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Sochor
Arma3-render-sochorhex
Faction CSAT
Type Self-Propelled Howitzer
Seats 3 seats:
  • 1× Driver
  • 1× Gunner
  • 1× Commander
Item capacity 3000 mass
Top speed 71 km/h
Fuel capacity 15 fuel units
Primary armament Main:
  • 1× Howitzer 155 mm
Secondary armament Secondary:
  • 1× RCWS HMG 12.7 mm
  • 1× RCWS GMG 40 mm

Defensive:

  • 1× Smoke Generator
Variants T-100 Varsuk
Games
Arma3.icon

The 2S9 Sochor is a self-propelled, heavy artillery vehicle used by CSAT forces in ArmA 3.

Overview

  • Role:
    • Indirect fire support
« The 2S9 Sochor is a lightly armored self-propelled artillery piece used by the OPFOR army. It's based on the T-100 chassis and fires 155mm projectiles. The T-100 chassis interior has to be heavily modified to allow support for the 155mm cannon with auto-loader. The modification paid off and several Asian countries are now in the process of modernizing their heavy artillery division with the 2S9.
Field Manual
»

Design

Armed with a 155 mm howitzer cannon as its primary weapon, the 2S9 is a powerful gun-based fire support vehicle that is capable of firing a mixture of high-explosive, smoke, cluster, and even precision guided shells on targets at extreme distances.

Armament
The standard loadout of the 2S9 gives it 32 rounds of high-explosive (HE) shells for the main gun. In addition to the standard HE shells, 6 different sub-munition types are also available, forming a total of 24 more shells that can be loaded. These include:

  • 2 rounds of infrared-guided (heat seeking) shells
  • 6 rounds of scatter shells that can cover an area with anti-personnel (AP) mines
  • 2 rounds of cluster shells that can saturate an area with a hail of explosive fragments
  • 6 rounds of deployable white smoke shells that can cover the impact zone instantly in a thick cloud of smoke
  • 2 rounds of laser-guided shells
  • 6 rounds of scatter shells that can cover an area with anti-tank (AT) mines

For self-defence, the 2S9 also has an RCWS turret fitted on top that is armed with a dual-mount 12.7 mm heavy machine gun and 40 mm automatic grenade launcher.

The externally mounted RCWS comes pre-loaded with a single 200-round belt of 12.7 mm ammunition and has a single belt to reload from. The GMG on the other hand, feeds from a 96-round 40 mm high-explosive (HE) grenade belt and also has only a single belt to reload with.

Arma3-sochor-00

2S9 carrying out a fire mission at nighttime.

Features
The 2S9 shares the same chassis as its MBT parent, which grants it the heavy armour of an MBT while sharing the excellent manoeuvrability and speed of the T-100.

Drawbacks
Although it shares the same advantages of the T-100 in terms of mobility, it also retains the same weaknesses as well - such as an exposed rear engine while lacking the heavy armour of its NATO counterpart.

Protection-wise, many parts of the hull's plates are less durable and render the 2S9 even more vulnerable to damage from anti-vehicle launchers. It also cannot adequately defend itself against enemy threats that get too close without having to resort to attacking in direct fire mode, so having friendly units provide escort is essential.

Crew Capacity
The 2S9 has a seating capacity of three personnel for a crew consisting of the driver, gunner and commander.

Camouflage

  • Hex
  • Green Hex
  • Hex (Camo Nets)
  • Green Hex (Camo Nets)
  • Hex: Arid Hexacam camouflage pattern. Useful for forested, grass plains, and desert environments. Changes any applied camo nets to use a two-tone desert camouflage pattern.
  • Green Hex: Tropical Hexacam pattern camouflage. This is used in heavily forested and tropic environments. Attached camo netting will use a two-tone woodland camouflage pattern

Protection

The 2S9 has a base armour value of 425. It uses a mixture of Composite Armour plating and Explosive Reactive Armour panels.

It has four separate ERA blocks shielding the glacis plate and both sides of the hull. The 2S9 cannot be fitted with slat cages.

Hull

The hull can resist up to 850 points of damage. Will cause a catastrophic kill if fully depleted.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing None 20
High-Explosive 80 50
High-Explosive Anti-Tank 80* 20
Tandem High-Explosive Anti-Tank 80* 10

(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge

If the hull has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.

Hull ERA

Hull ERA blocks will shield against 100 points worth of damage. They can only protect against a single projectile per block, and will cease to be functional once detonated.

Engine

Located in the tank's rear. It can take up to 467.5 points worth of damage. It takes only 20% damage from high-explosive (HE) type munitions.

30% of incoming damage onto the engine is always inflicted onto the 2S9's "health" pool. It will not however, cause a catastrophic kill if destroyed unless the 2S9 is critically damaged.

If damaged: Reduces power output, acceleration is decreased and it may become impossible to climb uphill.
If destroyed: Inflicts a mobility kill on the vehicle; 2S9 is instantly immobilised.

Fuel tank

The 2S9's fuel tank can resist only 212.5 points of damage before rupturing. It only takes 60% total damage from HE-type munitions.

30% of incoming damage onto the fuel tank is always shared with the 2S9's main "health" pool. A destroyed fuel tank will not cause a catastrophic kill unless the 2S9 is critically damaged.

If damaged: Gradually leak fuel over time, but it will stop at a threshold of 80% of the 2S9's remaining fuel capacity.
If destroyed: Causes it to rapidly lose its entire fuel capacity in just a few seconds.

Treads

Both treads can resist 650 points worth of damage. No amount of damage inflicted on them is transferred onto the 2S9's "health" pool.

Destroying either one of the treads will hamper the 2S9's handling but will not prevent it from moving. Destroying both will severely degrade the 2S9's handling and can prevent it from moving while on rough terrain.

Turret

The turret can only survive a meagre 340 points of damage. No amount of damage incurred is transferred onto the 2S9's "health" pool.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing None 20
High-Explosive 80 50
High-Explosive Anti-Tank 80* 20
Tandem High-Explosive Anti-Tank 80* 10

(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge

If the turret's armour has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.

Howitzer barrel

The turret's howitzer can survive even less damage, being able to incur just 255 points of damage before failing. No damage inflicted on this component is transferred onto the 2S9's main "health" pool, however.

Destroying this component will lock the barrel and prevent the gunner position from adjusting its elevation/depression. It should also be noted that unlike the turret, the barrel is only capable of reducing 60% of incoming damage from high-explosive (HE) munitions.

RCWS

The commander's RCWS turret can resist up to 250 points worth of damage. No amount of damage incurred is transferred onto the 2S9's "health" pool.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing None 20
High-Explosive 60 50
High-Explosive Anti-Tank 60* 20
Tandem High-Explosive Anti-Tank 60* 10

(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge

If the RCWS turret's armour plating has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.

Components

  • Camo Net (Hull): Drapes the entire hull with camouflage netting (the turret is not covered). Partially conceals covered sections from thermal sensors.
  • Camo Net (Turret): Identical to Hull camo netting but for the turret only instead. Note that some components like the RWS or the commander's optics are not concealed.

Armament

The gunner position handles the primary Howitzer 155 mm, while the commander controls the dual-mount RCWS HMG 12.7 mm/RCWS GMG 40 mm remote weapons turret:

Howitzer 155 mm

NOTE: Refer to the Capabilities and Manual Firing sections for a more detailed explanation of the Howitzer 155 mm's usage.

Shell name Base damage value Damage type Initial velocity (m/s)
HE 340 High-Explosive 810
Guided (Primary) 300 High-Explosive 810
Guided (Secondary) 1,200 High-Explosive N/A
Cluster (Primary) 300 High-Explosive 810
Cluster (Secondary) 35 High-Explosive N/A
LG (Primary) 300 High-Explosive 810
LG (Secondary) 1,200 High-Explosive N/A

It has a muzzle velocity of 810 m/s. Without a firing solution selected, the Howitzer 155 mm can fire one shell every 7 seconds (~ 8 rounds per minute). It also takes 7 seconds to switch between munition types.

Blast radii, guidance type (if applicable) and penetration depth vary depending on the type of shell loaded. Smoke and AT/AP scatter shells do not have explosive payloads as they are fitted with dummy warheads designed to disperse submunitions instead (and are therefore not listed here):

  • High-Explosive (HE): 30 metre blast radius, has a penetration depth of 121.5 millimetres (direct impact only).
  • Guided: 4 metre blast radius, infrared-guided; will attempt to home in onto "hot" vehicles within a radius of 800 metres. The submunition separates from the main shell once it is 500 metres above the impact zone. The IR seeker has a 10% chance to lose lock against smoke countermeasures.
  • Cluster: Will separate into multiple smaller explosive fragments once the dummy shell is 200 metres above the impact zone. The primary shell will disperse these fragments in a 35 metre radius. The fragments each have an 8 metre blast radius and have a 7% chance of failing to detonate, leaving behind Unexploded Ordnance (UXO) pieces.
  • Laser Guided (LG): 4 metre blast radius, laser-guided; can only lock onto laser spots within a radius of 800 metres. The submunition will "launch" from the dummy shell once it is 500 metres above the impact zone and begin seeking a laser spot.
    • The gunner is also able to toggle a live camera feed from the shell once it is separated. If no laser spot can be found, the shell will simply strike the point below where it separated from the primary shell.

RCWS HMG 12.7 mm

Base damage value Aerodynamic friction Initial velocity (m/s) Penetration depth (mm)
30 -0.00086 910 35.49

Intended for infantry, unarmoured/lightly-armoured vehicles and low-flying helicopters. It has an effective firing range of 800 metres up to a maximum of 1,500 metres.

The RCWS HMG can attain a fire rate of up to 600 RPM and requires 20 seconds to reload a fresh box. Accuracy-wise, it has a fixed dispersion of 0.0012 rad regardless of distance. The commander's optics support three fields of view, and can toggle either day, night or black-hot/white-hot thermal vision modes.

The fire control system is only able to automatically zero on stationary targets and requires 1 second to finish adjusting. Manual zeroing is also possible, though only in increments of 100 m up to a maximum of 2000 m.

RCWS GMG 40 mm

NOTE: Although its HEDP grenades function like as if they were purely HE-based, they are actually treated as a HEAT-type munition instead.

Damage type Base damage value Aerodynamic friction Initial velocity (m/s)
High-Explosive Anti-Tank 100 -0.001 241

Its HE grenades are intended for use against groups of infantry, unarmoured/lightly-armoured vehicles and medium-armoured vehicles with exposed turrets.

It has an effective firing range of 1,200 metres and has a fire rate of ~ 349 RPM. It requires 20 seconds to reload a second belt and for dispersion, the GMG is always set to a fixed value of 0.005 rad. Optics are identical to those used for the RCWS HMG.

The FCS can only zero onto stationary targets and requires 1 second to finish adjusting. Like the RCWS HMG, manual zeroing is also possible up to a maximum of 2000 m.

Capabilities

It fires all 32 HE rounds in four minutes and 12 seconds, averaging at just under 8 seconds per shot. This makes its fire rate considerably slower than the Mk6 Mortar, although its damage and blast radius per shell is significantly greater.

The Sochor has five range modes available for firing:

  • Close range: 826 to 2,415 metres (ETA 30-22 seconds)
  • Medium range: 2,059 to 6,021 metres (ETA 48-35 seconds)
  • Far range: 5,271 to 15,414 metres (ETA 78-56 seconds)
  • Further range: 14,644 to 42,818 metres (ETA 130-96 seconds)
  • Extreme range: 22,881 to ~67,112 metres (ETA 162-117 seconds)

Overlaps occur in the following ranges:

  • 2,059-2,415 metres (Close and Medium)
  • 5,271-6,021 metres (Medium and Far)
  • 14,644-15,414 metres (Far and Further)
  • 22,881-42,818 metres (Further and Extreme)

Unfortunately, this means that when simply using the built-in artillery computer, the 2S9 can only perform MRSI strikes in narrow nearby bands, or in the large band beyond ~23 km. It is also unable to have more than two volleys landing on the same target at the same time.

Note however that the built-in computer tends towards using low-angle trajectories. The Sochor is capable of firing at up to an 80 degree angle from flat ground. This means that it is technically capable of getting multiple volleys to land on the same target simultaneously, but it would require manual calculation of the appropriate trajectories, or the use of spreadsheets or third-party applications.

Manual Firing

By default, the turret can be manually raised and lowered with the page up and page down keys. For precision aiming, the rate of adjustment can be slowed by holding down the shift key (by default) while aiming up or down.

It is also possible to adjust range mode without the artillery computer, though this is more difficult. By default, using the F key will cycle through the different range modes, from Close range through to Extreme range and back to Close. It is also possible to bind a key to go from longer ranges to shorter ranges, though there is no default binding for it (Weapons > Previous weapon).

Although there is no indicator without the artillery computer to determine which firing mode is currently active, it is possible to work it out by using the rangefinder to point at an object within Close range (826-2,415 metres) and cycling through the firing modes until the red X on the crosshair goes away, indicating you've returned to Close range.

Trivia

  • While the Sochor is not specifically based on a real-world design, the idea of combining a tank chassis with an SPH turret (which is also shared with the NATO M4 Scorcher) is similar to that of the real-world Russian-made "2S35 Koalitsiya-SV".
    • Like the in-game Sochor, the 2S35 utilises a self-propelled artillery gun mounted on a chassis derived from the "T-90" MBT.
    • Even though the range of the Sochor is further than the size of any of the official terrains, it is quite similar to the range of the real 2S35, with both being able to strike targets at a maximum distance of approximately 70 km.

Gallery

External links

See also

Variants

Vehicles of comparable role and configuration

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