | 1996 || style="width: 400px;" | Can be used to represent the Slovak TAPNA round.<br />
|-<br />
| 125mm 2A46: T-2A APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''570''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1997 || style="width: 400px;" | Can be used to represent the Czech EPpSv-97 round.<br />
|-<br />
| 125mm 2A46: 125-I APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''580''' || style="text-align:center;" | 1730 || style="text-align:center;" | 1993 || <br />
|-<br />
| 125mm 2A46: 125-II APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''640''' || style="text-align:center;" | 1740 || style="text-align:center;" | 1990s || <br />
|-<br />
| 125mm 2A46: M711 APFSDS-T || style="text-align:center;" | 3500 || style="text-align:center;" | '''670''' || style="text-align:center;" | 1700 || style="text-align:center;" | 1996 || <br />
|-<br />
| 125mm 2A46: BM-15 PELE || style="text-align:center;" | 2200 || style="text-align:center;" | '''180'''& || style="text-align:center;" | 1800 || style="text-align:center;" | 2006 || style="width: 400px;" | This round is a further development of Rheinmetall’s '''P'''enetrator with '''E'''nhanced '''L'''ateral '''E'''ffect program to extend the service life of outdated but still useful ammunition types. <br />
|-<br />
| 125mm 2A46: BK-12M HEAT-FS-T || style="text-align:center;" | 2700 || style="text-align:center;" | <span style="color: green">'''440'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1969 || <br />
|-<br />
| 125mm 2A46: BK-14M HEAT-FS-T || style="text-align:center;" | 2700 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1970s || <br />
|-<br />
| 125mm 2A46: BK-18M HEAT-FS-T || style="text-align:center;" | 2700 || style="text-align:center;" | <span style="color: green">'''630'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1980s || <br />
|-<br />
| 125mm 2A46: BK-21B HEAT-FS-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''760'''</span> || style="text-align:center;" | 905 || style="text-align:center;" | 1980s || <br />
|-<br />
| 125mm 2A46: BK-29 HEAT-FS-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''650'''</span># || style="text-align:center;" | 915 || style="text-align:center;" | 1988 || <br />
|-<br />
| 125mm 2A46: BK-31 HEAT-FS-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''720'''</span># || style="text-align:center;" | 915 || style="text-align:center;" | 1988 || <br />
|-<br />
| 125mm 2A46: HEAT-T || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 850 || style="text-align:center;" | 1982 || <br />
|-<br />
| 125mm 2A46: OF-19 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 850 || style="text-align:center;" | 1962 || <br />
|-<br />
| 125mm 2A46: OF-26 HEF-FS-T || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: red">'''310'''</span> || style="text-align:center;" | 850 || style="text-align:center;" | 1970 || <br />
|-<br />
| 125mm 2A46: AT-8* (9M112 Kobra) || style="text-align:center;" | 4000 (100&Dagger;) || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 400 || style="text-align:center;" | 1979 || style="width: 400px;" | ATGM<br />
|-<br />
| 125mm 2A46: AT-11 (9M119 Svir) || style="text-align:center;" | 4000 (75&Dagger;) || style="text-align:center;" | <span style="color: green">'''700'''</span> || style="text-align:center;" | 334 || style="text-align:center;" | 1985 || style="width: 400px;" | ATGM <br />
|-<br />
| 125mm 2A46: AT-11b (9M119 Svir-M) || style="text-align:center;" | 4000 (75&Dagger;) || style="text-align:center;" | <span style="color: green">'''650'''</span># || style="text-align:center;" | 334 || style="text-align:center;" | 1986 || style="width: 400px;" | ATGM <br />
|-<br />
| 125mm 2A46: AT-11 (9M119M Refleks) || style="text-align:center;" | 5000 (75&Dagger;) || style="text-align:center;" | <span style="color: green">'''700'''</span> || style="text-align:center;" | 341 || style="text-align:center;" | 1985 || style="width: 400px;" | ATGM<br />
|-<br />
| 125mm 2A46: AT-11b (9M119M Refleks-M) || style="text-align:center;" | 5000 (75&Dagger;) || style="text-align:center;" | <span style="color: green">'''700'''</span># || style="text-align:center;" | 341 || style="text-align:center;" | 1992 || style="width: 400px;" | ATGM<br />
|}<br />
RHAe[mm] (Penetration) column:<br><br />
*'''Black text''': RHAe (KE) penetration<br><br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
*<span style="color: orange">'''Orange text'''</span>: Incendiary effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
*Not usable by T-72<br />
<br />
&Hybrid round that impacts as KE, then detonates into fragments<br />
<br />
#Tandem warhead, defeats ERA<br />
<br />
&Dagger;Minimum range for gun launched ATGMs<br />
<br />
== ATGM ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m] (min)''' !! '''Range[m] (max)''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date''' !! '''Comments'''<br />
|-<br />
| AT-2c || style="text-align:center;" | 500 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 160 || style="text-align:center;" | 1980s || <br />
|-<br />
| AT-3d || style="text-align:center;" | 500 || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: green">'''520'''</span> || style="text-align:center;" | 115 || style="text-align:center;" | 1980s || <br />
|-<br />
| AT-4a || style="text-align:center;" | 70 || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: green">'''480'''</span> || style="text-align:center;" | 186 || style="text-align:center;" | 1970 || <br />
|-<br />
| AT-4b || style="text-align:center;" | 70 || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''460'''</span> || style="text-align:center;" | 186 || style="text-align:center;" | 1983 || <br />
|-<br />
| AT-4c || style="text-align:center;" | 70 || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 180 || style="text-align:center;" | 1991 ||<br />
|-<br />
| AT-5a || style="text-align:center;" | 70 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''650'''</span> || style="text-align:center;" | 200 || style="text-align:center;" | 1974 || <br />
|-<br />
| AT-5b || style="text-align:center;" | 70 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''780'''</span> || style="text-align:center;" | 208 || style="text-align:center;" | 1990 || <br />
|-<br />
| AT-6 || style="text-align:center;" | 400 || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: green">'''600'''</span> || style="text-align:center;" | 450 || style="text-align:center;" | 1990 || <br />
|-<br />
| AT-7 || style="text-align:center;" | 40 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''460'''</span> || style="text-align:center;" | 179 || style="text-align:center;" | 1979 || style="width: 400px;" | Removed in rev. 2.640, reinstated in rev. 4.250.<br />
|-<br />
| AT-10a || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''550'''</span> || style="text-align:center;" | 308 || style="text-align:center;" | 1983 || <br />
|-<br />
| AT-10b || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''600'''</span># || style="text-align:center;" | 308 || style="text-align:center;" | 1991 || <br />
|-<br />
| AT-10b+ || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''600'''</span># || style="text-align:center;" | 308 || style="text-align:center;" | 1990s || style="width: 400px;" | Maximum range for this missile is reduced to 5500m when fired from the BMP-3.<br />
|-<br />
| AT-10c || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''750'''</span># || style="text-align:center;" | 308 || style="text-align:center;" | 1999 ||<br />
|-<br />
| AT-10c+ || style="text-align:center;" | 100 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''750'''</span># || style="text-align:center;" | 308 || style="text-align:center;" | 1990s || style="width: 400px;" | Maximum range for this missile is reduced to 5500m when fired from the BMP-3.<br />
|-<br />
| AT-13 (Metis-M) || style="text-align:center;" | 40 || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''720'''</span>#|| style="text-align:center;" | 188 || style="text-align:center;" | 1992 || style="width: 400px;" | Removed in rev. 2.640, reinstated in rev. 4.250.<br />
|-<br />
| AT-13 (Metis-M1) || style="text-align:center;" | 40 || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: green">'''810'''</span>#|| style="text-align:center;" | 167 || style="text-align:center;" | 2016 || <br />
|-<br />
| AT-13 (Metis-M FAE) || style="text-align:center;" | 40 || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: red">'''400'''</span>#|| style="text-align:center;" | 188 || style="text-align:center;" | 1990s || style="width: 400px;" | 4 kg Thermobaric warhead for use against troops and field fortifications; kills via blast over-pressure.<br />
|-<br />
| AT-13 (Metis-M1 FAE) || style="text-align:center;" | 40 || style="text-align:center;" | 2000 || style="text-align:center;" | <span style="color: red">'''400'''</span>#|| style="text-align:center;" | 167 || style="text-align:center;" | 2000s || style="width: 400px;" | 4 kg Thermobaric warhead for use against troops and field fortifications; kills via blast over-pressure. <br />
|-<br />
| AT-14 (Kornet)|| style="text-align:center;" | 100 || style="text-align:center;" | 5500 || style="text-align:center;" | <span style="color: green">'''1020'''</span># || style="text-align:center;" | 300 || style="text-align:center;" | 1998 ||<br />
|-<br />
| AT-14 (Kornet-E FAE)|| style="text-align:center;" | 100 || style="text-align:center;" | 5500 || style="text-align:center;" | <span style="color: red">'''1020'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1998 || style="width: 400px;" | 10 kg Thermobaric warhead for use against troops and field fortifications; kills via blast over-pressure.<br />
|-<br />
| AT-14 (Kornet-EM)|| style="text-align:center;" | 150 || style="text-align:center;" | 8000 || style="text-align:center;" | <span style="color: green">'''1100'''</span># || style="text-align:center;" | 300 || style="text-align:center;" | 2001 || style="width: 400px;" | Extended range "fire and forget" variant.<br />
|-<br />
| AGM-114C || style="text-align:center;" | 500 || style="text-align:center;" | 8000 || style="text-align:center;" | <span style="color: green">'''850'''</span>* || style="text-align:center;" | 425 || style="text-align:center;" | 1990 || style="width: 400px;" | Laser guided (helicopter must maintain LOS with target).<br />
|-<br />
| AGM-114K || style="text-align:center;" | 500 || style="text-align:center;" | 8000 || style="text-align:center;" | <span style="color: green">'''850'''</span>*# || style="text-align:center;" | 425 || style="text-align:center;" | 1993 || style="width: 400px;" | Laser guided (helicopter must maintain LOS with target.<br />
|-<br />
| AGM-114L || style="text-align:center;" | 500 || style="text-align:center;" | 8000 || style="text-align:center;" | <span style="color: green">'''850'''</span>*# || style="text-align:center;" | 425 || style="text-align:center;" | 1993 || style="width: 400px;" | Radar guided/fire and forget (helicopter is not required to maintain LOS with the target, this should be used to simulate the AH-64D Longbow).<br />
|-<br />
| Dragon || style="text-align:center;" | 75 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''330'''</span> || style="text-align:center;" | 87 || style="text-align:center;" | 1973 || <br />
|-<br />
| Dragon II || style="text-align:center;" | 75 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''450'''</span> || style="text-align:center;" | 87 || style="text-align:center;" | 1985 ||<br />
|-<br />
| Dragon III/Superdragon || style="text-align:center;" | 75 || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''450'''</span> || style="text-align:center;" | 87 || style="text-align:center;" | 1990 ||<br />
|-<br />
| HOT || style="text-align:center;" | 75 || style="text-align:center;" | 4250 || style="text-align:center;" | <span style="color: green">'''720'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 1978 || <br />
|-<br />
| HOT-2 || style="text-align:center;" | 75 || style="text-align:center;" | 4250 || style="text-align:center;" | <span style="color: green">'''810'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 1985 || <br />
|-<br />
| HOT-2MP || style="text-align:center;" | 75 || style="text-align:center;" | 4250 || style="text-align:center;" | <span style="color: green">'''310'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 1985 || style="width: 400px;" | Multipurpose high-explosive warhead with fragmentation and incendiary effects, but reduced penetration.<br />
|-<br />
| HOT-3 || style="text-align:center;" | 75 || style="text-align:center;" | 4300 || style="text-align:center;" | <span style="color: green">'''1120'''</span># || style="text-align:center;" | 253 || style="text-align:center;" | 1998 || <br />
|-<br />
| Javelin || style="text-align:center;" | 125&dagger; || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''600'''</span>* || style="text-align:center;" | 200 || style="text-align:center;" | 1996 || <br />
|-<br />
| Milan ||style="text-align:center;" | 400 || style="text-align:center;" | 1975 || style="text-align:center;" | <span style="color: green">'''590'''</span> || style="text-align:center;" | 200 || style="text-align:center;" | 1972 || <br />
|-<br />
| Milan 2 ||style="text-align:center;" | 400 || style="text-align:center;" | 1975 || style="text-align:center;" | <span style="color: green">'''790'''</span> || style="text-align:center;" | 160 || style="text-align:center;" | 1984 || <br />
|-<br />
| Milan 2T ||style="text-align:center;" | 400 || style="text-align:center;" | 1920 || style="text-align:center;" | <span style="color: green">'''790'''</span># || style="text-align:center;" | 140 || style="text-align:center;" | 1993 || <br />
|-<br />
| Milan 3 ||style="text-align:center;" | 400 || style="text-align:center;" | 1920 || style="text-align:center;" | <span style="color: green">'''790'''</span># || style="text-align:center;" | 140 || style="text-align:center;" | 1996 || <br />
|-<br />
| Milan 3ER ||style="text-align:center;" | 400 || style="text-align:center;" | 3000 || style="text-align:center;" | <span style="color: green">'''880'''</span># || style="text-align:center;" | 140 || style="text-align:center;" | 2008 || <br />
|-<br />
| RBS56 BILL|| style="text-align:center;" | 150 || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''600'''</span>^ || style="text-align:center;" | 250 || style="text-align:center;" | 1985 || <br />
|-<br />
| RB57 STORM|| style="text-align:center;" | 20 || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''600'''</span>^ || style="text-align:center;" | 250 || style="text-align:center;" | 2006 ||<br />
|-<br />
| Spike LR || style="text-align:center;" | 200 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''700'''</span>* || style="text-align:center;" | 165 || style="text-align:center;" | 1997 || <br />
|-<br />
| Spike MR || style="text-align:center;" | 200 || style="text-align:center;" | 2500 || style="text-align:center;" | <span style="color: green">'''700'''</span>* || style="text-align:center;" | 165 || style="text-align:center;" | 1997 || <br />
|-<br />
| TOW || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 320 || style="text-align:center;" | 1976 || style="width: 400px;" | This is the initial BGM-71A/B with the 3.9 kg warhead.<br />
|-<br />
| ITOW || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''630'''</span> || style="text-align:center;" | 320 || style="text-align:center;" | 1978 || style="width: 400px;" | The BGM-71C upgrades the "B" variant with an extensible stand-off probe for better penetration.<br />
|-<br />
| TOW 2 || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''890'''</span> || style="text-align:center;" | 320 || style="text-align:center;" | 1983 || style="width: 400px;" | The BGM-71D upgrades the "C" variant with improved guidance, a larger motor, and an enlarged 5.9 kg main warhead.<br />
|-<br />
| TOW 2A || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''890'''</span># || style="text-align:center;" | 320 || style="text-align:center;" | 1988 || style="width: 400px;" | Optimized to defeat first and second generation reactive armours, the BGM-71E carries a small precursor charge in the stand-off probe tip. <br />
|-<br />
| TOW 2A Aero || style="text-align:center;" | 65 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''890'''</span># || style="text-align:center;" | 320 || style="text-align:center;" | 2004 || style="width: 400px;" | Modified with a a special nose cap to increase range, the BGM-71E-3 is not in use by the U.S. military, but has been exported to a number of TOW users worldwide. <br />
|-<br />
| TOW 2A Aero RF || style="text-align:center;" | 65 || style="text-align:center;" | 4500 || style="text-align:center;" | <span style="color: green">'''890'''</span># || style="text-align:center;" | 320 || style="text-align:center;" | 2009 || style="width: 400px;" | This version of the BGM-71E-3 uses a wireless one way radio link in addition to the modified nose cap and has a longer range than the standard Aero version. <br />
|-<br />
| TOW 2B || style="text-align:center;" | 65 || style="text-align:center;" | 3750 || style="text-align:center;" | <span style="color: green">'''300'''</span>^ || style="text-align:center;" | 320 || style="text-align:center;" | 1993 || style="width: 400px;" | The current issue BGM-71F is a top attack missile using two offset 6.14kg explosively formed penetrators.<br />
|-<br />
| TOW 2B Aero || style="text-align:center;" | 65 || style="text-align:center;" | 4000 || style="text-align:center;" | <span style="color: green">'''300'''</span>^ || style="text-align:center;" | 320 || style="text-align:center;" | 2004 || style="width: 400px;" | Modified with a a special nose cap to increase range, the BGM-71F-3 is in current use by the U.S. military, but has not been as widely exported as the TOW-2A version.<br />
|-<br />
| TOW 2B Aero RF || style="text-align:center;" | 65 || style="text-align:center;" | 4500 || style="text-align:center;" | <span style="color: green">'''300'''</span>^ || style="text-align:center;" | 320 || style="text-align:center;" | 2009 || style="width: 400px;" | This version of the BGM-71F-3 uses a wireless one way radio link in addition to the modified nose cap and has a longer range than the standard Aero version.<br />
|}<br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
<br />
^TOW 2B, RBS56 BILL and RB57 STORM are top attack<br />
<br />
*Hellfire, Spike LR and Javelin have a diving terminal phase<br />
<br />
#Tandem warhead, defeats ERA<br />
<br />
&dagger;Minimum range for both top attack and direct fire modes (rev 4.006)<br />
<br />
<span style="color: red">'''Note that ''Steel Beasts Professional'' does not simulate the actual arming or "gathering" ranges for all ATGMs but instead inhibits computer controlled units from firing their missiles within certain ranges. This means that it is possible for units to be destroyed by certain ATGMs if the missile is fired before the element in question is below the minimum range indicated above.'''</span><br />
<br />
== Infantry Light Anti-Armor Weapons ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]*''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date''' !! '''Comments'''<br />
|-<br />
| C90-CR-AM (M3) || style="text-align:center;" | 800 || style="text-align:center;" | <span style="color: green">'''200'''</span> || style="text-align:center;" | 160 || style="text-align:center;" | 2000s || Dual purpose shaped charge warhead with a specialized anti-personnel fragmentation body. <br />
|-<br />
| C90-CR-BK (M3) || style="text-align:center;" | 350 || style="text-align:center;" | <span style="color: red">'''70'''</span> || style="text-align:center;" | 160 || style="text-align:center;" | 2000s || Features a tandem warhead precursor to defeat fortifications.<br />
|-<br />
| C90-CR-RB (M3) || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''430'''</span> || style="text-align:center;" | 180 || style="text-align:center;" | 2000s || Standard anti-armor HEAT warhead.<br />
|-<br />
| DZGI-40 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''120'''</span> || style="text-align:center;" | 280 || style="text-align:center;" | 2002 || Chinese anti-personnel warhead for the Type 69 RPG (RPG-7)<br />
|-<br />
| LAW 80 || style="text-align:center;" | 500 || style="text-align:center;" | <span style="color: green">'''630'''</span> || style="text-align:center;" | 270 || style="text-align:center;" | 1987 ||<br />
|-<br />
| M72A1 LAW || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''250'''</span> || style="text-align:center;" | 140 || style="text-align:center;" | 1960s* ||<br />
|-<br />
| M72A4 LAW || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''320'''</span> || style="text-align:center;" | 145 || style="text-align:center;" | 1980s* ||<br />
|-<br />
| M136 AT-4 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 290 || style="text-align:center;" | 1985 ||<br />
|-<br />
| M136 AT-4 HEDP 502 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''150'''</span> || style="text-align:center;" | 290 || style="text-align:center;" | 1985 || Dual purpose warhead for use against bunkers, buildings, enemy personnel in the open. Gives up overall penetration for better post-penetration effects.<br />
|-<br />
| M136 AT-4CS || style="text-align:center;" | 350 || style="text-align:center;" | <span style="color: green">'''500'''</span> || style="text-align:center;" | 220 || style="text-align:center;" | 2000 || Version optimized for use in confined spaces, resulting in reduced range but greater operator safety and tactical advantage.<br />
|-<br />
| M2 Carl Gustav: 84mm HEAT 551 || style="text-align:center;" | 700 || style="text-align:center;" | <span style="color: green">'''350'''</span> || style="text-align:center;" | 297 || style="text-align:center;" | 1964 ||<br />
|-<br />
| M2 Carl Gustav: 84mm HEAT 551C || style="text-align:center;" | 700 || style="text-align:center;" | <span style="color: green">'''450'''</span> || style="text-align:center;" | 298 || style="text-align:center;" | 1964 ||<br />
|-<br />
| M2 Carl Gustav: 84mm HE 441D || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: red">'''50'''</span> || style="text-align:center;" | 237 || style="text-align:center;" | 1964 ||<br />
|-<br />
| M2 Carl Gustav: 84mm HEDP 502 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''150'''</span> || style="text-align:center;" | 225 || style="text-align:center;" | 1964 || Dual purpose warhead for use against bunkers, buildings, enemy personnel in the open. Gives up overall penetration for better post-penetration effects.<br />
|-<br />
| NR-4 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: red">'''120'''</span> || style="text-align:center;" | 280 || style="text-align:center;" | 2002 || North Korean version of the Chinese DZGI-40 anti-personnel warhead<br />
|-<br />
| PzF-2 || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''350'''</span> || style="text-align:center;" | 210 || style="text-align:center;" | 1963 ||<br />
|-<br />
| PzF-3 DM12 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''630'''</span> || style="text-align:center;" | 210 || style="text-align:center;" | 1987 ||<br />
|-<br />
| PzF-3T DM22 || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''720'''</span># || style="text-align:center;" | 210 || style="text-align:center;" | 1992 ||<br />
|-<br />
| PzF-3IT DM72A1 || style="text-align:center;" | 500 || style="text-align:center;" | <span style="color: green">'''800'''</span># || style="text-align:center;" | 210 || style="text-align:center;" | 2021 ||<br />
|-<br />
| RPG-7 || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''260'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1961 ||<br />
|-<br />
| RPG-7M || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1969 ||<br />
|-<br />
| RPG-7S1 || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''360'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1972 ||<br />
|-<br />
| RPG-7L || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''550'''</span> || style="text-align:center;" | 200 || style="text-align:center;" | 1977 ||<br />
|-<br />
| RPG-7N || style="text-align:center;" | 500 || style="text-align:center;" | <span style="color: green">'''400'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1980s ||<br />
|-<br />
| RPG-7R || style="text-align:center;" | 200 || style="text-align:center;" | <span style="color: green">'''630'''</span># || style="text-align:center;" | 120 || style="text-align:center;" | 1988 ||<br />
|-<br />
| TBG-7 || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: red">'''350'''</span> || style="text-align:center;" | 270 || style="text-align:center;" | 1997 ||<br />
|-<br />
| OG-7 || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: red">'''120'''</span> || style="text-align:center;" | 300 || style="text-align:center;" | 1999 ||<br />
|-<br />
| RPG-7LT || style="text-align:center;" | 300 || style="text-align:center;" | <span style="color: green">'''410'''</span># || style="text-align:center;" | 200 || style="text-align:center;" | 1990s ||<br />
|-<br />
| RPG-18 || style="text-align:center;" | 150 || style="text-align:center;" | <span style="color: green">'''300'''</span> || style="text-align:center;" | 118 || style="text-align:center;" | 1972 ||<br />
|-<br />
| RPG-22 || style="text-align:center;" | 200 || style="text-align:center;" | <span style="color: green">'''400'''</span> || style="text-align:center;" | 133 || style="text-align:center;" | 1980 ||<br />
|-<br />
| RPG-26 || style="text-align:center;" | 340 || style="text-align:center;" | <span style="color: green">'''440'''</span> || style="text-align:center;" | 144 || style="text-align:center;" | 1985 ||<br />
|-<br />
| RPG-27 || style="text-align:center;" | 250 || style="text-align:center;" | <span style="color: green">'''720'''</span># || style="text-align:center;" | 120 || style="text-align:center;" | 1989 ||<br />
|-<br />
| RPG-27 RMG || style="text-align:center;" | 250 || style="text-align:center;" | <span style="color: green">'''400'''</span># || style="text-align:center;" | 120 || style="text-align:center;" | 1989 || Dual purpose warhead for use against bunkers, buildings, and light-armor. Gives up overall penetration for better post-penetration effects.<br />
|-<br />
| RPG-27 FAE || style="text-align:center;" | 550 || style="text-align:center;" | <span style="color: red">'''100'''</span> || style="text-align:center;" | 220 || style="text-align:center;" | 1989 ||<br />
|-<br />
| RPG-29 || style="text-align:center;" | 800 || style="text-align:center;" | <span style="color: green">'''720'''</span># || style="text-align:center;" | 280 || style="text-align:center;" | 1989 ||<br />
|-<br />
| RB57 STORM || style="text-align:center;" | 800 || style="text-align:center;" | <span style="color: green">'''600'''</span>^ || style="text-align:center;" | 300 || style="text-align:center;" | 2006 ||<br />
|-<br />
| Spike SR || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''700'''</span># || style="text-align:center;" | 165 || style="text-align:center;" | 2012 || <br />
|-<br />
| Spike SR PBF || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''700'''</span> || style="text-align:center;" | 165 || style="text-align:center;" | 2012 || <br />
|}<br />
RHAe[mm] (Penetration) column:<br><br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
<br />
^RB57 STORM light ATGM is top attack<br />
<br />
#Tandem warhead, defeats ERA<br />
<br />
*All light infantry anti-armor weapons have a minimum range of 20m or less except the Spike SR which is 50m<br />
<br />
== Infantry Support Weapons ==<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 40mm AGL: M384 HE || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: red">'''35'''</span> || style="text-align:center;" | 241 || style="text-align:center;" | 1981<br />
|-<br />
| 40mm AGL: M430 HEDP|| style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''71'''</span> || style="text-align:center;" | 241 || style="text-align:center;" | 1990s<br />
|-<br />
| 40mm AGL: M430A1 HEDP|| style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''100'''</span> || style="text-align:center;" | 241 || style="text-align:center;" | 2000s<br />
|-<br />
| 40mm AGL: M9219A2 HEDP || style="text-align:center;" | 2200 || style="text-align:center;" | <span style="color: green">'''80'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 2000s<br />
|-<br />
| 40mm AGL: M0725A1 HEDP-SD || style="text-align:center;" | 1600 || style="text-align:center;" | <span style="color: green">'''80'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 2000s<br />
|-<br />
| 40mm AGL: M8842A1 HE || style="text-align:center;" | 1600 || style="text-align:center;" | <span style="color: green">'''80'''</span> || style="text-align:center;" | 242 || style="text-align:center;" | 2000s<br />
|-<br />
| 40mm AGL: M9219A2 HEDP || style="text-align:center;" | 2200 || style="text-align:center;" | '''80''' || style="text-align:center;" | 242 || style="text-align:center;" | 2001<br />
|-<br />
| 40mm AGL: M1001 HVMF (Cannister) || style="text-align:center;" | 100 || style="text-align:center;" | '''5''' || style="text-align:center;" | 241 || style="text-align:center;" | 2001<br />
|-<br />
| 40mm GL: M386 HE-Frag || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''25'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1970s<br />
|-<br />
| 40mm GL: DM-91 HE || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''25'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1989<br />
|-<br />
| 40mm GL: M381 HE || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: red">'''25'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1990s<br />
|-<br />
| 40mm GL: M433 HEDP|| style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''100'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1971<br />
|-<br />
| 40mm GL: DM-12 MZ/HEDP || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: green">'''80'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1992<br />
|-<br />
| 40mm GL: M713 Smoke || style="text-align:center;" | 400 || style="text-align:center;" | <span style="color: orange">'''12'''</span> || style="text-align:center;" | 76 || style="text-align:center;" | 1990s<br />
|}<br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
*<span style="color: orange">'''Orange text'''</span>: Incendiary effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
== Artillery Rounds ==<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 60mm M6C: HE-TNT Mk2 || style="text-align:center;" | 1900 || style="text-align:center;" | <span style="color: red">'''130'''</span> || style="text-align:center;" | 155 || style="text-align:center;" | 2010<br />
|-<br />
| 60mm M6C: HE-TNT Mk2 (Long) || style="text-align:center;" | 3900 || style="text-align:center;" | <span style="color: red">'''130'''</span> || style="text-align:center;" | 247 || style="text-align:center;" | 2010<br />
|-<br />
| 60mm M6C: SMK-WP Mk2 || style="text-align:center;" | 1900 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 155 || style="text-align:center;" | 2010<br />
|-<br />
| 60mm M6C: SMK-WP Mk2 (Long) || style="text-align:center;" | 3900 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 247 || style="text-align:center;" | 2010<br />
|-<br />
| 81mm L16: SprGr 70 HE || style="text-align:center;" | 4650 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 256 || style="text-align:center;" | 1970s<br />
|-<br />
| 81mm L16: SprGr 80A1 HE || style="text-align:center;" | 5500 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 298 || style="text-align:center;" | 1980s<br />
|-<br />
| 81mm L16: M-51 ROMP (HE) || style="text-align:center;" | 3700 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 234 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-51 ROMP (HE-Long) || style="text-align:center;" | 4300 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 258 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-830 ROMP (HE) || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 302 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-AE-84 ROMP (HE) || style="text-align:center;" | 6200 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 304 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: NbGr 89 Smoke (WP) || style="text-align:center;" | 5550 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 311 || style="text-align:center;" | 1989<br />
|-<br />
| 81mm L16: M-59 FUM (Smoke) || style="text-align:center;" | 3700 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 234 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-59 FUM (Smoke-Long) || style="text-align:center;" | 4300 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 258 || style="text-align:center;" | No Date<br />
|-<br />
| 81mm L16: M-831 FUM (Smoke) || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 302 || style="text-align:center;" | No Date<br />
|-<br />
| 120mm M120: M57 HE || style="text-align:center;" | 7200 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 320 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm M120: M933 HE || style="text-align:center;" | 7024 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 318 || style="text-align:center;" | 1996<br />
|-<br />
| 120mm M120: SprGr78 HE || style="text-align:center;" | 7700 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 341 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm M120: STRIX (HE) || style="text-align:center;" | 7400 || style="text-align:center;" | <span style="color: red">'''600'''</span> || style="text-align:center;" | 299 || style="text-align:center;" | 1990s<br />
|-<br />
| 120mm M120: M929A1 Smoke (WP & Multispectral) || style="text-align:center;" | 7120 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 322 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm M120: NbGr88 WP Smoke || style="text-align:center;" | 7700 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 348 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm 2A60: 3OF49 HE || style="text-align:center;" | 8855 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 367 || style="text-align:center;" | 1981<br />
|-<br />
| 120mm 2A60: 3OF51 HE || style="text-align:center;" | 8855 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 367 || style="text-align:center;" | 1985(?)<br />
|-<br />
| 120mm 2A60: OF-843B HE || style="text-align:center;" | 7024 || style="text-align:center;" | <span style="color: red">'''370'''</span> || style="text-align:center;" | 325 || style="text-align:center;" | 1980s<br />
|-<br />
| 120mm 2A60: 3D5 Smoke (RP) || style="text-align:center;" | 5770 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 277 || style="text-align:center;" | 1960s<br />
|-<br />
| 120mm 2A60: D-843A Smoke (WP) || style="text-align:center;" | 5400 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 277 || style="text-align:center;" | 1950s<br />
|-<br />
| 122mm BM-21 Grad: 9M22/M21 OF HE-Frag (Rocket) || style="text-align:center;" | 20000 || style="text-align:center;" | <span style="color: red">'''750'''</span> || style="text-align:center;" | 699 || style="text-align:center;" | 1964<br />
|-<br />
| 122mm BM-21 Grad: 9M22U HE-Frag (Rocket) || style="text-align:center;" | 20100 || style="text-align:center;" | <span style="color: red">'''750'''</span> || style="text-align:center;" | 686 || style="text-align:center;" | 1970s<br />
|-<br />
| 122mm BM-21 Grad: 9M521 HE-Frag (Rocket) || style="text-align:center;" | 40000 || style="text-align:center;" | <span style="color: red">'''750'''</span> || style="text-align:center;" | 699 || style="text-align:center;" | 1990s<br />
|-<br />
| 122mm BM-21 Grad: 9M522 HE-Frag (Rocket) || style="text-align:center;" | 37500 || style="text-align:center;" | <span style="color: red">'''750'''</span> || style="text-align:center;" | 699 || style="text-align:center;" | 2000s<br />
|-<br />
| 122mm 2A18: OF-462 HE-Frag || style="text-align:center;" | 15300 || style="text-align:center;" | <span style="color: red">'''380'''</span> || style="text-align:center;" | 276 || style="text-align:center;" | 1980s<br />
|-<br />
| 122mm 2A18: BP-1 HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''180'''</span> || style="text-align:center;" | 740 || style="text-align:center;" | 1950s<br />
|-<br />
| 122mm 2A18: BK-6M HEAT-T || style="text-align:center;" | 1000 || style="text-align:center;" | <span style="color: green">'''420'''</span> || style="text-align:center;" | 740 || style="text-align:center;" | 1970s<br />
|-<br />
| 122mm 2A18: BK-13M HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''520'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1990s<br />
|-<br />
| 122mm 2A18: BK-13MP HEAT-T || style="text-align:center;" | 1700 || style="text-align:center;" | <span style="color: green">'''480'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1990s<br />
|-<br />
| 122mm 2A18: 122mm HC HEAT-T || style="text-align:center;" | 1500 || style="text-align:center;" | <span style="color: green">'''400'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1980s<br />
|-<br />
| 122mm 2A18: D-462 Smoke || style="text-align:center;" | 15300 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 276 || style="text-align:center;" | 1940s<br />
|-<br />
| 152mm D-22: OF-540 HE-Frag || style="text-align:center;" | 17410 || style="text-align:center;" | <span style="color: red">'''520'''</span> || style="text-align:center;" | 282 || style="text-align:center;" | 1981<br />
|-<br />
| 152mm D-22: O23 DPICM || style="text-align:center;" | 21000 || style="text-align:center;" | <span style="color: green">'''52'''</span> || style="text-align:center;" | 285 || style="text-align:center;" | 1980s<br />
|-<br />
| 152mm D-22: D-540 Smoke (WP & Multispectral) || style="text-align:center;" | 17410 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 282 || style="text-align:center;" | 1981<br />
|-<br />
| 152mm 2A88: OF-45 HE-Frag || style="text-align:center;" | 24700 || style="text-align:center;" | <span style="color: red">'''520'''</span> || style="text-align:center;" | 285 || style="text-align:center;" | 1990s<br />
|-<br />
| 152mm 2A88: OF-61 BB HE-Frag || style="text-align:center;" | 32000 || style="text-align:center;" | <span style="color: red">'''520'''</span> || style="text-align:center;" | 749 || style="text-align:center;" | 1990s<br />
|-<br />
| 152mm 2A88: OF-64 HE-Frag || style="text-align:center;" | 24700 || style="text-align:center;" | <span style="color: red">'''520'''</span> || style="text-align:center;" | 582 || style="text-align:center;" | 1990s<br />
|-<br />
| 152mm 2A88: 3OF-83 BB HE-Frag || style="text-align:center;" | 40000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 268 || style="text-align:center;" | 2010s<br />
|-<br />
| 152mm 2A88: 3OF-83 BT HE-Frag || style="text-align:center;" | 30000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 268 || style="text-align:center;" | 2010s<br />
|-<br />
| 155mm M-185: M107 HE || style="text-align:center;" | 18000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 681 || style="text-align:center;" | 1942<br />
|-<br />
| 155mm M-185: ER02A1 HEBB || style="text-align:center;" | 28800 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 803 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm M-185: M483 DPICM || style="text-align:center;" | 21000 || style="text-align:center;" | <span style="color: green">'''54'''</span> || style="text-align:center;" | 681 || style="text-align:center;" | 1970s<br />
|-<br />
| 155mm M-185: M110A2 Smoke (WP & Multispectral) || style="text-align:center;" | 18000 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 681 || style="text-align:center;" | 1940s<br />
|-<br />
| 155mm M-185: 155mm “BONUS” HEAT-EFP-SF BB || style="text-align:center;" | 35000 || style="text-align:center;" | <span style="color: green">'''75'''</span>^ || style="text-align:center;" | 798 || style="text-align:center;" | 2002<br />
|-<br />
| 155mm M-185: [[Sadarm|M898 “SADARM” HEAT-EFP-SF]] || style="text-align:center;" | 22500 || style="text-align:center;" | <span style="color: green">'''75'''</span>^ || style="text-align:center;" | 675 || style="text-align:center;" | 1995<br />
|-<br />
| 155mm Rheinmetall L52: M107C1 HE || style="text-align:center;" | 17500 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2004<br />
|-<br />
| 155mm Rheinmetall L52: M1711A1 HE "Assegai"|| style="text-align:center;" | 40000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: M1711A1 HE "Assegai PGK"|| style="text-align:center;" | 36000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: M1712A1 HE "Assegai"|| style="text-align:center;" | 30000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: M1712A1 HE "Assegai PGK"|| style="text-align:center;" | 27000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: ER02A1 HE/HEBB || style="text-align:center;" | 27000 || style="text-align:center;" | <span style="color: red">'''540'''</span> || style="text-align:center;" | 661 || style="text-align:center;" | 2019<br />
|-<br />
| 155mm Rheinmetall L52: M110C1 Smoke (WP & Multispectral) || style="text-align:center;" | 17500 || style="text-align:center;" | <span style="color: orange">'''14'''</span> || style="text-align:center;" | 681 || style="text-align:center;" | 2004<br />
|-<br />
| 155mm Rheinmetall L52: DM702 “SMArt” HEAT-EFP-SF || style="text-align:center;" | 27500 || style="text-align:center;" | <span style="color: green">'''75'''</span>^ || style="text-align:center;" | 661 || style="text-align:center;" | 1998<br />
|-<br />
| 220mm BM-27: 9M27F HE-F (Rocket) || style="text-align:center;" | 35000 || style="text-align:center;" | <span style="color: red">'''1750'''</span> || style="text-align:center;" | 10 || style="text-align:center;" | 1975<br />
|-<br />
| 220mm BM-27: 9M27K1 ICM (Rocket) || style="text-align:center;" | 35000 || style="text-align:center;" | <span style="color: green">'''60'''</span> || style="text-align:center;" | 10 || style="text-align:center;" | 1980s<br />
|-<br />
| 220mm TOS-1A: TBS FAE-Frag (Rocket) [MO.1.01.04] || style="text-align:center;" | 2800 || style="text-align:center;" | <span style="color: red">'''1750'''</span> || style="text-align:center;" | 168 || style="text-align:center;" | 1980s<br />
|-<br />
| 220mm TOS-1A: TBS-M FAE-Frag (Rocket) [MO.1.01.04M] || style="text-align:center;" | 6000 || style="text-align:center;" | <span style="color: red">'''1750'''</span> || style="text-align:center;" | 250 || style="text-align:center;" | 2001<br />
|-<br />
| 227mm M270: M26 ICM (Rocket) || style="text-align:center;" | 32000 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 690 || style="text-align:center;" | 1980s<br />
|-<br />
| 227mm M270: M26A1 ICM (Rocket) || style="text-align:center;" | 45000 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 799 || style="text-align:center;" | 1983<br />
|-<br />
| 227mm M270: M30 GRLRS-ICM (Rocket) || style="text-align:center;" | 65000 || style="text-align:center;" | <span style="color: red">'''150'''</span> || style="text-align:center;" | 941 || style="text-align:center;" | 2006<br />
|}<br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
*<span style="color: orange">'''Orange text'''</span>: Incendiary effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
^155mm BONUS, SADARM and SMArt are top attack<br />
<br />
== Aerial Rockets ==<br />
<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 70mm Hydra 70: M247 HEDP || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: green">'''310'''</span> || style="text-align:center;" | 740 || style="text-align:center;" | 1980's <br />
|-<br />
| 80mm S-8KOM HEAT || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: green">'''360'''</span> || style="text-align:center;" | 600 || style="text-align:center;" | 1980's <br />
|-<br />
| 80mm S-8BM HEF-T || style="text-align:center;" | 2600 || style="text-align:center;" | <span style="color: red">'''250'''</span> || style="text-align:center;" | 600 || style="text-align:center;" | 1980's <br />
|} <br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
*<span style="color: green">'''Green text'''</span>: RHAe (HEAT) penetration<br><br />
<br />
== Surface to Air Missiles ==<br />
{| border="2" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Ammunition''' !! '''Range[m]''' !! '''RHAe[mm]''' !! '''Velocity[m/s]''' !! '''Date'''<br />
|-<br />
| 9M31M/SA-9B: SAM || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 500 || style="text-align:center;" | 1970<br />
|-<br />
| 9M311/SA-19: SAM || style="text-align:center;" | 7500 || style="text-align:center;" | <span style="color: red">'''890'''</span> || style="text-align:center;" | 900 || style="text-align:center;" | No Date<br />
|-<br />
| FIM-92B Stinger: SAM || style="text-align:center;" | 4800 || style="text-align:center;" | <span style="color: red">'''200'''</span> || style="text-align:center;" | 750 || style="text-align:center;" | 1983<br />
|-<br />
| Mistral Mk.1: SAM || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''270'''</span> || style="text-align:center;" | 1 || style="text-align:center;" | 1988 <br />
|-<br />
| Mistral Mk.2: SAM || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''270'''</span> || style="text-align:center;" | 1 || style="text-align:center;" | 2000 <br />
|-<br />
| Mistral Mk.3: SAM || style="text-align:center;" | 6000 || style="text-align:center;" | <span style="color: red">'''270'''</span> || style="text-align:center;" | 1 || style="text-align:center;" | 2014 <br />
|-<br />
| RBS70: SAM || style="text-align:center;" | 5000 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 501 || style="text-align:center;" | 1977 <br />
|-<br />
| RBS70 Mk.1: SAM || style="text-align:center;" | 6000 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 535 || style="text-align:center;" | 1990 <br />
|-<br />
| RBS70 Mk.2: SAM || style="text-align:center;" | 7000 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 600 || style="text-align:center;" | 1993 <br />
|-<br />
| RBS70 (BOLIDE): SAM || style="text-align:center;" | 7000 || style="text-align:center;" | <span style="color: red">'''300'''</span> || style="text-align:center;" | 666 || style="text-align:center;" | 2001 <br />
|} <br />
RHAe[mm] (Penetration) column:<br />
*<span style="color: red">'''Red text'''</span>: (HE/HESH) effect, does not represent actual RHA equivalent thickness penetration<br><br />
<br />
[[Category: Ammunition|* ]]<br />
[[Category: Technical Data ]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Infantry_Units&diff=18886Infantry Units2022-12-01T10:47:42Z<p>MAJFubar-1882: /* Buildings */</p>
<hr />
<div>Although ''Steel Beasts'' is a vehicle centric simulation, infantry play a large role on the battlefield and can pose a significant threat to armored vehicles. <br />
<br />
Infantry units in ''Steel Beasts'' often differ in behavior than vehicles, and this is not always documented in the manual. This page should be used as the place to document those differences as infantry behavior evolves.<br />
<br />
=Types of infantry=<br />
<br />
==Mechanized Infantry==<br />
<br />
[[image:1985_US_Mech_Inf.jpg|right|400px]]<br />
<br />
Mechanized infantry, also referred interchangeably as "mech infantry" or "mounted infantry", are those that begin a mission assigned to [[:Category:PC|personnel carriers]] or [[:Category:trucks|trucks]], or other ground vehicles. Note that some militaries may distinguish between mechanized and armored infantry, but this section refers to both as a single type within ''Steel Beasts''.<br />
<br />
[[image:1985_US_M2_TOE.jpg|left|350px|thumb|An example of how an M2 Bradley platoon's infantry was organized in 1985, showing ATGM team assignments]]<br />
Mounted infantry can be dismounted with the '''U''' command, and told to mount with the '''Shift+U''' keypress. Scenario designers may alter the equipment loadout of mounted infantry in the Mission Editor by selecting the carrying vehicle and choosing "Unload troops" from the right-click context menu. You may also change the type of infantry as well, via the "Set unit type" menu selection. In this way, you can assign ATGM teams to the mechanized/motorized infantry units. Go <span class="plainlinks">[http://www.steelbeasts.com/files/file/2177-mechanized-infantry-platoon-template-atgm-teams-3002/ here]</span> for a template scenario showing how to change mech infantry team assignments, as well as researched platoon compositions for major nationalities of different time periods.<br />
<br />
:NOTE: Most modern mechanized and motorized infantry platoons have ATGM teams.<br />
<br />
Additionally, altered ammunition loadouts when used with the global "For all other current units:" check boxes will apply to all other infantry units as well. Units unmodified by either method will continue to carry their default equipment (please see the technical pages of the PCs for hints on the squad's armament).<br />
<br />
While the player is in the vehicle commander’s position ('''F7''') mounted infantry will mount/dismount only on direct command ('''Shift+U''' and '''U'''). You may also instruct infantry to mount and dismount from the map view via the right-click menu's "Troops" -> "Mount" and "Dismount" selections which can be assigned to routes, waypoints and (in the execution phase), on the carrying unit's map icon itself.<br />
<br />
If a player in the vehicle's position presses '''W''' or '''X''' to move out while troops are mounting to that vehicle, then the mounting will be cancelled as well. This will happen only when a player is manually driving the vehicle, so giving the vehicle a new route won't stop the mounting of troops (rev. 2.538).<br />
<br />
Vehicles will automatically move towards the troops that they are loading (if beyond approximately 25 meters) (rev. 2.538).<br />
Vehicles in emplacements will remain stationary while loading troops; if you don’t want the troops to cross open ground, the vehicles need to be moved to a new location first (rev. 2.538).<br />
<br />
Currently, mounted infantry are split into two teams (A and B), and cannot be combined. By default, A team's composition is a rifle team, and B team's composition is an LMG team, however their unit types can be changed as mentioned above, via the "Set unit type" selection in the Mission Editor. You can change infantry teams with any type of infantry type that is available.<br />
<br />
[[Image:Mounted_Squad_Icons.jpg|155px|right|The two half-squads of a mounted unit]]<br />
<br />
In the Execution Phase's 3D world view, the vehicle icons at the bottom right of the screen will show purple when there are troops loaded and gray otherwise, and while loading and unloading the vehicle icons will flash between these two colors.<br />
<br />
For dismounted troops the hotkey ('''F7''') will now give the squad leader’s point of view.<br />
<br />
Finally, dismounted infantry may be equipped with an [[UGV|Unmanned Ground Vehicle]] or micro [[Micro-UAV|Unmanned Aerial Vehicle]] (rev. 3.002).<br />
<br />
==Light Infantry (Leg)==<br />
<br />
[[image:Light_inf.jpg|right|300px]]<br />
Light infantry are units that do not begin a scenario attached to a mechanized or motorized vehicle. These are always infantry that are placed on the map separately in the Mission Editor. <br />
<br />
Light infantry are exactly the same as mechanized/motorized infantry, except that currently light infantry rifle squads cannot split into team sized units, they always are in squad sized elements (although the mission designer can make small team sized light infantry squads if desired). Mechanized, motorized, and air assault infantry are currently team sized units which cannot be combined into squads.<br />
<br />
Even though light infantry do not begin a scenario assigned to a vehicle, they can be picked up by vehicles if there is enough spare troop carrying capacity available. In this way, you can use trucks, helicopters, or PCs to pick up light infantry and move them quickly to a different location. The only requirement is of course that the unit must have enough free space to load the infantry unit. To load infantry into a vehicle they are not originally assigned to, there are two methods:<br />
<br />
:1) Move the vehicles very close to the infantry you want to pick up, then in the 3D world view of the vehicle unit, left click on the single vehicle's icon and select "Load troops" and the select the name of the unit you wish to load. Keep in mind that if the vehicle in question has infantry assigned to it that are unloaded somewhere else, then those infantry will appear in this list. Non-assigned close proximity infantry will appear listed below a horizontal spacer line. <br />
<br />
Once loaded into the vehicle, the infantry will then become assigned to that vehicle and they can be loaded and unloaded with the '''U''' and '''SHIFT + U''' keys.<br />
<br />
:2) Alternatively you can use the "Troops" --> "Mount" selection from the right-click map view menu on routes and waypoints. Doing this will cause a unit to pick up infantry in the surrounding area ''IF'' it has enough capacity to do so. The specific range in which a unit will pick up infantry not assigned to it is:<br />
::*'''WAYPOINT''': 175m radius infantry not assigned to the unit, 200m for infantry that are currently assigned to the unit.<br />
::*'''ROUTE''': 175m to left and right of route for infantry not assigned to the unit, 200m for infantry that are currently assigned to the unit. ''In other words, if you have a mount order on a route, the vehicles will travel along the route and pick up all assigned infantry that are within 200m to the left and right of the route, and will pick up all non-assigned infantry at 175m left and right of the route. It will continue doing this until it no longer has any free carrying capacity to do so.''<br />
<br />
==Air Assault Infantry==<br />
<br />
[[image:US_airassault_inf.jpg|right|300px]]<br />
<br />
Air assault infantry are infantry that begin a mission mounted in a troop carrying helicopter. For all intents and purposes, air assault infantry behave exactly like [[Infantry Units#Mechanized_Infantry|mechanized infantry]].<br />
<br />
The main difference between air assault infantry and mechanized infantry is that, obviously, air assault infantry are carried by helicopter. Because of this, loading and unloading infantry can be a little more complicated but it still follows the same basic principles. Some things that you will need to know are:<br />
<br />
*If flying a helicopter manually, to unload infantry you will need to stop to a hover with '''S''', then hold '''Z''' until the helicopter lands. The helicopter will have difficulty landing on steep grades or in a forest, so it is always best to land in a flat and relatively clear area. Once landed, load and unload the infantry as normal with the '''U''' and '''SHIFT + U''' keys, respectively.<br />
<br />
*From the map view, loading and unloading infantry occurs in the same way as mechanized infantry, however there is an additional right-click menu item of "Set flight height". In this menu, it is recommended that you choose "Ground level" if you plan on mounting or dismounting infantry, however the AI will attempt to land on its own in both cases even without this setting. Selecting "Ground level" when loading and unloading simply ensures that less will go wrong in in the heat of the action.<br />
<br />
*Helicopters can now be combined into platoons (flights), and these platoons can be landed, and mounted and dismounted together to allow for a larger scale air assault operations to occur with relative ease.<br />
<br />
=Individual movement techniques=<br />
<br />
In the old days, the infantry in ''Steel Beasts'' only had one method of movement: jogging. Beginning in version 3.0, infantry now have several methods of movement, each with its own advantages and disadvantages.<br />
<br />
Infantry can be controlled either manually, with the '''A''', '''S''', '''D''', '''W''' keys, or automatically with routes and waypoints.<br />
<br />
==Posture== <br />
<br />
Posture, as referred to here, is the height of the infantry as they are stationary or are moving. You can manually set the posture of infantry that are stationary and while they are in some movement modes. Press '''Q''' to raise your posture, if applicable, and press '''Z''' to lower it. Specifically, when laying prone and while not under fire, raising your posture will cause the infantry to go to a kneeling position, which may help with observation from the '''F7''' view. Raising your posture again will cause the infantry to stand up. Lowering your posture works in the opposite manner. Also, when crawling or marching, you may lower or raise your posture to result in a different movement mode. For example, you could go from marching to crouched walking in this way.<br />
<br />
==Movement types==<br />
<br />
*HALT is obviously when the infantry is not moving. Infantry must halt in order to recover fatigue and doing this is is considered as resting. In ''Steel Beasts'', the time it takes to fully rest an infantry unit can vary, but it usually takes about 5 minutes in most cases when a unit is fully exhausted.<br />
<br />
*CRAWLING is the slowest movement type, but it provides the most cover and concealment. Crawling also results in a very small loss of fatigue over time.<br />
<br />
*CROUCHED WALKING is faster than crawling, while still providing some manner of stealth. Crouched walking does not result in a loss of fatigue, and does not regain fatigue either.<br />
<br />
*MARCHING is the ideal movement type for extended period movement. Marching is faster than crouched walking, but slower than jogging, however the advantage is that it is the fastest movement type that does not result in loss of fatigue. This allows infantry to advance over long distances within the scope of a ''Steel Beasts'' scenario without having to pause and rest. However, as with crouched walking, even though marching does not exhaust fatigue the unit also does not recover from fatigue either. To recover fatigue you must halt and rest. For the most part, all crew served weapons are generally limited to this form of movement as they carry their equipment into position.<br />
<br />
*JOGGING (aka. double time) is faster than marching, but slower than sprinting. Jogging expends a moderate amount of fatigue. <br />
<br />
*SPRINTING (aka. rushing) is the fastest movement type available but it expends fatigue at a very high rate. In addition, sprinting is not possible unless the unit is considered "rested" and is not "tired". See the section about [[:Category:Infantry#Fatigue|fatigue]] below for more information.<br />
<br />
==Manual control==<br />
<br />
Manually controlling infantry works exactly like vehicles. The '''W''' key is used to move forward and increase speed, while the '''S''' key is used to slow down. Holding '''A''' and '''D''' will cause the infantry to turn left and right, respectively, and '''X''' will cause the infantry to stop. As mentioned in the section on [[Infantry Units#Posture|posture]], '''Q''' and '''Z''' may raise and lower infantry posture depending on the situation.<br />
<br />
Also note that in 3D world view you can either press '''L''' or access the lower right unit icon menu to toggle the "Follow leader" command on and off. If off, then the rest of the infantry unit will not follow the leader as you manually move around. This is often good to do when reconnoitering forward a bit of the overall unit. Press '''L''' or the "Follow leader" selection again to have the rest of the team/squad return to the leader's current location.<br />
<br />
==Route tactic behavior==<br />
<br />
{| border="1" cellpadding="5" class="wikitable"<br />
|- style="background:#efefef;"<br />
! '''Tactic''' !! '''Behavior'''<br />
|-<br />
| Engage || <br />
*infantry will advance to contact and once in contact will stop and engage if able to do so<br><br />
*SLOW routes will cause the infantry to advance by crawling<br><br />
*FAST routes will cause the infantry to advance by jogging, until exhausted<br><br />
*TOP SPEED routes will cause infantry to advance by sprinting, until exhausted<br />
|-<br />
| Assault || <br />
*infantry will advance to contact and once in contact will continue advancing by crawling while under fire<br><br />
*SLOW routes will cause the infantry to advance by crawling (before under fire)<br><br />
*FAST routes will cause the infantry to advance by jogging, until exhausted or under fire<br><br />
*TOP SPEED routes will cause infantry to advance by sprinting, until exhausted or under fire<br />
|-<br />
| March || <br />
*infantry will advance to contact and once in contact will stop and engage if able to do so<br />
*regardless of route speed setting, infantry will advance by marching<br />
|-<br />
| Retreat || <br />
*infantry will attempt to break contact with the enemy and will use smoke grenades if available<br />
*SLOW routes will cause the infantry to retreat by crawling<br><br />
*FAST routes will cause the infantry to retreat by jogging<br><br />
*TOP SPEED routes will cause infantry to retreat by sprinting<br />
|-<br />
| Scout || <br />
*infantry will advance to contact, then once established will observe the enemy<br />
*once under fire, infantry will automatically retreat back by crawling in the direction it advanced from<br />
*SLOW routes will cause the infantry to retreat by crawling<br><br />
*FAST routes will cause the infantry to retreat by jogging<br><br />
*TOP SPEED routes will cause infantry to retreat by sprinting<br />
|-<br />
| Breach || <br />
*behaves identical to engage tactic<br />
|}<br />
<br />
Note that infantry will stop and occasionally rest if they are on FAST or TOP SPEED routes, and they do this in order to maintain that higher rate of movement for as long as possible. Over time though, depending on the circumstances, they will likely become exhausted and will be reduced to crawling (for tactical considerations) until they are rested.<br />
<br />
==Fatigue==<br />
<br />
Fatigue, within the scope of ''Steel Beasts'', represents an infantry unit's short term ability to exert itself through individual movement technique types. Specifically, it is a wargaming abstraction to prevent infantry from being able to sprint all the time, and as a mechanism to establish a pro-con relationship between the movement techniques.<br />
<br />
[[image:infantry_fatigue_bars.jpg|thumb|Infantry fatigue bars, fully rested; the three sets of triangles and squares to its left are for the three different postures, left: prone and crawling, right: kneeling and crouched walking, center: standing, marching, jogging, sprinting]]<br />
<br />
When occupying an infantry unit, in the 3D world view's lower right corner of the screen you will see three vertical colored bars (green, yellow, red). Depending on which bars are showing certain movement types may not be available:<br />
<br />
{| border="1" cellpadding="5" class="wikitable"<br />
|- style="background:#efefef;"<br />
! '''Situation''' !! '''Status'''<br />
|-<br />
| green, yellow, and red bars visible || <br />
*infantry unit is considered FULLY RESTED<br />
*all movement types are available<br />
|-<br />
| yellow and red bars visible || <br />
*infantry unit is considered TIRED<br />
*sprinting is unavailable<br />
|-<br />
| red bar visible || <br />
*infantry unit is considered EXHAUSTED<br />
*sprinting and jogging are unavailable<br />
|-<br />
| no bars visible || <br />
*infantry unit is considered to be FULLY EXHAUSTED<br />
*no additional effect other than resting will require the maximum amount of time<br />
|}<br />
<br />
=Protection=<br />
<br />
==Cover and Concealment==<br />
[[image:FM21-75_FIG_1-10.jpg|350px|right]]<br />
<br />
===Cover===<br />
<br />
Cover gives protection from bullets, fragments of exploding rounds, flame, nuclear effects, and biological and chemical agents. Cover can also conceal you from enemy observation. Cover can be natural or man-made. (FM 21-75)<br />
<br />
====Open terrain====<br />
<br />
When stationary, infantry will attempt to seek cover in the bumps and folds of the terrain that cannot adequately be represented at the lowest level, which is simulated by having them sink into the surrounding terrain depending on the Bumpiness value of the applied terrain theme for each given terrain type. With bumpiness set to "0" (0%) – the default for very old scenarios – dismounted soldiers will not have cover (they will not sink into the ground). At "1.00" (100%) bumpiness they will sink to the point that only the top of their head is visible, but the controlling player of a dismounted squad will still see them somewhat elevated, making it easier to locate his own soldiers (rev 2.460).<br />
<br />
Keep in mind that once infantry fire or move they will not be sunken into the terrain until they stop moving, or until a few seconds after they fire. The reason that infantry momentarily raise from their sunken position when firing represents them briefly exposing themselves to the enemy while engaging targets.<br />
<br />
====Buildings====<br />
<br />
Infantry may take position in [[Obstacles_And_Fortifications#Bunkers|bunkers]], [[Obstacles_And_Fortifications#Infantry Trenches|trenches]], or may occupy buildings. Place a waypoint with "Defend" tactics near a bunker (preferably at the rear) and infantry should occupy it.<br />
<br />
(rev. 2.403)<br />
Computer controlled units will engage troops inside of buildings with HE or HEAT ammunition where this is available and useful.<br />
<br />
(rev. 2.395)<br />
Troops will no longer seek cover unless given a battle position with Hold, Defend or Guard tactics. As before,<br />
<br />
* Hold and Defend will also cause the troops to go inside nearby buildings.<br />
<br />
* Guard will cause them to stay outside nearby buildings. If there are no nearby buildings they will look for cover in nearby woods.<br />
<br />
* Having "no tactic" or Stay tactics will result in the troops not looking for any cover and so staying where they are.<br />
<br />
* While troops are in buildings, the orientation of the battle position is important. The direction the battle position is pointing will determine which firing positions in the building are occupied. For example, if a large building contains a small unit of infantry, orienting the battle position to the south will ensure that the infantry will man the south wall. Keep in mind that when you change the orientation of the battle position, it will take a few moments for the infantry inside to change their position to the new orientation as they have to move to their new location in the building.<br />
<br />
* Note that if you click on a unit icon at the bottom of the 3D view and order the troops to a new position the waypoint at the end of the new route will have no BP ("none" tactics) unless you use the "assault to" order. So, if you want the troops to move to a spot and go into a nearby building or find cover, use "assault to." If you want the troops to NOT go in a building nor find cover, use another movement order such as "advance to" or "retreat to."<br />
<br />
(rev. 2.440)<br />
Troops will enter buildings only on "Hold" orders to allow better control about their autonomous positioning.<br />
<br />
Depending on their current tactics they may or may not enter structures (and since 4.000 you can change this behavior as you prefer, and you can specify how they occupy structures (top to bottom for example). That said, the default settings are:<br />
<br />
{| border="1" cellpadding="5" class="wikitable"<br />
|- style="background:#efefef;"<br />
! '''Tactic''' !! '''Default Behavior'''<br />
|-<br />
| Hold || <br />
infantry will enter<br />
|-<br />
| Defend || <br />
infantry will enter <br />
|-<br />
| Guard || <br />
infantry will NOT enter<br />
|-<br />
| Stay || <br />
infantry will NOT enter<br />
|-<br />
| Suppress|| <br />
infantry will enter<br />
|-<br />
| No tactics|| <br />
infantry will NOT enter<br />
|}<br />
<br />
This can be changed in the map view's top level "Options" menu's "Default behavior in buildings" sub menu:<br />
<br />
[[Image:Default behavior in buildings.jpg|400px|center|Default behavior in buildings sub menu.]]<br />
<br />
(rev. 3.002) You may also order infantry to enter buildings occupied by enemy infantry. This can be used to clear buildings when the enemy is in a weakened state, or when they are known to be engaging threats in another direction. Entering a building with enemy forces should be done with caution however, because it can be very costly. Note that further improvement here is needed -- infantry will not go room to room and clear it, but rather will shoot directly at each other as they enter the building, but the intent here is to at least provide a method to completely sweep and clear the enemy from occupied buildings.<br />
<br />
===Concealment===<br />
<br />
Concealment is anything that hides you from enemy observation. Concealment does not protect you from enemy fire. Do not think that you are protected from the enemy's fire just because you are concealed. Concealment, like cover, can also be natural or man-made. (FM 21-75)<br />
<br />
Concealment is currently not modeled in great detail Steel Beasts, other than the natural concealment that occurs from ground clutter at close range, and from the cover gained from infantry sinking into the terrain or taking cover in buildings.<br />
<br />
==Body armor==<br />
[[Image:infantry_armor_areas.jpg|thumb|right|300px|Protected areas of ballistic body armor in ''Steel Beasts''; note that "7.62mm proof" is for > 100m range, not at 0m range]]<br />
Infantry body armor is modeled in ''Steel Beasts'' and it increases survivability of infantry by protecting them from fragments, ricochets, and direct smallarms fire. They are protected in the areas of their torso, head and shoulders, with the level of protection depending on the type of infantry. <br />
<br />
<br />
In ''Steel Beasts'' body armor currently comes in two types: FLAK protection and ballistic protection. FLAK armor only protects against fragments from smaller high explosive rounds and grenades, while ballistic armor protects up to 5.56mm at close range, and 7.62mm at beyond 100m, depending on impact area.<br />
<br />
*US 2000<br />
*KR 2000 (South Korean)<br />
*CN (Chinese)<br />
*DE (German)<br />
*DK 2000 (Danish)<br />
<br />
<gallery widths="200px" heights="300px"><br />
Image:armored_infantry_US.jpg|US IBA model<br />
Image:armored_infantry_GE.jpg|GE IdZ model<br />
</gallery><br />
<br />
The US 2000, KR 2000, and CN are all based on the US interceptor body armor (IBA) model, and the DE and DK are based on the infantrie der zukunft ("infantry of the future", IdZ) model. All other infantry types have only have fragmentation protection in the helmet and torso area, which represents FLAK vests and steel or kevlar helmet. Civilians and insurgents have no fragmentation or ballistic protection. See also [[Camouflage Schemes]].<br />
<br />
=Infantry Status=<br />
<br />
Infantry can be in different statuses, depending on their situation.<br />
<br />
==Treating Wounded==<br />
<br />
Medics and soldiers belonging to the wounded soldier's own team and squad will treat wounded soldiers within a certain proximity of their position. When they are treating wounded, they will enter an "working" animation where they are moving their hands and arms in front of them, and "Treating wounded" will be displayed at the bottom of the screen in the status bar. <br />
<br />
While treating wounded, the unit that is treating the wounded will be unable to move. This is because, in real life, if someone is treating a casualty then they are not likely to drop what they are doing and run away. Keep this in mind when deciding when to treat wounded. That said, it is possible for non-medic soldiers, who belong to the same squad as the wounded solder, to start treating their wounded immediately while in combat. This represents another real world situation where wounded soldiers in a squad can cause the squad to lose combat effectiveness as it urgently has to treat its own casualties.<br />
<br />
==Suppressed==<br />
<br />
Infantry can become suppressed by enemy fire. Suppression is handled in a very basic way. If infantry are under fire then they become suppressed. While suppressed:<br />
<br />
*Infantry will not kneel to fire the RPG.<br />
*Infantry on a route will take cover.<br />
*Prone infantry can still return fire normally.<br />
<br />
Therefore, you can fire on enemy infantry to keep them pinned down and unable to move at full speed on a route, and to hinder them from returning RPG fire from the kneeling position. There are no visual indicators when the infantry are suppressed, they simply take cover and are unable to return kneeling RPG fire, nor continue on the route at their desired movement speed and posture.<br />
<br />
=Training=<br />
<br />
==Quality Levels==<br />
Infantry unit have several quality levels that they can be given: Elite, Regular, Conscript, Militia and Untrained. The corresponding Mission Editor choices are: A = Elite, B = Regular, C = Conscript, D = Militia and E = Untrained respectively. These quality levels represent proficiency and training levels that would be associated with their names. There are many different subtle effects from quality levels, where higher quality usually get benefits while lower quality levels usually receive penalties, and Conscript quality usually have neither a benefit or a penalty.<br />
<br />
===General Spotting===<br />
Depending on the quality level of the unit, a unit may have its visibility level reduced so that it is less than the actual/literal visibility level. <br />
*ELITE: normal visibility<br />
*REGULAR: normal visibility<br />
*CONSCRIPT: max range to detect enemy units is 75% of the actual visibility<br />
*MILITIA: max range to detect enemy units is 50% of the actual visibility<br />
*UNTRAINED: max range to detect enemy units is 25% of the actual visibility<br />
<br />
===Detailed Spotting===<br />
There also exists several parameters which can influence spotting, known as a generic detection factor. This includes: the unit's FOV when detecting enemy, the distance at which AI units can hear sounds from enemy units, the time it takes for them to detect a muzzle flash or ATGM launch, and the apparent height of an enemy unit before it can be easily detected.<br />
<br />
For all of these things...<br />
*ELITE: 100% generic detection factor<br />
*REGULAR: 100% generic detection factor<br />
*CONSCRIPT: 75% generic detection factor<br />
*MILITIA: 50% generic detection factor<br />
*UNTRAINED: 25% generic detection factor<br />
<br />
===Stamina===<br />
Depending on the quality level of the unit, a unit may have its maximum stamina increased or reduced over the standard level. <br />
*ELITE: 150% maximum stamina<br />
*REGULAR: 125% maximum stamina<br />
*CONSCRIPT: 100% maximum stamina (normal stamina)<br />
*MILITIA: 75% maximum stamina<br />
*UNTRAINED: 50% maximum stamina<br />
<br />
===Vulnerability (Cover)===<br />
Depending on the quality level of the unit, a unit may have a reduced maximum depth that it can sink into the terrain (from bumpy terrain).<br />
*ELITE: full sink depth allowed<br />
*REGULAR: full sink depth allowed<br />
*CONSCRIPT: 75% maximum sink depth<br />
*MILITIA: 50% maximum sink depth<br />
*UNTRAINED: 25% maximum sink depth<br />
<br />
===Medic (Healing Capacity)===<br />
Depending on the quality level of a MEDIC, that medic may have an increased or decreased capability to revive wounded soldiers.<br />
*ELITE: 66% chance to revive a wounded soldier<br />
*REGULAR: 50% chance to revive a wounded soldier<br />
*CONSCRIPT: 40% chance to revive a wounded soldier<br />
*MILITIA: 20% chance to revive a wounded soldier<br />
*UNTRAINED: 10% chance to revive a wounded soldier<br />
<br />
=Utilizing infantry weapons= <br />
<br />
==Crew served weapons==<br />
<br />
Some infantry have crew served or individual weapons that can be fired directly by the user. The current list of infantry weapons that can be crewed are:<br />
<br />
*[[Missile_team|all ATGMs]]<br />
*[[AGL_team|Mk.19 AGL]]<br />
*[[LMG_team|Various light machine guns]]<br />
*[[HMG_team|Certain heavy machine guns]]<br />
*[[Mortar_team|Dismounted mortars]]<br />
*[[:Category:Remote Weapon Station|Remote Weapon Stations]]<br><br />
<br />
When occupying one of these units, press '''F7''' to go to the commander's eye view, then press '''F2''' to go to the gun sight view.<br />
<br />
==Individual weapons==<br />
<br />
===40mm grenade launchers===<br />
<br />
Rifle type infantry units can be equipped with HE and/or smoke grenade ammo. If they are equipped with said ammo, then they will visually carry a rifle that has an under barrel grenade launcher (if the model is available). <br />
<br />
The AI will not utilize the grenade launcher on its own, the owning player has to instruct the infantry unit when and where to fire it. To use the grenade launcher, as the owner of the unit jump to that infantry unit and go to the F8 (or F7) view. <br />
<br />
<center><gallery widths=250px heights=150px><br />
image:Rifle_grenade_command.jpg|Unit menu, HE grenade fire command<br />
image:Rifle_grenade_impact.jpg|40mm HE grenade impact<br />
image:Rifle_smokegrenade_impact.jpg|40mm smoke grenade impact<br />
</gallery></center><br />
<br />
[[image:Rifle_grenade_unit_fire.jpg|200px|thumb|right|Firing the 40mm grenade launcher as a unit]]Once in the F7 of F8 view, access the unit icon menu in the lower right of the screen by left clicking on it. If the unit has grenade launcher ammo available/remaining then "Fire HE rifle grenade here..." and/or "Fire smoke rifle grenade here..." will appear in the menu. Left click on either of these and then the mouse pointer will move to the center of the window. At this point you just have to click on the terrain and, if it is in range, the appropriate grenade will be fired to that area. Keep in mind that any intervening terrain or objects may cause the grenade to impact and detonate before it reaches the desired target area.<br />
<br />
For maximum destruction, if an entire organization is equipped with grenade launcher ammo then you can have the entire organization fire a grenade at the selected area. To do this, select the higher organization's icon and select to deploy the appropriate grenade. The units that are in range of the target area will all fire. Note that if not all of the units in the organization have grenade launcher ammo then the fire command will not appear in the menu, but this method comes in handy when you split up regular rifle infantry squads into teams.<br />
<br />
=Individual optical systems=<br />
<br />
''Steel Beasts Professional'' provides a number of individual optical systems usable by infantry elements, vehicle commanders, and drivers. These range from simple binoculars to low-light, thermal, and indirect-fire observation sights. In all cases these systems are accessed from the '''F7''' squad leader’s position, '''F7''' vehicle commander's position (binos and NVG), or '''F9''' Driver's position (NVG).<br />
<br />
*[[Binoculars]]<br />
*[[Night-vision goggles|Night-vision devices]]<br />
*[[JIM-LR|JIM-LR]] (Infrared Multi-functional Binocular-Long Range)<br />
*[[FO/FAC team|G/VLLD]] (Ground/Vehicular Laser Locator Designator)<br />
<br />
=Specialized infantry=<br />
<br />
Some infantry units have specialized duties that they can perform. These units usually require direct intervention by the user, although some are based on route types or are proximity based.<br />
<br />
==Sniper Teams==<br />
Sniper Teams are specialized infantry that are capable of accurately eliminating High Value Targets (HVTs) on the battlefield.<br />
<br />
[[image:HVT_selection.jpg|thumb|200px|center|Mission Editor, designating an enemy infantry unit as an HVT]][[image:ShootAtUnit_selection.jpg|thumb|250px|right|Mission Editor, "Shoot at unit..." selection]]Enemy infantry units can be designated as an HVT by selecting "Hight Value Target" on the enemy unit in the Mission Editor. When a unit is designated in this way, then "HVT" will appear in the bottom of the status bar when the unit is selected.<br />
<br />
Sniper Teams will engage HVT units on sight, without user intervention, as long as the target is in range. They will continuing engaging the HVT until the HVT unit is eliminated, out of range, or out of sight.<br />
<br />
If an enemy infantry unit is not designated as an HVT, then the user must directly intervene in order to have the sniper engage that target. To do this, access the lower right unit icon menu in the 3D world view and select "Shoot at unit..." and then the mouse pointer will be moved to the center of the 3D view, then you just left click on an enemy target in view. The good thing is that you don't actually have to click exactly on the enemy unit - it should register the click as long as you get it in close proximity (although you should strive to click accurately). If the unit selection is successful then the mouse pointer will disappear, if not then the cursor will remain and you can try again.<br />
<br />
In the case where a sniper team has a strength of two or more soldiers, a spotter will be present. You can access the spotter by pressing '''F7''', then press '''N''' to use the spotter's binoculars. Unless you are located in high grass, the binocular view is the best way to designate targets for the sniper as the unmagnified external view makes it difficult to spot and designate enemy units as targets.<br />
<br />
*Note that currently the AI is unaware of vehicle crew as targets for the sniper. The AI is only aware of the vehicle or infantry unit, and sniper teams will only engage infantry units.<br />
<br />
==Engineer Teams==<br />
[[image:Engineers_clearing_minefield.jpg|thumb|350px|right|An Engineer Team clearing a lane through a minefield (lane marked in blue, cleared mine marked in red)]]<br />
Engineer Teams are specialized infantry that can clear and mark lanes through minefields. To use the engineers in this way, simply assign them a BREACH route through a minefield. The engineers will then move at a slow pace with a mine sweeping animation and will clear the a route through the minefield.<br />
<br />
If the minefield is present, the engineer unit on the BREACH route will mark the cleared lanes in blue (to simulate bright blue spray paint), and will mark cleared mines in red. Despite their color, cleared mines are harmless to vehicles.<br />
<br />
==Medic Teams==<br />
There are two types of medics, medic team and integrated squad medics. <br />
<br />
Medic team type medics are either in the platoon command element, specifically the platoon XO unit, or assigned to [[M113A3 Medic|Medic]] vehicles. For dismounted elements if you left click on the platoon XO, the bottom status bar will display that a medic is present (unless the medic has been eliminated). Medic teams dismounted from vehicles are "pure" and have the medic map symbol.<br />
<br />
The use of the medic team is fairly simple. When infantry units suffer casualties, simply move the platoon XO unit or separate medic team to the location where the ''casualties'' are located (i.e. dead troops). Once the platoon XO (or Medic Team) units arrives and is in a battle position, the medic will move around to heal (revive) casualties that can be saved if they are located within a small radius of his location (approximately 25m or so). If the medic does not move towards a downed soldier then he cannot be saved and you should move on, or the downed soldier is outside of his radius. The medic evaluates this as he arrives, and if he crawls to a downed soldier then he is able to save him, and will do so, after a certain amount of time passes.<br />
<br />
Integrated squad medics are utilized automatically. As an ordinary infantry unit suffers casualties, soldiers in the unit will try to conduct medical aid to revive each other.<br />
<br />
The amount of time it takes to heal (revive) a downed soldier depends on the quality level of the medic unit. Also, Medic Teams have a much higher probability of successfully healing downed soldiers than integrated squad medics do.<br />
<br />
=Miscellaneous=<br />
<br />
In the current version of ''Steel Beasts'', the general range of small arms fire has been set to 600 meters.<br />
<br />
[[Category: Infantry]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Obstacles_And_Fortifications&diff=18885Obstacles And Fortifications2022-11-27T23:04:43Z<p>MAJFubar-1882: /* Fortifications */</p>
<hr />
<div>Back in the good old days, it was just mines. That’s okay with me, to quote Patton "Fixed fortifications are a monument to the stupidity of man". Nevertheless ''Steel Beasts Pro PE'' has them, and while they’re fairly self-explanatory regarding function there are some oddities about using them that you’ll want to remember. <br />
<br />
There are also some neat tricks now possible with the different types of obstacles and fortifications that weren’t before. [[:Category:Infantry|Infantry]] in particular has some place to go and hide, as it’s now possible to put them in bunkers. [[:Category:Vehicles|Vehicles]] too can be put in vehicular emplacements, and there are emplacement-types for the major combat vehicle-types. <br />
<br />
<br />
<br />
=Obstacles=<br />
In ''Steel Beasts Pro PE'' an obstacle is anything constructed which is designed to either hinder or stop an attacker. ''Pro PE'' will let you, the mission designer, construct seven types of obstacles. All of the obstacle-types come in one variety, except for mines, anti-tank ditches, and concertina wire. There are six types of mine available; nine really, if you count FASCAM, decoy fields, and IEDs.<br />
<br />
All obstacles, once placed, cannot be moved and, with the exception of Mines, Anti-tank Ditches, Concertina Wire, and Steel Beams, cannot be breached. All obstacles will either stop or hinder vehicles, but only Abatis, Concertina Wire, and Mines will stop/hinder infantry. In truth, even though most minefields contain a mix of antipersonnel (AP) and antitank (AT) mine, ''Steel Beasts'' only simulates the AT variety. Therefore, technically infantry can cross ''any'' minefield and as a work around, infantry are set to avoid and bypass any '''detected''' minefields. Minefields which are undetectable (see below) will not otherwise hinder the movement of infantry units. Because of this, you may find, that the impregnable fortress of mines you’ve created for one side is in fact at least somewhat open to penetration, if infantry attempt to cross it.<br />
<br />
The descriptions below include average "emplacement times" for scenario designers. These times assume a well equipped force with adequate engineer support and represent the effort of a typical engineer squad or platoon. <br />
<br />
<br />
==Mines==<br />
Minefields come in the following types and may cover an area from 100 x 100m up to a maximum of 600 x 100m per field:<br />
<br />
<br />
{| border="1" cellpadding="5" cellspacing="0" align="center" <br />
|- style="background:#efefef;" weight="bold"<br />
! '''Type''' !! '''Picture''' !! '''Comment'''<br />
|-<br />
|Conventional<br />
| align="center" | [[Image:Obstacles_Image18.jpg|300px]]<br />
| These represent surface laid conventional AT blast mines. A typical NATO 100 x 100m machine-laid field will take about 24 minutes to emplace while a 600 x 100m field will take about 2.5 hours. Conversely, a hand-laid field of 100 x 100m will take about 32 hours. For Russo/Soviet forces a standard divisional engineer battalion with 3 ''GMZ'' Armored Tracked Mine Layers can lay a 1200 x 100m 3-row field in about 26 minutes. <br />
|-<br />
|Conventional buried<br />
| align="center" | [[Image:Obstacles_Image19.jpg|300px]]<br />
| These represent buried conventional AT blast mines and can not be detected visually or by infantry. Both Machine-laid and hand-laid fields of this type take the same amount of time to emplace as surface laid versions.<br />
|-<br />
|Advanced<br />
| align="center" | [[Image:Obstacles_Image20.jpg|300px]]<br />
| These represent surface laid minimum metal, blast resistant anti-tank mines such as the U.S. M19 or Italian VS/3.6 and TC/6. Such mines are often fitted with anti-handling devices to hamper clearance efforts and their resistance to blast over-pressure reduces the effectiveness of line-charge clearance methods. Emplacement times for these fields is the same as for conventional minefields above. <br />
|-<br />
|Advanced buried<br />
| align="center" | [[Image:Obstacles_Image21.jpg|300px]]<br />
| These represent buried minimum metal, blast resistant anti-tank mines and can not be detected visually or by infantry. Emplacement times for these fields is the same as for conventional minefields above.<br />
|-<br />
|Scatter<br />
| align="center" | [[Image:Obstacles_Image22.jpg|300px]]<br />
| These represent either FASCAM missions that have already been fired at mission start or hasty minefields created by non-artillery land or airborne delivery systems such as the nearly identical US M136 Volcano, Russian UMZ (''Universal'ogo Minnogo Zagraditelya'' [universal mine-layer]), and German MiWS Skorpion systems. Such minefields may also be created by man-portable units like the M131 Modular Pack Mine System (MOPMS), or Russian PKM (''Perenosnogo Komplekta Minirovaniya'' [portable mine system]). Typically such fields are set to self-destruct after about four hours, but the default ''Steel Beasts Professional'' implementation is non-destructible. If self-destructing minefields are necessary for a given scenario, use FASCAM instead. Emplacement times for scatterable minefields varies by system, but is generally short - 3 to 5 minutes for a 100 x 600m field. It should be noted that due to their efficacy, such systems are in high demand and typically controlled at Brigade level or higher. <br />
|- <br />
|FASCAM<br />
| align="center" | [[Image:Obstacles_Image23.gif|300px]]<br />
| For the purposes of ''Steel Beasts Professional'' the term [[FASCAM|"FASCAM" (FAmily of SCatterable Mines)]] refers to conventional tube or rocket artillery delivered mines, and are the only minefields that may be created during runtime. The number of FASCAM missions available in a given scenario is set by the designer, as is the duration for all such mine fields delivered during the scenario, from 15 to 180 minutes in 15 minute steps. As such missions are normally generated at Brigade level and higher, these parameters may not be altered by the player.<br />
|-<br />
|Decoy<br />
| align="center" | [[Image:Obstacles_Image35.jpg|300px]]<br />
| These are decoy minefields that mimic a given type of standard mine field (Conventional/Advanced [either buried or not] or Scatter). Such minefields serve two primary functions: first, to confuse an attacker's breach cycle and, secondly, to cause an attacker to expend reduction assets on mines that are not really there. In order for decoy minefields to succeed the enemy must already be mine-conscious or suffered the consequences of a mine encounter. Therefore, decoy minefields should be employed in conjunction with real minefields to either extend the front and depth of live minefields or conceal gaps between live minefields. Emplacement times for these fields is the same as for conventional surface laid minefields but a quarter of that time to emulate a buried field.<br />
|- <br />
|}<br />
<br />
The various types of minefield look the same (especially the buried types), and they all perform in the same manner with any differences involving detection and clearance more than function. Some fields are easier to find than others. Some are also easier to breach than others. Note that all minefields may be set as “marked” when created in the Mission editor (rev. 4.250) and such fields will be surrounded with standard NATO minefield markings. A minefield that has been breached is not necessarily safe for other vehicles to pass through; a breached field may also need proofing, depending on the field-type. We will discuss breaching and clearing in a bit.<br />
<br />
A minefield looks like this, in the F5 view:<br />
<br />
[[Image:Obstacles_Image24.gif]]<br />
<br />
While a decoy field looks like this:<br />
<br />
[[Image:Obstacles_Image36.jpg]]<br />
<br />
The F5 view doesn’t distinguish between the various minefield-types, though in the Mission editor if you right-click on a given minefield it will tell you what type of field it is.<br />
<br />
<br />
===Special Mine Types===<br />
====Claymore Mines====<br />
Introduced with revision 4.000, mission designers may place directional "command detonated" Claymore type mines. Such mines are invisible on the play field and unlike IEDs (see below) may not be detected by infantry or engineer units, but may be detected and disarmed (cleared) by engineer units on '''Breach''' routes. <br />
<br />
A Claymore looks like this, in the F5 view:<br />
<br />
[[Image:Claymore.jpg|250px]]<br><br />
<br />
Claymore explosions require explicit conditions determined by the scenario designer along with the presence of friendly infantry within the grey ringed 25m command radius (the length of the mine's trigger cable). Note that the red ring denotes the mine's rear danger zone and any friendly infantry within that zone will be killed.<br><br />
<br />
====IEDs====<br />
Introduced with revision 2.21, Improvised Explosive Devices allow mission designers to place powerful explosives to simulate devices planted by irregular/insurgent forces. IED explosions require explicit conditions determined by the scenario designer when placed, but do not require the presence of a "trigger man" to work, although such a presence can be scripted if desired. IEDs are invisible on the play field, but may be detected by infantry and engineer units and may be disarmed (cleared) by engineer units with "breach" orders (rev. 4.000). Beginning with revision 4.156 the size (explosive power) IEDs may be set upon creation as multiples of existing in-sim munitions (e.g. 81mm M6C HE or 122mm OF-482 HE, etc.). Care should be taken to limit IED size to match the desired training goals as such blasts can be extremely powerful. Depending on the size of the explosion, a crater of appropriate size will be created and any targeted combatants may be completely destroyed (disappear).<br />
<br />
<center><gallery widths=300px heights=200px><br />
Image: IED_01.jpg|IED size/power selection<br />
Image: IED_02.jpg|Setting IED conditions<br />
</gallery></center><br />
<br />
When placing IEDs keep the following tips in mind: <br />
<br />
*It is generally easier to label the IED when you create it. Then when you want to select it again you can just select the text rather than the "hit and miss" approach of selecting the IED itself.<br />
*IEDs can be duplicated via the right-click context menu, allowing for rapid placement. <br />
*Single IEDs composed of multiple munitions create a single crater of greater explosive force rather than multiple craters equal to the number of munitions used. If the scenario designer wishes to replicate a stick of bombs landing or multiple cratering charges being set off in series, four (or more/less) single round IEDs should be used instead of a single multi-round IED. <br />
*IEDs are flexible tools for scenario creators. IEDs may be used to simulate demolition charges on bridges and buildings, cratering charges on roads and airfields, along with the afore mentioned scripted bombing runs.<br />
<br />
An IED looks like this, in the F5 view:<br />
<br />
[[Image:IED.jpg|250px]]<br><br />
<br />
=====Using Landmines as IEDs.=====<br />
This section advises on what to do if you want to use a Landmine as the source of a command detonated landmine (IED).<br><br />
Currently Landmines are not (yet) ammunitions (and are not selectable in the ammunitions list), but are hardcoded as a seperate entity "Landmine".<br><br />
They will be selectable as ammunitions one day.<br><br />
Suggested workarounds in order of preference:<br><br />
Configure an IED of:<br><br />
- [1 x 9M22/M21-OF]; with 6.4kg HE filler and 18kg in total<br />
It is probably the closest match for a classic anti-tank blast mine.<br> <br />
Next best alternatives:<br><br />
- [1 x 9M521], 7.3kg HE, 21kg in total<br />
- [1 x 9M522], 8.8kg HE, 25kg in total<br />
Other configurations worth a consideration if you don't like the recipes above (typically yielding a smaller blast but possibly more fragments) are:<br><br />
- [2 x OF-11], 5.2kg HE, 27kg in total<br />
- [2 x M57], 6kg HE, 27kg in total<br />
- [2 x OF-27 (or OF-19)], 6.2kg HE, 36kg in total<br />
- [1 x OF-540], 6.2kg HE, 43kg in total<br />
- [1 x M107], 6.6kg HE, 42kg in total- [1 x OF-45], 7.7kg HE, 43kg in total<br />
- [1 x 3OF-83], 8.2kg HE, 39kg in total<br />
<br><br />
<br />
==Abatis==<br />
Fortifications consisting of felled trees and wire are called Abatis. Like the former they too serve to impede and channel enemy progress. Abatis cannot be cleared, and as noted earlier, infantry cannot traverse them. <br />
<br />
On the playing field they look like this:<br />
<br />
[[Image:Obstacles_Image29.jpg|300px]]<br />
<br />
and on the map they appear as:<br />
<br />
[[Image:Obstacles_Image30.gif]]<br />
<br />
The six tree Abatis pictured above can be created (wired, blown, and mined) in about 40 minutes by a trained engineer squad.<br />
<br />
<br />
==Anti-Tank Ditch==<br />
Anti-tank ditches are used to degrade an attacking force's speed and mobility by slowing vehicles and confusing crews. Beginning with revision 4.250 scenario designers may place three different types of anti-tank ditches during scenario creation and set whether they are camouflaged or not:<br />
<br />
{| border="1" cellpadding="5" cellspacing="0" align="center" <br />
|- style="background:#efefef;" weight="bold"<br />
! '''Type''' !! '''Picture''' !! '''Profile''' !! '''Comment'''<br />
|-<br />
|NATO Minimal Triangular<br />
|align="center" | [[Image:AT_Ditch_NTA.jpg|300px]] <br />
|align="center" | [[Image:AT_Ditch_NTB.jpg|300px]] <br />
|This obstacle is typically placed on steep slopes or is used to reinforce natural obstacles and is best supplemented with mines or wire on the enemy side of the ditch. <br />
|-<br />
|NATO Rectangular<br />
|align="center" | [[Image:AT_Ditch_NRA.jpg|300px]] <br />
|align="center" | [[Image:AT_Ditch_NRB.jpg|300px]]<br />
|This obstacle is equally effective from either direction and can be supplemented with mines on either (or both) friendly and enemy sides with wire and AP mines within the trench itself.<br />
|-<br />
|Soviet Wide Trench<br />
|align="center" | [[Image:AT_Ditch_SWTA.jpg|300px]]<br />
|align="center" | [[Image:AT_Ditch_SWTB.jpg|300px]]<br />
|Standard Russo/Soviet anti-tank ditch normally dug by a MDK-3 combat engineer vehicle. Such ditches are typically employed in an continuous irregular saw tooth pattern reinforced with wire and artillery pre-plots.<br />
|<br />
|}<br />
<br />
Anti-tank ditches may be crossed by most tracked vehicles, but will likely involve ''extensive'' player intervention to do so; therefore, bridging assets must be used to effectively cross such obstacles. As with vehicle emplacements, the construction of anti-tank ditches is time and equipment intensive, with a single blade team (2 M9 ACE) being templated roughly 2 hours per 100m of ditch dug. <br />
<br />
On the map anti-tank ditches appear as so with the points of the triangles representing the “enemy” side of the obstacle:<br />
<br />
[[Image:AT_Ditch.jpg|200px]]<br />
<br />
==Concertina Wire==<br />
Beginning with revision 4.000, single, double, and triple strand Concertina Wire obstacles may placed by the scenario designer or laid in 10m intervals by most engineering vehicles during run time, as long as they are carrying wire rolls, or wire is being carried by nearby engineering vehicles (75m). Additionally, some form of infantry or engineering personnel (manpower) must be present for construction to begin, with the process looking like this:<br />
<br />
*The scenario designer sets whether a vehicle is carrying wire in the mission editor.<br />
*In game, right click on vehicle in map mode and select 'construct obstacle'.<br />
*Select from one, two, or three strand obstacles (vehicle dependent).<br />
*Place on map within 75m of constructing vehicle (rotate and name as necessary).<br />
*Right click on obstacle and select 'construct'.<br />
*Dismount engineer team or have an infantry unit within 75m of constructing vehicle (there is no animation to show them building the obstacle - but they are).<br />
*Wait (the obstacle will flash and change colors from grey to green as it progresses).<br />
<br />
Infantry can traverse Concertina obstacles by stepping or crawling through them, but this will slow their movement; most vehicles on normal routes will avoid Concertina when possible. Light wheeled vehicles cannot traverse such obstacles and will suffer debilitating wheel and suspension damage if attempted. Heavy wheeled APCs/IFVs, MRAPS, medium/heavy tactical trucks, and protected IMVs can generally breach single strand obstacles, but will likely suffer non-immobilizing wheel/suspension damage. Such vehicles can breach double-strand obstacles, but they ''will'' be immobilized, and they cannot breach triple-strand obstacles at all. All tracked vehicles may pass through Concertina Wire (thereby breaching the obstacle) but face a moderate to high risk of suspension damage or a thrown track based on the vehicle's speed, the number of consecutive obstacles to be crossed, and obstacle complexity. <br />
<br />
Currently, groups of civilians will ignore wire obstacles, therefore scenario designers should make an effort to stop them from wandering into otherwise inaccessible locations. Infantry and engineer squads may breach wire obstacles if given a "breach" route through it, as will Armored Engineering Vehicles [AEV] equipped with dozer shields (such vehicles suffer no damage), although vehicles equipped with mine plows or rollers may still be damaged when breaching such obstacles (rev. 4.250).<br />
<br />
On the playing field Concertina obstacles look like this:<br />
<br />
{| border="1" cellpadding="5" cellspacing="0" align="center" <br />
|- style="background:#efefef;" weight="bold"<br />
! '''Type''' !! '''Picture''' !! '''Comment'''<br />
|-<br />
|Single Strand<br />
|align="center" | [[Image:Concertina Single.jpg|300px]]<br />
|A single strand obstacle takes 3 minutes to emplace and 30 seconds for an infantry or engineer section to breach a 3m section.<br />
|-<br />
|Double Strand<br />
|align="center" | [[Image:Concertina Double.jpg|300px]]<br />
|A double strand obstacle takes 5 minutes to emplace and 45 seconds for an infantry or engineer section to breach a 3m section.<br />
|-<br />
|Triple Strand<br />
|align="center" | [[Image:Concertina Triple.jpg|300px]]<br />
|A Triple strand obstacle takes 10 minutes to emplace ([[PioPz 2 Dachs AEV|Dachs]], [[PioPz 3 Kodiak AEV|Kodiak]], and [[Wisent AEV|Wisent]] AEVs only) and require a full minute for an infantry or engineer section to breach a 3m section. <br />
|<br />
|}<br />
<br />
While on the map they appear as so (single-double-triple):<br />
<br />
[[Image:Concertina Single_F5.jpg|200px]]<br />
<br />
[[Image:Concertina Double_F5.jpg|200px]]<br />
<br />
[[Image:Concertina Triple_F5.jpg|200px]]<br />
<br />
<br />
==Dragon’s teeth==<br />
Reinforced, square, tapered concrete pillars protruding from the ground are Dragon’s teeth. They serve the same function as other obstacles, in that they are designed to impede and/or channel the movement of enemy forces. <br />
<br />
Dragon’s teeth cannot be cleared. On the playing field they look this:<br />
<br />
[[Image:Obstacles_Image27.jpg|300px]]<br />
<br />
and on the map they look like this:<br />
<br />
[[Image:Obstacles_Image28.gif]]<br />
<br />
Dragon's teeth only require transport and craning ability, therefore with the appropriate equipment the 91 dragon tooth obstacle found in ''Steel Beasts'' can be emplaced in about 2 hours.<br />
<br />
<br />
==Steel Beams==<br />
These are fortifications consisting of three lengths of steel, set at right-angles to each other and welded together with a reinforcing plate. Also known as a [https://en.wikipedia.org/wiki/Czech_hedgehog Czech Hedgehog], the function of Steel Beams is similar to that of other obstacles, to channel and/or impede movement of the enemy. Steel Beams are like mines in that they can be breached with the proper breaching assets. Unlike mines, once you’ve created a breach in Steel Beams other vehicles can pass through without risk. <br />
<br />
Steel Beams looks like this on the playing field:<br />
<br />
[[Image:Obstacles_Image25.jpg|300px]]<br />
<br />
and like this on the map:<br />
<br />
[[Image:Obstacles_Image26.gif]]<br />
<br />
Depending on whether the hedgehogs are constructed on-site or prefabricated and transported to the location, construction time for this obstacle will vary between 2 to 4 hours. <br />
<br />
As you can see, the various types of obstacles all do about the same thing. Mines are something of an exception, in that they are also capable of destroying enemy units. However, as with other fortifications, enemy units which encounter mines will, if traveling at the right speed and with the right behavior, seek to avoid them. Enemy non-infantry units will always seek to avoid all other obstacles, regardless of speed or behavior.<br />
<br />
=Fortifications=<br />
In ''Steel Beasts Pro PE'' a fortification is anything constructed which is designed to provide additional protection for a unit. Fortifications come in five types: "Bunkers", Infantry Trenches, Mortar Pits, Vehicle Emplacements, and Defensive Walls/Barriers. The first four are covered below, while walls and barriers are discussed in the [[Line Objects]] article. <br />
<br />
Fortifications do not make a unit invincible, though in some cases they may afford more protection than does the immediate environment. Artillery, for example, can still inflict damage (or destroy, as applicable) a unit in a fortification. <br />
<br />
<br />
==Bunkers==<br />
A Bunker is a defensive structure used exclusively by [[:Category:Infantry|infantry]]. Vehicles cannot use Bunkers, nor will they enter one. A Bunker cannot be affected by breaching vehicles. Infantry in Bunkers are, as noted, still susceptible to both direct- and indirect fire. This includes machine-gun fire from the front, but troops in bunkers are protected from the rear and flanks.<br />
<br />
On the playing field a Bunker looks like this:<br />
<br />
[[Image:Obstacles_Image31.gif|300px]]<br />
<br />
and on the map looks like this:<br />
<br />
[[Image:Obstacles_Image32.gif]]<br />
<br />
Worth noting is how Bunkers appear in normal daylight, and in thermals. In normal daylight the bunker will appear as you see it here, a distinct mound of green (or tan) sandbags with an oblong aperture at its front. In thermals, the mound will disappear and the color of the mound will blend almost perfectly with the color of the surrounding grass. If you approach a bunker from the front, the TIS view will show you the black oblong of the Bunker’s aperture, but if you approach an enemy Bunker from the rear you might pass it without noticing.<br />
<br />
[[Image:Obstacles_Image31b.jpg|300px]]<br />
<br />
A bunker may be destroyed by driving a vehicle over it.<br />
<br />
A typical three-man fighting position with overhead cover will take around 12 hours of continual work to complete with hand tools, but such positions are normally constructed in stages over a longer period, so scenario designers should budget 24 to 48 hours for bunker construction. Assuming some kind of mechanical digging assistance, this time could be effectively halved.<br />
<br />
==Infantry Trenches==<br />
Version 4.357 introduced infantry trenches to ''Steel Beasts Professional''. Like other defensive line objects, such trenches are placed by scenario designers in the mission editor, can be created in any length, and set whether to be camouflaged or not. Trenches come in three "levels" (depths): Level 1 (1m), Level 2 (1.5m), and Level 3 (2m). By default trenches are set to ''not'' be visible during a scenario's planning phase.<br />
<br />
[[Image:Infantry_Tench_01.jpg|left|thumb|300px|Occupied uncamouflaged Level 3 infantry trench]]<br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
On the map infantry trenches appear as so:<br />
<br />
[[Image:Infantry_Trench_02.jpg|200px]]<br />
<br />
The construction of trench works involves considerable time, effort, and materials and is justified only when an area is to be occupied for extended periods. With this in mind, a single blade team (2 M9 ACE) is templated roughly 1 hour per 50m of trench not including revetments, fighting bays, and other improvements.<br />
<br />
==ISO Containers==<br />
These come in three flavors - filled with sand, filled with air, filled with office space:<br />
* Sand provides cover and concealment.<br />
* Air provides concealment, and cover against small arms at medium and long ranges.<br />
* Accommodation/office containers simulate containerized field camps, and burn if hit by HE rounds.<br />
With the exception of the ability to alter the container's base color, they all look the same, although accommodation/office containers placed in the [[Making The Map|Map Editor]] will have the appropriate appearance (rev. 4.156). Something which is on [[The_List|the list (tm)]] is to apply this functionality to containers placed in the [[Mission Editor]].<br />
<br />
<center><gallery widths=400px heights=200px><br />
Image:ISO_Container.jpg|Standard ISO container (air/sand filled).<br />
Image:Office_Container.jpg|Office/Accommodation ISO container. <br />
</gallery></center><br />
<br />
==Mortar Pits==<br />
Introduced with revision 4.357, mortar pits provide a defensive position for dismounted infantry mortar teams. As mortar teams occupying a pit are completely concealed, such pits are very difficult to see at ground level, especially if camouflaged. Like other defensive structures, mortar teams should be given a waypoint with either "Defend" or "Hold" orders just behind the pit you wish them to use.<br />
<br />
<center><gallery widths=400px heights=200px><br />
Image:Mortar_Pit_01.jpg|Uncamouflaged mortar pit at ground level.<br />
Image:Mortar_Pit_02.jpg|Occupied mortar pit seen from above. <br />
</gallery></center><br />
<br />
On the map mortar pits appear as so:<br />
<br />
[[Image:Mortar_Pit_03.gif]]<br />
<br />
A typical 81mm mortar pit will take around 14 hours of continual work to complete with hand tools. Assuming some kind of mechanical digging assistance, this time could be reduced to four hours and as little as two with explosives.<br />
<br />
==Vehicle emplacements==<br />
These are, as the name suggests positions for a vehicle to fight from. Their primary advantage is that they offer some protection from direct fire, usually shielding most or all of a vehicle’s chassis and exposing only the turret. <br />
<br />
Vehicle emplacements (VE) can be created in the Mission Editor for specific vehicle-types; the game assumes that if you’re creating a VE for a [[T-55A]], for instance, you will be able to use it for all members of the T-55 family including the [[T-55AM/AM2|T55AM and AM2]]. VE can be created as one- and two-tier fortifications, the difference being that a two-tier emplacement completely hides the vehicle, while the one-tier sort hides only the lower parts of the vehicle. VE can also be created with camouflage. When placing, a reference tool (similar to the LOS bubble for regular battle positions) is provided to specify the lowest point that can be targeted from the emplacement for which the vehicle was made (rev. 4.156). Be sure to preview your placements to ensure that the position is useful for engaging targets in your intended area. Note, units should be given a waypoint with either "Defend" or "Hold" orders just behind any emplacements you wish them to use; the unit will then occupy the emplacements automatically.<br />
<br />
<center><gallery widths=450px heights=350px><br />
Image:VE_Placement_01.jpg|Choosing vehicle emplacement type.<br />
Image:VE_Placement_02.jpg|Leopard 1 VE with reference tool bubble at 873m, making most of the town below the BP a dead spot.<br />
Image:VE_Placement_03.jpg|Leopard 1 VE with reference tool bubble at 480m, reducing the dead spot by 400m.<br />
</gallery></center><br />
<br />
As of revision 4.156 Armored Engineering Vehicles (AEV) may dig VE during runtime. Scenario designers may specify the completion percentage of a Vehicle Emplacement when placed in the [[Mission Editor]], allowing for fully (100%) completed defensive works at the start of a scenario or partially completed (0-90%) works that may then fully completed during runtime along with whether the VE is camouflaged or not.<br />
<br />
[[Image:VE_Build_01.jpg|thumb|600px|center|Setting VE completion percentage]]<br />
<br />
AEV's will automatically move to excavate unfinished vehicle emplacements within their construction radius (200m) either at mission start or upon reaching any un-linked waypoint with any tactics except "Stay". <br />
<br />
[[Image:VE_Build_02.jpg|thumb|600px|center|AEV moving to begin VE construction]]<br />
<br />
For AEVs that have crew positions available ([[PioPz 3 Kodiak AEV|Pionierpanzer 3]] and [[Wisent AEV]]) only the Commander's ('''F7''') and Gunner/Engineer's ('''F6''') positions may be occupied while the AEV is digging a position. The speed at which emplacements can be constructed can be specified from the right-click context menu during scenario design, and the time to construct such emplacements is shown below:<br />
<br />
{| border="1" cellpadding="5" cellspacing="0" align="center" <br />
|- style="background:#efefef;" weight="bold"<br />
! '''Emplacement Type''' !! '''Dig Speed''' !! '''Time to Build'''<br />
|-<br />
| align="center" | One-Tier <br />
| align="center" | Normal <br />
| 40 Minutes.<br />
|-<br />
| align="center" | Two-Tier <br />
| align="center" | Normal <br />
| 1 Hour 15 Minutes<br />
|-<br />
| align="center" | One-Tier <br />
| align="center" | Moderate <br />
| 20 Minutes <br />
|-<br />
| align="center" | Two-Tier <br />
| align="center" | Moderate <br />
| 40 Minutes<br />
|-<br />
| align="center" | One-Tier <br />
| align="center" | Rapid <br />
| 5 Minutes.<br />
|- <br />
| align="center" | Two-Tier <br />
| align="center" | Rapid <br />
| 12 Minutes <br />
|}<br />
<br />
Note that although the 1 hour 15 minute dig time for a two-tier fighting position ''is'' realistic given ideal conditions and an experienced crew, a single blade team (2 [https://en.wikipedia.org/wiki/M9_Armored_Combat_Earthmover M9 ACE]) is templated 4 hours to dig a two-tier fighting position for an M1 tank with 2 to 3 hours being the average. A standard U.S. combat engineer company has three such teams and will normally take about 14-20 hours to dig-in a single tank-mech company depending on ground conditions whereas an equivalent number of AEVs (6) digging simultaneously will achieve the same feat in about 4 hours in-sim.<br />
<br />
On the playing field VE look generally similar, like this:<br />
<br />
[[Image:Obstacles_Image33.jpg|300px]]<br />
<br />
and on the map look like:<br />
<br />
[[Image:Obstacles_Image34.gif]]<br />
<br />
Vehicles will automatically use the turret-down position in a two-tier emplacements if they are told to hold fire, if they are on certain tactics, reloading etc. You can manually order a vehicle to drive into the lower (back) tier position by pressing the 'x' (drive backward) key - double-tapping that key will tell the AI driver to leave the emplacement.<br />
<br />
=Usage=<br />
Fortifications and obstacles are placed on the map as if they were any other playable unit. An obstacle can be placed anywhere on the map, even in water. You won’t see it on the map if it’s not a minefield, but the obstacle will be there and an amphibious unit which attempts to swim through an obstacle placed in water will be affected just as if both it and the obstacle were on dry ground. This goes for mines, too. <br />
<br />
To my knowledge there is no upper limit regarding how many of any particular obstacle or you wish to place on the map. I say ‘to my knowledge’ because I’ve heard at least one source state that he wanted to place more mines than the game would allow. I tried doing the same; I gave up before the game stopped me, at around 220 individual minefields. Even if the limit is 221, that’s still a lot more minefields than you’ll find a practical need for. <br />
<br />
Obstacles can dramatically alter the balance of a mission and should be placed sparingly. It’s too easy to adopt a fortress mentality; obstacles are like potato chips in that you can’t stop at just one. If you must have obstacles in your mission, place them sparingly. If you think you have enough, you probably have too many. If you think you need more, you probably have enough.<br />
<br />
That said there’s no formulaic answer I know of to the question ‘How many is enough?’ Every mission is different, though for experimentation purposes you might have some fun putting down first one or two obstacles and observing how they affect play by running a test. When the test is complete, add a couple more, then watch what the increase does to the other side. You should be able to arrive at some rough answer regarding how many are enough, though again that quantity will change with the mission and with the type(s) of obstacles you decide to place. <br />
<br />
There are two uses for obstacles in a mission. They can be used as a blocking obstacle or a steering obstacle. A blocking obstacle does just what it says, blocks the enemy from getting to a certain place, where a steering obstacle is meant to direct the enemy into a certain area, ie; a kill zone.<br />
<br />
The mission designer may specify if an obstacle is static or may be placed by the user in the mission's [[Planning_Phase|planning phase]] (either in any place or restricted to [[Using_the_Mission_Editor#Deployment_Zones|deployment zones]]). Right-click on an obstacle and select the desired option:<br />
<br />
[[Image:DeployableObstacles2.png]]<br />
<br />
The designer can also decide if an obstacle should be visible to the enemy side during the planning phase. To do so, right-click on an obstacle and check the "Visible while planning" option: <br />
<br />
[[Image:InvisibleWhilePlanningObstacles.png]]<br />
<br />
<br />
=Breaching vehicles=<br />
''Steel Beasts Pro PE'' provides assets which can breach certain types of obstacles. Usually these vehicles are equipped to deal with minefields, but in some cases they can also deal with steel beams and concertina wire. Demo missions are available which go into detail regarding the use of these vehicles, therefore the specifics will not be covered here. <br />
<br />
The demo missions regarding breaching will tell you that certain obstacles (specifically minefields) are not necessarily safe only because a path has been cleared through them. Minefields must be proofed before they are considered safe, which means that an engineer vehicle or [[Infantry Units#Engineer Teams|squad]] (rev. 4.000) must be sent through whatever breach is created to ensure that the field is in fact safe.<br />
<br />
A breach must first be created in a minefield before it can be proofed. ''Steel Beasts'' includes four types of elements capable of creating breaches: mine-rollers, mine-plows, [[M113G3 Eng|MICLIC]], and engineer squads. The first two are pretty self-explanatory; the third is actually an [[M113G3 Eng|M113]] or [[:Category:Engineer|dedicated engineer]] vehicle towing a trailer which carries a line charge. This charge is deployed by a rocket, which un-spools the charge from the trailer and lays it across the minefield in question. The charge then detonates, creating the breach.<br />
<br />
Both plow and roller equipped vehicles will do the same thing, and which one you include in your missions will largely be a matter of taste. Watching the MICLIC lay its charge is cool, and it’s cool to watch it blow up, but the vehicle towing the charge is a [[PCs|PC]], and is vulnerable to pretty much everything in the game equipped with a cannon, not to mention artillery. The plow and roller tanks are tanks, and can stand up to at least a little more punishment than can the MICLIC.<br />
<br />
Engineer squads are just that, six to eight sappers equipped with rifles, mine detectors, wire cutters, and various pioneer tools. When given breech orders they can create openings in wire obstacles and clear track-width paths through mine fields. Being fleshy meatbags, they are vulnerable to every battlefield hazard short of spitwads, and should only be used for breaching operations in very close terrain, preferably under the cover smoke or better yet, darkness.<br />
<br />
Note that not all breaching assets can do the same thing. The mine-plow can breach minefields just like the mine-roller, and can go a little faster through the fields at that. On the other hand, both the plow and the MICLIC can create a gap in steel beams. The roller and engineer squads can’t. <br />
<br />
Care should be used when employing the MICLIC. The explosive charge that creates the breach can also potentially harm units on the other side of the obstacle. While testing function for this article, a mine-plow vehicle that had made it through a gap it had created in some steel beams was destroyed by the charge laid by a MICLIC. Pretty entertaining, and not a little instructive. <br />
<br />
Don’t let this happen to you.<br />
<br />
=Links=<br />
[http://www.youtube.com/watch?v=2rMr3Icpp-8 Youtube video demonstrating minefield breach]<br />
<br />
Contributors:<br><br />
Shotmagnet<br><br />
Updated for wiki 4/7/07: Sean<br><br />
--[[User:Sean|Sean]] 04:53, July 17, 2008 (UTC)<br />
<br />
[[category:Tutorials]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Vector_ATTV&diff=18884Vector ATTV2022-11-27T12:48:57Z<p>MAJFubar-1882: /* Thermal Signature */</p>
<hr />
<div>[[Image:Vector_ATTV.jpg|thumb|500px|right|The Vector ATTV in ''Steel Beasts Professional'' with the .50cal M2HB machine gun and optional tarpaulin.]]Vector ATTV: Light Reconnaissance Vehicle<br />
<br />
<br />
== Statistics ==<br />
<br />
HMG: M2HB (Optional)<br><br />
Ammunition Stowage: 100 ready/800 stowed<br><br />
Default Ammunition: 100/800 .50 cal M2 AP-T<br><br />
<br />
<br />
Grenade Dischargers: Grenades<br><br />
Ammunition Stowage: 5 ready/10 stowed*<br><br />
Default Ammunition: 5/10 Multi-spectral smoke<br><br />
<br />
<br />
Armor Protection:<br><br />
Frontal Turret Armor: N/A<br><br />
Frontal Hull Armor: Thin, Composite. Protected vs. light small arms and shell splinter.<br><br />
<br />
<br />
Combat Mass: 4.7 tonnes <br><br />
Length: 5.10m<br><br />
Width: 1.80m<br><br />
Height: 2.20m (Rooftop)<br><br />
Engine Power: 215hp 3.2L Styer M160053-B 6-cylinder Diesel<br><br />
Top Speed: 170kph<br><br />
<br />
==General==<br />
The Vector ATTV (“'''V'''ersatile '''E'''xpeditionary '''C'''ommando '''T'''actical '''O'''ff '''R'''oad” “'''A'''ir '''T'''ransportable '''T'''actical '''V'''ehicle”) is a light air-portable 4x4 tactical truck manufactured by Defenture BV for the Dutch military. Intended to replace the Mercedes Benz [[MB 300G CDi-NL|300G Cdi-NL]] in Dutch service the vehicle features a tubular stainless steel frame, four-wheel steering, adjustable suspension, foldable weapons station, and high power to weight ratio. With the suspension compressed and ring mount weapon station folded, the vehicle's overall height is ~1.87m allowing for internal transport by [[CH-47 Chinook]] and CH-53 Sea Stallion. Basic protection is a light composite providing all-round protection up to STANAG 4569 level 1 with additional armor kits available. As a reconnaissance vehicle, the Vector transports a 2 man [[Infantry Units#Mechanized Infantry|scout team]] carrying 5.45mm rifles.<br />
<br />
This vehicle is fully crew-able at the Commander's ('''F7'''), Gunner's ('''F6'''), and Driver's ('''F9''') positions, but only partially modeled with basic interior views. <br />
<br />
The gunner's position can be armed with one of the following weapons: <br />
{| border="1" cellpadding="5" class="wikitable sortable"<br />
|- style="background:#efefef;"<br />
! '''Type''' !! '''Default Ammunition''' !! '''Ready/Stowed''' !! '''Range[m]'''<br />
|-<br />
| 7.62mm M240/FN MAG || 7.62mm NATO || 200/1000 || '''1200'''<br />
|-<br />
| 7.62mm MG3 || 7.62mm DE || 200/1000 || '''1200'''<br />
|-<br />
| 12.7mm DShK HMG || B-32 12.7mm AP || 60/800 || '''1600'''<br />
|-<br />
| 12.7mm NSVT HMG || B-32 12.7mm AP || 60/800 || '''1600'''<br />
|-<br />
| .50cal M2HB HMG || .50cal M2 AP-T || 100/800 || '''1800'''<br />
|-<br />
| AT-14 ATGM || 9M133-1 Kornet || 1/4 || '''5500'''<br />
|-<br />
| Mk.19 AGL || M384 HE || 48/96 || '''2200'''<br />
|-<br />
| MILAN ATGM || MILAN 2 || 1/4 || '''1975'''<br />
|-<br />
| RBS 56 BILL ATGM || RBS56 BILL || 1/5 || '''2200'''<br />
|-<br />
| SPIKE MR/LR ATGM || GILL/SPIKE MR || 1/4 || '''2500'''<br />
|-<br />
| TOW ATGM || BGM-71D TOW-2 || 1/4 || '''3750'''<br />
|}<br />
<br />
As with other armed vehicles '''F2''' brings up the mounted weapon's sights while in the gunner's position. Thermal sights are available for mounted ATGM systems ('''Num +'''), but all other weapons feature "iron" sights only. Night vision capability (NVG) for the vehicle crew or NVG and thermal ([[JIM-LR]]) views for scout team members ('''Num +''') are available under appropriate lighting conditions if so equipped (rev. 2.640). Note that the JIM-LR is useful for observation only, but NVGs may be used with weapon sights (rev. 4.016).<br />
<br />
==Thermal Signature==<br />
<br />
[[Image:Vector-thermal-right-front.jpg|300px|Vector ATTV, front-right (no tarp)]]<br />
[[Image:Vector-thermal-left-rear.jpg|300px|Vector ATTV, rear-left (no tarp)]]<br><br />
<br />
[[Category: Recon]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=User:NateLawrence&diff=18883User:NateLawrence2022-11-27T12:04:42Z<p>MAJFubar-1882: /* Firing */</p>
<hr />
<div>[[File:M1A2_SEP_gunners_postion.jpg|right|thumb|500x500px|M1A2 (SEP) gunner's position as seen in game]]In ''Steel Beasts Professional'' the gunner's position on the M1A2 SEP is fully crew-able. The gunner's position is accessed by pressing '''F6'''.<br />
<br />
==== Gunner's Primary Sight (GPS) ====<br />
The gunner's primary sight (GPS) is the primary sight the gunner utilizes to engage and destroy targets. The GPS view is accessed by pressing '''F2'''.<br />
<br />
===== Thermal Imaging Sight (TIS) =====<br />
The most useful aspect of the GPS view is the thermal imaging system (TIS). The gunner is provided with a relaxed viewing bi-ocular display on the right side of the periscope body with the sight itself accessed by pressing the '''F2''' key. The TIS image may be focused using either the '''NUM DEL''' key or holding the '''ALT''' key and scrolling the mouse wheel. Pressing '''+''' on the num pad toggles the TIS between on and standby (off), while pressing '''-''' on the num pad toggles the sight's polarity.<br><br />
<br />
The M1A2 SEP's TIS uses a 2nd Generation Forward Looking Infrared (FLIR) imager, and provides optical magnification at 3x, 6x, and 13x along with digital enhancement at 25x and 50x. Pressing '''N''' toggles through the magnification levels. The 3x and 6x magnification levels are intended for quick scanning of the terrain and target acquisition, and have brackets to show the area that the next level of magnification will zoom into. The 13x magnification level shows the reticle for lasing and engaging targets, and is the recommended level of magnification for engaging targets. The 25x and 50x magnification levels also have the reticle for engaging targets, and are recommended for identifying characteristics of the target, such as it's type and current status. These two highest levels of magnification are also good for engaging partially concealed targets that cannot be easily identified and engaged at 13x magnification.<br />
<br />
<center><gallery widths="350px" heights="225px"><br />
Image:SEP TIS 3x.jpg|TIS 3x view on a T-72 at 1200m<br />
Image:SEP TIS 6x.jpg|TIS 6x view<br />
Image:SEP TIS 13x.jpg|TIS 13x view<br />
</gallery></center><br />
<br />
<center><gallery widths="350px" heights="225px"><br />
Image:SEP TIS 25x.jpg|TIS 25x view<br />
Image:SEP TIS 50x.jpg|TIS 50x view<br />
</gallery></center><br />
<br />
TIS is an excellent sight for engaging targets at any hour and under all weather conditions. Unlike the daylight sight, TIS can see through non multi-spectral smoke screens, fog and thin clouds of dust. The TIS is also at an extreme advantage over non TIS equipped foes in low visibility conditions such as night, poor weather, or fog. Sometimes target identification in TIS view can be difficult. As a trigger puller, you need to be extremely certain that what you are observing is an enemy vehicle before you commit an act of fratricide. The best way to be certain of this (in good visibility) is to switch to daylight view once a target is acquired. That said, gunners with experience will memorize TIS signatures of all vehicles to the point that they can identify targets in the TIS as effectively as they can in daylight view. Also, remember that TIS cannot see the specific camouflage pattern a vehicle has. If you are in a mission where the enemy and friendlies are both using the same vehicle (ex. T-55A) but with different camouflage patterns, switch to the daylight sight to make sure you aren't mistaking a friendly tank for an enemy tank.<br />
<br />
===== Daylight Sight =====<br />
The daylight view of the GPS sight is mostly used when the TIS is damaged or, in good visibility conditions, to better identify targets. If you are currently in the TIS imager view, you can switch to daylight view by pressing the '''+''' key (on the num pad).<br />
<br />
The zoom level in the daylight sight can also be toggled with '''N''' and it is independent of the zoom level set in the TIS.<br />
<br />
<center><gallery widths="500px" heights="270px"><br />
Image:SEP Day 3x.jpg|Daylight 3x view on a T-72 at 1200m<br />
Image:SEP Day 10x.jpg|Daylight 10x view<br />
</gallery></center><br />
<br />
===== Sight Symbology =====<br />
[[File:SEP_Day_Reticle.jpg|right|thumb|300x300px|GPS daylight aiming reticle]]In both the TIS and daylight view, you will see a set of nearly identical symbols in the bottom of the sight and a reticle in the center of the sight: these are referred to as the gun sight symbology.<br />
<br />
[[File:M1A1(HA)_GPS_reticle.jpg|right|thumb|300x300px|GPS daylight aiming reticle on a moving T-72]]<br />
<br />
The GPS aiming reticle is located in the center of the appropriate sight and is used for aiming at the target. The center of the reticle is a circle (or a box in the TIS sight) with a dot in the middle of it. The center dot is the aiming point for lasing and firing.<br />
<br />
The set of numbers in the lower part of the sight is the range, in meters, that is currently entered in the fire control system (FCS). This range is either entered manually by the user (through the use of the Gunner's Control and Display Panel (GCDP)), entered by the TC using the "BSGT" button, or entered automatically when the laser range finder (LRF) is used, the latter being the most common and is referred to as "lasing". <br />
<br />
The box to the upper left of the range value is the "ready to fire box". This box is displayed after a variety of conditions are met (most notably the loader's arming handle must be "up") and signifies that the gun is ready to fire.<br />
<br />
In the same image you will see a horizontal bar above the range value. This bar is displayed in cases where the "lase" has multiple returns. In other words, when the gunner lased the target, the laser passed through an obstruction (or went beyond the target and caught a piece of it) and has returned from multiple distances. This is a warning that you may have an inaccurate range to the target. Before you lase the target you should use the '''`''' key to switch between 1st and last return on the LRF to minimize possibilities of a multiple return; choosing which one depends on the situation. If there is an obstruction such as tree or bush between you and the target (just like what is in the first sample image in the "Daylight Sight" section), then last return should be selected before you lase so that the GCDP uses the last return as the range (the return beyond the tree). If only a small part of the target is visible at a long range (such as the turret), then 1st return should be selected before you lase since there is a possibility that he laser will return off the small portion of the target but continue on down range and return a longer range.<br />
<br />
<center><gallery widths="175px" heights="75px"><br />
Image:M1A1(HA)_GPS_daylight_symbology.jpg|multiple return bar<br />
Image:M1A1(HA)_TIS_FCS_fault.jpg|FCS fault indicator<br />
</gallery></center><br />
<br />
In some cases you may see an "F" to the upper right of the range. This "F" symbolizes that an FCS fault of some kind has occurred. The exact fault may also affect the other symbols in the reticle. In the example image the ballistic computer has been damaged which causes the range to be displayed as all zeros. In other cases the numbers may flash, be frozen with the last known range, or you may completely lose your aiming reticle. The only thing you need to be concerned with is that if an "F" is displayed in the view then there has been an FCS malfunction and you may need to use the gunner's auxiliary sight (GAS).<br />
<br />
===== Engaging Targets =====<br />
Engaging targets with the GPS can be a complicated affair. Obviously the first thing you need to do to engage a target is to acquire it. The best way to do this is by using the TIS 3x sight.<br />
<br />
====== Lasing ======<br />
Once a target is acquired, the gunner should switch to 10x magnification by pressing '''N''' and place the dot in the center of the reticle on the target and lase by pressing '''CTRL''' or '''Joystick Button 2'''. Once you lase the target and get the range, lead (pronounced "leed") begins to be calculated.<br />
<br />
====== Lead ======<br />
The most important thing to realize is that the FCS on the M1A2 automatically induces lead. Lead is the term used to refer to putting a gun in front of a target which is moving perpendicular to your vantage point. When you lead a target, you essentially need to fire in front of target at the point in which the round and target will meet. Lead is automatically applied whenever an object is lased and the turret is traversed left or right in normal mode. When a moving target is lased, the turret will jump ahead of the target in order to apply the appropriate lead. Unlike the M1 and M1A1, the reticle does not move within the sight picture when lead is applied. Instead, the turret moves out of alignment with the GPS to aim ahead of the target, thus leading the target. The ballistic computer calculates lead depending on the range entered into the computer from the lase, the indexed ammo type, and the horizontal rate of traverse of the turret.<br />
<br />
[[File:M1A2_GPS_10x_lead_induced.jpg|right|thumb|300x300px|GPS view, 10x magnification, lead induced with a good track on target]]<br />
<br />
* On the M1A2, the reticle remains in the center of the GPS view when lead is applied. On the older M1 and M1A1, the reticle moved left or right within the GPS view to apply lead to the target.<br />
<br />
A "good track" is when you can assume a steady track on the target with the reticle remaining on target as you follow it for a second or so. A "bad track" is when your tracking rate is either too fast or too slow in relation to the targets actual movement; track the target too fast and the reticle slowly moves in front of the target, track the target too slow and the reticle will fall behind. If you fire with a "bad track" then you are most likely going to shoot in front of or behind the target. M1A2 gunners use a variety of techniques to minimize a bad track, which are mentioned in the techniques section below.<br />
<br />
* If you and the target are stationary then you do not need to utilize lead. In this case it is advisable that you quickly "dump lead" (see below) by pressing '''P''' after you lase, then fire at the target. This ensures that there is a minimal chance or user induced error from a sudden movement of the sight before firing.<br />
<br />
====== Firing ======<br />
Once a target is lased and, if the target is moving, a steady track executed, the gun is ready to be fired. To fire the main gun press '''SPACEBAR''' or '''Joystick Button 1'''. The round will now be launched down range and the enemy will hopefully be rewarded with a quick and painless death.<br />
<br />
====== Reengaging and Dumping Lead ======<br />
If by some chance you miss the target, you should "dump lead" by pressing '''P''' or '''Joystick Button 3'''. Dumping lead essentially zeros out the calculated lead and resets the sight to zero. If you or the target is moving then once lead is dumped you need to put the reticle back on the target, lase, track and fire again. Also, ensure you have the proper ammunition type indexed.<br><br />
<br />
====== Indexing Ammo ======<br />
If the TC changes the main gun ammo type (ie. from sabot to HEAT), you must select the new ammo type when the round is loaded by pressing '''INSERT''', '''DELETE''', '''HOME''' or '''END'''. This is referred to as "indexing" the round type. Essentially the gunner pushes the appropriate button on the ammo selection panel, which tells the ballistic computer what round trajectory to calculate. <br />
<br />
If the gunner does not properly index the ammo type then the round will be wildly off target. If sabot is indexed and a HEAT round is fired then the round will impact short of the target. If HEAT is indexed and a sabot round is fired then you will launch a small unmanned sub-orbital mission.<br />
<br />
* The easiest way to tell when you need to index a new round type is by listening to the TC announce "fire, fire HEAT" or "fire, fire sabot" etc. Another sign of when to index a new ammo type is by listening to the loader. Every time a HEAT round is loaded into the gun the loader will announce "HEAT up". If a sabot round is loaded following a HEAT round then he will announce "sabot up". Every subsequent sabot round loaded will only be announced with "up".<br><br />
<br />
====== Fire Control Modes ======<br />
The FCS on the M1 series tanks function under three “modes” of operation: Normal, Emergency, and Manual.<br />
<br />
*'''Normal Mode''': This is the default fire control mode, with the gun electrically slaved to the GPS reticle and the turret stabilized in azimuth. Normal mode is selected using the '''/''' key.<br />
<br />
*'''Emergency Mode''': Emergency mode is used when normal mode has suffered a malfunction or stabilization is lost. During emergency mode operation, the GPS Reticle is electrically slaved to the movements of the gun and all forms of lead and stabilization are disabled. When a target is lased in Emergency mode, or a range is manually entered through the [[M1A2 (SEP)#Manually Inputting Range|GCDP]] or [[M1A2 (SEP)#Battlesight|BSGT]] button, the reticle will appear to jump up or down in the sight picture. Realigning the sight with the target applies the appropriate superelevation to the gun, similar in operation to the [[T-72A/M1#Gunner's Primary Sight (GPS) (TPD-K1)|TPD-K1]] day sight of the T-72A. Lead is applied to moving targets manually. Emergency mode is selected using the '''.''' key.<br />
<br />
*'''Manual Mode''': Manual mode provides gun and turret control independent of the vehicle electrical and hydraulic power sources, and is typically used when these systems fail due to battle damage. Manual mode is selected using the ''',''' key.<br />
<br />
====== Manually Inputting Range ======<br />
[[File:SEP GCDP.jpg|right|thumb|300px|The Gunner's Control and Display Panel (GCDP)]]<br><br />
<br />
There may be instances when the gunner must manually index a range into the Gunner's Control and Panel (GCDP). This may be necessary if a target cannot be lased through a smoke screen and another tank in the platoon has a good range on it, or the gunner wants to make an estimate, or for a variety of other reasons.<br />
<br />
<br clear=all><br />
<br />
To manually input a range into the GCDP, look at the GCDP in eye view. The best way to do this is to press F1, move the view to the right then press F1 again to disconnect the mouse from the view direction. While looking at the GCDP, use the mouse to press the '''SENSORS''' button.<br />
<br />
[[File:GCDP_Range_01.jpg|center|thumb|350px|Entering the "SENSORS" menu]]<br />
<br />
Once in the SENSORS menu, use the mouse to press the '''RANGE''' button at the far left.<br />
<br />
[[File:GCDP_Range_02.jpg|center|thumb|350px|Entering the "RANGE" menu]]<br />
<br />
In the RANGE menu, the computer will now display the range currently entered into the fire control system in meters (the bracketed number) in the lower left corner of the display. The ballistic computer is now waiting and ready to accept manual range entry, simply use the mouse to enter the desired range using the keypad. As you press the numeric buttons, the numbers above the bracketed range will update accordingly. Once you have the range you want, press the ENTER key at the keypad's lower right corner to index that range into the ballistic computer; DO NOT press the '''RETURN''' button before pressing ENTER, as doing so instructs the ballistic computer to cancel the operation, and it will ignore the new range you entered. Once the range is indexed into the ballistic computer, the bracketed currently entered range in the readout will update. <br />
<br />
<center><gallery widths=350px heights=200px><br />
Image:GCDP_Range_03.jpg|GCDP display with 120m indexed<br />
Image:GCDP_Range_04.jpg|GCDP display after updating indexed range to 2200m<br />
</gallery></center><br />
<br />
If you entered the range while the palm switches are depressed (which are always depressed by default unless you hold '''P''' or have a gunner control handle setup), the gun tube will elevate or depress as if you just lased a target, and lead will now be induced as well. If you do not want lead to be calculated after you entered the manual range, then simply release the palm switches to dump lead by pressing '''P''' or release the palm switching while entering the manual range into the CCP.<br />
<br />
Practice makes perfect when entering manual range into the GCDP. At first the above process may seem cumbersome, but with practice you can enter range into the GCDP in about three seconds. <br />
<br />
* The process of looking at and entering range into the GCDP simulates the fact that on the real M1A2 you could not and would not enter the range into the GCDP without also looking at it, otherwise it would be too risky as you may end up pressing something on the panel that you did not intend (such as LEAD, MRS, AIR TEMP etc). <br />
<!--<br />
*Alternatively, the number keys on the keyboard (the number keys below the function keys) can be used to manually enter range while looking through the GPS sight. As you punch in the numbers you will see the range value in the GPS and on the GCDP change. When you have the range you want typed in, enter into the GCDP by pressing the '''ENTER''' key on the keyboard.<br><br />
--><br />
<br />
====== Changing Battlesight Ranges ======<br />
Although the TC can adjust the pre-indexed battlesight range when using the battlesight button, there may be instances when the gunner must change the initial battlesight range for a given ammunition type based on the commander’s analysis of METT-TC and other factors such as weather, smoke, or other conditions that reduce visibility. These changes are made through the GCDP.<br />
<br />
To change battlesight ranges through the GCDP, look at the GCDP in eye view as as described under "Manually Inputting Range" above and press the '''ADJUST''' button.<br />
<br />
[[File:GCDP_BS_01.jpg|center|thumb|350px|Entering the "ADJUST" menu]]<br />
<br />
Once in the ADJUST menu, use the mouse to press the '''BATTLESIGHT''' button.<br />
<br />
[[File:GCDP_BS_02.jpg|center|thumb|350px|Entering the "BATTLESIGHT" menu]]<br />
<br />
As with the RANGE menu above, the BATTLESIGHT menu will display two ranges in the lower left corner. The top number is the range currently entered into the fire control system in meters, and the bottom number is the pre-indexed battlesight range for whatever ammunition type is currently selected. To change the battlesight range select the desired ammunition type on the GPS, use the mouse to enter the desired range using the keypad, and press ENTER. Note that both the battlesight and currently indexed ranges will update. <br />
<br />
<center><gallery widths=350px heights=200px><br />
Image:GCDP_BS_03.jpg|Selecting desired ammunition type on GPS (HEAT)<br />
Image:GCDP_BS_04.jpg|GCDP display with indexed range at 2200m and battlesight range at 1200m<br />
Image:GCDP_BS_05.jpg|GCDP display after updating battlesight range to 800m<br />
</gallery></center><br />
<br />
By re-selecting SABOT, you can see that the indexed range stays at 800m while the battlesight range changes to 1200m.<br />
<br />
[[File:GCDP_BS_06.jpg|center|thumb|350px|Updated HEAT battlesight range with SABOT selected]]<br />
<br />
Note that the typical range setting (1,200 meters for sabot, 1,000 meters for MPAT, 900 meters for HEAT, and 300 meters for canister) should be used, unless the commander gives guidance otherwise. (Selecting a range in excess of 1,200 meters for sabot, 1,000 meters for MPAT, 900 meters for HEAT-T, or 300 meters for canister, at certain ranges will cause the trajectory of the round to exceed the height of the target.)<br />
<br />
====== Techniques ======<br />
There are many different gunner techniques (aka. "ancient Chinese secrets") when dealing with gunnery on the M1A1. The two most common techniques are ''lase and blaze'' and ''lase, steady track, fire''.<br />
<br />
''Lase and blaze'' is a technique where the gunner picks up a good track on a target for a second and a half or more then rapidly lases and fires (in a lase, fire one-two movement) as quickly as possible. The theory behind this technique is that a rapid lase and fire minimizes gunner error on lead calculation. The general tendency for gunners is to over compensate or change their track speed after a target is lased if the gunner hesitates when firing the gun. The disadvantage of this technique is that depending on how fast the target is moving and its range, ''lase and blaze'' may cause firing to occur before the turret fully "jumps" in front of the target to its proper lead position, but this should be a rare occurrence, especially if you time the one-two lase-fire at about a half second interval.<br />
<br />
''Lase, track, fire'' is a technique where the gunner puts / tracks the reticle on target, gets a good lase, then performs or maintains a steady track of the target for a second and a half or more. The gunner then fires once a good track on the target is achieved. The theory behind this technique is that after the gunner lases, the gunner maintains the appropriate traverse speed to visually see that a good track is achieved on the target with the dynamic reticle. This method has the greatest chance of applying the correct lead on the target, but the disadvantage is that if the gunner waits too long then the range may be incorrect when he finally decides to fire. However, the gunner can always re-lase the target to get a new range while he is tracking it, it just means that you may have to readjust your track which can cost life saving seconds.<br />
<br />
* The successful gunner may use a mixture of the two techniques or perfect their own technique, but the most capable gunner recognizes when to dump lead, re-lase, and start the process over instead of firing and wasting a round, precious seconds, or blowing the element of surprise.<br />
<br />
==== Gunner's Auxiliary Sight (GAS) ====<br />
[[File:M1A1(HA)_GAS_HEAT_reticle.jpg|right|thumb|300x300px|GAS sight, HEAT reticle]]<br />
<br />
The gunner's auxiliary sight (GAS) is the gunner's secondary means to engage targets when the GPS is disabled or when the fire control system has a fault. The GAS is also the sight that the gunner should reference when determining whether the gun tube is clear of a forward obstruction (like a berm or ridge line). Press '''F3''' to access the GAS.<br />
<br />
The GAS sight has a fixed 8x magnification and is always aligned with the gun.<br />
<br />
* When the gun is elevated and depressed the GAS sight picture will rotate. This behavior models the actual awkward behavior in the real tank. The behavior occurs as a result of how the GAS sight is hinged half way down the tube in order to keep the sight piece in the same place as the gun moves. As the gun elevates and depresses, the elbow pivots and the sight must rotate around the joint, thereby rotating the entire sight picture.<br />
<br />
===== Sight Symbology =====<br />
[[File:M1A1(HA)_GAS_HEAT_reticle2.jpg|right|thumb|280x280px|GAS HEAT reticle symbology]]The GAS sight is fairly simple to understand. At the top of the sight is the name of the reticle that you currently have selected. Below this is a left to right descending stadiametric scale which is used to bracket a target and determine its range. The numbers at the top of this scale represent the range to the target in hundreds of meters. Below the horizontal stadia scale are the aiming lines which are used to determine the elevation of the gun once you determine the range to the target. The numbers to the right of the aiming lines are the range in hundreds of meters and the horizontal dashes (offset from the center of the sight) are to assist the gunner with estimating lead on moving targets.<br />
<br />
===== Engaging Targets =====<br />
Engaging targets with the GAS is not an exact science. It can require several rounds, a good deal of estimation, and "Kentucky windage" before you hit a moving the target, but stationary targets should be relatively easy to hit if the process is done correctly. The basic process behind using the GAS to engage a target is to select the proper reticle, estimate the range to the target, engage the target, make adjustments and reengage if necessary. <br />
<br />
====== Selecting the Proper Reticle ======<br />
The first thing you must do is select the proper reticle of the round which is currently loaded by pressing '''R'''.<br />
<br />
* The sight marked "APFSDS" at the top is for sabot.<br />
<br />
====== Choking the Target (Ranging) ======<br />
After you have the correct reticle selected, the next thing you need to do is "choke" the target. Choking the target is the term used to estimate range to a target by using the stadia scale at the top of the GAS sight.<br />
<br />
[[File:M1A1(HA)_GAS_stadia.jpg|right|thumb|275x275px|GAS stadia scale]]<br />
<br />
As mentioned, the numbers on the scale represent hundreds of meters. When estimating range to a target, the target is put in between the long horizontal line and the dashed lines above it (the lines just below the numbers). In the case of a fully exposed target, the bottom line is placed on the bottom of the vehicle (where the tracks touch the ground) and the horizontal dash is placed at the top of the vehicle's turret. In the case where only the turret of a target is visible, the bottom of the turret (aka. the top of the hull) is placed on the bottom horizontal line and the top of the vehicle's turret is placed on the dot (in between the horizontal line and the horizontal dashes).<br />
<br />
[[File:M1A1(HA)_GAS_estimating_range.jpg|right|thumb|300x300px|GAS reticle, estimating range to target (2000m)]]<br />
<br />
Essentially, the target is placed within the scale at the increment in which it most fully fills the top and bottom of the scale. In the above image, the enemy tank is completely visible so the horizontal line and horizontal dash above the dot is used. The bottom of the line is placed below the tank and the top of the dash is placed at the top of the turret. The target fills the scale marked "20" so the target is approximately 2000m away.<br />
<br />
* It is important to remember that the stadia scale is used to determine ''average tank sized targets''. For larger or smaller vehicles (such as APCs or IFVs) a little bit of guess work may be required.<br />
<br />
====== Firing ======<br />
Once the range is estimated to the target, elevate the GAS sight so that the appropriate range numbers to the right of the lower vertical scale are even with the target in the sight. Next, if the target is stationary, align the target with the center of the sight marked with the vertical lines above and below the middle circle. If the target is moving, use the dashed lines to the left and right of center to estimate lead depending on the target's speed.<br />
<br />
Continuing with the example, the target's range was estimated at 2000m and the target is stationary. The sight is elevated so that the target is even with the "20" on the right side of the lower scale, and the target is centered in the sight along the center vertical lines.<br />
<br />
Once this is done, you are now ready to engage the target.<br />
<br />
<center><gallery widths=350px heights=250px><br />
Image:M1A1(HA)_GAS_aiming.jpg|GAS view, aiming at the target (2000m)<br />
Image:M1A1(HA)_GAS_target_destroyed.jpg|Target! Cease Fire!B<br />
</gallery></center><br />
<br />
====== Reengage ======<br />
In the event that you miss the target, you should simply adjust the sight in relation to where the round hit and walk it into the target. You should not waste valuable time estimating the range to the target again unless the target is rapidly moving towards or away from you.<br />
<br />
* If you have sabot loaded and you need to quickly engage a target that is 1200m or less from your position, do not worry about the range: simply place the target in the center circle on the APFSDS reticle and fire!<br />
<br />
==== Gunner's Unity Sight ====<br />
[[File:SEP_GUS.jpg|right|thumb|300x300px|Gunner's unity sight]]<br />
<br />
<br />
The gunner's unity sight is simply a vision block that the gunner has that allows him to see a 1x view through the GPS housing (aka. "dog house"). This sight can be useful if you need to see immediately to the front of the turret in a relatively wide field of view. Press '''F4''' to enter the unity sight and use the joystick or mouse to move the turret around normally.<br />
<br />
<br />
====Key listing for M1A2 gunner's position====<br />
<br />
----<br />
<br />
Weapon system commands:<br><br><br />
<br />
'''P''' or '''Joystick Button 3''': Disengage palm switches. Press to release the palm switches and disengage hydraulic power to the turret. This is done mainly to dump lead in the ballistic computer.<br><br />
<br />
'''N''': Zoom (toggle). Toggles between 3x and 10x in the GPS day sight and 3x, 6x, 13x, 25x, and 50x in the TIS (the TIS and daylight sight can be at independent magnifications).<br><br />
<br />
'''SPACE BAR''': Fire. Fires the currently selected weapon system (main gun or coax).<br><br />
<br />
'''SHIFT''' + '''SPACEBAR''': Master blaster. Fires the main gun via the master blaster (the manual fire control handle which generates an electrical current when the handle is twisted). The master blaster is useful for fire control system malfunctions where the gun does not respond or when electrical power to the turret is lost.<br><br />
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'''CTRL''': Lase. Lases the target or area currently in the GPS reticle.<br><br />
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'''M''': Main / Coax (toggle). Toggles between the main gun and coax.<br><br />
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'''`''': 1st return / last return (toggle). Toggles between 1st return and last return LRF modes.<br><br />
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'''R''': GAS reticle (toggle). Toggles between the APFSDS and HEAT reticle in the GAS.<br><br />
<br />
'''SHIFT''' + '''B''': GPS shield (toggle). Toggles the GPS shield (dog house doors) open and closed. This is useful to protect the GPS from incoming high explosive artillery rounds.<br><br />
<br />
'''+''' (num pad): TIS / daylight (toggle). Toggles between the daylight and TIS filter in the GPS sight.<br><br />
<br />
'''-''' (num pad): White hot / black hot (toggle). Toggles between the TIS white hot and black hot polarity modes. <br><br />
<br />
'''INSERT''': Sabot indexed. Places the ammo selector switch on sabot, indexing that round type in the ballistic computer.<br><br />
<br />
'''DELETE''': HEAT indexed. Places the ammo selector switch on HEAT, indexing that round type in the ballistic computer.<br><br />
<br />
'''HOME''': Ammo type 3 indexed. Places the ammo selector switch on ammo type 3 (if there is any), indexing that round type in the ballistic computer.<br><br />
<br />
'''END''': Ammo type 4 indexed. Places the ammo selector switch on ammo type 4 (if there is any), indexing that round type in the ballistic computer.<br><br />
<br />
'''LEFT ARROW''' / '''RIGHT ARROW''': Manual traverse. Tap to traverse the turret using the manual hand crank. Tap the keys quicker to traverse the turret faster. Manual traverse is vital when hydraulic pressure or electrical power is lost.<br><br />
<br />
'''UP ARROW''' / '''DOWN ARROW''': Manual elevation. Tap to elevate the main gun using the manual hand crank. Tap the keys quicker to elevate the main gun faster. Manual elevation is vital when hydraulic pressure or electrical power is lost.<br><br />
<br />
'''/''': Manual mode. Puts the fire control system in manual mode. This essentially makes it so that main gun can only be moved by the manual traverse and manual elevation keys.<br><br />
<br />
'''.''': Emergency mode. Puts the fire control system in emergency mode. This essentially slaves the sight to the gun and disables all form of lead and stabilization. This is necessary when the fire control system suffers a malfunction.<br><br />
*If the fire control system suffers a malfunction or stabilization is lost while in normal mode then emergency mode must be selected in order traverse the turret.<br><br />
<br />
''',''': Normal mode. Puts the fire control system in normal mode. This is the normal operating mode for the fire control system and essentially slaves the gun to the sight. Normal mode must be selected to have a stabilized gun sight and lead calculation.<br><br />
<br />
----<br />
<br />
Tank commander related commands:<br><br><br />
<br />
'''T''': Identified! Tells the TC that you have located a target and that you are going to engage it. Essentially it tells the AI TC to leave you alone while you engage and forbids the AI from overriding you to another target. Use at your own risk.<br><br />
<br />
'''I''': I can't see it! Tells the TC that you cannot see a target or the one he is commanding you to engage. Essentially it tells the AI TC to override you on to a target that it wants you to engage.<br><br />
<br />
----<br />
<br />
Driver related commands:<br><br><br />
<br />
'''W''': Driver, move out. Instructs the driver to move forward (press again for increased speed.<br><br />
<br />
'''S''': Driver, stop. Instructs the driver to stop.<br><br />
<br />
'''X''': Driver, backup. Instructs the driver to reverse.<br><br />
<br />
----</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=User:NateLawrence&diff=18882User:NateLawrence2022-11-27T10:36:03Z<p>MAJFubar-1882: </p>
<hr />
<div>[[File:M1A2_SEP_gunners_postion.jpg|right|thumb|500x500px|M1A2 (SEP) gunner's position as seen in game]]In ''Steel Beasts Professional'' the gunner's position on the M1A2 SEP is fully crew-able. The gunner's position is accessed by pressing '''F6'''.<br />
<br />
==== Gunner's Primary Sight (GPS) ====<br />
The gunner's primary sight (GPS) is the primary sight the gunner utilizes to engage and destroy targets. The GPS view is accessed by pressing '''F2'''.<br />
<br />
===== Thermal Imaging Sight (TIS) =====<br />
The most useful aspect of the GPS view is the thermal imaging system (TIS). The gunner is provided with a relaxed viewing bi-ocular display on the right side of the periscope body with the sight itself accessed by pressing the '''F2''' key. The TIS image may be focused using either the '''NUM DEL''' key or holding the '''ALT''' key and scrolling the mouse wheel. Pressing '''+''' on the num pad toggles the TIS between on and standby (off), while pressing '''-''' on the num pad toggles the sight's polarity.<br><br />
<br />
The M1A2 SEP's TIS uses a 2nd Generation Forward Looking Infrared (FLIR) imager, and provides optical magnification at 3x, 6x, and 13x along with digital enhancement at 25x and 50x. Pressing '''N''' toggles through the magnification levels. The 3x and 6x magnification levels are intended for quick scanning of the terrain and target acquisition, and have brackets to show the area that the next level of magnification will zoom into. The 13x magnification level shows the reticle for lasing and engaging targets, and is the recommended level of magnification for engaging targets. The 25x and 50x magnification levels also have the reticle for engaging targets, and are recommended for identifying characteristics of the target, such as it's type and current status. These two highest levels of magnification are also good for engaging partially concealed targets that cannot be easily identified and engaged at 13x magnification.<br />
<br />
<center><gallery widths="350px" heights="225px"><br />
Image:SEP TIS 3x.jpg|TIS 3x view on a T-72 at 1200m<br />
Image:SEP TIS 6x.jpg|TIS 6x view<br />
Image:SEP TIS 13x.jpg|TIS 13x view<br />
</gallery></center><br />
<br />
<center><gallery widths="350px" heights="225px"><br />
Image:SEP TIS 25x.jpg|TIS 25x view<br />
Image:SEP TIS 50x.jpg|TIS 50x view<br />
</gallery></center><br />
<br />
TIS is an excellent sight for engaging targets at any hour and under all weather conditions. Unlike the daylight sight, TIS can see through non multi-spectral smoke screens, fog and thin clouds of dust. The TIS is also at an extreme advantage over non TIS equipped foes in low visibility conditions such as night, poor weather, or fog. Sometimes target identification in TIS view can be difficult. As a trigger puller, you need to be extremely certain that what you are observing is an enemy vehicle before you commit an act of fratricide. The best way to be certain of this (in good visibility) is to switch to daylight view once a target is acquired. That said, gunners with experience will memorize TIS signatures of all vehicles to the point that they can identify targets in the TIS as effectively as they can in daylight view. Also, remember that TIS cannot see the specific camouflage pattern a vehicle has. If you are in a mission where the enemy and friendlies are both using the same vehicle (ex. T-55A) but with different camouflage patterns, switch to the daylight sight to make sure you aren't mistaking a friendly tank for an enemy tank.<br />
<br />
===== Daylight Sight =====<br />
The daylight view of the GPS sight is mostly used when the TIS is damaged or, in good visibility conditions, to better identify targets. If you are currently in the TIS imager view, you can switch to daylight view by pressing the '''+''' key (on the num pad).<br />
<br />
The zoom level in the daylight sight can also be toggled with '''N''' and it is independent of the zoom level set in the TIS.<br />
<br />
<center><gallery widths="500px" heights="270px"><br />
Image:SEP Day 3x.jpg|Daylight 3x view on a T-72 at 1200m<br />
Image:SEP Day 10x.jpg|Daylight 10x view<br />
</gallery></center><br />
<br />
===== Sight Symbology =====<br />
[[File:SEP_Day_Reticle.jpg|right|thumb|300x300px|GPS daylight aiming reticle]]In both the TIS and daylight view, you will see a set of nearly identical symbols in the bottom of the sight and a reticle in the center of the sight: these are referred to as the gun sight symbology.<br />
<br />
[[File:M1A1(HA)_GPS_reticle.jpg|right|thumb|300x300px|GPS daylight aiming reticle on a moving T-72]]<br />
<br />
The GPS aiming reticle is located in the center of the appropriate sight and is used for aiming at the target. The center of the reticle is a circle (or a box in the TIS sight) with a dot in the middle of it. The center dot is the aiming point for lasing and firing.<br />
<br />
The set of numbers in the lower part of the sight is the range, in meters, that is currently entered in the fire control system (FCS). This range is either entered manually by the user (through the use of the Gunner's Control and Display Panel (GCDP)), entered by the TC using the "BSGT" button, or entered automatically when the laser range finder (LRF) is used, the latter being the most common and is referred to as "lasing". <br />
<br />
The box to the upper left of the range value is the "ready to fire box". This box is displayed after a variety of conditions are met (most notably the loader's arming handle must be "up") and signifies that the gun is ready to fire.<br />
<br />
In the same image you will see a horizontal bar above the range value. This bar is displayed in cases where the "lase" has multiple returns. In other words, when the gunner lased the target, the laser passed through an obstruction (or went beyond the target and caught a piece of it) and has returned from multiple distances. This is a warning that you may have an inaccurate range to the target. Before you lase the target you should use the '''`''' key to switch between 1st and last return on the LRF to minimize possibilities of a multiple return; choosing which one depends on the situation. If there is an obstruction such as tree or bush between you and the target (just like what is in the first sample image in the "Daylight Sight" section), then last return should be selected before you lase so that the GCDP uses the last return as the range (the return beyond the tree). If only a small part of the target is visible at a long range (such as the turret), then 1st return should be selected before you lase since there is a possibility that he laser will return off the small portion of the target but continue on down range and return a longer range.<br />
<br />
<center><gallery widths="175px" heights="75px"><br />
Image:M1A1(HA)_GPS_daylight_symbology.jpg|multiple return bar<br />
Image:M1A1(HA)_TIS_FCS_fault.jpg|FCS fault indicator<br />
</gallery></center><br />
<br />
In some cases you may see an "F" to the upper right of the range. This "F" symbolizes that an FCS fault of some kind has occurred. The exact fault may also affect the other symbols in the reticle. In the example image the ballistic computer has been damaged which causes the range to be displayed as all zeros. In other cases the numbers may flash, be frozen with the last known range, or you may completely lose your aiming reticle. The only thing you need to be concerned with is that if an "F" is displayed in the view then there has been an FCS malfunction and you may need to use the gunner's auxiliary sight (GAS).<br />
<br />
===== Engaging Targets =====<br />
Engaging targets with the GPS can be a complicated affair. Obviously the first thing you need to do to engage a target is to acquire it. The best way to do this is by using the TIS 3x sight.<br />
<br />
====== Lasing ======<br />
Once a target is acquired, the gunner should switch to 10x magnification by pressing '''N''' and place the dot in the center of the reticle on the target and lase by pressing '''CTRL''' or '''Joystick Button 2'''. Once you lase the target and get the range, lead (pronounced "leed") begins to be calculated.<br />
<br />
====== Lead ======<br />
The most important thing to realize is that the FCS on the M1A2 automatically induces lead. Lead is the term used to refer to putting a gun in front of a target which is moving perpendicular to your vantage point. When you lead a target, you essentially need to fire in front of target at the point in which the round and target will meet. Lead is automatically applied whenever an object is lased and the turret is traversed left or right in normal mode. When a moving target is lased, the turret will jump ahead of the target in order to apply the appropriate lead. Unlike the M1 and M1A1, the reticle does not move within the sight picture when lead is applied. Instead, the turret moves out of alignment with the GPS to aim ahead of the target, thus leading the target. The ballistic computer calculates lead depending on the range entered into the computer from the lase, the indexed ammo type, and the horizontal rate of traverse of the turret.<br />
<br />
[[File:M1A2_GPS_10x_lead_induced.jpg|right|thumb|300x300px|GPS view, 10x magnification, lead induced with a good track on target]]<br />
<br />
* On the M1A2, the reticle remains in the center of the GPS view when lead is applied. On the older M1 and M1A1, the reticle moved left or right within the GPS view to apply lead to the target.<br />
<br />
A "good track" is when you can assume a steady track on the target with the reticle remaining on target as you follow it for a second or so. A "bad track" is when your tracking rate is either too fast or too slow in relation to the targets actual movement; track the target too fast and the reticle slowly moves in front of the target, track the target too slow and the reticle will fall behind. If you fire with a "bad track" then you are most likely going to shoot in front of or behind the target. M1A2 gunners use a variety of techniques to minimize a bad track, which are mentioned in the techniques section below.<br />
<br />
* If you and the target are stationary then you do not need to utilize lead. In this case it is advisable that you quickly "dump lead" (see below) by pressing '''P''' after you lase, then fire at the target. This ensures that there is a minimal chance or user induced error from a sudden movement of the sight before firing.<br />
<br />
====== Firing ======<br />
Once a target is lased and, if the target is moving, a steady track executed, the gun is ready to be fired. To fire the main gun press '''SPACEBAR''' or '''Joystick Button 1'''. The round will now be launched down range and the enemy will hopefully be rewarded with a quick and painless death.<br />
<br />
====== Reengaging and Dumping Lead ======<br />
If by some chance you miss the target, you should "dump lead" by pressing '''P''' or '''Joystick Button 3'''. Dumping lead essentially zeros out the calculated lead and resets the sight to zero. If you or the target is moving then once lead is dumped you need to put the reticle back on the target, lase, track and fire again. Also, ensure you have the proper ammunition type indexed.<br><br />
<br />
====== Indexing Ammo ======<br />
If the TC changes the main gun ammo type (ie. from sabot to HEAT), you must select the new ammo type when the round is loaded by pressing '''INSERT''', '''DELETE''', '''HOME''' or '''END'''. This is referred to as "indexing" the round type. Essentially the gunner pushes the appropriate button on the ammo selection panel, which tells the ballistic computer what round trajectory to calculate. <br />
<br />
If the gunner does not properly index the ammo type then the round will be wildly off target. If sabot is indexed and a HEAT round is fired then the round will impact short of the target. If HEAT is indexed and a sabot round is fired then you will launch a small unmanned sub-orbital mission.<br />
<br />
* The easiest way to tell when you need to index a new round type is by listening to the TC announce "fire, fire HEAT" or "fire, fire sabot" etc. Another sign of when to index a new ammo type is by listening to the loader. Every time a HEAT round is loaded into the gun the loader will announce "HEAT up". If a sabot round is loaded following a HEAT round then he will announce "sabot up". Every subsequent sabot round loaded will only be announced with "up".<br><br />
<br />
====== Fire Control Modes ======<br />
The FCS on the M1 series tanks function under three “modes” of operation: Normal, Emergency, and Manual.<br />
<br />
*'''Normal Mode''': This is the default fire control mode, with the gun electrically slaved to the GPS reticle and the turret stabilized in azimuth. Normal mode is selected using the '''/''' key.<br />
<br />
*'''Emergency Mode''': Emergency mode is used when normal mode has suffered a malfunction or stabilization is lost. During emergency mode operation, the GPS Reticle is electrically slaved to the movements of the gun and all forms of lead and stabilization are disabled. When a target is lased in Emergency mode, or a range is manually entered through the [[M1A2 (SEP)#Manually Inputting Range|GCDP]] or [[M1A2 (SEP)#Battlesight|BSGT]] button, the reticle will appear to jump up or down in the sight picture. Realigning the sight with the target applies the appropriate superelevation to the gun, similar in operation to the [[T-72A/M1#Gunner's Primary Sight (GPS) (TPD-K1)|TPD-K1]] day sight of the T-72A. Lead is applied to moving targets manually. Emergency mode is selected using the '''.''' key.<br />
<br />
*'''Manual Mode''': Manual mode provides gun and turret control independent of the vehicle electrical and hydraulic power sources, and is typically used when these systems fail due to battle damage. Manual mode is selected using the ''',''' key.<br />
<br />
====== Manually Inputting Range ======<br />
[[File:SEP GCDP.jpg|right|thumb|300px|The Gunner's Control and Display Panel (GCDP)]]<br><br />
<br />
There may be instances when the gunner must manually index a range into the Gunner's Control and Panel (GCDP). This may be necessary if a target cannot be lased through a smoke screen and another tank in the platoon has a good range on it, or the gunner wants to make an estimate, or for a variety of other reasons.<br />
<br />
<br clear=all><br />
<br />
To manually input a range into the GCDP, look at the GCDP in eye view. The best way to do this is to press F1, move the view to the right then press F1 again to disconnect the mouse from the view direction. While looking at the GCDP, use the mouse to press the '''SENSORS''' button.<br />
<br />
[[File:GCDP_Range_01.jpg|center|thumb|350px|Entering the "SENSORS" menu]]<br />
<br />
Once in the SENSORS menu, use the mouse to press the '''RANGE''' button at the far left.<br />
<br />
[[File:GCDP_Range_02.jpg|center|thumb|350px|Entering the "RANGE" menu]]<br />
<br />
In the RANGE menu, the computer will now display the range currently entered into the fire control system in meters (the bracketed number) in the lower left corner of the display. The ballistic computer is now waiting and ready to accept manual range entry, simply use the mouse to enter the desired range using the keypad. As you press the numeric buttons, the numbers above the bracketed range will update accordingly. Once you have the range you want, press the ENTER key at the keypad's lower right corner to index that range into the ballistic computer; DO NOT press the '''RETURN''' button before pressing ENTER, as doing so instructs the ballistic computer to cancel the operation, and it will ignore the new range you entered. Once the range is indexed into the ballistic computer, the bracketed currently entered range in the readout will update. <br />
<br />
<center><gallery widths=350px heights=200px><br />
Image:GCDP_Range_03.jpg|GCDP display with 120m indexed<br />
Image:GCDP_Range_04.jpg|GCDP display after updating indexed range to 2200m<br />
</gallery></center><br />
<br />
If you entered the range while the palm switches are depressed (which are always depressed by default unless you hold '''P''' or have a gunner control handle setup), the gun tube will elevate or depress as if you just lased a target, and lead will now be induced as well. If you do not want lead to be calculated after you entered the manual range, then simply release the palm switches to dump lead by pressing '''P''' or release the palm switching while entering the manual range into the CCP.<br />
<br />
Practice makes perfect when entering manual range into the GCDP. At first the above process may seem cumbersome, but with practice you can enter range into the GCDP in about three seconds. <br />
<br />
* The process of looking at and entering range into the GCDP simulates the fact that on the real M1A2 you could not and would not enter the range into the GCDP without also looking at it, otherwise it would be too risky as you may end up pressing something on the panel that you did not intend (such as LEAD, MRS, AIR TEMP etc). <br />
<!--<br />
*Alternatively, the number keys on the keyboard (the number keys below the function keys) can be used to manually enter range while looking through the GPS sight. As you punch in the numbers you will see the range value in the GPS and on the GCDP change. When you have the range you want typed in, enter into the GCDP by pressing the '''ENTER''' key on the keyboard.<br><br />
--><br />
<br />
====== Changing Battlesight Ranges ======<br />
Although the TC can adjust the pre-indexed battlesight range when using the battlesight button, there may be instances when the gunner must change the initial battlesight range for a given ammunition type based on the commander’s analysis of METT-TC and other factors such as weather, smoke, or other conditions that reduce visibility. These changes are made through the GCDP.<br />
<br />
To change battlesight ranges through the GCDP, look at the GCDP in eye view as as described under "Manually Inputting Range" above and press the '''ADJUST''' button.<br />
<br />
[[File:GCDP_BS_01.jpg|center|thumb|350px|Entering the "ADJUST" menu]]<br />
<br />
Once in the ADJUST menu, use the mouse to press the '''BATTLESIGHT''' button.<br />
<br />
[[File:GCDP_BS_02.jpg|center|thumb|350px|Entering the "BATTLESIGHT" menu]]<br />
<br />
As with the RANGE menu above, the BATTLESIGHT menu will display two ranges in the lower left corner. The top number is the range currently entered into the fire control system in meters, and the bottom number is the pre-indexed battlesight range for whatever ammunition type is currently selected. To change the battlesight range select the desired ammunition type on the GPS, use the mouse to enter the desired range using the keypad, and press ENTER. Note that both the battlesight and currently indexed ranges will update. <br />
<br />
<center><gallery widths=350px heights=200px><br />
Image:GCDP_BS_03.jpg|Selecting desired ammunition type on GPS (HEAT)<br />
Image:GCDP_BS_04.jpg|GCDP display with indexed range at 2200m and battlesight range at 1200m<br />
Image:GCDP_BS_05.jpg|GCDP display after updating battlesight range to 800m<br />
</gallery></center><br />
<br />
By re-selecting SABOT, you can see that the indexed range stays at 800m while the battlesight range changes to 1200m.<br />
<br />
[[File:GCDP_BS_06.jpg|center|thumb|350px|Updated HEAT battlesight range with SABOT selected]]<br />
<br />
Note that the typical range setting (1,200 meters for sabot, 1,000 meters for MPAT, 900 meters for HEAT, and 300 meters for canister) should be used, unless the commander gives guidance otherwise. (Selecting a range in excess of 1,200 meters for sabot, 1,000 meters for MPAT, 900 meters for HEAT-T, or 300 meters for canister, at certain ranges will cause the trajectory of the round to exceed the height of the target.)<br />
<br />
====== Techniques ======<br />
There are many different gunner techniques (aka. "ancient Chinese secrets") when dealing with gunnery on the M1A1. The two most common techniques are ''lase and blaze'' and ''lase, steady track, fire''.<br />
<br />
''Lase and blaze'' is a technique where the gunner picks up a good track on a target for a second and a half or more then rapidly lases and fires (in a lase, fire one-two movement) as quickly as possible. The theory behind this technique is that a rapid lase and fire minimizes gunner error on lead calculation. The general tendency for gunners is to over compensate or change their track speed after a target is lased if the gunner hesitates when firing the gun. The disadvantage of this technique is that depending on how fast the target is moving and its range, ''lase and blaze'' may cause firing to occur before the turret fully "jumps" in front of the target to its proper lead position, but this should be a rare occurrence, especially if you time the one-two lase-fire at about a half second interval.<br />
<br />
''Lase, track, fire'' is a technique where the gunner puts / tracks the reticle on target, gets a good lase, then performs or maintains a steady track of the target for a second and a half or more. The gunner then fires once a good track on the target is achieved. The theory behind this technique is that after the gunner lases, the gunner maintains the appropriate traverse speed to visually see that a good track is achieved on the target with the dynamic reticle. This method has the greatest chance of applying the correct lead on the target, but the disadvantage is that if the gunner waits too long then the range may be incorrect when he finally decides to fire. However, the gunner can always re-lase the target to get a new range while he is tracking it, it just means that you may have to readjust your track which can cost life saving seconds.<br />
<br />
* The successful gunner may use a mixture of the two techniques or perfect their own technique, but the most capable gunner recognizes when to dump lead, re-lase, and start the process over instead of firing and wasting a round, precious seconds, or blowing the element of surprise.<br />
<br />
==== Gunner's Auxiliary Sight (GAS) ====<br />
[[File:M1A1(HA)_GAS_HEAT_reticle.jpg|right|thumb|300x300px|GAS sight, HEAT reticle]]<br />
<br />
The gunner's auxiliary sight (GAS) is the gunner's secondary means to engage targets when the GPS is disabled or when the fire control system has a fault. The GAS is also the sight that the gunner should reference when determining whether the gun tube is clear of a forward obstruction (like a berm or ridge line). Press '''F3''' to access the GAS.<br />
<br />
The GAS sight has a fixed 8x magnification and is always aligned with the gun.<br />
<br />
* When the gun is elevated and depressed the GAS sight picture will rotate. This behavior models the actual awkward behavior in the real tank. The behavior occurs as a result of how the GAS sight is hinged half way down the tube in order to keep the sight piece in the same place as the gun moves. As the gun elevates and depresses, the elbow pivots and the sight must rotate around the joint, thereby rotating the entire sight picture.<br />
<br />
===== Sight Symbology =====<br />
[[File:M1A1(HA)_GAS_HEAT_reticle2.jpg|right|thumb|280x280px|GAS HEAT reticle symbology]]The GAS sight is fairly simple to understand. At the top of the sight is the name of the reticle that you currently have selected. Below this is a left to right descending stadiametric scale which is used to bracket a target and determine its range. The numbers at the top of this scale represent the range to the target in hundreds of meters. Below the horizontal stadia scale are the aiming lines which are used to determine the elevation of the gun once you determine the range to the target. The numbers to the right of the aiming lines are the range in hundreds of meters and the horizontal dashes (offset from the center of the sight) are to assist the gunner with estimating lead on moving targets.<br />
<br />
===== Engaging Targets =====<br />
Engaging targets with the GAS is not an exact science. It can require several rounds, a good deal of estimation, and "Kentucky windage" before you hit a moving the target, but stationary targets should be relatively easy to hit if the process is done correctly. The basic process behind using the GAS to engage a target is to select the proper reticle, estimate the range to the target, engage the target, make adjustments and reengage if necessary. <br />
<br />
====== Selecting the Proper Reticle ======<br />
The first thing you must do is select the proper reticle of the round which is currently loaded by pressing '''R'''.<br />
<br />
* The sight marked "APFSDS" at the top is for sabot.<br />
<br />
====== Choking the Target (Ranging) ======<br />
After you have the correct reticle selected, the next thing you need to do is "choke" the target. Choking the target is the term used to estimate range to a target by using the stadia scale at the top of the GAS sight.<br />
<br />
[[File:M1A1(HA)_GAS_stadia.jpg|right|thumb|275x275px|GAS stadia scale]]<br />
<br />
As mentioned, the numbers on the scale represent hundreds of meters. When estimating range to a target, the target is put in between the long horizontal line and the dashed lines above it (the lines just below the numbers). In the case of a fully exposed target, the bottom line is placed on the bottom of the vehicle (where the tracks touch the ground) and the horizontal dash is placed at the top of the vehicle's turret. In the case where only the turret of a target is visible, the bottom of the turret (aka. the top of the hull) is placed on the bottom horizontal line and the top of the vehicle's turret is placed on the dot (in between the horizontal line and the horizontal dashes).<br />
<br />
[[File:M1A1(HA)_GAS_estimating_range.jpg|right|thumb|300x300px|GAS reticle, estimating range to target (2000m)]]<br />
<br />
Essentially, the target is placed within the scale at the increment in which it most fully fills the top and bottom of the scale. In the above image, the enemy tank is completely visible so the horizontal line and horizontal dash above the dot is used. The bottom of the line is placed below the tank and the top of the dash is placed at the top of the turret. The target fills the scale marked "20" so the target is approximately 2000m away.<br />
<br />
* It is important to remember that the stadia scale is used to determine ''average tank sized targets''. For larger or smaller vehicles (such as APCs or IFVs) a little bit of guess work may be required.<br />
<br />
====== Firing ======<br />
[[File:M1A1(HA)_GAS_aiming.jpg|right|thumb|300x300px|GAS view, aiming at the target (2000m)]]<br />
<br />
<br />
Once the range is estimated to the target, elevate the GAS sight so that the appropriate range numbers to the right of the lower vertical scale are even with the target in the sight. Next, if the target is stationary, align the target with the center of the sight marked with the vertical lines above and below the middle circle. If the target is moving, use the dashed lines to the left and right of center to estimate lead depending on the target's speed.<br />
<br />
Continuing with the example, the target's range was estimated at 2000m and the target is stationary. The sight is elevated so that the target is even with the "20" on the right side of the lower scale, and the target is centered in the sight along the center vertical lines.<br />
<br />
Once this is done, you are now ready to engage the target.<br />
<br />
[[File:M1A1(HA)_GAS_target_destroyed.jpg|center|thumb|300x300px|Target! Cease Fire!]]<br />
<br />
====== Reengage ======<br />
In the event that you miss the target, you should simply adjust the sight in relation to where the round hit and walk it into the target. You should not waste valuable time estimating the range to the target again unless the target is rapidly moving towards or away from you.<br />
<br />
* If you have sabot loaded and you need to quickly engage a target that is 1200m or less from your position, do not worry about the range: simply place the target in the center circle on the APFSDS reticle and fire!<br />
<br />
==== Gunner's Unity Sight ====<br />
[[File:SEP_GUS.jpg|right|thumb|300x300px|Gunner's unity sight]]<br />
<br />
<br />
The gunner's unity sight is simply a vision block that the gunner has that allows him to see a 1x view through the GPS housing (aka. "dog house"). This sight can be useful if you need to see immediately to the front of the turret in a relatively wide field of view. Press '''F4''' to enter the unity sight and use the joystick or mouse to move the turret around normally.<br />
<br />
<br />
====Key listing for M1A2 gunner's position====<br />
<br />
----<br />
<br />
Weapon system commands:<br><br><br />
<br />
'''P''' or '''Joystick Button 3''': Disengage palm switches. Press to release the palm switches and disengage hydraulic power to the turret. This is done mainly to dump lead in the ballistic computer.<br><br />
<br />
'''N''': Zoom (toggle). Toggles between 3x and 10x in the GPS day sight and 3x, 6x, 13x, 25x, and 50x in the TIS (the TIS and daylight sight can be at independent magnifications).<br><br />
<br />
'''SPACE BAR''': Fire. Fires the currently selected weapon system (main gun or coax).<br><br />
<br />
'''SHIFT''' + '''SPACEBAR''': Master blaster. Fires the main gun via the master blaster (the manual fire control handle which generates an electrical current when the handle is twisted). The master blaster is useful for fire control system malfunctions where the gun does not respond or when electrical power to the turret is lost.<br><br />
<br />
'''CTRL''': Lase. Lases the target or area currently in the GPS reticle.<br><br />
<br />
'''M''': Main / Coax (toggle). Toggles between the main gun and coax.<br><br />
<br />
'''`''': 1st return / last return (toggle). Toggles between 1st return and last return LRF modes.<br><br />
<br />
'''R''': GAS reticle (toggle). Toggles between the APFSDS and HEAT reticle in the GAS.<br><br />
<br />
'''SHIFT''' + '''B''': GPS shield (toggle). Toggles the GPS shield (dog house doors) open and closed. This is useful to protect the GPS from incoming high explosive artillery rounds.<br><br />
<br />
'''+''' (num pad): TIS / daylight (toggle). Toggles between the daylight and TIS filter in the GPS sight.<br><br />
<br />
'''-''' (num pad): White hot / black hot (toggle). Toggles between the TIS white hot and black hot polarity modes. <br><br />
<br />
'''INSERT''': Sabot indexed. Places the ammo selector switch on sabot, indexing that round type in the ballistic computer.<br><br />
<br />
'''DELETE''': HEAT indexed. Places the ammo selector switch on HEAT, indexing that round type in the ballistic computer.<br><br />
<br />
'''HOME''': Ammo type 3 indexed. Places the ammo selector switch on ammo type 3 (if there is any), indexing that round type in the ballistic computer.<br><br />
<br />
'''END''': Ammo type 4 indexed. Places the ammo selector switch on ammo type 4 (if there is any), indexing that round type in the ballistic computer.<br><br />
<br />
'''LEFT ARROW''' / '''RIGHT ARROW''': Manual traverse. Tap to traverse the turret using the manual hand crank. Tap the keys quicker to traverse the turret faster. Manual traverse is vital when hydraulic pressure or electrical power is lost.<br><br />
<br />
'''UP ARROW''' / '''DOWN ARROW''': Manual elevation. Tap to elevate the main gun using the manual hand crank. Tap the keys quicker to elevate the main gun faster. Manual elevation is vital when hydraulic pressure or electrical power is lost.<br><br />
<br />
'''/''': Manual mode. Puts the fire control system in manual mode. This essentially makes it so that main gun can only be moved by the manual traverse and manual elevation keys.<br><br />
<br />
'''.''': Emergency mode. Puts the fire control system in emergency mode. This essentially slaves the sight to the gun and disables all form of lead and stabilization. This is necessary when the fire control system suffers a malfunction.<br><br />
*If the fire control system suffers a malfunction or stabilization is lost while in normal mode then emergency mode must be selected in order traverse the turret.<br><br />
<br />
''',''': Normal mode. Puts the fire control system in normal mode. This is the normal operating mode for the fire control system and essentially slaves the gun to the sight. Normal mode must be selected to have a stabilized gun sight and lead calculation.<br><br />
<br />
----<br />
<br />
Tank commander related commands:<br><br><br />
<br />
'''T''': Identified! Tells the TC that you have located a target and that you are going to engage it. Essentially it tells the AI TC to leave you alone while you engage and forbids the AI from overriding you to another target. Use at your own risk.<br><br />
<br />
'''I''': I can't see it! Tells the TC that you cannot see a target or the one he is commanding you to engage. Essentially it tells the AI TC to override you on to a target that it wants you to engage.<br><br />
<br />
----<br />
<br />
Driver related commands:<br><br><br />
<br />
'''W''': Driver, move out. Instructs the driver to move forward (press again for increased speed.<br><br />
<br />
'''S''': Driver, stop. Instructs the driver to stop.<br><br />
<br />
'''X''': Driver, backup. Instructs the driver to reverse.<br><br />
<br />
----</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Obstacles_And_Fortifications&diff=18881Obstacles And Fortifications2022-11-26T16:20:09Z<p>MAJFubar-1882: /* Fortifications */</p>
<hr />
<div>Back in the good old days, it was just mines. That’s okay with me, to quote Patton "Fixed fortifications are a monument to the stupidity of man". Nevertheless ''Steel Beasts Pro PE'' has them, and while they’re fairly self-explanatory regarding function there are some oddities about using them that you’ll want to remember. <br />
<br />
There are also some neat tricks now possible with the different types of obstacles and fortifications that weren’t before. [[:Category:Infantry|Infantry]] in particular has some place to go and hide, as it’s now possible to put them in bunkers. [[:Category:Vehicles|Vehicles]] too can be put in vehicular emplacements, and there are emplacement-types for the major combat vehicle-types. <br />
<br />
<br />
<br />
=Obstacles=<br />
In ''Steel Beasts Pro PE'' an obstacle is anything constructed which is designed to either hinder or stop an attacker. ''Pro PE'' will let you, the mission designer, construct seven types of obstacles. All of the obstacle-types come in one variety, except for mines, anti-tank ditches, and concertina wire. There are six types of mine available; nine really, if you count FASCAM, decoy fields, and IEDs.<br />
<br />
All obstacles, once placed, cannot be moved and, with the exception of Mines, Anti-tank Ditches, Concertina Wire, and Steel Beams, cannot be breached. All obstacles will either stop or hinder vehicles, but only Abatis, Concertina Wire, and Mines will stop/hinder infantry. In truth, even though most minefields contain a mix of antipersonnel (AP) and antitank (AT) mine, ''Steel Beasts'' only simulates the AT variety. Therefore, technically infantry can cross ''any'' minefield and as a work around, infantry are set to avoid and bypass any '''detected''' minefields. Minefields which are undetectable (see below) will not otherwise hinder the movement of infantry units. Because of this, you may find, that the impregnable fortress of mines you’ve created for one side is in fact at least somewhat open to penetration, if infantry attempt to cross it.<br />
<br />
The descriptions below include average "emplacement times" for scenario designers. These times assume a well equipped force with adequate engineer support and represent the effort of a typical engineer squad or platoon. <br />
<br />
<br />
==Mines==<br />
Minefields come in the following types and may cover an area from 100 x 100m up to a maximum of 600 x 100m per field:<br />
<br />
<br />
{| border="1" cellpadding="5" cellspacing="0" align="center" <br />
|- style="background:#efefef;" weight="bold"<br />
! '''Type''' !! '''Picture''' !! '''Comment'''<br />
|-<br />
|Conventional<br />
| align="center" | [[Image:Obstacles_Image18.jpg|300px]]<br />
| These represent surface laid conventional AT blast mines. A typical NATO 100 x 100m machine-laid field will take about 24 minutes to emplace while a 600 x 100m field will take about 2.5 hours. Conversely, a hand-laid field of 100 x 100m will take about 32 hours. For Russo/Soviet forces a standard divisional engineer battalion with 3 ''GMZ'' Armored Tracked Mine Layers can lay a 1200 x 100m 3-row field in about 26 minutes. <br />
|-<br />
|Conventional buried<br />
| align="center" | [[Image:Obstacles_Image19.jpg|300px]]<br />
| These represent buried conventional AT blast mines and can not be detected visually or by infantry. Both Machine-laid and hand-laid fields of this type take the same amount of time to emplace as surface laid versions.<br />
|-<br />
|Advanced<br />
| align="center" | [[Image:Obstacles_Image20.jpg|300px]]<br />
| These represent surface laid minimum metal, blast resistant anti-tank mines such as the U.S. M19 or Italian VS/3.6 and TC/6. Such mines are often fitted with anti-handling devices to hamper clearance efforts and their resistance to blast over-pressure reduces the effectiveness of line-charge clearance methods. Emplacement times for these fields is the same as for conventional minefields above. <br />
|-<br />
|Advanced buried<br />
| align="center" | [[Image:Obstacles_Image21.jpg|300px]]<br />
| These represent buried minimum metal, blast resistant anti-tank mines and can not be detected visually or by infantry. Emplacement times for these fields is the same as for conventional minefields above.<br />
|-<br />
|Scatter<br />
| align="center" | [[Image:Obstacles_Image22.jpg|300px]]<br />
| These represent either FASCAM missions that have already been fired at mission start or hasty minefields created by non-artillery land or airborne delivery systems such as the nearly identical US M136 Volcano, Russian UMZ (''Universal'ogo Minnogo Zagraditelya'' [universal mine-layer]), and German MiWS Skorpion systems. Such minefields may also be created by man-portable units like the M131 Modular Pack Mine System (MOPMS), or Russian PKM (''Perenosnogo Komplekta Minirovaniya'' [portable mine system]). Typically such fields are set to self-destruct after about four hours, but the default ''Steel Beasts Professional'' implementation is non-destructible. If self-destructing minefields are necessary for a given scenario, use FASCAM instead. Emplacement times for scatterable minefields varies by system, but is generally short - 3 to 5 minutes for a 100 x 600m field. It should be noted that due to their efficacy, such systems are in high demand and typically controlled at Brigade level or higher. <br />
|- <br />
|FASCAM<br />
| align="center" | [[Image:Obstacles_Image23.gif|300px]]<br />
| For the purposes of ''Steel Beasts Professional'' the term [[FASCAM|"FASCAM" (FAmily of SCatterable Mines)]] refers to conventional tube or rocket artillery delivered mines, and are the only minefields that may be created during runtime. The number of FASCAM missions available in a given scenario is set by the designer, as is the duration for all such mine fields delivered during the scenario, from 15 to 180 minutes in 15 minute steps. As such missions are normally generated at Brigade level and higher, these parameters may not be altered by the player.<br />
|-<br />
|Decoy<br />
| align="center" | [[Image:Obstacles_Image35.jpg|300px]]<br />
| These are decoy minefields that mimic a given type of standard mine field (Conventional/Advanced [either buried or not] or Scatter). Such minefields serve two primary functions: first, to confuse an attacker's breach cycle and, secondly, to cause an attacker to expend reduction assets on mines that are not really there. In order for decoy minefields to succeed the enemy must already be mine-conscious or suffered the consequences of a mine encounter. Therefore, decoy minefields should be employed in conjunction with real minefields to either extend the front and depth of live minefields or conceal gaps between live minefields. Emplacement times for these fields is the same as for conventional surface laid minefields but a quarter of that time to emulate a buried field.<br />
|- <br />
|}<br />
<br />
The various types of minefield look the same (especially the buried types), and they all perform in the same manner with any differences involving detection and clearance more than function. Some fields are easier to find than others. Some are also easier to breach than others. Note that all minefields may be set as “marked” when created in the Mission editor (rev. 4.250) and such fields will be surrounded with standard NATO minefield markings. A minefield that has been breached is not necessarily safe for other vehicles to pass through; a breached field may also need proofing, depending on the field-type. We will discuss breaching and clearing in a bit.<br />
<br />
A minefield looks like this, in the F5 view:<br />
<br />
[[Image:Obstacles_Image24.gif]]<br />
<br />
While a decoy field looks like this:<br />
<br />
[[Image:Obstacles_Image36.jpg]]<br />
<br />
The F5 view doesn’t distinguish between the various minefield-types, though in the Mission editor if you right-click on a given minefield it will tell you what type of field it is.<br />
<br />
<br />
===Special Mine Types===<br />
====Claymore Mines====<br />
Introduced with revision 4.000, mission designers may place directional "command detonated" Claymore type mines. Such mines are invisible on the play field and unlike IEDs (see below) may not be detected by infantry or engineer units, but may be detected and disarmed (cleared) by engineer units on '''Breach''' routes. <br />
<br />
A Claymore looks like this, in the F5 view:<br />
<br />
[[Image:Claymore.jpg|250px]]<br><br />
<br />
Claymore explosions require explicit conditions determined by the scenario designer along with the presence of friendly infantry within the grey ringed 25m command radius (the length of the mine's trigger cable). Note that the red ring denotes the mine's rear danger zone and any friendly infantry within that zone will be killed.<br><br />
<br />
====IEDs====<br />
Introduced with revision 2.21, Improvised Explosive Devices allow mission designers to place powerful explosives to simulate devices planted by irregular/insurgent forces. IED explosions require explicit conditions determined by the scenario designer when placed, but do not require the presence of a "trigger man" to work, although such a presence can be scripted if desired. IEDs are invisible on the play field, but may be detected by infantry and engineer units and may be disarmed (cleared) by engineer units with "breach" orders (rev. 4.000). Beginning with revision 4.156 the size (explosive power) IEDs may be set upon creation as multiples of existing in-sim munitions (e.g. 81mm M6C HE or 122mm OF-482 HE, etc.). Care should be taken to limit IED size to match the desired training goals as such blasts can be extremely powerful. Depending on the size of the explosion, a crater of appropriate size will be created and any targeted combatants may be completely destroyed (disappear).<br />
<br />
<center><gallery widths=300px heights=200px><br />
Image: IED_01.jpg|IED size/power selection<br />
Image: IED_02.jpg|Setting IED conditions<br />
</gallery></center><br />
<br />
When placing IEDs keep the following tips in mind: <br />
<br />
*It is generally easier to label the IED when you create it. Then when you want to select it again you can just select the text rather than the "hit and miss" approach of selecting the IED itself.<br />
*IEDs can be duplicated via the right-click context menu, allowing for rapid placement. <br />
*Single IEDs composed of multiple munitions create a single crater of greater explosive force rather than multiple craters equal to the number of munitions used. If the scenario designer wishes to replicate a stick of bombs landing or multiple cratering charges being set off in series, four (or more/less) single round IEDs should be used instead of a single multi-round IED. <br />
*IEDs are flexible tools for scenario creators. IEDs may be used to simulate demolition charges on bridges and buildings, cratering charges on roads and airfields, along with the afore mentioned scripted bombing runs.<br />
<br />
An IED looks like this, in the F5 view:<br />
<br />
[[Image:IED.jpg|250px]]<br><br />
<br />
=====Using Landmines as IEDs.=====<br />
This section advises on what to do if you want to use a Landmine as the source of a command detonated landmine (IED).<br><br />
Currently Landmines are not (yet) ammunitions (and are not selectable in the ammunitions list), but are hardcoded as a seperate entity "Landmine".<br><br />
They will be selectable as ammunitions one day.<br><br />
Suggested workarounds in order of preference:<br><br />
Configure an IED of:<br><br />
- [1 x 9M22/M21-OF]; with 6.4kg HE filler and 18kg in total<br />
It is probably the closest match for a classic anti-tank blast mine.<br> <br />
Next best alternatives:<br><br />
- [1 x 9M521], 7.3kg HE, 21kg in total<br />
- [1 x 9M522], 8.8kg HE, 25kg in total<br />
Other configurations worth a consideration if you don't like the recipes above (typically yielding a smaller blast but possibly more fragments) are:<br><br />
- [2 x OF-11], 5.2kg HE, 27kg in total<br />
- [2 x M57], 6kg HE, 27kg in total<br />
- [2 x OF-27 (or OF-19)], 6.2kg HE, 36kg in total<br />
- [1 x OF-540], 6.2kg HE, 43kg in total<br />
- [1 x M107], 6.6kg HE, 42kg in total- [1 x OF-45], 7.7kg HE, 43kg in total<br />
- [1 x 3OF-83], 8.2kg HE, 39kg in total<br />
<br><br />
<br />
==Abatis==<br />
Fortifications consisting of felled trees and wire are called Abatis. Like the former they too serve to impede and channel enemy progress. Abatis cannot be cleared, and as noted earlier, infantry cannot traverse them. <br />
<br />
On the playing field they look like this:<br />
<br />
[[Image:Obstacles_Image29.jpg|300px]]<br />
<br />
and on the map they appear as:<br />
<br />
[[Image:Obstacles_Image30.gif]]<br />
<br />
The six tree Abatis pictured above can be created (wired, blown, and mined) in about 40 minutes by a trained engineer squad.<br />
<br />
<br />
==Anti-Tank Ditch==<br />
Anti-tank ditches are used to degrade an attacking force's speed and mobility by slowing vehicles and confusing crews. Beginning with revision 4.250 scenario designers may place three different types of anti-tank ditches during scenario creation and set whether they are camouflaged or not:<br />
<br />
{| border="1" cellpadding="5" cellspacing="0" align="center" <br />
|- style="background:#efefef;" weight="bold"<br />
! '''Type''' !! '''Picture''' !! '''Profile''' !! '''Comment'''<br />
|-<br />
|NATO Minimal Triangular<br />
|align="center" | [[Image:AT_Ditch_NTA.jpg|300px]] <br />
|align="center" | [[Image:AT_Ditch_NTB.jpg|300px]] <br />
|This obstacle is typically placed on steep slopes or is used to reinforce natural obstacles and is best supplemented with mines or wire on the enemy side of the ditch. <br />
|-<br />
|NATO Rectangular<br />
|align="center" | [[Image:AT_Ditch_NRA.jpg|300px]] <br />
|align="center" | [[Image:AT_Ditch_NRB.jpg|300px]]<br />
|This obstacle is equally effective from either direction and can be supplemented with mines on either (or both) friendly and enemy sides with wire and AP mines within the trench itself.<br />
|-<br />
|Soviet Wide Trench<br />
|align="center" | [[Image:AT_Ditch_SWTA.jpg|300px]]<br />
|align="center" | [[Image:AT_Ditch_SWTB.jpg|300px]]<br />
|Standard Russo/Soviet anti-tank ditch normally dug by a MDK-3 combat engineer vehicle. Such ditches are typically employed in an continuous irregular saw tooth pattern reinforced with wire and artillery pre-plots.<br />
|<br />
|}<br />
<br />
Anti-tank ditches may be crossed by most tracked vehicles, but will likely involve ''extensive'' player intervention to do so; therefore, bridging assets must be used to effectively cross such obstacles. As with vehicle emplacements, the construction of anti-tank ditches is time and equipment intensive, with a single blade team (2 M9 ACE) being templated roughly 2 hours per 100m of ditch dug. <br />
<br />
On the map anti-tank ditches appear as so with the points of the triangles representing the “enemy” side of the obstacle:<br />
<br />
[[Image:AT_Ditch.jpg|200px]]<br />
<br />
==Concertina Wire==<br />
Beginning with revision 4.000, single, double, and triple strand Concertina Wire obstacles may placed by the scenario designer or laid in 10m intervals by most engineering vehicles during run time, as long as they are carrying wire rolls, or wire is being carried by nearby engineering vehicles (75m). Additionally, some form of infantry or engineering personnel (manpower) must be present for construction to begin, with the process looking like this:<br />
<br />
*The scenario designer sets whether a vehicle is carrying wire in the mission editor.<br />
*In game, right click on vehicle in map mode and select 'construct obstacle'.<br />
*Select from one, two, or three strand obstacles (vehicle dependent).<br />
*Place on map within 75m of constructing vehicle (rotate and name as necessary).<br />
*Right click on obstacle and select 'construct'.<br />
*Dismount engineer team or have an infantry unit within 75m of constructing vehicle (there is no animation to show them building the obstacle - but they are).<br />
*Wait (the obstacle will flash and change colors from grey to green as it progresses).<br />
<br />
Infantry can traverse Concertina obstacles by stepping or crawling through them, but this will slow their movement; most vehicles on normal routes will avoid Concertina when possible. Light wheeled vehicles cannot traverse such obstacles and will suffer debilitating wheel and suspension damage if attempted. Heavy wheeled APCs/IFVs, MRAPS, medium/heavy tactical trucks, and protected IMVs can generally breach single strand obstacles, but will likely suffer non-immobilizing wheel/suspension damage. Such vehicles can breach double-strand obstacles, but they ''will'' be immobilized, and they cannot breach triple-strand obstacles at all. All tracked vehicles may pass through Concertina Wire (thereby breaching the obstacle) but face a moderate to high risk of suspension damage or a thrown track based on the vehicle's speed, the number of consecutive obstacles to be crossed, and obstacle complexity. <br />
<br />
Currently, groups of civilians will ignore wire obstacles, therefore scenario designers should make an effort to stop them from wandering into otherwise inaccessible locations. Infantry and engineer squads may breach wire obstacles if given a "breach" route through it, as will Armored Engineering Vehicles [AEV] equipped with dozer shields (such vehicles suffer no damage), although vehicles equipped with mine plows or rollers may still be damaged when breaching such obstacles (rev. 4.250).<br />
<br />
On the playing field Concertina obstacles look like this:<br />
<br />
{| border="1" cellpadding="5" cellspacing="0" align="center" <br />
|- style="background:#efefef;" weight="bold"<br />
! '''Type''' !! '''Picture''' !! '''Comment'''<br />
|-<br />
|Single Strand<br />
|align="center" | [[Image:Concertina Single.jpg|300px]]<br />
|A single strand obstacle takes 3 minutes to emplace and 30 seconds for an infantry or engineer section to breach a 3m section.<br />
|-<br />
|Double Strand<br />
|align="center" | [[Image:Concertina Double.jpg|300px]]<br />
|A double strand obstacle takes 5 minutes to emplace and 45 seconds for an infantry or engineer section to breach a 3m section.<br />
|-<br />
|Triple Strand<br />
|align="center" | [[Image:Concertina Triple.jpg|300px]]<br />
|A Triple strand obstacle takes 10 minutes to emplace ([[PioPz 2 Dachs AEV|Dachs]], [[PioPz 3 Kodiak AEV|Kodiak]], and [[Wisent AEV|Wisent]] AEVs only) and require a full minute for an infantry or engineer section to breach a 3m section. <br />
|<br />
|}<br />
<br />
While on the map they appear as so (single-double-triple):<br />
<br />
[[Image:Concertina Single_F5.jpg|200px]]<br />
<br />
[[Image:Concertina Double_F5.jpg|200px]]<br />
<br />
[[Image:Concertina Triple_F5.jpg|200px]]<br />
<br />
<br />
==Dragon’s teeth==<br />
Reinforced, square, tapered concrete pillars protruding from the ground are Dragon’s teeth. They serve the same function as other obstacles, in that they are designed to impede and/or channel the movement of enemy forces. <br />
<br />
Dragon’s teeth cannot be cleared. On the playing field they look this:<br />
<br />
[[Image:Obstacles_Image27.jpg|300px]]<br />
<br />
and on the map they look like this:<br />
<br />
[[Image:Obstacles_Image28.gif]]<br />
<br />
Dragon's teeth only require transport and craning ability, therefore with the appropriate equipment the 91 dragon tooth obstacle found in ''Steel Beasts'' can be emplaced in about 2 hours.<br />
<br />
<br />
==Steel Beams==<br />
These are fortifications consisting of three lengths of steel, set at right-angles to each other and welded together with a reinforcing plate. Also known as a [https://en.wikipedia.org/wiki/Czech_hedgehog Czech Hedgehog], the function of Steel Beams is similar to that of other obstacles, to channel and/or impede movement of the enemy. Steel Beams are like mines in that they can be breached with the proper breaching assets. Unlike mines, once you’ve created a breach in Steel Beams other vehicles can pass through without risk. <br />
<br />
Steel Beams looks like this on the playing field:<br />
<br />
[[Image:Obstacles_Image25.jpg|300px]]<br />
<br />
and like this on the map:<br />
<br />
[[Image:Obstacles_Image26.gif]]<br />
<br />
Depending on whether the hedgehogs are constructed on-site or prefabricated and transported to the location, construction time for this obstacle will vary between 2 to 4 hours. <br />
<br />
As you can see, the various types of obstacles all do about the same thing. Mines are something of an exception, in that they are also capable of destroying enemy units. However, as with other fortifications, enemy units which encounter mines will, if traveling at the right speed and with the right behavior, seek to avoid them. Enemy non-infantry units will always seek to avoid all other obstacles, regardless of speed or behavior.<br />
<br />
=Fortifications=<br />
In ''Steel Beasts Pro PE'' a fortification is anything constructed which is designed to provide additional protection for a unit. Fortifications come in five types: "Bunkers", Infantry Trenches, Mortar Pits, Vehicle Emplacements, and Defensive Walls/Barriers. The first four are covered below, while walls and barriers are discussed in the [[Line Objects]] article. <br />
<br />
Fortifications do not make a unit invincible, though in some cases they may afford more protection than does the immediate environment. Artillery, for example, can still inflict damage (or destroy, as applicable) a unit in a fortification. <br />
<br />
<br />
==Bunkers==<br />
A Bunker is a defensive structure used exclusively by [[:Category:Infantry|infantry]]. Vehicles cannot use Bunkers, nor will they enter one. A Bunker cannot be affected by breaching vehicles. Infantry in Bunkers are, as noted, still susceptible to both direct- and indirect fire. This includes machine-gun fire from the front, but troops in bunkers are protected from the rear and flanks.<br />
<br />
On the playing field a Bunker looks like this:<br />
<br />
[[Image:Obstacles_Image31.gif|300px]]<br />
<br />
and on the map looks like this:<br />
<br />
[[Image:Obstacles_Image32.gif]]<br />
<br />
Worth noting is how Bunkers appear in normal daylight, and in thermals. In normal daylight the bunker will appear as you see it here, a distinct mound of green (or tan) sandbags with an oblong aperture at its front. In thermals, the mound will disappear and the color of the mound will blend almost perfectly with the color of the surrounding grass. If you approach a bunker from the front, the TIS view will show you the black oblong of the Bunker’s aperture, but if you approach an enemy Bunker from the rear you might pass it without noticing.<br />
<br />
[[Image:Obstacles_Image31b.jpg|300px]]<br />
<br />
A bunker may be destroyed by driving a vehicle over it.<br />
<br />
A typical three-man fighting position with overhead cover will take around 12 hours of continual work to complete with hand tools, but such positions are normally constructed in stages over a longer period, so scenario designers should budget 24 to 48 hours for bunker construction. Assuming some kind of mechanical digging assistance, this time could be effectively halved.<br />
<br />
==Infantry Trenches==<br />
Version 4.36 introduced infantry trenches to ''Steel Beasts Professional''. Like other defensive line objects, such trenches are placed by scenario designers in the mission editor, can be created in any length, and set whether to be camouflaged or not. Trenches come in three "levels" (depths): Level 1 (1m), Level 2 (1.5m), and Level 3 (2m). By default trenches are set to ''not'' be visible during a scenario's planning phase.<br />
<br />
[[Image:Infantry_Tench_01.jpg|left|thumb|300px|Occupied uncamouflaged Level 3 infantry trench]]<br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
On the map infantry trenches appear as so:<br />
<br />
[[Image:Infantry_Trench_02.jpg|200px]]<br />
<br />
The construction of trench works involves considerable time, effort, and materials and is justified only when an area is to be occupied for extended periods. With this in mind, a single blade team (2 M9 ACE) is templated roughly 1 hour per 50m of trench not including revetments, fighting bays, and other improvements.<br />
<br />
==ISO Containers==<br />
These come in three flavors - filled with sand, filled with air, filled with office space:<br />
* Sand provides cover and concealment.<br />
* Air provides concealment, and cover against small arms at medium and long ranges.<br />
* Accommodation/office containers simulate containerized field camps, and burn if hit by HE rounds.<br />
With the exception of the ability to alter the container's base color, they all look the same, although accommodation/office containers placed in the [[Making The Map|Map Editor]] will have the appropriate appearance (rev. 4.156). Something which is on [[The_List|the list (tm)]] is to apply this functionality to containers placed in the [[Mission Editor]].<br />
<br />
<center><gallery widths=400px heights=200px><br />
Image:ISO_Container.jpg|Standard ISO container (air/sand filled).<br />
Image:Office_Container.jpg|Office/Accommodation ISO container. <br />
</gallery></center><br />
<br />
==Mortar Pits==<br />
Introduced with revision 4.36, mortar pits provide a defensive position for dismounted infantry mortar teams. As mortar teams occupying a pit are completely concealed, such pits are very difficult to see at ground level, especially if camouflaged. Like other defensive structures, mortar teams should be given a waypoint with either "Defend" or "Hold" orders just behind the pit you wish them to use.<br />
<br />
<center><gallery widths=400px heights=200px><br />
Image:Mortar_Pit_01.jpg|Uncamouflaged mortar pit at ground level.<br />
Image:Mortar_Pit_02.jpg|Occupied mortar pit seen from above. <br />
</gallery></center><br />
<br />
On the map mortar pits appear as so:<br />
<br />
[[Image:Mortar_Pit_03.gif]]<br />
<br />
A typical 81mm mortar pit will take around 14 hours of continual work to complete with hand tools. Assuming some kind of mechanical digging assistance, this time could be reduced to four hours and as little as two with explosives.<br />
<br />
==Vehicle emplacements==<br />
These are, as the name suggests positions for a vehicle to fight from. Their primary advantage is that they offer some protection from direct fire, usually shielding most or all of a vehicle’s chassis and exposing only the turret. <br />
<br />
Vehicle emplacements (VE) can be created in the Mission Editor for specific vehicle-types; the game assumes that if you’re creating a VE for a [[T-55A]], for instance, you will be able to use it for all members of the T-55 family including the [[T-55AM/AM2|T55AM and AM2]]. VE can be created as one- and two-tier fortifications, the difference being that a two-tier emplacement completely hides the vehicle, while the one-tier sort hides only the lower parts of the vehicle. VE can also be created with camouflage. When placing, a reference tool (similar to the LOS bubble for regular battle positions) is provided to specify the lowest point that can be targeted from the emplacement for which the vehicle was made (rev. 4.156). Be sure to preview your placements to ensure that the position is useful for engaging targets in your intended area. Note, units should be given a waypoint with either "Defend" or "Hold" orders just behind any emplacements you wish them to use; the unit will then occupy the emplacements automatically.<br />
<br />
<center><gallery widths=450px heights=350px><br />
Image:VE_Placement_01.jpg|Choosing vehicle emplacement type.<br />
Image:VE_Placement_02.jpg|Leopard 1 VE with reference tool bubble at 873m, making most of the town below the BP a dead spot.<br />
Image:VE_Placement_03.jpg|Leopard 1 VE with reference tool bubble at 480m, reducing the dead spot by 400m.<br />
</gallery></center><br />
<br />
As of revision 4.156 Armored Engineering Vehicles (AEV) may dig VE during runtime. Scenario designers may specify the completion percentage of a Vehicle Emplacement when placed in the [[Mission Editor]], allowing for fully (100%) completed defensive works at the start of a scenario or partially completed (0-90%) works that may then fully completed during runtime along with whether the VE is camouflaged or not.<br />
<br />
[[Image:VE_Build_01.jpg|thumb|600px|center|Setting VE completion percentage]]<br />
<br />
AEV's will automatically move to excavate unfinished vehicle emplacements within their construction radius (200m) either at mission start or upon reaching any un-linked waypoint with any tactics except "Stay". <br />
<br />
[[Image:VE_Build_02.jpg|thumb|600px|center|AEV moving to begin VE construction]]<br />
<br />
For AEVs that have crew positions available ([[PioPz 3 Kodiak AEV|Pionierpanzer 3]] and [[Wisent AEV]]) only the Commander's ('''F7''') and Gunner/Engineer's ('''F6''') positions may be occupied while the AEV is digging a position. The speed at which emplacements can be constructed can be specified from the right-click context menu during scenario design, and the time to construct such emplacements is shown below:<br />
<br />
{| border="1" cellpadding="5" cellspacing="0" align="center" <br />
|- style="background:#efefef;" weight="bold"<br />
! '''Emplacement Type''' !! '''Dig Speed''' !! '''Time to Build'''<br />
|-<br />
| align="center" | One-Tier <br />
| align="center" | Normal <br />
| 40 Minutes.<br />
|-<br />
| align="center" | Two-Tier <br />
| align="center" | Normal <br />
| 1 Hour 15 Minutes<br />
|-<br />
| align="center" | One-Tier <br />
| align="center" | Moderate <br />
| 20 Minutes <br />
|-<br />
| align="center" | Two-Tier <br />
| align="center" | Moderate <br />
| 40 Minutes<br />
|-<br />
| align="center" | One-Tier <br />
| align="center" | Rapid <br />
| 5 Minutes.<br />
|- <br />
| align="center" | Two-Tier <br />
| align="center" | Rapid <br />
| 12 Minutes <br />
|}<br />
<br />
Note that although the 1 hour 15 minute dig time for a two-tier fighting position ''is'' realistic given ideal conditions and an experienced crew, a single blade team (2 [https://en.wikipedia.org/wiki/M9_Armored_Combat_Earthmover M9 ACE]) is templated 4 hours to dig a two-tier fighting position for an M1 tank with 2 to 3 hours being the average. A standard U.S. combat engineer company has three such teams and will normally take about 14-20 hours to dig-in a single tank-mech company depending on ground conditions whereas an equivalent number of AEVs (6) digging simultaneously will achieve the same feat in about 4 hours in-sim.<br />
<br />
On the playing field VE look generally similar, like this:<br />
<br />
[[Image:Obstacles_Image33.jpg|300px]]<br />
<br />
and on the map look like:<br />
<br />
[[Image:Obstacles_Image34.gif]]<br />
<br />
Vehicles will automatically use the turret-down position in a two-tier emplacements if they are told to hold fire, if they are on certain tactics, reloading etc. You can manually order a vehicle to drive into the lower (back) tier position by pressing the 'x' (drive backward) key - double-tapping that key will tell the AI driver to leave the emplacement.<br />
<br />
=Usage=<br />
Fortifications and obstacles are placed on the map as if they were any other playable unit. An obstacle can be placed anywhere on the map, even in water. You won’t see it on the map if it’s not a minefield, but the obstacle will be there and an amphibious unit which attempts to swim through an obstacle placed in water will be affected just as if both it and the obstacle were on dry ground. This goes for mines, too. <br />
<br />
To my knowledge there is no upper limit regarding how many of any particular obstacle or you wish to place on the map. I say ‘to my knowledge’ because I’ve heard at least one source state that he wanted to place more mines than the game would allow. I tried doing the same; I gave up before the game stopped me, at around 220 individual minefields. Even if the limit is 221, that’s still a lot more minefields than you’ll find a practical need for. <br />
<br />
Obstacles can dramatically alter the balance of a mission and should be placed sparingly. It’s too easy to adopt a fortress mentality; obstacles are like potato chips in that you can’t stop at just one. If you must have obstacles in your mission, place them sparingly. If you think you have enough, you probably have too many. If you think you need more, you probably have enough.<br />
<br />
That said there’s no formulaic answer I know of to the question ‘How many is enough?’ Every mission is different, though for experimentation purposes you might have some fun putting down first one or two obstacles and observing how they affect play by running a test. When the test is complete, add a couple more, then watch what the increase does to the other side. You should be able to arrive at some rough answer regarding how many are enough, though again that quantity will change with the mission and with the type(s) of obstacles you decide to place. <br />
<br />
There are two uses for obstacles in a mission. They can be used as a blocking obstacle or a steering obstacle. A blocking obstacle does just what it says, blocks the enemy from getting to a certain place, where a steering obstacle is meant to direct the enemy into a certain area, ie; a kill zone.<br />
<br />
The mission designer may specify if an obstacle is static or may be placed by the user in the mission's [[Planning_Phase|planning phase]] (either in any place or restricted to [[Using_the_Mission_Editor#Deployment_Zones|deployment zones]]). Right-click on an obstacle and select the desired option:<br />
<br />
[[Image:DeployableObstacles2.png]]<br />
<br />
The designer can also decide if an obstacle should be visible to the enemy side during the planning phase. To do so, right-click on an obstacle and check the "Visible while planning" option: <br />
<br />
[[Image:InvisibleWhilePlanningObstacles.png]]<br />
<br />
<br />
=Breaching vehicles=<br />
''Steel Beasts Pro PE'' provides assets which can breach certain types of obstacles. Usually these vehicles are equipped to deal with minefields, but in some cases they can also deal with steel beams and concertina wire. Demo missions are available which go into detail regarding the use of these vehicles, therefore the specifics will not be covered here. <br />
<br />
The demo missions regarding breaching will tell you that certain obstacles (specifically minefields) are not necessarily safe only because a path has been cleared through them. Minefields must be proofed before they are considered safe, which means that an engineer vehicle or [[Infantry Units#Engineer Teams|squad]] (rev. 4.000) must be sent through whatever breach is created to ensure that the field is in fact safe.<br />
<br />
A breach must first be created in a minefield before it can be proofed. ''Steel Beasts'' includes four types of elements capable of creating breaches: mine-rollers, mine-plows, [[M113G3 Eng|MICLIC]], and engineer squads. The first two are pretty self-explanatory; the third is actually an [[M113G3 Eng|M113]] or [[:Category:Engineer|dedicated engineer]] vehicle towing a trailer which carries a line charge. This charge is deployed by a rocket, which un-spools the charge from the trailer and lays it across the minefield in question. The charge then detonates, creating the breach.<br />
<br />
Both plow and roller equipped vehicles will do the same thing, and which one you include in your missions will largely be a matter of taste. Watching the MICLIC lay its charge is cool, and it’s cool to watch it blow up, but the vehicle towing the charge is a [[PCs|PC]], and is vulnerable to pretty much everything in the game equipped with a cannon, not to mention artillery. The plow and roller tanks are tanks, and can stand up to at least a little more punishment than can the MICLIC.<br />
<br />
Engineer squads are just that, six to eight sappers equipped with rifles, mine detectors, wire cutters, and various pioneer tools. When given breech orders they can create openings in wire obstacles and clear track-width paths through mine fields. Being fleshy meatbags, they are vulnerable to every battlefield hazard short of spitwads, and should only be used for breaching operations in very close terrain, preferably under the cover smoke or better yet, darkness.<br />
<br />
Note that not all breaching assets can do the same thing. The mine-plow can breach minefields just like the mine-roller, and can go a little faster through the fields at that. On the other hand, both the plow and the MICLIC can create a gap in steel beams. The roller and engineer squads can’t. <br />
<br />
Care should be used when employing the MICLIC. The explosive charge that creates the breach can also potentially harm units on the other side of the obstacle. While testing function for this article, a mine-plow vehicle that had made it through a gap it had created in some steel beams was destroyed by the charge laid by a MICLIC. Pretty entertaining, and not a little instructive. <br />
<br />
Don’t let this happen to you.<br />
<br />
=Links=<br />
[http://www.youtube.com/watch?v=2rMr3Icpp-8 Youtube video demonstrating minefield breach]<br />
<br />
Contributors:<br><br />
Shotmagnet<br><br />
Updated for wiki 4/7/07: Sean<br><br />
--[[User:Sean|Sean]] 04:53, July 17, 2008 (UTC)<br />
<br />
[[category:Tutorials]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=File:Obstacles_Image31.gif&diff=18880File:Obstacles Image31.gif2022-11-26T14:47:45Z<p>MAJFubar-1882: MAJFubar-1882 uploaded a new version of File:Obstacles Image31.gif</p>
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<div></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=File:Obstacles_Image31b.jpg&diff=18879File:Obstacles Image31b.jpg2022-11-26T14:45:21Z<p>MAJFubar-1882: </p>
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<div></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=File:Mortar_Pit_03.gif&diff=18878File:Mortar Pit 03.gif2022-11-26T14:44:46Z<p>MAJFubar-1882: </p>
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<div></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=File:Mortar_Pit_02.jpg&diff=18877File:Mortar Pit 02.jpg2022-11-26T14:44:26Z<p>MAJFubar-1882: </p>
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<div></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=File:Infantry_Trench_02.jpg&diff=18875File:Infantry Trench 02.jpg2022-11-26T14:43:09Z<p>MAJFubar-1882: </p>
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<div></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=File:Infantry_Tench_01.jpg&diff=18874File:Infantry Tench 01.jpg2022-11-26T14:42:52Z<p>MAJFubar-1882: </p>
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<div></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=File:Obstacles_Image31.gif&diff=18873File:Obstacles Image31.gif2022-11-26T12:57:48Z<p>MAJFubar-1882: MAJFubar-1882 uploaded a new version of File:Obstacles Image31.gif</p>
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<div></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=EFP&diff=18872EFP2022-11-26T12:08:22Z<p>MAJFubar-1882: </p>
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<div>==Basic Concept/Introduction==<br />
'''EFP - Explosively Formed Penetrator'''<BR><BR><br />
An EFP, or Explosively Formed Penetrator, is a shaped charge formed by explosively shaping a metal plate or liner into a slug or rod shape and accelerate it towards a target. What makes this kind of shaped charge different from a conventional shaped charge, which also uses explosive force to create a molten projectile, is that an EFP is shaped using explosives behind a shallow dish or plate, while conventional shaped charges instead compress the molten metal into a small space, similar to a funnel. An EFP also has a much longer effective range, unlike a shaped charge, which can lose energy and potency with distance, thus the reason for spaced armor and similar innovations and make-shift constructions to foil the shaped-charge warheads on RPGs.<br />
<BR><BR><br />
While EFPs are hardly new technology (they go back to the 1930s petroleum industry for perforating wells), modern computer technology has allowed the perfection and sharing of the special geometry of construction that allows these to be especially lethal, and they can do enormous damage, penetrating significant amounts of armor to kill or disable heavily armored vehicles. EFPs also penetrate massive amounts of layer for their size and velocity, and velocity is around 2000 meters per second, or about Mach 6, with a sample weight for this example at around 3kg (7 pounds). This is quite extraordinary.<br />
<BR><BR><br />
It is interesting to note that this technology has been use in a wide variety of applications, from terrorist and guerilla attacks, to military-grade smart weapons, and even on select space missions for scientific purposes.<br />
<BR><BR><br />
[[File:Explosively formed penetrator.png|Diagram of an Explosively formed penetrator]]<br />
<br />
==Sources==<br />
https://en.wikipedia.org/wiki/Explosively_formed_penetrator <BR><br />
[[Category: Technical Data]]<br />
[[Category: Ammunition types]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=FOV90&diff=18871FOV902022-11-20T15:40:42Z<p>MAJFubar-1882: /* General */</p>
<hr />
<div>== Statistics ==<br />
<br />
Main Gun: Bofors L70 40mm x 364R Autocannon (Dummy - Nonfunctional)<br><br />
Ammunition Stowage: 0 ready/0 stowed<br><br />
Default Ammunition "A": 0/0 Slpprj 90LK/97 APFSDS-T, 0/0 Slsgr 90 HET, 0/0 Kulsgr 90 PFHE<br><br />
<br />
<br />
Coaxial Machine Gun: 7.62 mm Ksp m/39 machine gun (M1919A4)<br><br />
Ammunition Stowage: 250 ready/1500 stowed<br><br />
Default Ammunition: 250/1500 7.62mm (SE)<br><br />
<br />
<br />
Grenades: Smoke Grenades<br><br />
Ammunition Storage: 1 salvo ready/3 stowed<br><br />
Default Ammunition: 1/3 GALIX Multispectral Smoke*<br><br />
<br />
<br />
Armour Protection:<br><br />
Front Turret: Protected from 30 mm AP<br><br />
Front Hull: Protected from 30mm AP<br><br />
<br />
<br />
Combat Mass: 23.1 tonnes<br><br />
Length: 6.55m<br><br />
Width: 3.19m<br><br />
Height: 2.71m<br><br />
Engine Power: 550hp Scania DSI 14 Diesel<br><br />
Top Speed: 70kph<br><br />
<br />
==General==<br />
The CV90FOV/A (Epbv 90B) is a Swedish Forward Observer Vehicle based on the CV9040 vehicle. This vehicle is equipped with day sight system, infra red vision unit (IRV), global position system (GPS/NAV90), an inertial position system (POS2), fire support system, and a four or five radio communication system. A 7.62 machine gun is provided for close protection along with six turret mounted smoke discharges. A dummy tube replaces the 40mm gun to allow the CV90FOV to match regular CV9040s and not be an easily recognized priority target by the enemy. Note the dummy cannon in a fixed position and can’t be lowered or raised.<br />
<br />
This vehicle is fully crew-able at the Commander's ('''F7'''), Gunner's ('''F6'''), Driver's ('''F9'''), and "Squad Leader's" [FO Team] ('''F11''') positions, and shares the same crew functionality as the CV9040C except as noted under "Crew Positions" below. As simulated, this forward observer vehicle carries a three man [[FO_team|Dismountable FO team]] equipped with 5.56mm rifles.<br />
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Note that in ''Steel Beasts Professional'' the 3d model (both internal and external) of the [[CV_90/40-B|CV9040B]] is used (for the 'turret view' the [[CV_90/40-C|CV9040C]] model is used).<br />
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'''Please refer to the "Vehicle Manual FOV90.pdf" document in the 'Documents' folder of your ''eSim Games - Steel Beasts Pro'' start program menu for an in-depth explanation of this vehicle's functionality.'''<br />
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==Crew Positions==<br />
===Gunner ''F6''===<br />
* Use the Lase button (Joystick button #2, '''Ctrl''', right mouseclick) to use the laser range finder <br />
* Use the '''Space Bar''' to send the range to the Call for Fire dialog box as a selectable target coordinate in the '''Location''' dialog/pull-down box<br />
* The gunner cannot call for fire, only enter the range, and once sent using the '''Space Bar''' per the above, this range will be available to the commander.<br />
* To use the '''Space Bar''' to fire the 7.62mm, press the '''M''' key and this will toggle the machine gun for firing. Hitting '''M''' again will switch back to ranging mode.<br />
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===Commander ''F7''=== <br />
* The commander or squad leader (=dismounted FO) must perform the actual CFF, to maintain clarity on which role has ultimate control over which part of the support request process (gunner ranges, commander uses this information and has final say on the request). If the CFF window was already open when the gunner lased range and sent it to the commander, the CFF window must be closed and re-opened to reflect the newly sent range coordinates.<br />
* If dismounted, the FO doesn't have access to the coordinates lased by the vehicle, but has to use his own sight <br />
===Squad ''F11''===<br />
[[FO_team|Dismountable FO teams]] can open the troop hatches and operate NVGs. They cannot however operate their sight while they are mounted.<br />
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[[Category: FO]]<br />
[[Category: Vehicles ]]<br />
[[Category: CV90 Family]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=FOV90&diff=18870FOV902022-11-20T11:01:18Z<p>MAJFubar-1882: /* General */</p>
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<div>== Statistics ==<br />
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Main Gun: Bofors L70 40mm x 364R Autocannon (Dummy - Nonfunctional)<br><br />
Ammunition Stowage: 0 ready/0 stowed<br><br />
Default Ammunition "A": 0/0 Slpprj 90LK/97 APFSDS-T, 0/0 Slsgr 90 HET, 0/0 Kulsgr 90 PFHE<br><br />
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Coaxial Machine Gun: 7.62 mm Ksp m/39 machine gun (M1919A4)<br><br />
Ammunition Stowage: 250 ready/1500 stowed<br><br />
Default Ammunition: 250/1500 7.62mm (SE)<br><br />
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Grenades: Smoke Grenades<br><br />
Ammunition Storage: 1 salvo ready/3 stowed<br><br />
Default Ammunition: 1/3 GALIX Multispectral Smoke*<br><br />
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Armour Protection:<br><br />
Front Turret: Protected from 30 mm AP<br><br />
Front Hull: Protected from 30mm AP<br><br />
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Combat Mass: 23.1 tonnes<br><br />
Length: 6.55m<br><br />
Width: 3.19m<br><br />
Height: 2.71m<br><br />
Engine Power: 550hp Scania DSI 14 Diesel<br><br />
Top Speed: 70kph<br><br />
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==General==<br />
The CV90FOV/A (Epbv 90B) is a Swedish Forward Observer Vehicle based on the CV9040 vehicle. This vehicle is equipped with day sight system, infra red vision unit (IRV), global position system (GPS/NAV90), an inertial position system (POS2), fire support system, and a four or five radio communication system. A 7.62 machine gun is provided for close protection along with six turret mounted smoke discharges. A dummy tube replaces the 40mm gun to allow the CV90FOV yo match regular CV9040s and not be an easily recognized priority target by the enemy. Note the dummy cannon in a fixed position and can’t be lowered or raised.<br />
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This vehicle is fully crew-able at the Commander's ('''F7'''), Gunner's ('''F6'''), Driver's ('''F9'''), and "Squad Leader's" [FO Team] ('''F11''') positions, and shares the same crew functionality as the CV9040C except as noted under "Crew Positions" below. As simulated, this forward observer vehicle carries a three man [[FO_team|Dismountable FO team]] equipped with 5.56mm rifles.<br />
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Note that in ''Steel Beasts Professional'' the 3d model (both internal and external) of the [[CV_90/40-B|CV9040B]] is used (for the 'turret view' the [[CV_90/40-C|CV9040C]] model is used).<br />
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'''Please refer to the "Vehicle Manual FOV90.pdf" document in the 'Documents' folder of your ''eSim Games - Steel Beasts Pro'' start program menu for an in-depth explanation of this vehicle's functionality.'''<br />
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==Crew Positions==<br />
===Gunner ''F6''===<br />
* Use the Lase button (Joystick button #2, '''Ctrl''', right mouseclick) to use the laser range finder <br />
* Use the '''Space Bar''' to send the range to the Call for Fire dialog box as a selectable target coordinate in the '''Location''' dialog/pull-down box<br />
* The gunner cannot call for fire, only enter the range, and once sent using the '''Space Bar''' per the above, this range will be available to the commander.<br />
* To use the '''Space Bar''' to fire the 7.62mm, press the '''M''' key and this will toggle the machine gun for firing. Hitting '''M''' again will switch back to ranging mode.<br />
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===Commander ''F7''=== <br />
* The commander or squad leader (=dismounted FO) must perform the actual CFF, to maintain clarity on which role has ultimate control over which part of the support request process (gunner ranges, commander uses this information and has final say on the request). If the CFF window was already open when the gunner lased range and sent it to the commander, the CFF window must be closed and re-opened to reflect the newly sent range coordinates.<br />
* If dismounted, the FO doesn't have access to the coordinates lased by the vehicle, but has to use his own sight <br />
===Squad ''F11''===<br />
[[FO_team|Dismountable FO teams]] can open the troop hatches and operate NVGs. They cannot however operate their sight while they are mounted.<br />
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[[Category: FO]]<br />
[[Category: Vehicles ]]<br />
[[Category: CV90 Family]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Fennek&diff=18869Fennek2022-11-20T10:17:18Z<p>MAJFubar-1882: /* Links */</p>
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<div>[[Image:Fennek.jpg|thumb|500px|right|The Fennek LRS in ''Steel Beasts Professional'']]Fennek: Light Reconnaissance Vehicle <br />
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== Statistics ==<br />
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Commander's Machine Gun: .50 cal M2HB (vehicle dependent)<br><br />
Ammunition Stowage: 100 ready/900 stowed<br><br />
Default Ammunition: 100/900 .50 cal M2 AP-T<br><br />
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Grenade Dischargers: Grenades<br><br />
Ammunition Stowage: 6 ready/12 stowed*<br><br />
Default Ammunition: 6/12 Smoke<br><br />
<nowiki>*</nowiki>These numbers represent single rounds which are fired as salvos of 3 using the left and right dischargers. <br />
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Armor protection:<br><br />
Frontal Turret Armor: N/A<br><br />
Frontal Hull Armor: Light, Composite. Protected against 7.62mm AP<br><br />
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Combat Weight: ~10 tonnes<br><br />
Length: 5.71m<br><br />
Width: 2.49m<br><br />
Height: 1.79m (3.29m with mast extended)<br><br />
Engine Power: 239hp Deutz Diesel<br><br />
Top Speed: 115kph<br><br />
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== General ==<br />
Initially developed as a private venture by the SP Aerospace Company, the Fennek is a 4x4 light armored reconnaissance vehicle that entered Dutch and German service in 2003. Beginning with revision 4.156 ''Steel Beasts Professional'' models a number of specialized versions armed with either a .50 cal M2 Browning heavy machine gun or 40mm automatic grenade launcher all of which possesses excellent on and off-road mobility and very quiet operation. <br />
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{| border="1" cellpadding="5" class="wikitable"<br />
|- style="background:#efefef;"<br />
! '''Model''' !! '''Number of dismounts''' !! '''Primary Armament''' !! '''Optional Armament''' !! '''Comments'''<br />
|-<br />
| Fennek FO* || style="text-align:center;" | 2 man [[FO/FAC team|FO team]] || style="text-align:center;" | M2 HMG || style="text-align:center;" | M240 or MG3 ||<br />
|-<br />
| Fennek Mortar || style="text-align:center;" | 2 man 60mm [[Mortar team|mortar team]] || style="text-align:center;" | M2 HMG || style="text-align:center;" | M240 or MG3 ||<br />
|-<br />
| Fennek TACP* || style="text-align:center;" | 2 man [[FO/FAC team|TACP team]] || style="text-align:center;" | M2 HMG || style="text-align:center;" | M240 or MG3 ||<br />
|-<br />
| Fennek AD || style="text-align:center;" | 0 || style="text-align:center;" | M2HMG || style="text-align:center;" | M240 or MG3 || This is a Command and Control Vehicle (Dut: ''Allgemeine Dienste'' “Command Vehicle”). As currently simulated, this command vehicle carries no troops, and provides no appreciable tactical benefit, beyond its role as a high-value target.<br />
|-<br />
| Fennek MRAT || style="text-align:center;" | 2 man [[Missile team|ATGM team]] ([[SPIKE LR|SPIKE MR/LR]]) || style="text-align:center;" | M2 HMG || style="text-align:center;" | M240 or MG3 ||<br />
|-<br />
| Fennek Recce* (AGL) || style="text-align:center;" | 2 man [[Infantry Units#Mechanized Infantry|scout team]] || style="text-align:center;" | 40mm AGL || style="text-align:center;" | M240 or MG3 || This represents the German reconnaissance version armed with a 40mm automatic grenade launcher. <br />
|-<br />
| Fennek Recce* (HMG) || style="text-align:center;" | 2 man [[Infantry Units#Mechanized Infantry|scout team]] || style="text-align:center;" | M2 HMG || style="text-align:center;" | M240 or MG3 || This represents the Dutch reconnaissance version armed with the standard M2HB HMG. <br />
|-<br />
| Fennek SWP || style="text-align:center;" | 0 || style="text-align:center;" | 4 Pedestal Mounted Stingers (PMS) [4 ready/4 stored] || style="text-align:center;" | M240 or MG3 || The Fennek "Stinger Weapon Platform" is similar in function and role to the [[M998 Avenger HMMWV|M998 Avenger]] anti-aircraft system.<br />
|}<br />
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Beginning with revision 4.250 all Fennek vehicles except SWP version are fully modeled and crew-able at the Commander's ('''F7'''), Gunner's ('''F6'''), and Driver's ('''F9''') positions. The Fennek SWP is not crew-able and can be used from observer’s position ('''F8''') only. <br />
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<nowiki>*</nowiki>Fennek FO, Recce, and TACP vehicles are equipped with a retractable mast-mounted sensor pod (BAA - ''Beobachtungs und Aufklärungsausstattung'' [Observation and reconnaissance equipment]) and have an associated control station, which can be shared between commander and gunner. Developed by Rheinmetall Defense Electronics, the BAA is the primary intelligence gathering tool carrying high-definition day/thermal optics and a laser rangefinder. This coupled with extensive communications equipment, a GPS enabled land navigation system, and an integrated C<sup>3</sup>I network, allows the relay of information in real time. The Fennek AD, Mortar, and MRAT are essentially personnel carriers without sophisticated reconnaissance optics and associated gear.<br />
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All in-sim Fennek-series vehicles can be configured with a pintle-mounted 7.62mm machine gun at the commander’s position with the available options being either an MG3 or M240/FN MAG. <br />
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Note: When under AI control Fennek FO, Recce, and TACP vehicles equipped with sensor pods will deploy their masts whenever they stop, and, despite the sensor pod being functional, the Fennek will position itself so that the AI “crew” will have adequate fields of observation. Against AI opponents, this has no repercussions, since the AI will identify the vehicle regardless of overall exposure, but against human players, users must be mindful to place the Fennek in positions that avoid skylining the unit.<br />
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==Thermal Signature==<br />
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[[Image:Fennek_TIS_front-right.jpg|300px|Fennek TIS image, front-right]] [[Image:Fennek_TIS_rear-left.jpg|300px|Fennek TIS image, rear-left]]<br><br />
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==Crew Positions==<br />
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===Vehicle Commander's Position ''F7''===<br />
[[Image:Fennek_TC_unbuttoned.jpg|thumb|300px|right|TC's unbuttoned view]]In ''Steel Beasts Professional'' the vehicle commander's (VC) position on the Fennek is fully crew-able. The VC's position is accessed by pressing '''F7'''.<br><br />
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[[Image:Fennek_TC_station.jpg|thumb|300px|right|VC's interior view]]From this position the user can raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down). The VC can also button or unbutton (close and open the VC's hatch) by pressing the '''B''' key (toggle). While unbuttoned, the VC may also wish to use binoculars to get a closer view on a distant area by pressing the '''N''' key (toggle).<br><br />
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From the '''F1''' interior view, the '''N''' key is also used for getting a closer look/access different panels in the turret.<br><br />
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====Commander's Machine Gun====<br />
The Fennek has an optional 7.62mm machine gun (MG3 or M240) mounted on the commanders cupola. The weapon is intended for air defense and against infantry and is accessed with the '''ALT + F2''' key. <br />
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The gun sight view is the machine gun's standard iron sights and has no provision for range determination. Once in the gun sight view you are able to slew the gun and manipulate elevation using the mouse or joystick. The MG is fired with the '''SPACE BAR'''.<br><br />
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[[Image:Fennek_AAMG.jpg|thumb|300px|center|VC's 7.62mm MG3, sight view.]]<br />
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=====Control Station=====<br />
The control station (specific to Fennek FO, Recce and TACP only) is composed of the BAA control panel with display, SBP (''System Bediener Panel'' [System Control Panel]), and a battle management system (BMS) terminal; by default it is located at commander’s station, but the entire assembly can be moved to gunner’s station or returned back with '''O''' key. During a network session, if both the commander’s and gunner’s stations are manned by users, only the user occupying commander’s station can “give” the control station to the gunner or “take” it back. While in offline session it is up to the user to decide at which position he needs this station, no matter if he or she is at the commander’s or gunner’s position at any given moment. If vehicle is under AI control, e.g. not occupied by the human user, the AI TC will always move control console to his position. <br />
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======BAA display view====== <br />
The BAA display shows the feed from the BAA’s day TV or from the OPHELIOS thermal imaging camera and is accessed with '''F3''' key while at commander’s position. If operated from the gunner’s station the BAA display view can be accessed with '''ALT + F1''' key combo, or by left clicking the display itself. <br />
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Users can switch between day TV and thermal imaging camera with '''Numpad +''' key, change thermal image polarity with '''Numpad –''' key, toggle high and low magnification while in thermal imaging camera view with '''N''' key (note, that changing the magnification in thermal imaging camera view also affects the day TV camera), and - while in day TV camera view - smoothly adjust zoom with the '''N''' key (zoom-in) and '''Shift + N''' key combo (zoom-out). <br />
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BAA pod (camera views) can be panned with mouse or joystick; to lase target in order to obtain range and coordinates the user should press '''Ctrl''' key or the right mouse button. It is important to note that lasing is possible only if high magnification is enabled. <br />
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<center><gallery widths=400px heights=200px><br />
Image:Fennek_BAA_day.jpg| Day camera view WFOV <br />
Image:Fennek_BAA_thermal.jpg| Thermal camera view NFOV <br />
</gallery></center><br />
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Also, if multiple targets are lased in successive order, only data for the 1st target will be displayed and the user needs manually cycle through the targets with the '''“+”''' and '''“-”''' buttons found on the control panel under BAA screen, which also contains additional controls.<br />
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'''BAA menu'''<br><br />
This menu provides some very important options like laser return selection etc: <br />
*“Zielposition”. If selected, toggles strip with lased target data to appear on the screen. <br />
*“Justierung”. Not implemented. <br />
*“LEM echo”. LRF return; provides “''Erstecho''” (1st return) and “''Letztecho''” (last return) selection options. <br />
*“BIT”. Not implemented. <br />
*“Service”. Not implemented. <br />
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User can utilize Up, Down, Left, and Right arrow keys while in the BAA display view or, in eye view ('''F1'''), clickable controls to navigate through this menu.<br />
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======BAA control panel====== <br />
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[[Image:Fennek_CP.jpg|thumb|300px|left|BAA control panel.]]<br><br />
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# Reticle color adjust knob. <br />
# BAA cameras control rotary with the following settings: <br />
## Off - BAA cameras are unpowered. <br />
## Stand-by. <br />
## IR/TV - Both thermal imaging and day TV cameras are enabled; user can select which camera to use with + key or by left clicking on IR/TV switch located at the right-front of control handle.<br />
## TV - Enables power for day TV camera only. <br />
# Focus - Toggles auto/manual focus control.<br />
# Thermal image polarity toggle switch. <br />
# BAA Menu button. Opens on-screen menu and navigates menu level up. <br />
# “-“ button. Navigates list up, cycles enabled options, etc. <br />
# “+“ button. Navigates list up, cycles enabled options, etc. <br />
# “Confirm” button. Confirms selection. <br />
# IR image brightness. <br />
# IR image contrast. <br />
# Day TV image brightness. <br />
# Day TV image contrast. <br />
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The panel shown above can be accessed by zooming-in (hotkey is “N”) with center of ‘”eye” view aimed at it. <br />
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======Additional BAA controls======<br />
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[[Image:Fennek_CP_2.jpg|thumb|300px|left|Additional BAA controls.]]<br><br />
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# Control handle. Pans BAA left and right, up or down (mouse or joystick). <br />
# LRF trigger. <br />
# IR/TV switch. Toggles thermal and day TV camera views ('''Numpad +''' key) if rotary knob on the panel below BAA screen was set to TV/IR position. <br />
# WFOV/NFOV toggle switch. Simultaneously toggles wide and narrow FOV for IR and TV cameras. <br />
# Zoom knob. Provides smooth adjustment of day TV camera zoom. To manipulate - left mouse click + mouse wheel. Note also that reticle is not displayed if knob was activated (manipulated).<br />
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=====System Control Panel (SBP)===== <br />
This panel is a spinal cord of entire system, since it controls a large number of mission-essential functions; the TC can access it with '''Alt + F2''' key combination, or by clicking its display.<br />
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[[Image:Fennek_SBP_1.jpg|thumb|300px|left|System Control Panel.]]<br><br />
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# Power ON/OFF switch. Toggles on and off power for BAA, mast, and SBP. <br />
# BAA stow button. Retracts BAA for travel. <br />
# Mast up button. Deploys BAA for operation and extends mast (e.g. elevates BAA). <br />
# Mast down button. Lowers the mast (BAA). <br />
# NAV button. Toggles navigation system on and off .<br />
# SBP screen. Provides UI for interaction with vehicle systems and mission equipment. <br />
# Exit button. Used to navigate to higher level of menu.<br />
# and... <br />
# Navigate through options list up or down, or adjust a value.<br />
# CONFIRM button. Confirms user’s selection, opens lower level of menu for selected item. <br />
# Lamps test button. Makes all panel lights to illuminate briefly for test. <br />
# Increase brightness. Turns on panel lights and increases their brightness if pressed. <br />
# Decrease brightness. Reduces brightness of the panel lights. <br />
# SBP status indicator. Green light- operational, red light- general error state. <br />
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======BAA mast operation (Fennek FO, Recce and TACP only)====== <br />
*In order to deploy a stowed BAA pod the user needs to left click and hold for ~1 second the “Mast up” button and the BAA pod will be erected. If user desires to elevate it further they should click and hold for ~1 second the ”Mast up” button again - this will make mast to fully extend. <br />
*To immediately stop mast when it’s moving up, the user should briefly press (e.g. click) the “Mast down” button. If mast is moving down, it can be stopped by briefly pressing “Mast up” button. <br />
*To lower fully a elevated mast with BAA pod, the user needs click and hold for ~1 second “Mast down” button; the mast will go down, but optics will remain deployed.<br />
*To stow BAA pod for travel the user should left click and hold for ~1 second the “BAA stow” button; the BAA pod will be automatically retracted to stowed position. <br />
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Note: when BAA pod is being deployed, “Mast down” button will blink green - this is normal behavior. <br />
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======SBP screen main menu====== <br />
[[Image:Fennek_SBP_2.jpg|thumb|300px|right|SBP main menu.]]Not all features of this menu are simulated, and the availability of functions depends of vehicle’s model and role. <br />
The main menu lists the following 1st level entries: <br />
*“Navigatie”- Navigation. Provides UI for interaction with navigation system. <br />
*“Doelgegeven”- Target data. Provides UI for handling of target coordinates and feeding them to BMS, present if vehicle is BAA-equipped (FO, TACP, Recce). <br />
*“Uitrusting grondsensoren”. Unattended ground sensors, present if vehicle is BAA-equipped (FO, TACP, Recce). Not implemented. <br />
*“Afzetprocedure”. Present if vehicle is BAA-equipped (FO, TACP, Recce); not implemented. <br />
*“Functietest”. Function test. Not implemented. <br />
*“Foutenlokalisatie”. Error localization/isolation(?). Not implemented. <br />
*“Systeemconfiguratie”. System configuration. Not implemented. <br />
*“Batterij, motor start/ stop”- Battery, engine start/ stop. Provides the user with controls to start or stop engine and to monitor status of the batteries. Note: battery discharge is not simulated. <br />
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[[Image:Fennek_SBP_3.jpg|thumb|300px|right|SBP "Navigatie" menu.]]'''“Navigatie” 2nd level entries:''' <br />
*“Navigatiepositie”. If selected, opens 3rd level screen with compass, vehicle’s speed, coordinates, UTM zone and heading to the active waypoint (handling of waypoints by NAV system is not simulated). <br />
*“Navigatie- bedrijfsmodi”. Navigation mode selections. Opens 3rd level screen with options to select hybrid (inertial + satellite), inertial only, or satellite only navigation mode. Please note, this particular menu is a visual representation only in ''Steel Beasts Professional'', and any setting changes made here will have no effect during the session. <br />
The rest of “Navigatie” 2nd level entries are not implemented.<br />
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[[Image:Fennek_SBP_4.jpg|thumb|300px|right|SBP "Doelgegeven" menu.]]'''“Doelgegeven” 2nd level entries:''' <br />
*“Doelgegevens tonen” - “Show target data”. Opens 3rd level menu containing list of all lased targets. <br />
*“Doelgegevens per stuk verwijderen” - “Delete targets individually”. Not implemented. <br />
*“Alle Doelgegevens verwijderen” - “Delete all targets”. Deletes all lased targets from memory.<br />
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[[Image:Fennek_SBP_5.jpg|thumb|300px|right|Example targets under “DP tonen”.]]'''Handling of target coordinates in ''Steel Beasts Professional'':'''<br><br />
In the case of Fennek FO and TACP vehicles, the coordinates of any lased target are automatically imported in to the Call-for-Fire dialog, which can store data for up to 3 targets with most recently lased target coordinates marked as “Laser range finder 1”. Since the SBP can store coordinates for many dozens previously lased targets, the user can manually select and feed data for any of such target in to the CFF dialog. In order to do this, user should go to the SBP view with '''Alt + F2''' (valid for both CDR’s and DRV’s positions), then pick the "Doelgegeven" entry by left clicking the "+" and "-" buttons on the SBP and confirming the selection by left clicking the “CONFIRM” button - this will bring up the 2nd level menu (screen) in to view. “Doelgegevens tonen” is already selected there, so the user just needs to confirm the selection. The 3rd level “DP tonen” menu displays a list of lased targets, 2 targets per screen, and the sub-screens of further target lists are cycled with the “Verder” selection. Once the user has selected the correct target, confirm selection with “CONFIRM” button and the coordinates of the selected target will be added to the CFF dialog as “Laser range finder 1”. <br />
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Data set per for each target as shown in “DP tonen” list includes: <br />
*First line- Vehicle’s (OP) coordinates. <br />
*Second line- Target’s coordinates. <br />
*Third line- Target’s elevation (“H”), range to target (“R”), and bearing to target in mils. <br />
*Fourth line- Time and date of lase. <br />
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=====BMS terminal (Fennek FO, Recce, and TACP only)===== <br />
''Steel Beasts Professional'' does not simulate any specific battle management system, therefore the BMS terminal provides a real-time visualization of the map view ('''F5''') while user is in the eye view ('''F1'''). Note, the BMS terminal power can be toggled on and off with button at its left-upper corner. <br />
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===Gunner’s position '''F6'''===<br />
The gunner's (system operator’s) position is accessed by pressing '''F6'''. From this position the user can raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down). The gunner can also button or unbutton (close and open the gunner's hatch) by pressing the '''B''' key (toggle). While unbuttoned, user can use binoculars by pressing '''N''' key (toggle). In offline sessions users occupying the gunner’s position of FO, reconnaissance, or TACP versions of Fennek can slide the control station for mission equipment to his position with '''O''' key. <br />
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[[Image:Fennek_gunners_position.jpg|thumb|300px|center|Eye view of gunner’s position.]]<br />
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====Type 1530 weapons station==== <br />
For the purpose of self-defense the Fennek series vehicles, depending of model, are equipped with either the Type 1530 overhead weapon station or FLW200 remote controlled weapon station. All in-sim Fenneks except for the SWP (which have only a launch unit for missiles) use the Type 1530 overhead weapon station exclusively. The Type 1530 weapon station can be traversed 360 degrees and elevated from -10 to +40degrees; it is manually controlled with hand cranks without gunner’s exposure to enemy fire or NBC agents. The Fire control system consists of simple day optics and an un-cooled thermal imaging module; both have a fixed 3x magnification. Due to its un-cooled nature, the quality of image and detection range of the thermal imaging module is rather low. There is no laser rangefinder or ballistic computer, only a simple ballistic reticle is used to apply proper superelevation and lead. <br />
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The weapon station, depending of vehicle’s role and version, may be armed with either a 12.7mm machine gun or 40mm AGL. Most in-sim vehicles have the weapon station outfitted with the 12.7mm M2HB HMG, while one of reconnaissance Fenneks is armed a MK 19 40mm AGL to simulate the German version of this vehicle. The thermal imaging module view is accessed with '''F2''' key and the day optics with the '''F3''' key. <br />
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<center><gallery widths=300px heights=200px><br />
Image:Fennek_day_sight.jpg|Gunner's MG day sight view.<br />
Image:Fennek_thermal_sight.jpg|Gunner's MG thermal view.<br />
Image:Fennek_AGL_day_sight.jpg|Gunner's AGL day sight view.<br />
Image:Fennek_AGL_thermal_sight.jpg|Gunner's AGL thermal view.<br />
</gallery></center><br />
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For the 12.7mm machine gun, both day and thermal reticles are zeroed at 200m with marks at 400, 800, 1000, and 1200m. Flanking the 800m mark are five 1mil lead lines on each side with 1mil spaces in between. For the AGL version the sight is marked on the right from 100 to 1000m with range indicators at 100, 300, 500, 700, 900, and 1000m. Just below and to the left of the AGL sight's 500m cross is a secondary reticle for an alternate 7.62mm machine gun. As modeled, this reticle serves no purpose. <br />
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While in OHWS thermal imaging module view, user can toggle image polarity (White-Hot/Black-Hot) with the '''Numpad -''' key or put the thermal imager in to stand-by mode with the '''Numpad +''' key. <br />
Note that the day optic does not have reticle illumination. Since overhead weapon station lacks powered elevation or traverse, user should use the '''UP ARROW''' and '''DOWN ARROW''' and '''LEFT ARROW''' and '''RIGHT ARROW''' keys to aim the gun. In all cases where the arrow pad is used for elevation and traverse, quicker taps of the arrow keys will result in faster sight movement. To fire the gun user should use '''SPACE BAR'''. <br />
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Note that it is possible to aim and fire gun from both sight views (day and thermal) and the buttoned “eye” view; while in unbuttoned “eye” view, it is possible to manually fire the gun (since gun is fired manually, no safety inhibitors are applied in this case), but not aim it. <br />
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In order to prevent damage to BAA, there is a “No fire zone” where the mast is. The user can override this firing inhibition by throwing a circuit breaker to his lower right (on the panel between seat backrest and crew compartment access door).<br> <br />
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[[Image:Fennek_circuit_breaker.jpg|thumb|300px|center|BAA circuit breaker position.]]<br />
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The overhead weapon station also has two vision blocks, which can be accessed with '''F4''' key.<br><br />
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[[Image:Fennek_gunner_visionblock.jpg|thumb|center|Gunner's vision block view.]]<br />
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=====OHWS sight controls=====<br />
[[Image:Fennek_OHWS_controls.jpg|thumb|300px|left|OHWS sight control panel.]]<br><br />
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# Day optics eyepiece.<br />
# TIM eyepiece.<br />
# TIM power ON/OFF toggle switch.<br />
# TIM focus adjustment knob.<br />
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=====OHWS electric power controls=====<br />
[[Image:Fennek_OHWS_electrical.jpg|thumb|300px|left|OHWS electrical panel.]]<br><br />
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# OHWS power ON/OFF switch. Basically, in game, if set to OFF (adjacent green LED will not be lit), inhibits firing of the gun. Note that if the firing circuit is on ARMED and you turn off the power altogether, then turn it on again, you’ll have to set the switch SAFE and then ARMED for it to be really enabled. <br />
# Firing circuit ON/OFF switch. If set to OFF (low position) firing of the main gun will be inhibited. Note that system's status not reflected by “S” and “F” LEDs above (those seems to be wired to the mechanical safety); the adjacent red LED showing status may be dimmed by switch 3.<br />
# Light ON/OFF. Dims some status LEDs on this panel <br />
# Test lights pushbutton. If pressed, lights-up all status LEDs for test. <br />
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===Driver’s position (F9)=== <br />
In ''Steel Beasts Professional'' the driver's position on the Fennek is modeled and crew-able. The driver's position is accessed by pressing '''F9'''. <br />
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[[Image:Fennek_driver_1.jpg|thumb|300px|center|Driver’s position of the Fennek.]]<br />
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Although simplified, the driver’s position of the Fennek, unlike most vehicles, has an animated speedometer and fuel gauge. Also, a clickable master power button is available on the dashboard at right of the steering wheel, back-up camera display to the right of that, and a smoke grenade launcher control box is mounted on the roof above the right window. <br />
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[[Image:Fennek_driver_2.jpg|thumb|300px|center|Functional driver controls.]]<br />
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# Master power switch. If turned off, will disable all electric power for OHWS and mission equipment (BAA pod, mast, and associated control panels). <br />
# Rear view camera display. The red button at display unit’s lower left corner toggles power ON and OFF, while green button at lower right corner toggles stand-by mode ON and OFF. The display view can be accessed with '''F2''' key, or by zooming-in with '''N''' key when looking directly at the screen <br />
# SGL control box. Smoke grenade launchers can be fired with '''TAB''' key, or by clicking the big red buttons on the faceplate of control box. <span style="color: orange">'''Note that due to their placement, the launchers ''can not'' be fired while any crew hatches are open!'''</span><br />
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[[Image:Fennek_driver_3.jpg|thumb|300px|center|Driver’s rear camera view ('''F2''').]]<br />
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As is traditional for crewable vehicles in ''Steel Beasts Professional'' users in the driver’s position can drive vehicle by using either the joystick or '''W''', '''A''', '''S''', '''D''', and '''X''' keys. He also can also raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down) and button or unbutton (close and open the drivers's hatch) by pressing the '''B''' key (toggle).<br><br />
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== Links ==<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
[[Category: Anti-Tank]]<br />
[[Category: Artillery]]<br />
[[Category: FO]]<br />
[[Category: Trucks]]<br />
[[Category: Recon]]<br />
[[Category: Technical Data]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Fennek&diff=18820Fennek2022-11-12T10:36:51Z<p>MAJFubar-1882: /* Links */</p>
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<div>[[Image:Fennek.jpg|thumb|500px|right|The Fennek LRS in ''Steel Beasts Professional'']]Fennek: Light Reconnaissance Vehicle <br />
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== Statistics ==<br />
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Commander's Machine Gun: .50 cal M2HB (vehicle dependent)<br><br />
Ammunition Stowage: 100 ready/900 stowed<br><br />
Default Ammunition: 100/900 .50 cal M2 AP-T<br><br />
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Grenade Dischargers: Grenades<br><br />
Ammunition Stowage: 6 ready/12 stowed*<br><br />
Default Ammunition: 6/12 Smoke<br><br />
<nowiki>*</nowiki>These numbers represent single rounds which are fired as salvos of 3 using the left and right dischargers. <br />
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Armor protection:<br><br />
Frontal Turret Armor: N/A<br><br />
Frontal Hull Armor: Light, Composite. Protected against 7.62mm AP<br><br />
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Combat Weight: ~10 tonnes<br><br />
Length: 5.71m<br><br />
Width: 2.49m<br><br />
Height: 1.79m (3.29m with mast extended)<br><br />
Engine Power: 239hp Deutz Diesel<br><br />
Top Speed: 115kph<br><br />
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== General ==<br />
Initially developed as a private venture by the SP Aerospace Company, the Fennek is a 4x4 light armored reconnaissance vehicle that entered Dutch and German service in 2003. Beginning with revision 4.156 ''Steel Beasts Professional'' models a number of specialized versions armed with either a .50 cal M2 Browning heavy machine gun or 40mm automatic grenade launcher all of which possesses excellent on and off-road mobility and very quiet operation. <br />
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{| border="1" cellpadding="5" class="wikitable"<br />
|- style="background:#efefef;"<br />
! '''Model''' !! '''Number of dismounts''' !! '''Primary Armament''' !! '''Optional Armament''' !! '''Comments'''<br />
|-<br />
| Fennek FO* || style="text-align:center;" | 2 man [[FO/FAC team|FO team]] || style="text-align:center;" | M2 HMG || style="text-align:center;" | M240 or MG3 ||<br />
|-<br />
| Fennek Mortar || style="text-align:center;" | 2 man 60mm [[Mortar team|mortar team]] || style="text-align:center;" | M2 HMG || style="text-align:center;" | M240 or MG3 ||<br />
|-<br />
| Fennek TACP* || style="text-align:center;" | 2 man [[FO/FAC team|TACP team]] || style="text-align:center;" | M2 HMG || style="text-align:center;" | M240 or MG3 ||<br />
|-<br />
| Fennek AD || style="text-align:center;" | 0 || style="text-align:center;" | M2HMG || style="text-align:center;" | M240 or MG3 || This is a Command and Control Vehicle (Dut: ''Allgemeine Dienste'' “Command Vehicle”). As currently simulated, this command vehicle carries no troops, and provides no appreciable tactical benefit, beyond its role as a high-value target.<br />
|-<br />
| Fennek MRAT || style="text-align:center;" | 2 man [[Missile team|ATGM team]] ([[SPIKE LR|SPIKE MR/LR]]) || style="text-align:center;" | M2 HMG || style="text-align:center;" | M240 or MG3 ||<br />
|-<br />
| Fennek Recce* (AGL) || style="text-align:center;" | 2 man [[Infantry Units#Mechanized Infantry|scout team]] || style="text-align:center;" | 40mm AGL || style="text-align:center;" | M240 or MG3 || This represents the German reconnaissance version armed with a 40mm automatic grenade launcher. <br />
|-<br />
| Fennek Recce* (HMG) || style="text-align:center;" | 2 man [[Infantry Units#Mechanized Infantry|scout team]] || style="text-align:center;" | M2 HMG || style="text-align:center;" | M240 or MG3 || This represents the Dutch reconnaissance version armed with the standard M2HB HMG. <br />
|-<br />
| Fennek SWP || style="text-align:center;" | 0 || style="text-align:center;" | 4 Pedestal Mounted Stingers (PMS) [4 ready/4 stored] || style="text-align:center;" | M240 or MG3 || The Fennek "Stinger Weapon Platform" is similar in function and role to the [[M998 Avenger HMMWV|M998 Avenger]] anti-aircraft system.<br />
|}<br />
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Beginning with revision 4.250 all Fennek vehicles except SWP version are fully modeled and crew-able at the Commander's ('''F7'''), Gunner's ('''F6'''), and Driver's ('''F9''') positions. The Fennek SWP is not crew-able and can be used from observer’s position ('''F8''') only. <br />
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<nowiki>*</nowiki>Fennek FO, Recce, and TACP vehicles are equipped with a retractable mast-mounted sensor pod (BAA - ''Beobachtungs und Aufklärungsausstattung'' [Observation and reconnaissance equipment]) and have an associated control station, which can be shared between commander and gunner. Developed by Rheinmetall Defense Electronics, the BAA is the primary intelligence gathering tool carrying high-definition day/thermal optics and a laser rangefinder. This coupled with extensive communications equipment, a GPS enabled land navigation system, and an integrated C<sup>3</sup>I network, allows the relay of information in real time. The Fennek AD, Mortar, and MRAT are essentially personnel carriers without sophisticated reconnaissance optics and associated gear.<br />
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All in-sim Fennek-series vehicles can be configured with a pintle-mounted 7.62mm machine gun at the commander’s position with the available options being either an MG3 or M240/FN MAG. <br />
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Note: When under AI control Fennek FO, Recce, and TACP vehicles equipped with sensor pods will deploy their masts whenever they stop, and, despite the sensor pod being functional, the Fennek will position itself so that the AI “crew” will have adequate fields of observation. Against AI opponents, this has no repercussions, since the AI will identify the vehicle regardless of overall exposure, but against human players, users must be mindful to place the Fennek in positions that avoid skylining the unit.<br />
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==Thermal Signature==<br />
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[[Image:Fennek_TIS_front-right.jpg|300px|Fennek TIS image, front-right]] [[Image:Fennek_TIS_rear-left.jpg|300px|Fennek TIS image, rear-left]]<br><br />
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==Crew Positions==<br />
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===Vehicle Commander's Position ''F7''===<br />
[[Image:Fennek_TC_unbuttoned.jpg|thumb|300px|right|TC's unbuttoned view]]In ''Steel Beasts Professional'' the vehicle commander's (VC) position on the Fennek is fully crew-able. The VC's position is accessed by pressing '''F7'''.<br><br />
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[[Image:Fennek_TC_station.jpg|thumb|300px|right|VC's interior view]]From this position the user can raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down). The VC can also button or unbutton (close and open the VC's hatch) by pressing the '''B''' key (toggle). While unbuttoned, the VC may also wish to use binoculars to get a closer view on a distant area by pressing the '''N''' key (toggle).<br><br />
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From the '''F1''' interior view, the '''N''' key is also used for getting a closer look/access different panels in the turret.<br><br />
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====Commander's Machine Gun====<br />
The Fennek has an optional 7.62mm machine gun (MG3 or M240) mounted on the commanders cupola. The weapon is intended for air defense and against infantry and is accessed with the '''ALT + F2''' key. <br />
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The gun sight view is the machine gun's standard iron sights and has no provision for range determination. Once in the gun sight view you are able to slew the gun and manipulate elevation using the mouse or joystick. The MG is fired with the '''SPACE BAR'''.<br><br />
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[[Image:Fennek_AAMG.jpg|thumb|300px|center|VC's 7.62mm MG3, sight view.]]<br />
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=====Control Station=====<br />
The control station (specific to Fennek FO, Recce and TACP only) is composed of the BAA control panel with display, SBP (''System Bediener Panel'' [System Control Panel]), and a battle management system (BMS) terminal; by default it is located at commander’s station, but the entire assembly can be moved to gunner’s station or returned back with '''O''' key. During a network session, if both the commander’s and gunner’s stations are manned by users, only the user occupying commander’s station can “give” the control station to the gunner or “take” it back. While in offline session it is up to the user to decide at which position he needs this station, no matter if he or she is at the commander’s or gunner’s position at any given moment. If vehicle is under AI control, e.g. not occupied by the human user, the AI TC will always move control console to his position. <br />
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======BAA display view====== <br />
The BAA display shows the feed from the BAA’s day TV or from the OPHELIOS thermal imaging camera and is accessed with '''F3''' key while at commander’s position. If operated from the gunner’s station the BAA display view can be accessed with '''ALT + F1''' key combo, or by left clicking the display itself. <br />
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Users can switch between day TV and thermal imaging camera with '''Numpad +''' key, change thermal image polarity with '''Numpad –''' key, toggle high and low magnification while in thermal imaging camera view with '''N''' key (note, that changing the magnification in thermal imaging camera view also affects the day TV camera), and - while in day TV camera view - smoothly adjust zoom with the '''N''' key (zoom-in) and '''Shift + N''' key combo (zoom-out). <br />
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BAA pod (camera views) can be panned with mouse or joystick; to lase target in order to obtain range and coordinates the user should press '''Ctrl''' key or the right mouse button. It is important to note that lasing is possible only if high magnification is enabled. <br />
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<center><gallery widths=400px heights=200px><br />
Image:Fennek_BAA_day.jpg| Day camera view WFOV <br />
Image:Fennek_BAA_thermal.jpg| Thermal camera view NFOV <br />
</gallery></center><br />
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Also, if multiple targets are lased in successive order, only data for the 1st target will be displayed and the user needs manually cycle through the targets with the '''“+”''' and '''“-”''' buttons found on the control panel under BAA screen, which also contains additional controls.<br />
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'''BAA menu'''<br><br />
This menu provides some very important options like laser return selection etc: <br />
*“Zielposition”. If selected, toggles strip with lased target data to appear on the screen. <br />
*“Justierung”. Not implemented. <br />
*“LEM echo”. LRF return; provides “''Erstecho''” (1st return) and “''Letztecho''” (last return) selection options. <br />
*“BIT”. Not implemented. <br />
*“Service”. Not implemented. <br />
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User can utilize Up, Down, Left, and Right arrow keys while in the BAA display view or, in eye view ('''F1'''), clickable controls to navigate through this menu.<br />
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======BAA control panel====== <br />
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[[Image:Fennek_CP.jpg|thumb|300px|left|BAA control panel.]]<br><br />
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# Reticle color adjust knob. <br />
# BAA cameras control rotary with the following settings: <br />
## Off - BAA cameras are unpowered. <br />
## Stand-by. <br />
## IR/TV - Both thermal imaging and day TV cameras are enabled; user can select which camera to use with + key or by left clicking on IR/TV switch located at the right-front of control handle.<br />
## TV - Enables power for day TV camera only. <br />
# Focus - Toggles auto/manual focus control.<br />
# Thermal image polarity toggle switch. <br />
# BAA Menu button. Opens on-screen menu and navigates menu level up. <br />
# “-“ button. Navigates list up, cycles enabled options, etc. <br />
# “+“ button. Navigates list up, cycles enabled options, etc. <br />
# “Confirm” button. Confirms selection. <br />
# IR image brightness. <br />
# IR image contrast. <br />
# Day TV image brightness. <br />
# Day TV image contrast. <br />
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The panel shown above can be accessed by zooming-in (hotkey is “N”) with center of ‘”eye” view aimed at it. <br />
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======Additional BAA controls======<br />
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[[Image:Fennek_CP_2.jpg|thumb|300px|left|Additional BAA controls.]]<br><br />
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# Control handle. Pans BAA left and right, up or down (mouse or joystick). <br />
# LRF trigger. <br />
# IR/TV switch. Toggles thermal and day TV camera views ('''Numpad +''' key) if rotary knob on the panel below BAA screen was set to TV/IR position. <br />
# WFOV/NFOV toggle switch. Simultaneously toggles wide and narrow FOV for IR and TV cameras. <br />
# Zoom knob. Provides smooth adjustment of day TV camera zoom. To manipulate - left mouse click + mouse wheel. Note also that reticle is not displayed if knob was activated (manipulated).<br />
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=====System Control Panel (SBP)===== <br />
This panel is a spinal cord of entire system, since it controls a large number of mission-essential functions; the TC can access it with '''Alt + F2''' key combination, or by clicking its display.<br />
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[[Image:Fennek_SBP_1.jpg|thumb|300px|left|System Control Panel.]]<br><br />
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# Power ON/OFF switch. Toggles on and off power for BAA, mast, and SBP. <br />
# BAA stow button. Retracts BAA for travel. <br />
# Mast up button. Deploys BAA for operation and extends mast (e.g. elevates BAA). <br />
# Mast down button. Lowers the mast (BAA). <br />
# NAV button. Toggles navigation system on and off .<br />
# SBP screen. Provides UI for interaction with vehicle systems and mission equipment. <br />
# Exit button. Used to navigate to higher level of menu.<br />
# and... <br />
# Navigate through options list up or down, or adjust a value.<br />
# CONFIRM button. Confirms user’s selection, opens lower level of menu for selected item. <br />
# Lamps test button. Makes all panel lights to illuminate briefly for test. <br />
# Increase brightness. Turns on panel lights and increases their brightness if pressed. <br />
# Decrease brightness. Reduces brightness of the panel lights. <br />
# SBP status indicator. Green light- operational, red light- general error state. <br />
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======BAA mast operation (Fennek FO, Recce and TACP only)====== <br />
*In order to deploy a stowed BAA pod the user needs to left click and hold for ~1 second the “Mast up” button and the BAA pod will be erected. If user desires to elevate it further they should click and hold for ~1 second the ”Mast up” button again - this will make mast to fully extend. <br />
*To immediately stop mast when it’s moving up, the user should briefly press (e.g. click) the “Mast down” button. If mast is moving down, it can be stopped by briefly pressing “Mast up” button. <br />
*To lower fully a elevated mast with BAA pod, the user needs click and hold for ~1 second “Mast down” button; the mast will go down, but optics will remain deployed.<br />
*To stow BAA pod for travel the user should left click and hold for ~1 second the “BAA stow” button; the BAA pod will be automatically retracted to stowed position. <br />
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Note: when BAA pod is being deployed, “Mast down” button will blink green - this is normal behavior. <br />
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======SBP screen main menu====== <br />
[[Image:Fennek_SBP_2.jpg|thumb|300px|right|SBP main menu.]]Not all features of this menu are simulated, and the availability of functions depends of vehicle’s model and role. <br />
The main menu lists the following 1st level entries: <br />
*“Navigatie”- Navigation. Provides UI for interaction with navigation system. <br />
*“Doelgegeven”- Target data. Provides UI for handling of target coordinates and feeding them to BMS, present if vehicle is BAA-equipped (FO, TACP, Recce). <br />
*“Uitrusting grondsensoren”. Unattended ground sensors, present if vehicle is BAA-equipped (FO, TACP, Recce). Not implemented. <br />
*“Afzetprocedure”. Present if vehicle is BAA-equipped (FO, TACP, Recce); not implemented. <br />
*“Functietest”. Function test. Not implemented. <br />
*“Foutenlokalisatie”. Error localization/isolation(?). Not implemented. <br />
*“Systeemconfiguratie”. System configuration. Not implemented. <br />
*“Batterij, motor start/ stop”- Battery, engine start/ stop. Provides the user with controls to start or stop engine and to monitor status of the batteries. Note: battery discharge is not simulated. <br />
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[[Image:Fennek_SBP_3.jpg|thumb|300px|right|SBP "Navigatie" menu.]]'''“Navigatie” 2nd level entries:''' <br />
*“Navigatiepositie”. If selected, opens 3rd level screen with compass, vehicle’s speed, coordinates, UTM zone and heading to the active waypoint (handling of waypoints by NAV system is not simulated). <br />
*“Navigatie- bedrijfsmodi”. Navigation mode selections. Opens 3rd level screen with options to select hybrid (inertial + satellite), inertial only, or satellite only navigation mode. Please note, this particular menu is a visual representation only in ''Steel Beasts Professional'', and any setting changes made here will have no effect during the session. <br />
The rest of “Navigatie” 2nd level entries are not implemented.<br />
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[[Image:Fennek_SBP_4.jpg|thumb|300px|right|SBP "Doelgegeven" menu.]]'''“Doelgegeven” 2nd level entries:''' <br />
*“Doelgegevens tonen” - “Show target data”. Opens 3rd level menu containing list of all lased targets. <br />
*“Doelgegevens per stuk verwijderen” - “Delete targets individually”. Not implemented. <br />
*“Alle Doelgegevens verwijderen” - “Delete all targets”. Deletes all lased targets from memory.<br />
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[[Image:Fennek_SBP_5.jpg|thumb|300px|right|Example targets under “DP tonen”.]]'''Handling of target coordinates in ''Steel Beasts Professional'':'''<br><br />
In the case of Fennek FO and TACP vehicles, the coordinates of any lased target are automatically imported in to the Call-for-Fire dialog, which can store data for up to 3 targets with most recently lased target coordinates marked as “Laser range finder 1”. Since the SBP can store coordinates for many dozens previously lased targets, the user can manually select and feed data for any of such target in to the CFF dialog. In order to do this, user should go to the SBP view with '''Alt + F2''' (valid for both CDR’s and DRV’s positions), then pick the "Doelgegeven" entry by left clicking the "+" and "-" buttons on the SBP and confirming the selection by left clicking the “CONFIRM” button - this will bring up the 2nd level menu (screen) in to view. “Doelgegevens tonen” is already selected there, so the user just needs to confirm the selection. The 3rd level “DP tonen” menu displays a list of lased targets, 2 targets per screen, and the sub-screens of further target lists are cycled with the “Verder” selection. Once the user has selected the correct target, confirm selection with “CONFIRM” button and the coordinates of the selected target will be added to the CFF dialog as “Laser range finder 1”. <br />
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Data set per for each target as shown in “DP tonen” list includes: <br />
*First line- Vehicle’s (OP) coordinates. <br />
*Second line- Target’s coordinates. <br />
*Third line- Target’s elevation (“H”), range to target (“R”), and bearing to target in mils. <br />
*Fourth line- Time and date of lase. <br />
<br><br />
=====BMS terminal (Fennek FO, Recce, and TACP only)===== <br />
''Steel Beasts Professional'' does not simulate any specific battle management system, therefore the BMS terminal provides a real-time visualization of the map view ('''F5''') while user is in the eye view ('''F1'''). Note, the BMS terminal power can be toggled on and off with button at its left-upper corner. <br />
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===Gunner’s position '''F6'''===<br />
The gunner's (system operator’s) position is accessed by pressing '''F6'''. From this position the user can raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down). The gunner can also button or unbutton (close and open the gunner's hatch) by pressing the '''B''' key (toggle). While unbuttoned, user can use binoculars by pressing '''N''' key (toggle). In offline sessions users occupying the gunner’s position of FO, reconnaissance, or TACP versions of Fennek can slide the control station for mission equipment to his position with '''O''' key. <br />
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[[Image:Fennek_gunners_position.jpg|thumb|300px|center|Eye view of gunner’s position.]]<br />
<br />
====Type 1530 weapons station==== <br />
For the purpose of self-defense the Fennek series vehicles, depending of model, are equipped with either the Type 1530 overhead weapon station or FLW200 remote controlled weapon station. All in-sim Fenneks except for the SWP (which have only a launch unit for missiles) use the Type 1530 overhead weapon station exclusively. The Type 1530 weapon station can be traversed 360 degrees and elevated from -10 to +40degrees; it is manually controlled with hand cranks without gunner’s exposure to enemy fire or NBC agents. The Fire control system consists of simple day optics and an un-cooled thermal imaging module; both have a fixed 3x magnification. Due to its un-cooled nature, the quality of image and detection range of the thermal imaging module is rather low. There is no laser rangefinder or ballistic computer, only a simple ballistic reticle is used to apply proper superelevation and lead. <br />
<br />
The weapon station, depending of vehicle’s role and version, may be armed with either a 12.7mm machine gun or 40mm AGL. Most in-sim vehicles have the weapon station outfitted with the 12.7mm M2HB HMG, while one of reconnaissance Fenneks is armed a MK 19 40mm AGL to simulate the German version of this vehicle. The thermal imaging module view is accessed with '''F2''' key and the day optics with the '''F3''' key. <br />
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<center><gallery widths=300px heights=200px><br />
Image:Fennek_day_sight.jpg|Gunner's MG day sight view.<br />
Image:Fennek_thermal_sight.jpg|Gunner's MG thermal view.<br />
Image:Fennek_AGL_day_sight.jpg|Gunner's AGL day sight view.<br />
Image:Fennek_AGL_thermal_sight.jpg|Gunner's AGL thermal view.<br />
</gallery></center><br />
<br />
For the 12.7mm machine gun, both day and thermal reticles are zeroed at 200m with marks at 400, 800, 1000, and 1200m. Flanking the 800m mark are five 1mil lead lines on each side with 1mil spaces in between. For the AGL version the sight is marked on the right from 100 to 1000m with range indicators at 100, 300, 500, 700, 900, and 1000m. Just below and to the left of the AGL sight's 500m cross is a secondary reticle for an alternate 7.62mm machine gun. As modeled, this reticle serves no purpose. <br />
<br />
While in OHWS thermal imaging module view, user can toggle image polarity (White-Hot/Black-Hot) with the '''Numpad -''' key or put the thermal imager in to stand-by mode with the '''Numpad +''' key. <br />
Note that the day optic does not have reticle illumination. Since overhead weapon station lacks powered elevation or traverse, user should use the '''UP ARROW''' and '''DOWN ARROW''' and '''LEFT ARROW''' and '''RIGHT ARROW''' keys to aim the gun. In all cases where the arrow pad is used for elevation and traverse, quicker taps of the arrow keys will result in faster sight movement. To fire the gun user should use '''SPACE BAR'''. <br />
<br />
Note that it is possible to aim and fire gun from both sight views (day and thermal) and the buttoned “eye” view; while in unbuttoned “eye” view, it is possible to manually fire the gun (since gun is fired manually, no safety inhibitors are applied in this case), but not aim it. <br />
<br />
In order to prevent damage to BAA, there is a “No fire zone” where the mast is. The user can override this firing inhibition by throwing a circuit breaker to his lower right (on the panel between seat backrest and crew compartment access door).<br> <br />
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[[Image:Fennek_circuit_breaker.jpg|thumb|300px|center|BAA circuit breaker position.]]<br />
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The overhead weapon station also has two vision blocks, which can be accessed with '''F4''' key.<br><br />
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[[Image:Fennek_gunner_visionblock.jpg|thumb|center|Gunner's vision block view.]]<br />
<br />
=====OHWS sight controls=====<br />
[[Image:Fennek_OHWS_controls.jpg|thumb|300px|left|OHWS sight control panel.]]<br><br />
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# Day optics eyepiece.<br />
# TIM eyepiece.<br />
# TIM power ON/OFF toggle switch.<br />
# TIM focus adjustment knob.<br />
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=====OHWS electric power controls=====<br />
[[Image:Fennek_OHWS_electrical.jpg|thumb|300px|left|OHWS electrical panel.]]<br><br />
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# OHWS power ON/OFF switch. Basically, in game, if set to OFF (adjacent green LED will not be lit), inhibits firing of the gun. Note that if the firing circuit is on ARMED and you turn off the power altogether, then turn it on again, you’ll have to set the switch SAFE and then ARMED for it to be really enabled. <br />
# Firing circuit ON/OFF switch. If set to OFF (low position) firing of the main gun will be inhibited. Note that system's status not reflected by “S” and “F” LEDs above (those seems to be wired to the mechanical safety); the adjacent red LED showing status may be dimmed by switch 3.<br />
# Light ON/OFF. Dims some status LEDs on this panel <br />
# Test lights pushbutton. If pressed, lights-up all status LEDs for test. <br />
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===Driver’s position (F9)=== <br />
In ''Steel Beasts Professional'' the driver's position on the Fennek is modeled and crew-able. The driver's position is accessed by pressing '''F9'''. <br />
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[[Image:Fennek_driver_1.jpg|thumb|300px|center|Driver’s position of the Fennek.]]<br />
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Although simplified, the driver’s position of the Fennek, unlike most vehicles, has an animated speedometer and fuel gauge. Also, a clickable master power button is available on the dashboard at right of the steering wheel, back-up camera display to the right of that, and a smoke grenade launcher control box is mounted on the roof above the right window. <br />
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[[Image:Fennek_driver_2.jpg|thumb|300px|center|Functional driver controls.]]<br />
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# Master power switch. If turned off, will disable all electric power for OHWS and mission equipment (BAA pod, mast, and associated control panels). <br />
# Rear view camera display. The red button at display unit’s lower left corner toggles power ON and OFF, while green button at lower right corner toggles stand-by mode ON and OFF. The display view can be accessed with '''F2''' key, or by zooming-in with '''N''' key when looking directly at the screen <br />
# SGL control box. Smoke grenade launchers can be fired with '''TAB''' key, or by clicking the big red buttons on the faceplate of control box. <span style="color: orange">'''Note that due to their placement, the launchers ''can not'' be fired while any crew hatches are open!'''</span><br />
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[[Image:Fennek_driver_3.jpg|thumb|300px|center|Driver’s rear camera view ('''F2''').]]<br />
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As is traditional for crewable vehicles in ''Steel Beasts Professional'' users in the driver’s position can drive vehicle by using either the joystick or '''W''', '''A''', '''S''', '''D''', and '''X''' keys. He also can also raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down) and button or unbutton (close and open the drivers's hatch) by pressing the '''B''' key (toggle).<br><br />
<br />
== Links ==<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
[[Category: Anti-Tank]]<br />
[[Category: FO]]<br />
[[Category: Trucks]]<br />
[[Category: Recon]]<br />
[[Category: Technical Data]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Kurganets-25_APC/IFV&diff=18751Kurganets-25 APC/IFV2022-11-03T00:38:31Z<p>MAJFubar-1882: /* General */</p>
<hr />
<div>[[Image:B11_Kurganets.jpg|thumb|500px|right|The BMP B-11 Kurganets-25 APC as it appears in ''Steel Beasts Professional'']]B-10/B-11 Kurganets-25: Armored Personnel Carrier/Infantry Fighting Vehicle<br />
<br />
<br />
== Statistics ==<br />
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Main Gun (B-10): 14.5mm KPVT<br><br />
Ammunition Stowage: 1000 ready/0 stowed<br><br />
Default Ammunition: 1000/0 14.5mm BZT-44 AP-I-T<br><br />
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Main Gun (B-11): 2A72 30mm Autocannon<br><br />
Ammunition Stowage: 500 ready/0 stowed<br><br />
Default Ammunition: 160/0 3UBR8 APBC-T (KE), 340/0 OT HEI-T SD (HE)<br><br />
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ATGM (B-11): AT-14 'Spriggan' [Kornet-EM]<br><br />
Ammunition Stowage: 4 ready/0 stowed<br><br />
Default Ammunition: 4/0 AT-14 Kornet-EM<br><br />
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Coaxial Machine Gun (B-11): PKT<br><br />
Ammunition Stowage: 2000 ready/0 stowed<br><br />
Default Ammunition: 2000/0 7.62mm<br><br />
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Grenade Dischargers: System 902A 81mm smoke dischargers<br><br />
Ammunition Stowage: 12 ready (individual grenades, 6 in each left/right salvo)/12 stowed<br><br />
Default Ammunition: 12/12 3D17 Smoke<br><br />
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<br />
Armour Protection:<br><br />
Frontal Turret Armor: Light, Steel (?). Protected against shell splinter and light auto-cannon.<br><br />
Frontal Hull Armor: Moderate, Composite. Protected vs 12.7mm/14.5mm AP. Blast resistant design features.<br><br />
(No SB documentation) <br><br />
<br />
<br />
Combat Weight: 25 tonnes<br><br />
Length: ~7m (Hull)<br><br />
Width: ~4m<br><br />
Height: ~3.5m<br><br />
Engine Power: 500hp ChTZ-Uraltrac 2V06 6-cylinder diesel<br><br />
Top Speed: ~90kph<br><br />
<br />
== General ==<br />
The Kurganets-25 is a fourth-generation medium armored personnel carrier and infantry fighting vehicle intended to replace older generation BMP vehicles ([[BMP-1]],[[BMP-2|2]], and[[BMP-3|3]]) in Russian service. A clean sheet design developed by [https://en.m.wikipedia.org/wiki/https://en.m.wikipedia.org/wiki/Kurganmashzavod Kurganmashzavod] (Kurgan Machine-Building Plant) features an all-welded aluminum alloy hull with extensive add-on armor modules. Access for the primary crew is via three roof hatches with the driver at the front left and the commander and gunner in tandem to the to his right while access to the troop compartment is through a hydraulically powered ramp at the rear.<br />
<br />
''Steel Beast Professional'' models two versions of the Kurganets-25: the BTR B-10 APC and the BMP B-11 IFV. Main armament for the B-10 consists of a fully stabilized 12.7mm KPVT heavy machine gun in a new remote turret. The BMP-11 shares the same [https://en.wikipedia.org/wiki/Bumerang-BM Bumerang-BM] turret as the [[BMP T-15 Armata]] armed with a 30mm 2A72 autocannon, a coaxial 7.62mm PKMT machine-gun, and four extended range AT-14 Kornet-EM ATGMs mounted two each on either side of the turret.<br />
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Designation of the fire control system is unknown but involves an integrated primary sight and IR backup sight equivalent to those of the [[T-90S|T-90MS]] along with a third-generation thermal sight, laser rangefinder, and a full meteorological suite to increase first round hit probability. On the BMP B-11 the commander is provided with a panoramic version of the same dual channel sighting complex for hunter-killer capability.<br />
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Motive power is provided by a front mounted 500hp [https://en.wikipedia.org/wiki/Chelyabinsk_Tractor_Plant ChTZ]-Uraltrac 2V06 6-cylinder diesel mated to a 6-speed automatic transmission. Suspension is of the hydropneumatic type with variable ground clearance. The Kuganets-25 is fully-amphibious with minimal preparation propelled by two rear mounted waterjets. 360° camera views are provided for the commander and driver to maintain situational awareness. <br />
<br />
With its combination of aluminum base armor and add-on armor modules overall protection is claimed to be superior to that of the [[BMP-3]] but inferior to the [[M2A2|Bradley Fighting Vehicle]]. The defensive suite for the B-11 Kurganets-25 IFV is the ''Afghanit'' active protection system (APS), with both “hard kill” and “soft kill” countermeasures. The APS is guided by four radar panels (likely AESA), with two located the vehicle's front corners, and two at the vehicle's rear corners for a combined 360° coverage. The main hard kill launchers are mounted in two groups of four below the turret front corners and two groups of two launchers at the vehicle's front corners covering 180° of the frontal arc. The projectiles launched by the hard kill systems are of an unknown type, but modeled as high-explosive fragmentation charges which are extremely effective against ATGMs, HEAT warheads , and, to a lesser extent, KE penetrators. Soft kill systems include laser warning receivers coupled with passive smoke and active jamming in both the IR and microwave ranges (jamming systems are also currently not modeled). Note that the B-10 APC version lacks both add on armor modules and the ''Afghanit'' APS.<br />
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The infantry compliment of both the B-10 APC and B-11 IFV is 8 [[Infantry Units#Mechanized Infantry|dismounts]], equipped with 8 RPG-26 anti-armor weapons, a PKM MG, and 5.45mm rifles on the B-10 and 4 RPG-7R anti-armor weapons, a PKM MG, and 5.45mm rifles on the B-11.<br />
<br />
Designed in parallel with the Armata Universal Platform, development of the Kurganets family began in 2011, and unveiling occurred during the 2015 Moscow Victory Day Parade. Despite the construction of a pre-production batch of vehicles, due to Russia's economic situation and the Kurganets experimental nature, as of 2022 general procurement has yet to proceed.<br />
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==Thermal Signature==<br />
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[[Image:BTR_B-10_TIS_front-right.jpg|300px|BTR B-10 Kurganets TIS image, front-right]] [[Image:BTR_B-10_TIS_rear-left.jpg|300px|BTR B-10 Kurganets TIS image, rear-left]]<br><br />
[[Image:BMP_B-11_TIS_front-right.jpg|300px|BMP B-11 Kurganets-25 TIS image, front-right]] [[Image:BMP_B-11_TIS_rear-left.jpg|300px|BMP B-11 Kurganets-25 TIS image, rear-left]]<br><br />
<br />
== Links ==<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
[[Category: PC]]<br />
[[Category: Prototypes]]<br />
[[Category: Technical Data]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=BTR-82&diff=18715BTR-822022-10-26T01:39:39Z<p>MAJFubar-1882: /* TKN-AI Commander's Periscope */</p>
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<div>[[image:BTR82A.jpg|thumb|500px|right|The BTR-82A in ''Steel Beasts Professional'']]BTR-82/82A: Armored Personnel Carrier<br />
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== Statistics ==<br />
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Main Gun (BTR-82): 14.5mm KPVT<br><br />
Ammunition Stowage: 500 ready/0 stowed<br><br />
Default Ammunition: 500/0 14.5mm B-32 AP<br><br />
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Main Gun (BTR-82A): 2A72 30mm Autocannon<br><br />
Ammunition Stowage: 300 ready/0 stowed<br><br />
Default Ammunition “A”: 120 3BUR6 APBC-T, 180 OT HEI-T SD<br><br />
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Coaxial MG: 7.62mm PKT (BTR-82)<br><br />
Ammunition Stowage: 250 ready/1750 stowed<br><br />
Default Ammunition: 250/1750 7.62x54mm<br><br />
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Coaxial MG: 7.62mm PKT (BTR-82A)<br><br />
Ammunition Stowage: 2000 ready/0 stowed<br><br />
Default Ammunition: 2000/0 7.62x54mm<br><br />
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Grenade Launcher: 6x81mm 902V "Tucha"<br><br />
Ammunition Stowage: 6 ready/6 stowed<br><br />
Default Ammunition: 6/6 3D17 Smoke<br><br />
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Armor Protection:<br><br />
Frontal Turret Armor: Thin, Steel(?). Protected vs LMG and shell splinter<br><br />
Frontal Hull Armor: Thin, Composite. Protected vs HMG<br><br />
Equipped with [[Spall_Liner|spall liners]]<br />
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Combat Mass: 15.4 tonnes<br><br />
Length: 7.65m<br><br />
Width: 2.90m<br><br />
Height: 2.80m<br><br />
Engine Power: 300hp KamAZ-740.14-300 eight-cylinder turbo diesel<br><br />
Top Speed: 90 kph<br><br />
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== General == <br />
Manufactured by Russia's Military Industrial Company (MIC), the BTR-82 is an upgraded version of the [[BTR-80A]] first unveiled in 2009. Currently ''Steel Beasts Professional'' models three versions of the BTR-82: the 14.5mm KPVT heavy machine gun armed BTR-82, the BTR-82A armed with an upgraded 30mm 2A72 autocannon over the 2A42 found on the BTR-80A, and the BTR-82AT which is the BTR82A with the addition of a thermal imaging unit. All versions feature a new fully stabilized version of the one-man BPPU turret, a coaxial 7.62mm PKT medium machine gun, TKN-4GA-02 day/night sight for the Gunner, and a separate TKN-AI surveillance camera with laser range finder replacing the Commander's TNK-3 (partially modeled). Additional improvements to the vehicle's engine (300hp KAMAZ 740.14-300), suspension, mine protection, and crew seating, along with the addition of air-conditioning, a new fire extinguishing system, spall lining, and "Trona-1” topographic orientation system (not modeled), increase the capabilities and survivability of the BTR-82 family. Both the BTR-82 and BTR-82A are crew-able at the the Commander's ('''F7'''), Gunner's ('''F6'''), and Driver's ('''F9''') positions [see below], but only partially modeled with basic interior views. The BTR-82AT is available as a computer controlled unit only.<br />
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Although the addition of the 30mm cannon and improved sighting systems increases both the variety of potential targets these vehicles can tackle and the range at which in they can engage those targets, both the gun and armor upgrades are only modest improvements over the originals, leaving both the BTR-82 and BTR-82A firmly in the APC category. Keeping with this continuation of its primary role both versions of the BTR-82 equip the majority of battalions in a Motor Rifle Brigade, with the balance being equipped with the much more expensive [[BMP-3]] or BMP-2U tracked IFVs. Note that with its new engine the BTR-82 family is roughly as capable as the [[T-90S|T-90]], and retain the BTR-80's amphibious qualities. <br />
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The [[Infantry Units#Mechanized Infantry|dismount section]] for both the BTR-82 and BTR-82A is 6 men, carrying 3 RPG-26 anti-armor weapons, a PKM, and 5.45mm rifles.<br />
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In production since late-2011, manufacture of the BTR-82 family is still modest compared to its base design with about 2000+ vehicles in current service split between Azerbaijan (30+), Belarus (unknown number), Kazakhstan (100), Russian Naval Infantry units (20+), and Russian line Brigades. Military Industrial Company is under contract with the Russian military to convert BTR-80s to BTR-82A standards (BTR-82AM) as a stopgap design until production of the [[BTR K-17 Bumerang]] is sufficient to begin general replacement, therefore in-service numbers will continue to increase significantly from those above. <br />
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==Thermal Signature==<br />
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[[Image:BTR-82_TIS_front-right.jpg|300px|BTR-82 TIS image, front-right]]<br />
[[Image:BTR-82_TIS_rear-left.jpg|300px|BTR-82 TIS image, rear-left]]<br><br />
[[Image:BTR-82A_TIS_front-right.jpg|300px|BTR-82A TIS image, front-right]]<br />
[[Image:BTR-82A_TIS_rear-left.jpg|300px|BTR-82A TIS image, rear-left]]<br><br />
<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
==Crew Positions==<br />
<br />
===Tank Commander's Position ''F7''===<br />
In ''Steel Beasts Professional'' the tank commander's (TC) position on the BTR-82 and BTR-82A is fully crew-able, but only partially modeled with basic interior views. The TC's position is accessed by pressing '''F7'''.<br><br />
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From this position the user can raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down). The TC can also button or unbutton (close and open the TC's hatch) by pressing the '''B''' key (toggle). While unbuttoned, the TC may also wish to use binoculars to get a closer view on a distant area by pressing the '''N''' key (toggle). Pressing the '''Shift-B''' key combination will close the ballistic doors in front of the windshield, in that case the vision blocks have to be used!<br><br />
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Note that with the hatch open the gunner cannot slew the gun, so it is advisable for the TC to use the vision blocks instead!<br />
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====TKN-AI Commander's Periscope====<br />
The TKN-AI commander's “camera” is used for target acquisition, range estimation, and directing the gunner onto a target. The periscope has a fixed 6x magnification along with night vision capability (IR) and covers the vehicle's frontal 90° arc.<br><br />
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The TC can access the TKN-AI periscope by pressing '''F3'''.<br><br />
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Once the user is at the TKN-AI periscope view, the user can traverse and elevate the periscope using either the mouse or joystick.<br><br />
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The sight on the TKN-AI is a simple reticle with lead and elevation lines similar in shape and function to the standard Russian binocular reticle. The graticule features a 5 mil center cross with vertical and horizontal marks every 5 mils without numbering. Although typically equipped with a laser rangefinder, as modeled the TNK-AI lacks this feature, therefore the commander must manually range targets using some form of [[Range Estimation|range estimation]] technique.<br><br />
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The TKN-AI's night vision can be turned on by pressing the '''+''' key on the num pad, however, this cannot be activated during daylight. The sight is of fairly good quality, superior to that found on earlier sights such as the TNK-3, but still inferior to the Gunner's TKN-4GA-02 IR sight due to its smaller size and resolution. Note that the IR sight's reticle will always be illuminated in red.<br />
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<center><gallery widths=280px heights=200px><br />
Image:TKN-AI_sight1.jpg|TC's TKN-AI periscope, day reticle<br />
Image:TKN-AI_sight3.jpg|TC's TKN-AI periscope, IR view<br />
</gallery></center><br />
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====TC's vision block view====<br />
On some occasions the TC may need to look around the vehicle without having to expose himself to hostile fire. The vision block view allows the TC to remain safely inside the vehicle and quickly scan around for close threats. It is most useful when enemy infantry are in the immediate area, although the TKN-AI periscope is probably more useful for this purpose. The BTR-82 commander has four TNP-B vision blocks, which cover the vehicle's front and right side, and may be accessed by pressing '''F4'''.<br><br />
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Once in the vision block view, the mouse or joystick can be used to quickly and seamlessly pan the TC's view from vision block to vision block, allowing him to scan around the vehicle. While the vision block view completely protects the TC from hostile fire, it does have an extremely limited field of view and offers no magnification.<br><br />
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====Key listing for BTR-82 TC's position====<br />
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General Commands:<br><br><br />
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'''SHIFT + TAB''': Smoke Generator. Instructs the driver to deploy a smoke screen by injecting diesel fuel into the exhaust manifold. Useful for breaking up enemy LRFs or obscuring following vehicles and infantry against a non thermal sight equipped threat.<br><br />
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'''Q''': Raise position in hatch. Moves the TC's view and exposure level up in the hatch.<br><br />
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'''Z''': Lower position in hatch. Moves the TC's view and exposure level down in the hatch.<br><br />
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'''B''': Button and unbutton the hatch (toggle). This is used to close and open the hatch.<br />
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'''LEFT ARROW''' / '''RIGHT ARROW''': Face left / face right. When in the TC's eye view '''F1''', pressing these keys will cause the TC to face to the left or right of the main gun (turret).<br><br />
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'''UP ARROW''' / '''DOWN ARROW''': When in the TC's eye view '''F1''', pressing these keys will cause the TC to face in the direction of or to the rear of the gun (turret).<br><br />
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Driver related commands:<br><br><br />
<br />
'''SHIFT''' + '''BACKSPACE''': Shut down / start up engine (toggle). Orders the driver to shut off or start up the engine. If the TC is a platoon leader then it orders the platoon to execute a "short count" and simultaneously shut down or start up their engines.<br><br />
<br />
'''W''': Driver, move out. Instructs the driver to move forward (press again for increased speed.<br><br />
<br />
'''S''': Driver, stop. Instructs the driver to stop.<br><br />
<br />
'''X''': Driver, backup. Instructs the driver to reverse.<br><br />
<br />
'''A''': Driver, go left. Instructs the driver to go left (hold the key).<br><br />
<br />
'''D''': Driver, go right. Instructs the driver to go right (hold the key).<br><br />
<br />
----<br />
<br />
Gunner related commands:<br><br><br />
<br />
'''SPACE BAR''': Fire. Orders the gunner to fire at a target he is looking at.<br><br />
<br />
'''H''': Hold fire. Orders the gunner to hold fire. If the TC is a platoon leader then it will also order the platoon to hold fire.<br><br />
<br />
'''F''': Fire at will. Orders the gunner to fire at will. If the TC is a platoon leader then it will also order the platoon to fire at will.<br><br />
<br />
'''E''': Engage. Orders the gunner to engage, and instructs the driver to take up a battle position. If the TC is a platoon leader then it orders the platoon to engage and take up a battle position in the direction of the user's view.<br><br />
<br />
'''M''': Coax / Main gun (toggle). Orders the gunner to toggle between the main gun and coax to engage targets.<br><br />
<br />
'''SHIFT''' + '''LEFT ARROW''': Gunner, scan left. Orders the gunner to put move the turret approximately 45 degrees to the left and scan for targets.<br><br />
<br />
'''SHIFT''' + '''RIGHT ARROW''': Gunner, scan right. Orders the gunner to put move the turret approximately 45 degrees to the right and scan for targets.<br><br />
<br />
'''SHIFT''' + '''UP ARROW''': Gunner, scan front. Orders the gunner to put the gun over the front and scan for targets.<br><br />
<br />
'''SHIFT''' + '''PAGE DOWN''': Reload all. Orders the tank crew to reload all weapons systems.<br><br />
<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
===Gunner's Position ''F6''===<br />
In ''Steel Beasts Professional'' the gunner's position of the BTR-82 and BTR-82A is crew-able, but only partially modeled with no interior views. The gunner's position is accessed by pressing '''F6'''.<br />
<br />
====Gunner's Primary Sight (GPS)====<br />
The primary sight for the gunner on both the BTR-82 and BTR-82A is the TKN-4GA-02 day/night sight. The sight provides a fixed 6x daylight and IR channel along with an anti-aircraft sight and is similar in function to that of the [[BMP-2]].<br><br />
<br />
=====Turret Controls=====<br />
Unlike its BTR-80A predecessor, the elevation and traverse controls for the BPPU turret are powered with movement provided by either Joystick or Mouse.<br><br />
<br />
=====Sight Symbology=====<br />
In the GPS sight you will see a set of lines, numbers, and symbols: these are referred to as the gun sight symbology.<br><br />
<br />
=====Daylight Sight=====<br />
The TKN-4GA-02 day channel features a fixed 6x sight view that may be illuminated in red with the '''R''' key. The reticle consists of a large caret symbol which is flanked on either side by four vertical lines. The upper tip of the large center caret symbol is the aiming point firing at stationary targets. The upper tip of the vertical lines to the left and right of the center caret is the aiming point for moving targets. The height of the caret is 3 mils as are the vertical lead lines, with a 4 mil gap between them. To the left and right of the reticle are four ballistic range columns, two on the left and two on the right each conforming to a particular ammunition type, and two stationary horizontal indicator wires, one on each side. The columns are labeled in Cyrillic from left to right: P (APDS), O (HE), PKMT (coax), and KPVT (14.5mm HMG)<br> <br />
<br />
<center><gallery widths=280px heights=200px><br />
Image:BTR82_Daylight1.jpg|TKN-4GA-02 day reticle<br />
Image:BTR82_Daylight2.jpg| TKN-4GA-02 day reticle illuminated<br />
</gallery></center><br />
<br />
Like that of the BMP-2 and [[T-55A|T-55]] the reticle is adjustable for range. Pressing '''SHIFT''' + '''UP''' will increase the range by moving the reticle and range columns down the sight and '''SHIFT''' + '''DOWN''' will decrease range. Alternatively the mouse wheel can be used to adjust range, and holding '''SHIFT''' while doing so will increase the speed of the range adjustment.<br><br />
<br />
When the range scale is set to zero a pair of conjoined ascending stadia type rangefinders will be below the right two range columns and to the right of the central aiming caret.<br><br />
<br />
[[Image:BTR82_Stadia.jpg|thumb|300px|center|Stadia rangefinders]]<br />
<br />
Note, as seen in the image above the stadia range scales are fixed with the horizontal indicator wires, so as the sight moves in elevation they interfere with the right side of the sight picture.<br><br />
<br />
=====IR Sight=====<br />
The TKN-4GA-02s passive IR sight shares the same 6x ocular and is activated by pressing '''+''' on the num The sight is of very good quality, capable of detecting targets at 2000m, differentiating targets at 1500m, and positively identifying at 1000m under starlight conditions. To prevent it from being overloaded and burnt out the sight cannot be used in daylight (the sight will appear black if accessed during the day).<br><br />
<br />
[[Image:BTR-82_nightsight.jpg|thumb|300px|center| TKN-4GA-02 passive IR sight view, M2A2 Bradley at 1000m under starlight conditions]]<br><br />
<br />
=====Anti-Aircraft Sight=====<br />
Pressing '''F3''' switches to the TKN-4GA-02's anti-aircraft sight. The sight is a basic ring in ring design with an inner ring for targets moving at 50 meter per second (m/s) and markings at the top of each outer ring for targets moving at 150 and 250 m/s respectively.<br />
<br />
[[Image:BTR82_AAsight.jpg|thumb|300px|center|6x Anti-aircraft channel]]<br />
<br />
======Ranging======<br />
Similar to the M1 tank's GAS sight, the TKN-4GA-02 stadia rangefinders feature a central solid horizontal line and a series of ascending/decending (left to right) dashed lines. The top (ascending) is scaled for 2.5m tall targets while the bottom (descending) is for 2m targets. The numbers along the top and bottom of the scales represent the range in hundreds of meters. To estimate range to a 2.5m tall target (e.g. M2A2 Bradley) target, place the range scale so that the center horizontal line is where the bottom of the tracks of the vehicle is, and the top part of the scale is at the top of the vehicle hull or turret. When the target fully fits between the two, then the range is estimated at the value above the appropriate hash mark.<br><br />
<br />
[[Image:BTR82_Ranging.jpg|thumb|300px|center|Ranging an enemy IFV at 1000m]]<br />
<br />
=====Engaging Targets=====<br />
Engaging targets with the TKN-4GA-02 sight is fairly straight forward. Once a target's range has been determined (using either the stadia rangefinders described above or using a range provided by the TC) align the target with the central sight caret and elevate the sight to the appropriate range line for the weapon being fired. Pressing '''SPACEBAR''' or '''Joystick Button 1''' fires the selected gun with '''M''' toggling between the KPVT/30mm and coax. An important note, although stabilized the TKN-4GA-02 sight does not correct for cant, ballistic drift, or parallax therefore if the vehicle is not on level ground the actual point of impact will shift considerably from the point of aim requiring burst on target (BOT) gunnery techniques.<br><br />
<br />
======Lead======<br />
[[Image:BTR-82_Lead_Induced.jpg|thumb|300px|right|Daylight view, some lead applied on a moving target]]Both the BTR-82 and BTR-82A lack an fire control system and therefore do NOT induce lead. Lead is the term used to refer to putting a gun in front of a target which is moving perpendicular to your vantage point. When you lead a target, you essentially need to fire in front of target at the point in which the round and target will meet. Since the TKN-4GA-02 sight do not calculate lead, then the gunner must estimate and apply lead himself, and he does this with the use of the vertical lines to the left and right of the central aiming point, and with a bit of skill.<br><br />
<br />
===Driver's Position ''F9''===<br />
In ''Steel Beasts Professional'' the driver's position on the BTR-82 and BTR-82A is crew-able, but only partially modeled with a rudimentary interior views and no functional controls. Sitting to the left of the TC, the driver's position is accessed by pressing '''F9'''. Once in the driver's position, you can drive the vehicle by using the joystick or '''W''' '''A''' '''S''' '''D''' '''X''' keys.<br><br />
<br />
====Driver's vision blocks====<br />
When buttoned up, the driver views the world through 4 TNP-B vision blocks set in the roof of his compartment and a windshield to his direct front. Pressing the '''Shift-B''' key combination will open and close the ballistic doors in front of the windshield.<br><br />
<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
[[Category: PC]]<br />
[[Category: Prototypes]]<br />
[[Category: Tutorials]]<br />
[[Category: Vehicle Manual]]<br />
[[Category: Technical Data]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=BM-27_Uragan-1M&diff=18658BM-27 Uragan-1M2022-09-16T10:32:49Z<p>MAJFubar-1882: /* General */</p>
<hr />
<div>[[Image:BM-27.jpg|thumb|500px|right|The BM-27 Uragan-1M "Grad" in ''Steel Beasts Professional'']]BM-27 Uragan-1M: Self-propelled Rocket Artillery<br />
<br />
<br />
== Statistics ==<br />
<br />
Main Gun: 220mm 30-tube MRL system<br><br />
Ammunition Stowage: 30 ready/0 stowed<br><br />
Default Ammunition "A": 30/0 9M27F HE-F<br><br />
<br />
<br />
Grenade Dischargers: System 902A 81mm smoke dischargers<br><br />
Ammunition Stowage: 12 ready (individual grenades, 3 in each salvo)/12 stowed<br><br />
Default Ammunition: 12/12 3D17 Smoke<br><br />
<br />
<br />
Armor Protection:<br><br />
Front Turret Armor: N/A<br><br />
Cab Armor: N/A<br><br />
<br />
<br />
Combat Mass: 22 tonnes<br><br />
Length: 12.8m<br><br />
Width: 3.0m<br><br />
Height: 3.79m<br><br />
Engine Power: 500hp YaMZ-846 diesel<br><br />
Top Speed: 70kph (on-road)<br />
<br />
== General ==<br />
Entering service with the Soviet Army in late 1975 the BM-27 Uragan (Rus: 9P140 "Hurricane") is a 220mm multiple launch rocket system based off of the [https://en.wikipedia.org/wiki/ZIL-135 ZIL-135] 8×8 chassis. The modeled version is the BM-27 Uragan-1M, a 2007 upgrade featuring the Belarusian 8x8 [http://www.military-today.com/trucks/mzkt_7930.htm MZKT-7930] special wheeled chassis and the ability to fire the same 300mm rockets used by the [https://en.wikipedia.org/wiki/BM-30_Smerch BM-30 Smerch]. As implemented the vehicle is armed with two 15 round pods carrying either 220mm 9M27F HE-F or 9M27K1 ICM rockets. Introduced with ''Steel Beasts Pro PE'' version 4.357 the BM-27 Uragan-1M is fully functional as an indirect-fire artillery piece capable of firing '''player only''' directed HE and ICM missions.<br />
<br />
==Thermal Signature==<br />
<br />
[[Image:BM-27_TIS_front-right.jpg|300px|B BM-27 Uragan-1M TIS image, front-right]]<br />
[[Image:BM-27_TIS_rear-left.jpg|300px| BM-27 Uragan-1M TIS image, rear-left]]<br><br />
<br />
[[Category: Artillery]]<br />
[[Category: Technical Data]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=BTR_K-17_Bumerang&diff=18650BTR K-17 Bumerang2022-09-14T10:44:18Z<p>MAJFubar-1882: /* General */</p>
<hr />
<div>[[Image:K-17.jpg|thumb|500px|right|The BTR K-17 Bumerang in ''Steel Beasts Professional'']]BTR K-17 Bumerang: Infantry Fighting Vehicle<br />
<br />
<br />
== Statistics ==<br />
<br />
Main Gun: 2A72 30mm Autocannon<br><br />
Ammunition Stowage: 500 ready/0 stowed<br><br />
Default Ammunition: 160/0 3UBR8 APBC-T (KE), 340/0 OT HEI-T SD (HE)<br><br />
<br />
<br />
ATGM: AT-14 'Spriggan' (Kornet-EM)<br><br />
Ammunition Stowage: 4 ready/0 stowed<br><br />
Default Ammunition: 4/0 AT-14 Kornet-EM<br><br />
<br />
<br />
Coaxial Machine Gun: PKT<br><br />
Ammunition Stowage: 2000 ready/0 stowed 7.62mm AP (RU)<br><br />
Default Ammunition: 2000/0 7.62mm AP (RU)<br><br />
<br />
<br />
Grenade Dischargers: 24x81mm 902V "Tucha"<br><br />
Ammunition Stowage: 24 ready (individual grenades, 12 in each left/right salvo)/0 stowed<br><br />
Default Ammunition: 12/0x2 3D17 Smoke<br><br />
<br />
<br />
Armor Protection:<br><br />
Frontal Turret Armor: Light, Steel (?). Protected against shell splinter and light auto-cannon.<br><br />
Frontal Hull Armor: Moderate, Composite. Protected vs 12.7mm/14.5mm AP. Blast resistant design features. <br><br />
<br />
<br />
Combat Mass: 34 tonnes<br><br />
Length: 8.80m<br><br />
Width: 3.19m<br><br />
Height: 3.18m<br><br />
Engine Power: 810hp UTD-32TR turbocharged diesel<br><br />
Top Speed: 110kph<br><br />
<br />
== General ==<br />
The BTR K-17 Bumerang (Ru: VPK-7829 “Boomerang”) is an 8x8 wheeled armored multipurpose vehicle designed by the Military Industrial Company (MIC) for the Russian military. Developed near the end of 2011, the Bumerang is a radical departure from earlier Russo/Soviet wheeled APC designs being similar in capability, layout, and weight to western contemporaries such as the Patria [[AMV XA-360]] and Mowag [[Piranha V]]. The hull features composite construction with all-round protection versus 14.5mm AP and an omission of infantry firing ports to maintain armor integrity. Particular focus on hull shaping and isolation of the crew from the hull provides much higher survivability against IEDs and other mines compared to previous Russian APCs. Egress for the carried infantry squad is via a hydraulically powered ramp at the rear.<br />
<br />
For armament the K-17 shares the same [https://en.wikipedia.org/wiki/Bumerang-BM Epoch] remotely controlled turret found on the [[Kurganets-25 APC/IFV|B-11 Kurganets-25]] and [[BMP T-15 Armata]] armed with a 30mm 2A72 autocannon, a coaxial 7.62mm PKMT machine-gun, and four extended range AT-14 Kornet-EM ATGMs mounted two each on either side of the turret. <br />
<br />
Designation of the fire control system is unknown but involves an integrated primary sight and IR backup sight equivalent to those of the [[T-90S|T-90MS]] along with a third-generation thermal sight, laser rangefinder, and a full meteorological suite to increase first round hit probability. The commander is provided with a panoramic version of the same sighting complex for hunter-killer capability.<br />
<br />
Motive power is provided by a front mounted 810hp UTD-32TR turbocharged diesel mated to a six-speed automatic transmission. Suspension is of the hydro-pneumatic type and includes a central tire inflation system. As with most Russian combat vehicles the Bumerang is amphibious with minimal preparation. <br />
<br />
The infantry compliment for the Bumerang is 8 [[Infantry Units#Mechanized Infantry|dismounts]], equipped with RPG-7R anti-armor weapons, a PKM MG, and 5.45mm rifles.<br />
<br />
Ultimately as a “armored multipurpose vehicle” the Bumerang platform will fulfill a number of roles including: ambulance, APC, ATGM carrier, C<sup>3</sup>I vehicle, reconnaissance vehicle, and mortar carrier. Intended to enter service in 2015, after several delays a 2020 testing regime resulted in changes in the hull design to increase buoyancy and troop compartment comfort. Currently (2022) MIC is contracted to produce 2000 Bumerang with deliveries beginning in 2023, but in light of Russia's economic situation and operations in Ukraine it is unknown whether this order will go forward. If completed, priority for fielding will be Russian [https://en.wikipedia.org/wiki/Russian_Naval_Infantry Naval Infantry] Brigades followed by tier-1 Motor-Rifle Brigades.<br />
<br />
==Thermal Signature==<br />
<br />
[[Image:K-17_TIS_front-right.jpg|300px|GTK Boxer/APC TIS image, front-right]]<br />
[[Image:K-17_TIS_rear-left.jpg|300px|GTK Boxer/APC TIS image, rear-left]]<br><br />
<br />
[[Category: PC]]<br />
[[Category: Prototypes]]<br />
[[Category: Technical Data]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=BTR_K-17_Bumerang&diff=18607BTR K-17 Bumerang2022-09-13T23:17:30Z<p>MAJFubar-1882: Created page with "The BTR K-17 Bumerang in ''Steel Beasts Professional''BTR K-17 Bumerang: Infantry Fighting Vehicle == Statistics == Main Gun: 2A72 30mm Autocannon<br> Ammunition Stowage: 500 ready/0 stowed<br> Default Ammunition: 160/0 3UBR8 APBC-T (KE), 340/0 OT HEI-T SD (HE)<br> ATGM: AT-14 'Spriggan' (Kornet-EM)<br> Ammunition Stowage: 4 ready/0 stowed<br> Default Ammunition: 4/0 AT-14 Kornet-EM<br> Coaxial Machine Gun: PKT<br> Ammunition S..."</p>
<hr />
<div>[[Image:K-17.jpg|thumb|500px|right|The BTR K-17 Bumerang in ''Steel Beasts Professional'']]BTR K-17 Bumerang: Infantry Fighting Vehicle<br />
<br />
<br />
== Statistics ==<br />
<br />
Main Gun: 2A72 30mm Autocannon<br><br />
Ammunition Stowage: 500 ready/0 stowed<br><br />
Default Ammunition: 160/0 3UBR8 APBC-T (KE), 340/0 OT HEI-T SD (HE)<br><br />
<br />
<br />
ATGM: AT-14 'Spriggan' (Kornet-EM)<br><br />
Ammunition Stowage: 4 ready/0 stowed<br><br />
Default Ammunition: 4/0 AT-14 Kornet-EM<br><br />
<br />
<br />
Coaxial Machine Gun: PKT<br><br />
Ammunition Stowage: 2000 ready/0 stowed 7.62mm AP (RU)<br><br />
Default Ammunition: 2000/0 7.62mm AP (RU)<br><br />
<br />
<br />
Grenade Dischargers: 24x81mm 902V "Tucha"<br><br />
Ammunition Stowage: 24 ready (individual grenades, 12 in each left/right salvo)/0 stowed<br><br />
Default Ammunition: 12/0x2 3D17 Smoke<br><br />
<br />
<br />
Armor Protection:<br><br />
Frontal Turret Armor: Light, Steel (?). Protected against shell splinter and light auto-cannon.<br><br />
Frontal Hull Armor: Moderate, Composite. Protected vs 12.7mm/14.5mm AP. Blast resistant design features. <br><br />
<br />
<br />
Combat Mass: 34 tonnes<br><br />
Length: 8.80m<br><br />
Width: 3.19m<br><br />
Height: 3.18m<br><br />
Engine Power: 810hp UTD-32TR turbocharged diesel<br><br />
Top Speed: 110kph<br><br />
<br />
== General ==<br />
The BTR K-17 Bumerang (Ru: VPK-7829 “Boomerang”) is an 8x8 wheeled armored multipurpose vehicle designed by the Military Industrial Company (MIC) for the Russian military. Developed near the end of 2011, the Bumerang is a radical departure from earlier Russo/Soviet wheeled APC designs being similar in capability, layout, and weight to western contemporaries such as the Patria [[AMV XA-360]] and Mowag [[Piranha V]]. The hull features composite construction with all-round protection versus 14.5mm AP and an omission of infantry firing ports to maintain armor integrity. Particular focus on hull shaping and isolation of the crew from the hull provides much higher survivability against IEDs and other mines compared to previous Russian APCs. Egress for the carried infantry squad is via a hydraulically powered ramp at the rear.<br />
<br />
For armament the K-17 shares the same [https://en.wikipedia.org/wiki/Bumerang-BM Epoch] remotely controlled turret found on the [[Kurganets-25 APC/IFV|B-11 Kurganets-25]] and [[BMP T-15 Armata]] armed with a 30mm 2A72 autocannon, a coaxial 7.62mm PKMT machine-gun, and four extended range AT-14 Kornet-EM ATGMs mounted two each on either side of the turret. <br />
<br />
Designation of the fire control system is unknown but involves an integrated primary sight and IR backup sight equivalent to those of the [[T-90S|T-90MS]] along with a third-generation thermal sight, laser rangefinder, and a full meteorological suite to increase first round hit probability. The commander is provided with a panoramic version of the same sighting complex for hunter-killer capability.<br />
<br />
Motive power is provided b a front mounted 810hp UTD-32TR turbocharged diesel mated to a six-speed automatic transmission. Suspension is of the hydro-penumatic type and includes a central tire inflation system. As with most Russian combat vehicles the Bumerang is amphibious with minimal preparation. <br />
<br />
The infantry compliment for the Bumerang is 8 [[Infantry Units#Mechanized Infantry|dismounts]], equipped with RPG-7R anti-armor weapons, a PKM MG, and 5.45mm rifles.<br />
<br />
Ultimately as a “armored multipurpose vehicle” the Bumerang platform will fulfill a number of roles including: ambulance, APC, ATGM carrier, C<sup>3</sup>I vehicle, reconnaissance vehicle, and mortar carrier. Intended to enter service in 2015, after several delays a 2020 testing regime resulted in changes in the hull design to increase buoyancy and troop compartment comfort. Currently (2022) MIC is contracted to produce 2000 Bumerang with deliveries beginning in 2023, but in light of Russia's economic situation and operations in Ukraine it is unknown whether this order will go forward. If completed, priority for fielding will be Russian [https://en.wikipedia.org/wiki/Russian_Naval_Infantry Naval Infantry] Brigades followed by tier-1 Motor-Rifle Brigades.<br />
<br />
==Thermal Signature==<br />
<br />
[[Image:K-17_TIS_front-right.jpg|300px|GTK Boxer/APC TIS image, front-right]]<br />
[[Image:K-17_TIS_rear-left.jpg|300px|GTK Boxer/APC TIS image, rear-left]]<br><br />
<br />
[[Category: PC]]<br />
[[Category: Prototypes]]<br />
[[Category: Technical Data]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=File:K-17_TIS_rear-left.jpg&diff=18606File:K-17 TIS rear-left.jpg2022-09-13T23:13:17Z<p>MAJFubar-1882: </p>
<hr />
<div></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=File:K-17_TIS_front-right.jpg&diff=18605File:K-17 TIS front-right.jpg2022-09-13T23:13:01Z<p>MAJFubar-1882: </p>
<hr />
<div></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=File:K-17.jpg&diff=18604File:K-17.jpg2022-09-13T23:12:40Z<p>MAJFubar-1882: </p>
<hr />
<div></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=BTR-82&diff=18603BTR-822022-09-13T23:01:40Z<p>MAJFubar-1882: /* TKN-AI Commander's Periscope */</p>
<hr />
<div>[[image:BTR82A.jpg|thumb|500px|right|The BTR-82A in ''Steel Beasts Professional'']]BTR-82/82A: Armored Personnel Carrier<br />
<br />
<br />
== Statistics ==<br />
<br />
Main Gun (BTR-82): 14.5mm KPVT<br><br />
Ammunition Stowage: 500 ready/0 stowed<br><br />
Default Ammunition: 500/0 14.5mm B-32 AP<br><br />
<br />
<br />
Main Gun (BTR-82A): 2A72 30mm Autocannon<br><br />
Ammunition Stowage: 300 ready/0 stowed<br><br />
Default Ammunition “A”: 120 3BUR6 APBC-T, 180 OT HEI-T SD<br><br />
<br />
<br />
Coaxial MG: 7.62mm PKT (BTR-82)<br><br />
Ammunition Stowage: 250 ready/1750 stowed<br><br />
Default Ammunition: 250/1750 7.62x54mm<br><br />
<br />
<br />
Coaxial MG: 7.62mm PKT (BTR-82A)<br><br />
Ammunition Stowage: 2000 ready/0 stowed<br><br />
Default Ammunition: 2000/0 7.62x54mm<br><br />
<br />
<br />
Grenade Launcher: 6x81mm 902V "Tucha"<br><br />
Ammunition Stowage: 6 ready/6 stowed<br><br />
Default Ammunition: 6/6 3D17 Smoke<br><br />
<br />
<br />
Armor Protection:<br><br />
Frontal Turret Armor: Thin, Steel(?). Protected vs LMG and shell splinter<br><br />
Frontal Hull Armor: Thin, Composite. Protected vs HMG<br><br />
Equipped with [[Spall_Liner|spall liners]]<br />
<br />
<br />
Combat Mass: 15.4 tonnes<br><br />
Length: 7.65m<br><br />
Width: 2.90m<br><br />
Height: 2.80m<br><br />
Engine Power: 300hp KamAZ-740.14-300 eight-cylinder turbo diesel<br><br />
Top Speed: 90 kph<br><br />
<br />
== General == <br />
Manufactured by Russia's Military Industrial Company (MIC), the BTR-82 is an upgraded version of the [[BTR-80A]] first unveiled in 2009. Currently ''Steel Beasts Professional'' models three versions of the BTR-82: the 14.5mm KPVT heavy machine gun armed BTR-82, the BTR-82A armed with an upgraded 30mm 2A72 autocannon over the 2A42 found on the BTR-80A, and the BTR-82AT which is the BTR82A with the addition of a thermal imaging unit. All versions feature a new fully stabilized version of the one-man BPPU turret, a coaxial 7.62mm PKT medium machine gun, TKN-4GA-02 day/night sight for the Gunner, and a separate TKN-AI surveillance camera with laser range finder replacing the Commander's TNK-3 (partially modeled). Additional improvements to the vehicle's engine (300hp KAMAZ 740.14-300), suspension, mine protection, and crew seating, along with the addition of air-conditioning, a new fire extinguishing system, spall lining, and "Trona-1” topographic orientation system (not modeled), increase the capabilities and survivability of the BTR-82 family. Both the BTR-82 and BTR-82A are crew-able at the the Commander's ('''F7'''), Gunner's ('''F6'''), and Driver's ('''F9''') positions [see below], but only partially modeled with basic interior views. The BTR-82AT is available as a computer controlled unit only.<br />
<br />
Although the addition of the 30mm cannon and improved sighting systems increases both the variety of potential targets these vehicles can tackle and the range at which in they can engage those targets, both the gun and armor upgrades are only modest improvements over the originals, leaving both the BTR-82 and BTR-82A firmly in the APC category. Keeping with this continuation of its primary role both versions of the BTR-82 equip the majority of battalions in a Motor Rifle Brigade, with the balance being equipped with the much more expensive [[BMP-3]] or BMP-2U tracked IFVs. Note that with its new engine the BTR-82 family is roughly as capable as the [[T-90S|T-90]], and retain the BTR-80's amphibious qualities. <br />
<br />
The [[Infantry Units#Mechanized Infantry|dismount section]] for both the BTR-82 and BTR-82A is 6 men, carrying 3 RPG-26 anti-armor weapons, a PKM, and 5.45mm rifles.<br />
<br />
In production since late-2011, manufacture of the BTR-82 family is still modest compared to its base design with about 2000+ vehicles in current service split between Azerbaijan (30+), Belarus (unknown number), Kazakhstan (100), Russian Naval Infantry units (20+), and Russian line Brigades. Military Industrial Company is under contract with the Russian military to convert BTR-80s to BTR-82A standards (BTR-82AM) as a stopgap design until production of the [[BTR K-17 Bumerang]] is sufficient to begin general replacement, therefore in-service numbers will continue to increase significantly from those above. <br />
<br />
==Thermal Signature==<br />
<br />
[[Image:BTR-82_TIS_front-right.jpg|300px|BTR-82 TIS image, front-right]]<br />
[[Image:BTR-82_TIS_rear-left.jpg|300px|BTR-82 TIS image, rear-left]]<br><br />
[[Image:BTR-82A_TIS_front-right.jpg|300px|BTR-82A TIS image, front-right]]<br />
[[Image:BTR-82A_TIS_rear-left.jpg|300px|BTR-82A TIS image, rear-left]]<br><br />
<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
==Crew Positions==<br />
<br />
===Tank Commander's Position ''F7''===<br />
In ''Steel Beasts Professional'' the tank commander's (TC) position on the BTR-82 and BTR-82A is fully crew-able, but only partially modeled with basic interior views. The TC's position is accessed by pressing '''F7'''.<br><br />
<br />
From this position the user can raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down). The TC can also button or unbutton (close and open the TC's hatch) by pressing the '''B''' key (toggle). While unbuttoned, the TC may also wish to use binoculars to get a closer view on a distant area by pressing the '''N''' key (toggle). Pressing the '''Shift-B''' key combination will close the ballistic doors in front of the windshield, in that case the vision blocks have to be used!<br><br />
<br />
Note that with the hatch open the gunner cannot slew the gun, so it is advisable for the TC to use the vision blocks instead!<br />
<br />
====TKN-AI Commander's Periscope====<br />
The TKN-AI commander's “camera” is used for target acquisition, range estimation, and directing the gunner onto a target. The periscope has a fixed 6x magnification along with night vision capability (IR) and covers the vehicle's frontal 90° arc.<br><br />
<br />
The TC can access the TKN-AI periscope by pressing '''F3'''.<br><br />
<br />
Once the user is at the TKN-AI periscope view, the user can traverse and elevate the periscope using either the mouse or joystick.<br><br />
<br />
The sight on the TKN-AI is a simple reticle with lead and elevation lines similar in shape and function to the standard Russian binocular reticle. The graticule features a 5 mil center cross with vertical and horizontal marks every 5 mils without numbering. Although typically equipped with a laser rangefinder, as modeled the TNK-AI lacks this feature, therefore the commander must manually range targets using some form of [Range Estimation|range estimation] technique.<br><br />
<br />
The TKN-AI's night vision can be turned on by pressing the '''+''' key on the num pad, however, this cannot be activated during daylight. The sight is of fairly good quality, superior to that found on earlier sights such as the TNK-3, but still inferior to the Gunner's TKN-4GA-02 IR sight due to its smaller size and resolution. Note that the IR sight's reticle will always be illuminated in red.<br />
<br />
<center><gallery widths=280px heights=200px><br />
Image:TKN-AI_sight1.jpg|TC's TKN-AI periscope, day reticle<br />
Image:TKN-AI_sight3.jpg|TC's TKN-AI periscope, IR view<br />
</gallery></center><br />
<br />
====TC's vision block view====<br />
On some occasions the TC may need to look around the vehicle without having to expose himself to hostile fire. The vision block view allows the TC to remain safely inside the vehicle and quickly scan around for close threats. It is most useful when enemy infantry are in the immediate area, although the TKN-AI periscope is probably more useful for this purpose. The BTR-82 commander has four TNP-B vision blocks, which cover the vehicle's front and right side, and may be accessed by pressing '''F4'''.<br><br />
<br />
Once in the vision block view, the mouse or joystick can be used to quickly and seamlessly pan the TC's view from vision block to vision block, allowing him to scan around the vehicle. While the vision block view completely protects the TC from hostile fire, it does have an extremely limited field of view and offers no magnification.<br><br />
<br />
====Key listing for BTR-82 TC's position====<br />
<br />
----<br />
<br />
General Commands:<br><br><br />
<br />
'''SHIFT + TAB''': Smoke Generator. Instructs the driver to deploy a smoke screen by injecting diesel fuel into the exhaust manifold. Useful for breaking up enemy LRFs or obscuring following vehicles and infantry against a non thermal sight equipped threat.<br><br />
<br />
'''Q''': Raise position in hatch. Moves the TC's view and exposure level up in the hatch.<br><br />
<br />
'''Z''': Lower position in hatch. Moves the TC's view and exposure level down in the hatch.<br><br />
<br />
'''B''': Button and unbutton the hatch (toggle). This is used to close and open the hatch.<br />
<br />
'''LEFT ARROW''' / '''RIGHT ARROW''': Face left / face right. When in the TC's eye view '''F1''', pressing these keys will cause the TC to face to the left or right of the main gun (turret).<br><br />
<br />
'''UP ARROW''' / '''DOWN ARROW''': When in the TC's eye view '''F1''', pressing these keys will cause the TC to face in the direction of or to the rear of the gun (turret).<br><br />
<br />
----<br />
<br />
Driver related commands:<br><br><br />
<br />
'''SHIFT''' + '''BACKSPACE''': Shut down / start up engine (toggle). Orders the driver to shut off or start up the engine. If the TC is a platoon leader then it orders the platoon to execute a "short count" and simultaneously shut down or start up their engines.<br><br />
<br />
'''W''': Driver, move out. Instructs the driver to move forward (press again for increased speed.<br><br />
<br />
'''S''': Driver, stop. Instructs the driver to stop.<br><br />
<br />
'''X''': Driver, backup. Instructs the driver to reverse.<br><br />
<br />
'''A''': Driver, go left. Instructs the driver to go left (hold the key).<br><br />
<br />
'''D''': Driver, go right. Instructs the driver to go right (hold the key).<br><br />
<br />
----<br />
<br />
Gunner related commands:<br><br><br />
<br />
'''SPACE BAR''': Fire. Orders the gunner to fire at a target he is looking at.<br><br />
<br />
'''H''': Hold fire. Orders the gunner to hold fire. If the TC is a platoon leader then it will also order the platoon to hold fire.<br><br />
<br />
'''F''': Fire at will. Orders the gunner to fire at will. If the TC is a platoon leader then it will also order the platoon to fire at will.<br><br />
<br />
'''E''': Engage. Orders the gunner to engage, and instructs the driver to take up a battle position. If the TC is a platoon leader then it orders the platoon to engage and take up a battle position in the direction of the user's view.<br><br />
<br />
'''M''': Coax / Main gun (toggle). Orders the gunner to toggle between the main gun and coax to engage targets.<br><br />
<br />
'''SHIFT''' + '''LEFT ARROW''': Gunner, scan left. Orders the gunner to put move the turret approximately 45 degrees to the left and scan for targets.<br><br />
<br />
'''SHIFT''' + '''RIGHT ARROW''': Gunner, scan right. Orders the gunner to put move the turret approximately 45 degrees to the right and scan for targets.<br><br />
<br />
'''SHIFT''' + '''UP ARROW''': Gunner, scan front. Orders the gunner to put the gun over the front and scan for targets.<br><br />
<br />
'''SHIFT''' + '''PAGE DOWN''': Reload all. Orders the tank crew to reload all weapons systems.<br><br />
<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
===Gunner's Position ''F6''===<br />
In ''Steel Beasts Professional'' the gunner's position of the BTR-82 and BTR-82A is crew-able, but only partially modeled with no interior views. The gunner's position is accessed by pressing '''F6'''.<br />
<br />
====Gunner's Primary Sight (GPS)====<br />
The primary sight for the gunner on both the BTR-82 and BTR-82A is the TKN-4GA-02 day/night sight. The sight provides a fixed 6x daylight and IR channel along with an anti-aircraft sight and is similar in function to that of the [[BMP-2]].<br><br />
<br />
=====Turret Controls=====<br />
Unlike its BTR-80A predecessor, the elevation and traverse controls for the BPPU turret are powered with movement provided by either Joystick or Mouse.<br><br />
<br />
=====Sight Symbology=====<br />
In the GPS sight you will see a set of lines, numbers, and symbols: these are referred to as the gun sight symbology.<br><br />
<br />
=====Daylight Sight=====<br />
The TKN-4GA-02 day channel features a fixed 6x sight view that may be illuminated in red with the '''R''' key. The reticle consists of a large caret symbol which is flanked on either side by four vertical lines. The upper tip of the large center caret symbol is the aiming point firing at stationary targets. The upper tip of the vertical lines to the left and right of the center caret is the aiming point for moving targets. The height of the caret is 3 mils as are the vertical lead lines, with a 4 mil gap between them. To the left and right of the reticle are four ballistic range columns, two on the left and two on the right each conforming to a particular ammunition type, and two stationary horizontal indicator wires, one on each side. The columns are labeled in Cyrillic from left to right: P (APDS), O (HE), PKMT (coax), and KPVT (14.5mm HMG)<br> <br />
<br />
<center><gallery widths=280px heights=200px><br />
Image:BTR82_Daylight1.jpg|TKN-4GA-02 day reticle<br />
Image:BTR82_Daylight2.jpg| TKN-4GA-02 day reticle illuminated<br />
</gallery></center><br />
<br />
Like that of the BMP-2 and [[T-55A|T-55]] the reticle is adjustable for range. Pressing '''SHIFT''' + '''UP''' will increase the range by moving the reticle and range columns down the sight and '''SHIFT''' + '''DOWN''' will decrease range. Alternatively the mouse wheel can be used to adjust range, and holding '''SHIFT''' while doing so will increase the speed of the range adjustment.<br><br />
<br />
When the range scale is set to zero a pair of conjoined ascending stadia type rangefinders will be below the right two range columns and to the right of the central aiming caret.<br><br />
<br />
[[Image:BTR82_Stadia.jpg|thumb|300px|center|Stadia rangefinders]]<br />
<br />
Note, as seen in the image above the stadia range scales are fixed with the horizontal indicator wires, so as the sight moves in elevation they interfere with the right side of the sight picture.<br><br />
<br />
=====IR Sight=====<br />
The TKN-4GA-02s passive IR sight shares the same 6x ocular and is activated by pressing '''+''' on the num The sight is of very good quality, capable of detecting targets at 2000m, differentiating targets at 1500m, and positively identifying at 1000m under starlight conditions. To prevent it from being overloaded and burnt out the sight cannot be used in daylight (the sight will appear black if accessed during the day).<br><br />
<br />
[[Image:BTR-82_nightsight.jpg|thumb|300px|center| TKN-4GA-02 passive IR sight view, M2A2 Bradley at 1000m under starlight conditions]]<br><br />
<br />
=====Anti-Aircraft Sight=====<br />
Pressing '''F3''' switches to the TKN-4GA-02's anti-aircraft sight. The sight is a basic ring in ring design with an inner ring for targets moving at 50 meter per second (m/s) and markings at the top of each outer ring for targets moving at 150 and 250 m/s respectively.<br />
<br />
[[Image:BTR82_AAsight.jpg|thumb|300px|center|6x Anti-aircraft channel]]<br />
<br />
======Ranging======<br />
Similar to the M1 tank's GAS sight, the TKN-4GA-02 stadia rangefinders feature a central solid horizontal line and a series of ascending/decending (left to right) dashed lines. The top (ascending) is scaled for 2.5m tall targets while the bottom (descending) is for 2m targets. The numbers along the top and bottom of the scales represent the range in hundreds of meters. To estimate range to a 2.5m tall target (e.g. M2A2 Bradley) target, place the range scale so that the center horizontal line is where the bottom of the tracks of the vehicle is, and the top part of the scale is at the top of the vehicle hull or turret. When the target fully fits between the two, then the range is estimated at the value above the appropriate hash mark.<br><br />
<br />
[[Image:BTR82_Ranging.jpg|thumb|300px|center|Ranging an enemy IFV at 1000m]]<br />
<br />
=====Engaging Targets=====<br />
Engaging targets with the TKN-4GA-02 sight is fairly straight forward. Once a target's range has been determined (using either the stadia rangefinders described above or using a range provided by the TC) align the target with the central sight caret and elevate the sight to the appropriate range line for the weapon being fired. Pressing '''SPACEBAR''' or '''Joystick Button 1''' fires the selected gun with '''M''' toggling between the KPVT/30mm and coax. An important note, although stabilized the TKN-4GA-02 sight does not correct for cant, ballistic drift, or parallax therefore if the vehicle is not on level ground the actual point of impact will shift considerably from the point of aim requiring burst on target (BOT) gunnery techniques.<br><br />
<br />
======Lead======<br />
[[Image:BTR-82_Lead_Induced.jpg|thumb|300px|right|Daylight view, some lead applied on a moving target]]Both the BTR-82 and BTR-82A lack an fire control system and therefore do NOT induce lead. Lead is the term used to refer to putting a gun in front of a target which is moving perpendicular to your vantage point. When you lead a target, you essentially need to fire in front of target at the point in which the round and target will meet. Since the TKN-4GA-02 sight do not calculate lead, then the gunner must estimate and apply lead himself, and he does this with the use of the vertical lines to the left and right of the central aiming point, and with a bit of skill.<br><br />
<br />
===Driver's Position ''F9''===<br />
In ''Steel Beasts Professional'' the driver's position on the BTR-82 and BTR-82A is crew-able, but only partially modeled with a rudimentary interior views and no functional controls. Sitting to the left of the TC, the driver's position is accessed by pressing '''F9'''. Once in the driver's position, you can drive the vehicle by using the joystick or '''W''' '''A''' '''S''' '''D''' '''X''' keys.<br><br />
<br />
====Driver's vision blocks====<br />
When buttoned up, the driver views the world through 4 TNP-B vision blocks set in the roof of his compartment and a windshield to his direct front. Pressing the '''Shift-B''' key combination will open and close the ballistic doors in front of the windshield.<br><br />
<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
[[Category: PC]]<br />
[[Category: Prototypes]]<br />
[[Category: Tutorials]]<br />
[[Category: Vehicle Manual]]<br />
[[Category: Technical Data]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=BTR-82&diff=18602BTR-822022-09-13T23:00:36Z<p>MAJFubar-1882: /* TKN-AI Commander's Periscope */</p>
<hr />
<div>[[image:BTR82A.jpg|thumb|500px|right|The BTR-82A in ''Steel Beasts Professional'']]BTR-82/82A: Armored Personnel Carrier<br />
<br />
<br />
== Statistics ==<br />
<br />
Main Gun (BTR-82): 14.5mm KPVT<br><br />
Ammunition Stowage: 500 ready/0 stowed<br><br />
Default Ammunition: 500/0 14.5mm B-32 AP<br><br />
<br />
<br />
Main Gun (BTR-82A): 2A72 30mm Autocannon<br><br />
Ammunition Stowage: 300 ready/0 stowed<br><br />
Default Ammunition “A”: 120 3BUR6 APBC-T, 180 OT HEI-T SD<br><br />
<br />
<br />
Coaxial MG: 7.62mm PKT (BTR-82)<br><br />
Ammunition Stowage: 250 ready/1750 stowed<br><br />
Default Ammunition: 250/1750 7.62x54mm<br><br />
<br />
<br />
Coaxial MG: 7.62mm PKT (BTR-82A)<br><br />
Ammunition Stowage: 2000 ready/0 stowed<br><br />
Default Ammunition: 2000/0 7.62x54mm<br><br />
<br />
<br />
Grenade Launcher: 6x81mm 902V "Tucha"<br><br />
Ammunition Stowage: 6 ready/6 stowed<br><br />
Default Ammunition: 6/6 3D17 Smoke<br><br />
<br />
<br />
Armor Protection:<br><br />
Frontal Turret Armor: Thin, Steel(?). Protected vs LMG and shell splinter<br><br />
Frontal Hull Armor: Thin, Composite. Protected vs HMG<br><br />
Equipped with [[Spall_Liner|spall liners]]<br />
<br />
<br />
Combat Mass: 15.4 tonnes<br><br />
Length: 7.65m<br><br />
Width: 2.90m<br><br />
Height: 2.80m<br><br />
Engine Power: 300hp KamAZ-740.14-300 eight-cylinder turbo diesel<br><br />
Top Speed: 90 kph<br><br />
<br />
== General == <br />
Manufactured by Russia's Military Industrial Company (MIC), the BTR-82 is an upgraded version of the [[BTR-80A]] first unveiled in 2009. Currently ''Steel Beasts Professional'' models three versions of the BTR-82: the 14.5mm KPVT heavy machine gun armed BTR-82, the BTR-82A armed with an upgraded 30mm 2A72 autocannon over the 2A42 found on the BTR-80A, and the BTR-82AT which is the BTR82A with the addition of a thermal imaging unit. All versions feature a new fully stabilized version of the one-man BPPU turret, a coaxial 7.62mm PKT medium machine gun, TKN-4GA-02 day/night sight for the Gunner, and a separate TKN-AI surveillance camera with laser range finder replacing the Commander's TNK-3 (partially modeled). Additional improvements to the vehicle's engine (300hp KAMAZ 740.14-300), suspension, mine protection, and crew seating, along with the addition of air-conditioning, a new fire extinguishing system, spall lining, and "Trona-1” topographic orientation system (not modeled), increase the capabilities and survivability of the BTR-82 family. Both the BTR-82 and BTR-82A are crew-able at the the Commander's ('''F7'''), Gunner's ('''F6'''), and Driver's ('''F9''') positions [see below], but only partially modeled with basic interior views. The BTR-82AT is available as a computer controlled unit only.<br />
<br />
Although the addition of the 30mm cannon and improved sighting systems increases both the variety of potential targets these vehicles can tackle and the range at which in they can engage those targets, both the gun and armor upgrades are only modest improvements over the originals, leaving both the BTR-82 and BTR-82A firmly in the APC category. Keeping with this continuation of its primary role both versions of the BTR-82 equip the majority of battalions in a Motor Rifle Brigade, with the balance being equipped with the much more expensive [[BMP-3]] or BMP-2U tracked IFVs. Note that with its new engine the BTR-82 family is roughly as capable as the [[T-90S|T-90]], and retain the BTR-80's amphibious qualities. <br />
<br />
The [[Infantry Units#Mechanized Infantry|dismount section]] for both the BTR-82 and BTR-82A is 6 men, carrying 3 RPG-26 anti-armor weapons, a PKM, and 5.45mm rifles.<br />
<br />
In production since late-2011, manufacture of the BTR-82 family is still modest compared to its base design with about 2000+ vehicles in current service split between Azerbaijan (30+), Belarus (unknown number), Kazakhstan (100), Russian Naval Infantry units (20+), and Russian line Brigades. Military Industrial Company is under contract with the Russian military to convert BTR-80s to BTR-82A standards (BTR-82AM) as a stopgap design until production of the [[BTR K-17 Bumerang]] is sufficient to begin general replacement, therefore in-service numbers will continue to increase significantly from those above. <br />
<br />
==Thermal Signature==<br />
<br />
[[Image:BTR-82_TIS_front-right.jpg|300px|BTR-82 TIS image, front-right]]<br />
[[Image:BTR-82_TIS_rear-left.jpg|300px|BTR-82 TIS image, rear-left]]<br><br />
[[Image:BTR-82A_TIS_front-right.jpg|300px|BTR-82A TIS image, front-right]]<br />
[[Image:BTR-82A_TIS_rear-left.jpg|300px|BTR-82A TIS image, rear-left]]<br><br />
<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
==Crew Positions==<br />
<br />
===Tank Commander's Position ''F7''===<br />
In ''Steel Beasts Professional'' the tank commander's (TC) position on the BTR-82 and BTR-82A is fully crew-able, but only partially modeled with basic interior views. The TC's position is accessed by pressing '''F7'''.<br><br />
<br />
From this position the user can raise and lower their perspective (and exposure level) by holding the '''Q''' key (to go up) and the '''Z''' key (to go down). The TC can also button or unbutton (close and open the TC's hatch) by pressing the '''B''' key (toggle). While unbuttoned, the TC may also wish to use binoculars to get a closer view on a distant area by pressing the '''N''' key (toggle). Pressing the '''Shift-B''' key combination will close the ballistic doors in front of the windshield, in that case the vision blocks have to be used!<br><br />
<br />
Note that with the hatch open the gunner cannot slew the gun, so it is advisable for the TC to use the vision blocks instead!<br />
<br />
====TKN-AI Commander's Periscope====<br />
The TKN-AI commander's “camera” is used for target acquisition, range estimation, and directing the gunner onto a target. The periscope has a fixed 6x magnification along with night vision capability (IR) and covers the vehicle's frontal 90° arc.<br><br />
<br />
The TC can access the TKN-AI periscope by pressing '''F3'''.<br><br />
<br />
Once the user is at the TKN-AI periscope view, the user can traverse and elevate the periscope using either the mouse or joystick.<br><br />
<br />
The sight on the TKN-AI is a simple reticle with lead and elevation lines similar in shape and function to the standard Russian binocular reticle. The graticule features a 5 mil center cross with vertical and horizontal marks every 5 mils without numbering Although typically equipped with a laser rangefinder, as modeled the TNK-AI lacks this feature, therefore the commander must manually range targets using some form of [Range Estimation|range estimation] technique.<br><br />
<br />
The TKN-AI's night vision can be turned on by pressing the '''+''' key on the num pad, however, this cannot be activated during daylight. The sight is of fairly good quality, superior to that found on earlier sights such as the TNK-3, but still inferior to the Gunner's TKN-4GA-02 IR sight due to its smaller size and resolution. Note that the IR sight's reticle will always be illuminated in red.<br />
<br />
<center><gallery widths=280px heights=200px><br />
Image:TKN-AI_sight1.jpg|TC's TKN-AI periscope, day reticle<br />
Image:TKN-AI_sight3.jpg|TC's TKN-AI periscope, IR view<br />
</gallery></center><br />
<br />
====TC's vision block view====<br />
On some occasions the TC may need to look around the vehicle without having to expose himself to hostile fire. The vision block view allows the TC to remain safely inside the vehicle and quickly scan around for close threats. It is most useful when enemy infantry are in the immediate area, although the TKN-AI periscope is probably more useful for this purpose. The BTR-82 commander has four TNP-B vision blocks, which cover the vehicle's front and right side, and may be accessed by pressing '''F4'''.<br><br />
<br />
Once in the vision block view, the mouse or joystick can be used to quickly and seamlessly pan the TC's view from vision block to vision block, allowing him to scan around the vehicle. While the vision block view completely protects the TC from hostile fire, it does have an extremely limited field of view and offers no magnification.<br><br />
<br />
====Key listing for BTR-82 TC's position====<br />
<br />
----<br />
<br />
General Commands:<br><br><br />
<br />
'''SHIFT + TAB''': Smoke Generator. Instructs the driver to deploy a smoke screen by injecting diesel fuel into the exhaust manifold. Useful for breaking up enemy LRFs or obscuring following vehicles and infantry against a non thermal sight equipped threat.<br><br />
<br />
'''Q''': Raise position in hatch. Moves the TC's view and exposure level up in the hatch.<br><br />
<br />
'''Z''': Lower position in hatch. Moves the TC's view and exposure level down in the hatch.<br><br />
<br />
'''B''': Button and unbutton the hatch (toggle). This is used to close and open the hatch.<br />
<br />
'''LEFT ARROW''' / '''RIGHT ARROW''': Face left / face right. When in the TC's eye view '''F1''', pressing these keys will cause the TC to face to the left or right of the main gun (turret).<br><br />
<br />
'''UP ARROW''' / '''DOWN ARROW''': When in the TC's eye view '''F1''', pressing these keys will cause the TC to face in the direction of or to the rear of the gun (turret).<br><br />
<br />
----<br />
<br />
Driver related commands:<br><br><br />
<br />
'''SHIFT''' + '''BACKSPACE''': Shut down / start up engine (toggle). Orders the driver to shut off or start up the engine. If the TC is a platoon leader then it orders the platoon to execute a "short count" and simultaneously shut down or start up their engines.<br><br />
<br />
'''W''': Driver, move out. Instructs the driver to move forward (press again for increased speed.<br><br />
<br />
'''S''': Driver, stop. Instructs the driver to stop.<br><br />
<br />
'''X''': Driver, backup. Instructs the driver to reverse.<br><br />
<br />
'''A''': Driver, go left. Instructs the driver to go left (hold the key).<br><br />
<br />
'''D''': Driver, go right. Instructs the driver to go right (hold the key).<br><br />
<br />
----<br />
<br />
Gunner related commands:<br><br><br />
<br />
'''SPACE BAR''': Fire. Orders the gunner to fire at a target he is looking at.<br><br />
<br />
'''H''': Hold fire. Orders the gunner to hold fire. If the TC is a platoon leader then it will also order the platoon to hold fire.<br><br />
<br />
'''F''': Fire at will. Orders the gunner to fire at will. If the TC is a platoon leader then it will also order the platoon to fire at will.<br><br />
<br />
'''E''': Engage. Orders the gunner to engage, and instructs the driver to take up a battle position. If the TC is a platoon leader then it orders the platoon to engage and take up a battle position in the direction of the user's view.<br><br />
<br />
'''M''': Coax / Main gun (toggle). Orders the gunner to toggle between the main gun and coax to engage targets.<br><br />
<br />
'''SHIFT''' + '''LEFT ARROW''': Gunner, scan left. Orders the gunner to put move the turret approximately 45 degrees to the left and scan for targets.<br><br />
<br />
'''SHIFT''' + '''RIGHT ARROW''': Gunner, scan right. Orders the gunner to put move the turret approximately 45 degrees to the right and scan for targets.<br><br />
<br />
'''SHIFT''' + '''UP ARROW''': Gunner, scan front. Orders the gunner to put the gun over the front and scan for targets.<br><br />
<br />
'''SHIFT''' + '''PAGE DOWN''': Reload all. Orders the tank crew to reload all weapons systems.<br><br />
<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
===Gunner's Position ''F6''===<br />
In ''Steel Beasts Professional'' the gunner's position of the BTR-82 and BTR-82A is crew-able, but only partially modeled with no interior views. The gunner's position is accessed by pressing '''F6'''.<br />
<br />
====Gunner's Primary Sight (GPS)====<br />
The primary sight for the gunner on both the BTR-82 and BTR-82A is the TKN-4GA-02 day/night sight. The sight provides a fixed 6x daylight and IR channel along with an anti-aircraft sight and is similar in function to that of the [[BMP-2]].<br><br />
<br />
=====Turret Controls=====<br />
Unlike its BTR-80A predecessor, the elevation and traverse controls for the BPPU turret are powered with movement provided by either Joystick or Mouse.<br><br />
<br />
=====Sight Symbology=====<br />
In the GPS sight you will see a set of lines, numbers, and symbols: these are referred to as the gun sight symbology.<br><br />
<br />
=====Daylight Sight=====<br />
The TKN-4GA-02 day channel features a fixed 6x sight view that may be illuminated in red with the '''R''' key. The reticle consists of a large caret symbol which is flanked on either side by four vertical lines. The upper tip of the large center caret symbol is the aiming point firing at stationary targets. The upper tip of the vertical lines to the left and right of the center caret is the aiming point for moving targets. The height of the caret is 3 mils as are the vertical lead lines, with a 4 mil gap between them. To the left and right of the reticle are four ballistic range columns, two on the left and two on the right each conforming to a particular ammunition type, and two stationary horizontal indicator wires, one on each side. The columns are labeled in Cyrillic from left to right: P (APDS), O (HE), PKMT (coax), and KPVT (14.5mm HMG)<br> <br />
<br />
<center><gallery widths=280px heights=200px><br />
Image:BTR82_Daylight1.jpg|TKN-4GA-02 day reticle<br />
Image:BTR82_Daylight2.jpg| TKN-4GA-02 day reticle illuminated<br />
</gallery></center><br />
<br />
Like that of the BMP-2 and [[T-55A|T-55]] the reticle is adjustable for range. Pressing '''SHIFT''' + '''UP''' will increase the range by moving the reticle and range columns down the sight and '''SHIFT''' + '''DOWN''' will decrease range. Alternatively the mouse wheel can be used to adjust range, and holding '''SHIFT''' while doing so will increase the speed of the range adjustment.<br><br />
<br />
When the range scale is set to zero a pair of conjoined ascending stadia type rangefinders will be below the right two range columns and to the right of the central aiming caret.<br><br />
<br />
[[Image:BTR82_Stadia.jpg|thumb|300px|center|Stadia rangefinders]]<br />
<br />
Note, as seen in the image above the stadia range scales are fixed with the horizontal indicator wires, so as the sight moves in elevation they interfere with the right side of the sight picture.<br><br />
<br />
=====IR Sight=====<br />
The TKN-4GA-02s passive IR sight shares the same 6x ocular and is activated by pressing '''+''' on the num The sight is of very good quality, capable of detecting targets at 2000m, differentiating targets at 1500m, and positively identifying at 1000m under starlight conditions. To prevent it from being overloaded and burnt out the sight cannot be used in daylight (the sight will appear black if accessed during the day).<br><br />
<br />
[[Image:BTR-82_nightsight.jpg|thumb|300px|center| TKN-4GA-02 passive IR sight view, M2A2 Bradley at 1000m under starlight conditions]]<br><br />
<br />
=====Anti-Aircraft Sight=====<br />
Pressing '''F3''' switches to the TKN-4GA-02's anti-aircraft sight. The sight is a basic ring in ring design with an inner ring for targets moving at 50 meter per second (m/s) and markings at the top of each outer ring for targets moving at 150 and 250 m/s respectively.<br />
<br />
[[Image:BTR82_AAsight.jpg|thumb|300px|center|6x Anti-aircraft channel]]<br />
<br />
======Ranging======<br />
Similar to the M1 tank's GAS sight, the TKN-4GA-02 stadia rangefinders feature a central solid horizontal line and a series of ascending/decending (left to right) dashed lines. The top (ascending) is scaled for 2.5m tall targets while the bottom (descending) is for 2m targets. The numbers along the top and bottom of the scales represent the range in hundreds of meters. To estimate range to a 2.5m tall target (e.g. M2A2 Bradley) target, place the range scale so that the center horizontal line is where the bottom of the tracks of the vehicle is, and the top part of the scale is at the top of the vehicle hull or turret. When the target fully fits between the two, then the range is estimated at the value above the appropriate hash mark.<br><br />
<br />
[[Image:BTR82_Ranging.jpg|thumb|300px|center|Ranging an enemy IFV at 1000m]]<br />
<br />
=====Engaging Targets=====<br />
Engaging targets with the TKN-4GA-02 sight is fairly straight forward. Once a target's range has been determined (using either the stadia rangefinders described above or using a range provided by the TC) align the target with the central sight caret and elevate the sight to the appropriate range line for the weapon being fired. Pressing '''SPACEBAR''' or '''Joystick Button 1''' fires the selected gun with '''M''' toggling between the KPVT/30mm and coax. An important note, although stabilized the TKN-4GA-02 sight does not correct for cant, ballistic drift, or parallax therefore if the vehicle is not on level ground the actual point of impact will shift considerably from the point of aim requiring burst on target (BOT) gunnery techniques.<br><br />
<br />
======Lead======<br />
[[Image:BTR-82_Lead_Induced.jpg|thumb|300px|right|Daylight view, some lead applied on a moving target]]Both the BTR-82 and BTR-82A lack an fire control system and therefore do NOT induce lead. Lead is the term used to refer to putting a gun in front of a target which is moving perpendicular to your vantage point. When you lead a target, you essentially need to fire in front of target at the point in which the round and target will meet. Since the TKN-4GA-02 sight do not calculate lead, then the gunner must estimate and apply lead himself, and he does this with the use of the vertical lines to the left and right of the central aiming point, and with a bit of skill.<br><br />
<br />
===Driver's Position ''F9''===<br />
In ''Steel Beasts Professional'' the driver's position on the BTR-82 and BTR-82A is crew-able, but only partially modeled with a rudimentary interior views and no functional controls. Sitting to the left of the TC, the driver's position is accessed by pressing '''F9'''. Once in the driver's position, you can drive the vehicle by using the joystick or '''W''' '''A''' '''S''' '''D''' '''X''' keys.<br><br />
<br />
====Driver's vision blocks====<br />
When buttoned up, the driver views the world through 4 TNP-B vision blocks set in the roof of his compartment and a windshield to his direct front. Pressing the '''Shift-B''' key combination will open and close the ballistic doors in front of the windshield.<br><br />
<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
[[Category: PC]]<br />
[[Category: Prototypes]]<br />
[[Category: Tutorials]]<br />
[[Category: Vehicle Manual]]<br />
[[Category: Technical Data]]<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Category:Drones&diff=18601Category:Drones2022-09-13T22:52:15Z<p>MAJFubar-1882: /* S-100 Camcopter */</p>
<hr />
<div>This is a consolidated page covering the behavior and operation of all drones. <br />
<br />
=Naming conventions=<br />
Drones are a relatively new addition to NATO STANAG standard, and so are in their infancy, but Steel Beasts has developed a system of letters to identify the drone's type and role, taken from other NATO STANAG identifiers used for aircraft. NATO should adopt a similar standard at some point, and it could be said that Steel Beasts is pioneering this area.<br />
:UAV = Unmanned Aerial Vehicle<br><br />
:UGV = Unmanned Ground Vehicle<br><br />
::...modifier in parenthesis<br><br />
:::(R) = Recon<br><br />
:::(I) = Intercept<br><br />
:::(M) = Munition (the drone is a suicide drone; its body is a munition and the drone will destroy itself)<br><br />
:::(A) = Attack (the drone carries weapons that it fires, but does not destroy itself)<br><br />
::::...mobility type identifier...<br><br />
:::::V = VTOL<br><br />
::::::...special properties identifier separated by a dash...<br><br />
:::::::LR = Long Range (large vehicle type drones)<br><br />
<br><br />
<br />
=Standard Controls=<br />
Non-vehicle drones have a set of standardized controls in the form of on-screen buttons, when you are located in the controlling infantry unit. These may do different things when you left-click the mouse on them, depending on the button's icon.<br />
<br />
[[image:drone_fkeys.png]]<br />
<br />
:F1: The soldier's 1st person eye view.<br><br />
:F2: The soldier's 1st person view, looking in the direction of the deployed drone - the drone controller view. The drone can be flown from this view.<br><br />
:F3: The drone's camera view.<br><br />
:F5: The map view.<br><br />
:F7: The unit's commander position.<br><br />
:F8: The unit's external view.<br><br />
<br />
==Launch and Recovery==<br />
Launch and recovery of drones is relatively simple. To launch the drone you must first deploy it.<br />
<br />
[[image:drone_deploybutton.png]]<br />
:This button deploys the drone and prepares it for launch. Note that this icon can differ, depending on the drone (the drone's silhouette may appear differently).<br />
<br />
[[image:drone_recoverbutton.png]]<br />
:This button recovers the drone from the ground; the drone is picked up by the infantry unit and the battery is replaced. Note that this icon can differ, depending on the drone (the drone's silhouette may appear differently).<br />
<br />
==Mission Control==<br />
[[image:drone_missioncontrolbuttons.png|right|70px]]<br />
The drone's flight path and behavior are controlled by buttons on the Mission Control row of buttons. The button will illuminate depending on what mode the drone is in.<br><br />
<br />
[[image:Drone_HomeButton.png]]<br><br />
:The Home button is used to have the drone return roughly to where it was launched (Libelle), or where the controlling unit currently is located (Munin), depending on the drone.<br />
<br />
[[image:Drone_MANButton.png]]<br><br />
:The MAN button is used to have the drone enter a manual flight mode, where the user controls the drone with the ASDWX keys. Additionally, the MAN button will illuminate if the user overrides the drone by using the ASDWX keys while the drone is returning home, or on a route.<br />
<br />
[[image:Drone_NAVButton.png]]<br><br />
:The NAV button is used to have the drone enter a navigation flight mode, where the drone is following a plotted route. Note that when the operator plots a route for the drone on the map, the NAV button must be pressed in order for the drone to embark on the route.<br />
<br />
[[image:Drone_OrbitButton.png]]<br><br />
:The ORBT button is used to have the drone enter an orbit around the view's center. In other words, in this mode the drone will orbit around where the camera is currently pointing on the ground.<br />
<br />
==Camera Operation==<br />
[[image:drone_dronecamerabuttons.png|center|Top Left: Camera on/off, Top Center: NAV / TGT camera toggle (Libelle), Top Right: Camera FOV toggle<br>Bottom Left: Thermal fusion toggle, Bottom Center: Thermal/day toggle, Bottom Right: Thermal polarity toggle]]<br />
:Camera controls are done with a variety of buttons that may or may not be present on the drone, depending on the drone's camera properties.<br />
<br />
==Fire Control==<br />
The munition drone's targets are engaged by pressing the various buttons on the drone's Fire Control Panel.<br><br />
[[image:drone_firecontrolpanel.png|thumb|right|150px]]<br />
<br />
When a target is in view, most drones will highlight valid targets with a red box. The target is then selected in one of two methods:<br><br />
[[image:DroneFCP_Target.png]]<br><br />
:This button is used to manually select a target. After left clicking this button, you must left click on a valid target in view, at which point the target will receive a cross hair.<br><br />
<br />
[[image:DroneFCP_Caret.png]]<br><br />
:The other method is to use caret button, which cycles automatically through the visible valid targets.<br />
:In either case, once a target is in view and is selected, a red cross hair will appear:<br />
<br />
[[image:DroneSightView.png|center|thumb|450px|Libelle drone, TGT camera, T-72 target locked]]<br><br />
<br />
[[image:DroneFCP_Armed.png]]<br><br />
:Once a target is selected, the drone must be armed in order to engage it. Left click on the safe/armed switch to arm the drone.<br><br />
<br />
[[image:DroneFCP_Fire.png]]<br><br />
:When the drone is armed, and a target is selected, a Fire button will appear when the drone is within parameters to engage. In the case of the Libelle drone shown here, the Fire button will not appear unless the drone has come to rest, for example.<br />
<br />
=Aerial drones/UAVs=<br />
==Libelle==<br />
===General specifications:===<br />
::'''Name''': UAV(M)V Libelle<br />
::'''Type''': Munition<br />
::'''Method of Attack''': Top attack, EFP smart munition<br />
::'''Target Type''': Anti-armor<br />
::'''Flight Type''': VTOL<br />
<br />
:::'''Counter Techniques''':<br />
::::*This drone can be countered by constant movement from the target. Additionally, a constantly moving target will force the drone to expend battery at an accelerated rate as the drone maneuvers to follow the target.<br />
<br />
:::'''Special Considerations''':<br />
::::*The warhead is an EFP, so essentially its a KE penetrator that is formed by the explosion. Therefore, the lower the drone is to the target before firing the warhead, the more effective the penetration of the EFP will be. However, the lower the drone is the target, the increased chance that the drone will be seen and heard, increasing the likelihood that someone will shoot the drone down, or spot the drone and begin evasion. <br />
[[image:Libelle_LandButton.png|right]]<br />
:::'''Unique Characteristics''': <br />
::::*Communicates with other Libelle drones. When looking at the ground, other Libelle drones will project a small red box below their position, which allows multiple Libelle drone operators to quickly see that drones are flying above enemy vehicles, to help prevent drone collision and to help with target attack coordination to increase the chance that the drone operators will attack different targets.<br />
::::*The Libelle also has a land button which causes the drone to automatically descend where it is, and land on the ground below.<br />
::::*The Libelle has two different cameras available: NAV and TGT. NAV is the horizontally facing camera used for flight, and TGT is the downward facing camera used for targeting.<br />
<br />
==Munin==<br />
===General specifications:===<br />
::'''Name''': UAV(R) Munin<br />
::'''Type''': Recon<br />
::'''Method of Attack''': None<br />
::'''Target Type''': N/A<br />
::'''Flight Type''': Airplane<br />
<br />
:::'''Counter Techniques''': N/A<br />
<br />
:::'''Special Considerations''':<br />
::::*The drone is extremely susceptible to wind and cannot be launched down wind if wind speed is too high. If flying into the wind, it will travel extremely slow and the operator must take wind direction and speed into account when determining endurance and range.<br />
<br />
==Swingblade AT (unofficially referred to as "SB600")==<br />
===General specifications:===<br />
::'''Name''': UAV(M) Swingblade AT<br />
::'''Type''': Munition<br />
::'''Method of attack''': Impact, tandem HEAT (Javelin ATGM warhead)<br />
::'''Target Type''': Anti-armor<br />
::'''Flight Type''': Airplane<br />
<br />
:::'''Counter Techniques''':<br />
::::*This drone can be countered by hiding in dense woods or, to a lesser extent, remaining close to buildings. In regards to urban terrain, the drone operator has to take the direction of attack in mind and this restricts how quickly and effectively the drone can be employed.<br />
::::*The drone can be also be countered by a sudden evasive maneuver just before impact, which can cause the drone to miss or may cause a glancing impact.<br />
[[image:SB600LaunchButton.png|right]]<br />
[[image:SB600DetonateButton.png|right]]<br />
:::'''Special Considerations''':<br />
::::*This drone does not return home; it cannot be recovered.<br />
<br />
:::'''Unique Characteristics''':<br />
::::*This drone has a special launch button. When pressed the drone with launch from a tube, fired out like an ATGM, and the wings will swing into place.<br />
::::*When armed, this drone has a detonate button which causes the drone to detonate in flight. The detonate button would be used if you don't want the drone to continue flying after LOS loss, or if it is over friendly forces when it is about to run out of battery (the drone will detonate on impact with the ground).<br />
<br />
==Quadcopter==<br />
===General specifications:===<br />
::'''Name''': UAV(R)V Quadcopter<br />
::'''Type''': Recon<br />
::'''Method of Attack''': None<br />
::'''Target Type''': N/A<br />
::'''Flight Type''': VTOL<br />
<br />
:::'''Counter Techniques''': N/A<br />
<br />
:::'''Special Considerations''':<br />
::::*Drone currently uses the old Quadcopter flight model.<br />
<br />
==Bullitt==<br />
===General specifications:===<br />
::'''Name''': UAV(I)V Bullitt<br />
::'''Type''': Defense<br />
::'''Method of Attack''': Impact<br />
::'''Target Type''': Anti-drone<br />
::'''Flight Type''': VTOL<br />
<br />
:::'''Counter Techniques''': N/A<br />
<br />
:::'''Special Considerations''':<br />
::::*Can be given to normal rifle teams (A teams). Drone is automatically deployed by the infantry with Defend tactic but will not automatically be deployed in forests. <br />
<br />
==Vehicle drones (non infantry-deployed drones)==<br />
===Sperwer===<br />
See the [[UAV_Sperwer|UAV Sperwer page]].<br />
===S-100 Camcopter===<br />
See the [[UAV S-100 Camcopter|UAV S-100 page]].<br />
<br />
=Ground drones (UGVs)=<br />
==Generic UGV==<br />
See the [[UGV|UGV page]].<br />
<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=UAV_S-100_Camcopter&diff=18600UAV S-100 Camcopter2022-09-13T22:49:53Z<p>MAJFubar-1882: Created page with "The UAV(R) – LR S-100 Camcopter in ''Steel Beasts Professional''Introduced in version 4.357 the S-100 Camcopter is a medium-sized, rotor-based, unmanned aerial vehicle equipped with optical and thermal cameras, GPS receiver, and laser range finder for use as a reconnaissance and call for fire platform. Note that this UAV is unarmed. The S-100 Camcopter UAV is manufactured by the Austrian [https://en.wikipedia.org/wiki/Schiebel Sch..."</p>
<hr />
<div>[[image:UAV2.jpg|thumb|500px|right|The UAV(R) – LR S-100 Camcopter in ''Steel Beasts Professional'']]Introduced in version 4.357 the S-100 Camcopter is a medium-sized, rotor-based, unmanned aerial vehicle equipped with optical and thermal cameras, GPS receiver, and laser range finder for use as a reconnaissance and call for fire platform. Note that this UAV is unarmed. The S-100 Camcopter UAV is manufactured by the Austrian [https://en.wikipedia.org/wiki/Schiebel Schiebel] Corporation and its body is used for the external model, but although named as such, this vehicle is not modeled in-sim to represent the actual performance characteristics of the S-100. This element is placed on the map like any other unit.<br />
<br />
The Camcopter may be controlled by a human player during solitaire and network training sessions using the '''Q''' and '''Z''' keys to change flight height and the '''W''' '''A''' '''S''' '''D''' keys to control direction ('''A''' and '''D''') and speed ('''W''' and '''S'''). If the S-100 is on autopilot (you haven't manually steered it off a route) then when it gets to the end of the route it will loiter in a circle. The Camcopter's dual channel HD camera is controlled by either the mouse or joystick with the either the '''Ctrl''' key or joystick button 2 being used to fire the laser.<br />
<br />
Note that all UAVs under computer control are “blind”, and will not report enemy units. Consequently, computer-controlled units will hold their fire in the presence of such UAVs unless it is under control of a human player (they're very hard to shoot down actually, even with 3P ammo and proximity fuse selected). The '''F7''' view of the Camcopter is mute. (There is still sound from the external position)<br />
<br />
Revision 2.416 implemented a “target lock” mode for UAV(R) sights. The target lock will automatically turn on when a point is lased and will turn off when you start to control the camera again. For the joystick, there is a 3 second period after lasing that the joystick movement will not cancel the target lock. This was necessary because the joystick will almost certainly be offset when the point is lased. The user will have to center the joystick within 3 seconds of lasing if he wants the target lock to continue. This seems much less annoying, although it does mean that you will have to re-lase whenever you move the camera control.<br />
<br />
Air defense artillery units will be the primary weapon system to engage UAVs (which have very low priority for computer-controlled units), while other units will fire only small and medium caliber weapons.<br />
<br />
[http://www.youtube.com/watch?v=HyHE8Eryjm4&fmt=18 Youtube - UAV Demonstration video (by daskal)]<br />
<br />
==Thermal Signature==<br />
<br />
[[Image:UAV2_TIS_front-right.jpg|300px| Sperwer TIS image, front-right]]<br />
[[Image:UAV2_TIS_rear-left.jpg|300px|Sperwer TIS image, rear-left]]<br><br />
<br />
==Operator Position==<br />
<br />
Please visit the [[UAV Sperwer]] page for detailed information on the S-100 Camcopter operator's position since both UAVs are functionally identical.<br />
<br />
[http://www.eSimGames.com/purchase.htm Purchase SB Pro PE]<br><br />
<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=File:UAV2_TIS_rear-left.jpg&diff=18599File:UAV2 TIS rear-left.jpg2022-09-13T22:46:39Z<p>MAJFubar-1882: </p>
<hr />
<div></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=File:UAV2_TIS_front-right.jpg&diff=18598File:UAV2 TIS front-right.jpg2022-09-13T22:46:22Z<p>MAJFubar-1882: </p>
<hr />
<div></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=File:UAV2.jpg&diff=18597File:UAV2.jpg2022-09-13T22:46:04Z<p>MAJFubar-1882: </p>
<hr />
<div></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=UAV_Sperwer&diff=18595UAV Sperwer2022-09-13T21:47:54Z<p>MAJFubar-1882: </p>
<hr />
<div>[[image:UAV.jpg|thumb|500px|right|The UAV(R) – LR Sperwer in ''Steel Beasts Professional'']]Revision 2.404 saw the inclusion of a medium-sized, unmanned aerial vehicle equipped with optical and thermal cameras, GPS receiver, and laser range finder for use as a call for fire platform. Note that this UAV is unarmed. The [https://en.wikipedia.org/wiki/SAGEM_Sperwer SAGEM Sperwer UAV] is used for the generic external model, but even though it is named as such, this vehicle is not modeled in-sim to represent the actual performance characteristics of the Sperwer. This element is placed on the map like any other unit.<br />
<br />
The Sperwer may be controlled by a human player during solitaire and network training sessions using the '''Q''' and '''Z''' keys to change flight height and the '''W''' '''A''' '''S''' '''D''' keys to control direction ('''A''' and '''D''') and speed ('''W''' and '''S'''). If the Sperwer is on autopilot (you haven't manually steered it off a route) then when it gets to the end of the route it will loiter in a circle. The Sperwer's dual channel HD camera is controlled by either the mouse or joystick with the either the '''Ctrl''' key or joystick button 2 being used to fire the laser.<br />
<br />
Note that all UAVs under computer control are “blind”, and will not report enemy units. Consequently, computer-controlled units will hold their fire in the presence of such UAVs unless it is under control of a human player (they're very hard to shoot down actually, even with 3P ammo and proximity fuse selected).<br />
The '''F7''' view of the Sperwer is mute. (There is still sound from the external position)<br />
<br />
Revision 2.416 implemented a “target lock” mode for UAV(R) sights. The target lock will automatically turn on when a point is lased and will turn off when you start to control the camera again. For the joystick, there is a 3 second period after lasing that the joystick movement will not cancel the target lock. This was necessary because the joystick will almost certainly be offset when the point is lased. The user will have to center the joystick within 3 seconds of lasing if he wants the target lock to continue. This seems much less annoying, although it does mean that you will have to re-lase whenever you move the camera control.<br />
<br />
Air defense artillery units will be the primary weapon system to engage UAVs (which have very low priority for computer-controlled units), while other units will fire only small and medium caliber weapons.<br />
<br />
[http://www.youtube.com/watch?v=HyHE8Eryjm4&fmt=18 Youtube - UAV Demonstration video (by daskal)]<br />
<br />
==Thermal Signature==<br />
<br />
[[Image:UAV_TIS_front-right.jpg|300px| Sperwer TIS image, front-right]]<br />
[[Image:UAV_TIS_rear-left.jpg|300px|Sperwer TIS image, rear-left]]<br><br />
<br />
{| style="width: 60%; height: 200px" border="0" cellpadding="0" class="wikitable"<br />
|-<br />
|The observer position '''F8''' displays a third-person view of the Sperwer. As with its [[UAV S-100 Camcopter|S-100 Camcopter]] and [[Micro-UAV]] cousins, the Sperwer features a compass tape at the top of the screen indicating direction of the flight along with the vehicle's current grid position shown above and listed below (from left to right): <br />
<br />
*Whether the unit is on a route or not. <br />
*Speed in knots (1 knot equals 1.852 km/h).<br />
*Elevation in feet.<br />
*General flight height. (Normal=~980', Treetop=~260', and NOE=~100')<br />
|| <br />
[[image:UAV_observer_view.jpg|300px|right|Observer view of the Sperwer.]]<br />
|-<br />
|Pressing '''N''' provides a magnified third-person view (and only if the Realism setting is Low or Medium (rev. 3.002)).<br />
|| <br />
[[image:UAV_magnification.jpg|300px|right|Magnified view from the Sperwer.]]<br />
|-<br />
|'''F7''' switches to the "Operator/Commander's" view, looking through the UAV's camera with a black/grey cross hair indicating where the camera/laser range finder is pointing. Across the bottom of this view is another set of figures indicating azimuth, range, grid, and relative elevation of the point the laser is locked onto.<br />
|| <br />
[[image:UAV_ Operator_view.jpg|300px|right| Sperwer "Operator's" view.]]<br />
|-<br />
|The Sperwer is equipped with a dual-channel HD camera featuring variable digital magnification up to 100x. Pressing '''Num +''' switches between the thermal and daylight channels while '''N''' and '''Shift'''+'''N''' increase and decrease magnification levels respectively.<br />
|| <br />
[[image:UAV_day_view_min.jpg|300px|right|Day channel, minimum magnification.]]<br />
[[image:UAV_day_view_max.jpg|300px|right|Day channel, maximum magnification.]]<br />
[[image:UAV_night_view_min.jpg|300px|right|Thermal channel, minimum magnification.]]<br />
[[image:UAV_night_view_max.jpg|300px|right|Thermal channel, maximum magnification.]]<br />
|-<br />
|While in the Commander’s position (F7) the mouse or joystick is used to shift the point at which the camera/laser is looking. Upon activation (Ctrl) the laser will designate a target point on the ground until a new steering impulse is given by mouse or joystick. The lased grid is also sent to the artillery target list and is recognized from other targets with the prefix LRF. The grid/target can then be engaged as all normal artillery targets.<br />
|| <br />
[[image:UAV_sight_lock.jpg|300px|right|Target lased and locked.]]<br />
[[image:UAV_CFF.jpg|300px|right|Target listed in artillery tab.]]<br />
|}<br />
<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Category:Drones&diff=18524Category:Drones2022-09-13T09:18:27Z<p>MAJFubar-1882: </p>
<hr />
<div>This is a consolidated page covering the behavior and operation of all drones. <br />
<br />
=Naming conventions=<br />
Drones are a relatively new addition to NATO STANAG standard, and so are in their infancy, but Steel Beasts has developed a system of letters to identify the drone's type and role, taken from other NATO STANAG identifiers used for aircraft. NATO should adopt a similar standard at some point, and it could be said that Steel Beasts is pioneering this area.<br />
:UAV = Unmanned Aerial Vehicle<br><br />
:UGV = Unmanned Ground Vehicle<br><br />
::...modifier in parenthesis<br><br />
:::(R) = Recon<br><br />
:::(I) = Intercept<br><br />
:::(M) = Munition (the drone is a suicide drone; its body is a munition and the drone will destroy itself)<br><br />
:::(A) = Attack (the drone carries weapons that it fires, but does not destroy itself)<br><br />
::::...mobility type identifier...<br><br />
:::::V = VTOL<br><br />
::::::...special properties identifier separated by a dash...<br><br />
:::::::LR = Long Range (large vehicle type drones)<br><br />
<br><br />
<br />
=Standard Controls=<br />
Non-vehicle drones have a set of standardized controls in the form of on-screen buttons, when you are located in the controlling infantry unit. These may do different things when you left-click the mouse on them, depending on the button's icon.<br />
<br />
[[image:drone_fkeys.png]]<br />
<br />
:F1: The soldier's 1st person eye view.<br><br />
:F2: The soldier's 1st person view, looking in the direction of the deployed drone - the drone controller view. The drone can be flown from this view.<br><br />
:F3: The drone's camera view.<br><br />
:F5: The map view.<br><br />
:F7: The unit's commander position.<br><br />
:F8: The unit's external view.<br><br />
<br />
[[image:drone_deploybutton.png]]<br />
:Deploys the drone, prepares it for launch. Note that this icon can differ, depending on the drone (the drone's silhouette may appear differently).<br />
<br />
[[image:drone_recoverbutton.png]]<br />
:Recovers the drone from the ground. Picks the drone up to be carried, and replaces the battery. Note that this icon can differ, depending on the drone (the drone's silhouette may appear differently).<br />
<br />
[[image:drone_missioncontrolbuttons.png]]<br />
:The drone's flight path and behavior are controlled by buttons on the Mission Control row of buttons.<br />
<br />
[[image:drone_dronecamerabuttons.png]]<br />
:Camera controls are done with a variety of buttons that may or may not be present on the drone, depending on the drone's camera properties.<br />
<br />
[[image:drone_firecontrolpanel.png]]<br />
:The munition drone's targets are engaged by pressing the various buttons on the drone's Fire Control Panel.<br />
<br />
=Aerial drones/UAVs=<br />
==Libelle==<br />
===General specifications:===<br />
::Type: Munition<br />
::Method of attack: Top attack, smart munition<br />
::Target type: Anti-armor<br />
::Flight type: VTOL<br />
<br />
==Munin==<br />
==General specifications:==<br />
::Type: Recon<br />
::Method of attack: None<br />
::Target type: N/A<br />
::Flight type: Airplane<br />
<br />
==Switchblade 600 (SB600)==<br />
===General specifications:===<br />
::Type: Munition<br />
::Method of attack: Impact (Javelin ATGM warhead)<br />
::Target type: Anti-armor<br />
::Flight type: Airplane<br />
<br />
==Quadcopter==<br />
===General specifications:===<br />
::Type: Recon<br />
::Method of attack: None<br />
::Target type: N/A<br />
::Flight type: VTOL<br />
<br />
==Bullitt==<br />
===General specifications:===<br />
::Type: Defense<br />
::Method of attack: Impact<br />
::Target type: Anti-drone<br />
::Flight type: VTOL<br />
<br />
==Vehicle drones (non infantry-deployed drones)==<br />
===Sperwer===<br />
See the [[UAV_Sperwer|UAV Sperwer page]].<br />
===S-100 Camcopter===<br />
See the [[UAV_S100|UAV S100 page]].<br />
<br />
=Ground drones (UGVs)=<br />
==Generic UGV==<br />
See the [[UGV|UGV page]].<br />
<br />
[[Category: Vehicles]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Main_Page&diff=18523Main Page2022-09-13T09:16:33Z<p>MAJFubar-1882: /* Unit information */</p>
<hr />
<div>[[image:eSim_MkV_Logo.gif|thumb|600px|right|eSim Games "Mark.V" logo, 2004]]<br />
<br />
=Introduction=<br />
<br />
Welcome to the ''SB'' Wiki. This wiki is for ''Steel Beasts'' and ''Steel Beasts Professional Personal Edition'' content providers who are interested in sharing knowledge on these simulations.<br />
<br />
*The ''SB'' Wiki is intended as an adjunct to and not a replacement for the ''Steel Beasts Professional'' [https://www.steelbeasts.com/files/file/2839-41-english-users-manual/ user manual]. As such the articles within serve to expand upon information found in the manual or cover topics not found in that document. Any discrepancies between the manual and information in this wiki should err on the side of the manual unless annotated with a software version number superior to the most current manual version. <br />
<br />
*If you would like to contribute to the ''SB'' Wiki, please refer to the [[SBWiki:Community_Portal|community portal]] to see if there are any articles that need creation, collaboration, or maintenance. If you are searching for information in the ''SB'' Wiki, then the Main Page is where everything is linked together. Either navigate from this page, use the search feature on the left side of the screen, or go to the [[Main_Page#Index|Index]] at the bottom of this page to view all articles or view articles by category.<br />
<br />
*Note that the content located within this wiki is contributed by the entire ''Steel Beasts'' community and that the content does not always reflect the opinions, views, or beliefs of eSim Games. If you find anything within this wiki as offensive, then please contact the administrators for review.<br />
<br />
=Using the simulation=<br />
<br />
''Steel Beasts'' is a virtual simulation of contemporary armored and mechanized combat, focusing on small-unit tactics. It models individual weapon systems in detail yet is able to keep track of several company teams in a single scenario. <br />
<br />
''Steel Beasts'' places the user in the position of a crew member of a virtual fighting vehicle, such as a [[:Category:Tanks|main battle tank]], an [[PCs|infantry fighting vehicle]], or a [[:Category:Others|support / reconnaissance vehicle]], within a mission. Missions (also called scenarios) can be played in solitaire mode against the computer, or in [[Network_Session|network mode]] against (and with) other users and computer controlled units over a local area network (LAN) or the Internet.<br />
<br />
Missions are created on a contour map using context-sensitive menus and click and drag techniques. Once created, a mission can be played from the commander’s, gunner’s, or driver’s position (or from an observer’s position) looking out into the virtual 3D battlefield, in combination with a contour map. Individual missions can vary widely in complexity, from simple, in which the user might be just the gunner in a single tank, to large and complex, in which the user might assume command over a company or more of a mechanized task force. It all depends on what the mission designer has created. <br />
<br />
''Steel Beasts'' features a variety of armored and unarmored vehicles, as well as infantry. The technical strengths and limitations of fighting vehicles from different nations are accurately modeled to allow the user to learn how an opponent might employ his weapons and to respond appropriately.<br />
<br />
==New Player Starter Pack==<br />
<br />
For those new to the ''Steel Beasts'' experience, user [http://www.steelbeasts.com/sbforums/member.php?u=1479 Gibsonm] has created a quick and dirty guide to answer your questions and get you up and running quickly. <br />
<br />
[[Starter Pack]]<br />
<br />
=Executing a mission=<br />
<br />
Training sessions in ''Steel Beasts'', whether networked or not, are centered around the individual mission, which can be divided into three distinct phases: the ''planning phase'', the ''action phase'', and the ''after action review'' (AAR) phase. Click on the linked sections below to read more about these phases.<br />
<br />
==The Planning Phase==<br />
<br />
After opening a mission, the [[Planning_Phase|Planning Phase]] of the simulation begins. The ''planning phase'' is essentially the phase where both sides create a plan of execution for a mission.<br />
<br />
==The Action Phase==<br />
<br />
Once planning is complete and the user (or host) chooses to begin the mission, the [[Action_Phase|Action Phase]] begins. The Action Phase is essentially the execution phase of the mission. It is where the action plays out and the battle is fought. Through the use of [[Tactics|real world tactics]] and [[Strategy|strategies]], the user(s) attempt(s) to gain an advantage and administer a defeat on the enemy.<br />
<br />
==The After Action Review (AAR) Phase==<br />
<br />
Once the mission is complete, or the mission timer has expired, the user(s) will be taken to the [[After_Action_Review_Phase|After Action Review Phase]]. This phase is essentially where the participants can observe the flow of the mission through the use of playback controls and evaluate the movements of both sides and discuss what went right and what went wrong.<br />
<br />
==Multiplayer==<br />
Multiplayer is the act of connecting with and playing either with or against other humans in ''Steel Beasts''. This form of play is much more challenging and rewarding than playing against the AI. In most cases, you will need to [http://www.steelbeasts.com/sbforums/showthread.php?t=7739 Configure your Router/Firewall] in order to join a network session, and you will also need voice over IP software to communicate with others. [[Teamspeak|Teamspeak]] is the current voice over IP software used by most of the community.<br />
<br />
====Network Session====<br />
A [[Network_Session|network session]] in ''Steel Beasts'' is very similar to an offline session (single player), except that more than one tank and crew position can be occupied by users. Both cooperative and competitive engagements are possible.<br />
<br />
====Community organized events====<br />
The ''Steel Beasts'' community frequently organizes and hosts [[Current_events|multiplayer events]]. No current multiplayer event is officially sanctioned or organized by eSim Games, so although anyone in the community can indeed participate, participation is a privilege and not a right. It is up the the host or point of contact (POC) of the various multiplayer events to ultimately decide who should and should not be allowed to participate.<br />
<br />
====License sharing====<br />
If someone owns more than one license (a given USB stick for ''SB Pro PE'' can have one primary and up to seven secondary licenses - so in theory a stick can support eight machines) they can share it out to other users.<br />
<br />
Please see [[License_Sharing|this article]] for more information.<br />
<br />
=Scenario design=<br />
<br />
''Steel Beasts'' provides an integrated mission and map editor to create and modify maps and missions. The '''[[Scenario_Design|scenario design]]''' page will help you with tips and tutorials on how to create a mission in ''Steel Beasts''.<br />
<br />
=Tactics, Techniques, and Procedures=<br />
Ground warfare is a complex subject requiring a broad knowledge of many subjects to be successful. To quote the U.S. Army's Tactics manual (FM 3-90): "Tactics, techniques, and procedures (TTP) provide the tactician with a set of tools to use in developing the solution to a tactical problem." The articles presented in this section hope to fill this "tool box" with the information necessary to be successful on the ''Steel Beasts Professional'' battlefield.<br />
<br />
[[Artillery Guide]]<br><br />
[[Formations]]<br><br />
[[How to fight tanks with ATGM]]<br><br />
[[Land Navigation]]<br><br />
[[METT-TC]]<br><br />
[[Range Estimation]]<br><br />
[[Strategy]]<br><br />
[[:Category:Tactics|Tactics]]<br><br />
<br />
=Technical database=<br />
<br />
The technical database is where you will find all the technical information regarding the vehicles, infantry, support systems, ammunition and various other specifics relating to ''Steel Beasts''.<br />
<br />
==Unit information==<br />
[[:Category:Tanks|Tanks]]<br><br />
[[:Category:PC|Personnel Carriers]]<br><br />
[[:Category:Infantry|Infantry]]<br><br />
[[:Category:Artillery|Artillery]]<br><br />
[[:Category:Anti-Tank|Anti-Tank]]<br><br />
[[:Category:Recon|Recon]]<br><br />
[[:Category:Engineer|Engineer]]<br><br />
[[:Category:Logistics|Logistics]]<br><br />
[[:Category:Medic|Medic]]<br><br />
[[:Category:Choppers|Choppers]]<br><br />
[[:Category:Trucks|Trucks]]<br><br />
[[:Category:Prototypes|Prototypes]]<br><br />
[[:Category:Drones|Drones]]<br><br />
[[:Category:Others|Others]]<br><br />
<br><br />
[[:Category:Vehicles|All vehicles]]<br><br />
<br />
==Ammunition information==<br />
[[Ammunition_Data|Ammunition data]]<br><br />
[[:Category: Ammunition_types|Ammunition types]]<br><br />
[[:Category: Ammunition|All ammunition articles]]<br><br />
<br />
==Armour information==<br />
[[Spall_Liner|Spall liner]]<br><br />
[[Armour_angles|Armour angle]]<br><br />
[[Armour_material|Armour material]]<br><br />
[[SB_armormodel|''Steel Beasts'' Armour model]]<br />
<br />
==Miscellaneous information==<br />
[[vehicle timeline|Vehicle timeline]]<br><br />
[[Camouflage Schemes]]<br><br />
[[:Category:Technical Data|General technical data and diagrams]]<br><br />
[[Infantry Units#Individual optical systems|Individual optical systems]]<br><br />
[[Tank_jargon|Tank jargon]]<br><br />
[[Release Notes|''Steel Beasts'' release notes]]<br><br />
[[SB Vehicle Skinning Tutorial|''SB'' Vehicle Skinning Tutorial]]<br><br />
<br />
=Index=<br />
<br />
Want to look through all the articles in the ''SB'' wiki? Use the indexes below to search for find an article you want to read about, or use the search feature to the left (be sure to click the "Search" button if you want to search for something and not "Go").<br />
<br />
*[http://www.steelbeasts.com/sbwiki/index.php/Special:Allpages Complete index]<br />
<br />
*[http://www.steelbeasts.com/sbwiki/index.php/Special:Categories Articles by category]<br />
<br />
<!-- *[http://www.steelbeasts.com/sbwiki/index.php/Special:Popularpages Popular pages] //this is broken in the wiki upgrade, as the popular page special link no longer exists --></div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Drones&diff=18522Drones2022-09-13T09:14:51Z<p>MAJFubar-1882: MAJFubar-1882 moved page Drones to Category:Drones: Page moved to align with other vehicle categories</p>
<hr />
<div>#REDIRECT [[:Category:Drones]]</div>MAJFubar-1882https://www.steelbeasts.com/sbwiki/index.php?title=Category:Drones&diff=18521Category:Drones2022-09-13T09:14:50Z<p>MAJFubar-1882: MAJFubar-1882 moved page Drones to Category:Drones: Page moved to align with other vehicle categories</p>
<hr />
<div>This is a consolidated page covering the behavior and operation of all drones. <br />
<br />
=Naming conventions=<br />
Drones are a relatively new addition to NATO STANAG standard, and so are in their infancy, but Steel Beasts has developed a system of letters to identify the drone's type and role, taken from other NATO STANAG identifiers used for aircraft. NATO should adopt a similar standard at some point, and it could be said that Steel Beasts is pioneering this area.<br />
:UAV = Unmanned Aerial Vehicle<br><br />
:UGV = Unmanned Ground Vehicle<br><br />
::...modifier in parenthesis<br><br />
:::(R) = Recon<br><br />
:::(I) = Intercept<br><br />
:::(M) = Munition (the drone is a suicide drone; its body is a munition and the drone will destroy itself)<br><br />
:::(A) = Attack (the drone carries weapons that it fires, but does not destroy itself)<br><br />
::::...mobility type identifier...<br><br />
:::::V = VTOL<br><br />
::::::...special properties identifier separated by a dash...<br><br />
:::::::LR = Long Range (large vehicle type drones)<br><br />
<br><br />
<br />
=Standard Controls=<br />
Non-vehicle drones have a set of standardized controls in the form of on-screen buttons, when you are located in the controlling infantry unit. These may do different things when you left-click the mouse on them, depending on the button's icon.<br />
<br />
[[image:drone_fkeys.png]]<br />
<br />
:F1: The soldier's 1st person eye view.<br><br />
:F2: The soldier's 1st person view, looking in the direction of the deployed drone - the drone controller view. The drone can be flown from this view.<br><br />
:F3: The drone's camera view.<br><br />
:F5: The map view.<br><br />
:F7: The unit's commander position.<br><br />
:F8: The unit's external view.<br><br />
<br />
[[image:drone_deploybutton.png]]<br />
:Deploys the drone, prepares it for launch. Note that this icon can differ, depending on the drone (the drone's silhouette may appear differently).<br />
<br />
[[image:drone_recoverbutton.png]]<br />
:Recovers the drone from the ground. Picks the drone up to be carried, and replaces the battery. Note that this icon can differ, depending on the drone (the drone's silhouette may appear differently).<br />
<br />
[[image:drone_missioncontrolbuttons.png]]<br />
:The drone's flight path and behavior are controlled by buttons on the Mission Control row of buttons.<br />
<br />
[[image:drone_dronecamerabuttons.png]]<br />
:Camera controls are done with a variety of buttons that may or may not be present on the drone, depending on the drone's camera properties.<br />
<br />
[[image:drone_firecontrolpanel.png]]<br />
:The munition drone's targets are engaged by pressing the various buttons on the drone's Fire Control Panel.<br />
<br />
=Aerial drones/UAVs=<br />
==Libelle==<br />
===General specifications:===<br />
::Type: Munition<br />
::Method of attack: Top attack, smart munition<br />
::Target type: Anti-armor<br />
::Flight type: VTOL<br />
<br />
==Munin==<br />
==General specifications:==<br />
::Type: Recon<br />
::Method of attack: None<br />
::Target type: N/A<br />
::Flight type: Airplane<br />
<br />
==Switchblade 600 (SB600)==<br />
===General specifications:===<br />
::Type: Munition<br />
::Method of attack: Impact (Javelin ATGM warhead)<br />
::Target type: Anti-armor<br />
::Flight type: Airplane<br />
<br />
==Quadcopter==<br />
===General specifications:===<br />
::Type: Recon<br />
::Method of attack: None<br />
::Target type: N/A<br />
::Flight type: VTOL<br />
<br />
==Bullitt==<br />
===General specifications:===<br />
::Type: Defense<br />
::Method of attack: Impact<br />
::Target type: Anti-drone<br />
::Flight type: VTOL<br />
<br />
==Vehicle drones (non infantry-deployed drones)==<br />
===Sperwer===<br />
See the [[UAV_Sperwer|UAV Sperwer page]].<br />
===S-100 Camcopter===<br />
See the [[UAV_S100|UAV S100 page]].<br />
<br />
=Ground drones (UGVs)=<br />
==Generic UGV==<br />
See the [[UGV|UGV page]].</div>MAJFubar-1882