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Panther
Arma3-render-panthersand
Faction NATO
Type Armoured Personnel Carrier
Seats 11 seats:
  • 1× Driver
  • 1× Gunner
  • 1× Commander
  • 8× Passengers
Item capacity 3000 mass
Top speed 60 km/h
Fuel capacity 18 fuel units
Primary armament Main:
  • 1× RCWS HMG 12.7 mm
  • 1× RCWS GMG 40 mm
Secondary armament Defensive:
  • 1× Smoke Generator
Variants IFV-6a Cheetah, CRV-6e Bobcat
Games
Arma3.icon

The IFV-6c Panther is a tracked Armoured Personnel Carrier used by NATO forces in ArmA 3.

Overview

  • Roles:
    • Troop transport
    • Fire support
« While both the IFV-6c Panther and IFV-6a Cheetah are based on the Israeli armored personnel carrier chassis, they each serve very distinct roles in combat. The Panther is an APC that boasts strong armor to achieve maximal protection for transported personnel. The standard Panther is armed with an RCWS HMG, 40mm GMG, and smoke grenade launchers. In addition to its crew, 8 soldiers can be transported in the cargo area.
Field Manual
»

Design

The Panther is a heavily-armoured troop carrier that is designed to be modular. Its chassis can be modified in order to be adapted for use in other roles, though its primary purpose remains transporting troops into or out of combat.

Armament
It is fitted with an RCWS turret that is armed with a dual-mount 12.7 mm heavy machine gun and 40 mm automatic grenade launcher.

The turret's HMG feeds from a single 200-round belt of 12.7 mm ammunition and has a further 3 belts in reserve.

The GMG on the other hand, is pre-loaded with a 96-round belt with 40 mm grenades fitted with high-explosive dual purpose (HEDP) warheads. Unlike the HMG, the GMG only has a single belt that it can reload from.

Arma3-panther-00

Heavily protected but lightly armed, the Panther works best in conjunction with infantry support.

Features
Sharing the same chassis as its anti-aircraft and recovery vehicle variants, the Panther is well-armoured and can sustain considerable amounts of punishment before being rendered immobile.

Drawbacks
Being a true armoured personnel carrier unlike its CSAT counterpart however, the Panther is only lightly armed and can provide little fire support for its dismounts against anything other than infantry and light vehicles. It also cannot be fitted with slat cages unlike its wheeled CSAT counterpart, which renders it vulnerable to barrages of non-AP rockets and other explosive-based munitions.

Crew Capacity
The Panther has a seating capacity of eleven personnel including the crew. The crew includes the driver, gunner and commander. Similar to all vehicles in its family (along with the Slammer), passengers mount and dismount via a small door located at the rear of the vehicle instead of using a conventional ramp.

Camouflage

  • Sand
  • Olive
  • Sand (Camo Nets)
  • Olive (Camo Nets)
  • Sand: Standard pattern-less dark tan paint scheme used by all NATO ground vehicles and certain aircraft. This can be universally employed in all types of terrain, but is more suited to arid and forested environments. Any camo nets fixed onto the Panther's hull will use a two-tone desert camouflage pattern scheme.
  • Olive: Tropical olive green paint scheme. Only useful for jungle or woodland environments. Camo nets attached to the Panther use a two-tone woodland camouflage pattern when this scheme is applied.

Protection

The Panther has a base armour value of 500, and uses Composite Armour-based plating. It cannot be fitted with either Explosive Reactive Armour blocks/panels nor slat cages.

Hull

The hull can resist up to 800 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.

Engine

Located in the front of the hull. It can only take up to 50 points of damage and has no resistance to explosive weapons.

50% of damage onto the engine is always inflicted onto the Panther's "health" pool. It will not however, cause a catastrophic kill if destroyed unless the Panther is critically damaged.

If damaged: Reduces power output, acceleration is decreased and it may become impossible to climb uphill.
If destroyed: Instantly immobilises the Panther.

Fuel tank

Located next to the engine. It is able to take up to 250 points of damage before failing. It has 60% resistance to explosive weapons.

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

If damaged: Gradually leak fuel over time, but it will stop at a threshold of 70% of the Panther's total 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 Panther's "health" pool.

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

RCWS

The RCWS turret can resist up to 250 points worth of damage. No amount of damage incurred is transferred onto the Panther'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.

Commander viewfinder

The commander's optics can only resist 50 points of damage. It has no resistance against explosive weapons and can be disabled by small arms fire. No amount of damage is transferred onto the Panther's main "health" pool, however.

Disabling this component will prevent the commander from being able to rotate their optics independently.

Components

  • Camo Net (Hull): Drapes the entire hull with camouflage netting. Partially conceals covered sections from thermal sensors.

Armament

The Panther's gunner controls both of the vehicle's weapons, the RCWS HMG 12.7 mm and the RCWS GMG 40 mm. The gunner's optics support three fields of view, and can toggle either day, night or black-hot/white-hot thermal vision modes.

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 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 HEDP grenades are intended for use against groups of infantry, unarmoured/lightly-armoured vehicles and medium-armoured vehicles with exposed turrets. They have a blast radius of 4 metres.

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.

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.

Trivia

  • The Panther is based on the real-world "Namer" APC designed by IMI Systems Ltd of Israel.
  • Screenshots released during the pre-Alpha phase of ArmA 3's development indicated that the Panther - along with several other vehicles that are now used by NATO - was originally meant to be utilised by both CSAT forces and the AAF.
    • However, the Panther was eventually replaced by the BTR-K Kamysh for CSAT use by the time of the Alpha and Beta's release, while the FV-720 Mora would do the same for the AAF.
    • The pre-Alpha CSAT and AAF textures (texture name: apc_tracked_01_aa_body_opfor_co.paa, apc_tracked_01_body_indp_co.paa) remain within the game files can still be applied to the Panther.
      • Unfortunately, this can only be accomplished via the setObjectTexture scripting command as neither are available as options in the Virtual Garage.

Gallery

External links

See also

Variants

Vehicles of comparable role and configuration

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