|Item capacity||3000 mass|
|Top speed||72 km/h|
|Fuel capacity||20 fuel units|
- Fire support
|«||The M41A3 Walker Bulldog is an American light tank developed for reconnaissance, designed in 1949 to replace the M24. Equipped with a 76mm gun, a .30 cal. coaxial machine gun and a .50 cal. commanders machine gun, the M41A3 Walker Bulldog is available for close infantry support and rapid deployment. Some captured M41A3 Walker Bulldogs were repurposed for use by the People's Army of Vietnam.
It is armed with a 76 mm tank gun that has access to a selection of anti-vehicle/anti-personnel munitions:
- 24 rounds of high-explosive (HE) shells
- 12 rounds of high-explosive anti-tank (HEAT) shells
- 12 rounds of hyper velocity armour piercing discarding sabot (HVAP-DS) shells
- 6 rounds of armour-piercing (AP) shells
- 6 rounds of canister shells
- 5 rounds of white phosphorus (WP) shells
A 7.62 mm coaxial machine gun is also available for use alongside the main gun. It feeds from 250-round linked belts; one is always pre-loaded by default and nineteen more are left in reserve, providing a total of 5,000 rounds.
Lastly, the turret roof-mounted M2HB is always fed with 100-round belt boxes. Including the one already pre-loaded, the M2HB has access to a pool of ten belt boxes (totalling to 1,000 rounds).
Walker Bulldog tanks provide enough seats for a crew that consists of the driver, a gunner, the tank's commander, and a loader. It is not possible for the tank to ferry any additional passengers.
NOTE: The Walker Bulldog does not have or make use of "camouflage" schemes in the traditional sense. All tanks, irrespective of their faction alignment, are only differentiated by their turret, barrel and hull insiginias/markings.
All Walker Bulldog tanks have base armour values of 350. They cannot be retrofitted with addon armour modules.
The following highlighted positions serve as weak points on the Walker Bulldog:
Note that in order to inflict actual damage, a munition must first penetrate through the surrounding armour plates and directly hit the component's weak point. Any strikes on non-highlighted parts will cause little (if any) noticeable damage.
The tank's hull is able to take up to 350 points of damage. It takes 80% less damage from high-explosive (HE) type munitions.
Depletion of its integrity will always result in a catastrophic kill.
The engine can only withstand 175 points of damage before it fails. At least 20% of damage inflicted upon the engine will be shared with the tank's "health" pool. It takes 80% reduced damage from HE-type munitions.
Destroying the engine may result in a catastrophic kill, but only if the tank is at or near critical "health" status.
If damaged: Reduces power output and acceleration is greatly decreased.
If destroyed: Instantly immobilises the Walker Bulldog.
The Walker Bulldog's fuel tank can take up to 210 points of damage before it ruptures. It takes 40% less damage from HE-type munitions. At least 10% of incoming damage will be shared with the Walker Bulldog's main "health" pool.
Destruction of the fuel tank can potentially cause a catastrophic kill. However, this is only possible if the Walker Bulldog is already critically damaged.
Both of the Walker Bulldog's tracks can take just 140 points of damage before they break. They take 60% less damage from HE-type munitions. No incoming damage will be shared with the tank's main "health" pool, however.
The Walker Bulldog's turret can withstand just 280 points of damage. It takes 80% reduced damage from HE-type munitions. 100% of incoming damage will always be shared with the tank's main "health" pool.
Disabling the turret will prevent the gunner from being able to rotate it horizontally. Depending on the tank's "health" status, destruction of the turret can potentially result in a catastrophic kill.
The main gun is able to take 280 points of damage. No damage inflicted onto the gun will be shared with the Walker Bulldog's "health" pool. It takes 60% less damage from HE-type munitions.
Disabling the barrel will prevent the gunner from being able to adjust its elevation/depression. It does not prevent the operator from being able to fire the main gun, however.
The gunner position handles the primary M32A1 76 mm cannon and M73 7.62 mm coaxial machine gun. The commander is able to unbutton their hatch to take control of the turret roof-mounted M2HB .50 cal heavy machine gun.
None of the weapons have access to enhanced vision optics. However, the gunner is able to toggle between multiple reticles with fixed magnification settings (2x/8x/6x). They may also look through the turret's periscope but it lacks a proper reticle to aim with:
|Shell name||Base damage value||Aerodynamic friction||Initial velocity (m/s)||Penetration depth (mm)|
|M496 HEAT (Primary-HE)||100||-0.0000396||800||300|
|M496 HEAT (Secondary-KE)||350||-0.28||1,000||330|
|M363 Canister (Primary)||3||-0.0000396||800||N/A|
|M363 Canister (Secondary)||3||-0.00067||90||N/A|
76 mm tank gun. Can load and fire a variety of anti-personnel and anti-vehicle shells:
- M352 HE: High-explosive (HE) type munition. Has a blast radius of 6 metres. The shell is partially capable of piercing through armour and can penetrate a depth of 24 millimetres (direct impact only).
- M496 HEAT: High-explosive anti-tank (HEAT) type munition. Its warhead consists of a primary and secondary submunition.
- The primary warhead has a blast radius of 3 metres and is capable of piercing through 300 millimetres of armour plating (direct impact only).
- Its secondary submunition is purely kinetic-based and can penetrate a depth of 330 millimetres.
- M331A2 HVAP-DS: Hyper velocity armour piercing discarding sabot (HVAP-DS) munition. Can penetrate 300 millimetres of armour plating. The shell has a spill radius of 0.5 metres upon impact.
- M339 AP: Armour-piercing (AP) munition. It is able to penetrate up to 264 millimetres of armour plating.
- M363 Canister: Anti-personnel flechette munition. Has a blast radius of 8 metres.
- Upon impact, the primary canister will shatter and has a 50-50 chance of deploying one out of two types of secondary submunition canisters loaded with flechettes. One canister has a scatter radius of 4 metres whilst the other has a scatter radius of 3 metres.
- A total of 30 flechette projectiles will be dispersed randomly within a 3.5 degree cone.
- M361 WP: Anti-personnel shell. Upon impact, its primary dummy warhead disperses white phosphorous (WP) fragments across a radius of 10 metres.
- The burning fragments instantly ignite upon impact. Up to 30 will be launched vertically towards the sky, scattering across a cone-shape zone with an angle that ranges between 10-190 degrees (random).
- Humans will be burnt if they step within 1 metre of a fragment. Each fragment burns for up to 18 seconds before they expire.
The M32A1 can fire shells at a rate of one every 6 seconds (10 rounds per minute). Accuracy-wise, it has a dispersion of 0.00057 rad regardless of distance. It takes 6 seconds to swap between munition types.
It cannot be manually zeroed and does not have an automated Fire Control System. However, the M32A1 does have access to a primitive rangefinder which takes 1 second to calculate the distance of a target.
|Base damage value||Aerodynamic friction||Initial velocity (m/s)||Penetration depth (mm)|
Coaxial 7.62 mm medium machine gun.
M73s can attain a fire rate of approximately ~ 550 RPM. It has a muzzle velocity of 900 m/s. Accuracy-wise, the M73 has a dispersion of 0.0013 rad regardless of distance. It takes 6 seconds to reload a fresh belt upon depletion.
The M73 cannot be zeroed manually nor does it have access to an automated FCS. It does however, share the same rangefinder with the main M32A1 gun. It requires 1 second to finish calculating the distance of a target.
|Base damage value||Aerodynamic friction||Initial velocity (m/s)||Penetration depth (mm)|
Turret roof-mounted .50 cal heavy machine gun. Effective against low-flying helicopters and unarmoured/lightly-armoured ground vehicles.
The M2HB has a muzzle velocity of 900 m/s and has a fire rate of approximately ~ 483 RPM. It has a dispersion of 0.0012 rad no matter the distance. It takes at least 4.5 seconds to reload a fresh belt box.
It can be manually zeroed starting at a minimum of 100 m up to a maximum of 1200 m. Adjustments are always made with increments/decrements of 100 m.
The loader can turn out of the tank and fire small arms from the turret's hatch. They cannot equip or fire shoulder-launched weapons, however.
- S.O.G.'s Walker Bulldog is unique for being the first tank in the series that is used by every faction across all three sides (albeit only in a semi-official capacity).
Vehicles of comparable role and configuration
|Vehicles of S.O.G. Prairie Fire|
|Wheeled||Bicycle (Mule) • Boheme Bonn • Boheme Krabice • Boheme Kupe • Boheme Rodina • BTR-40 • M54 (M109, M185, M49, M55) • M151A1 (Offroad) • Z-157|
|Tracked||M41A3 Walker Bulldog • Type 63|
|Rotor-wing||AH-1G • CH-34 (UH-34) • OH-6A Cayuse • Mi-2 (P, URN, URP, US) • UH-1 Iroquois (B, C, D, P)|
|Fixed-wing||F-4 Phantom II (B, C)|
|Aquatic||Boat • PTF Nasty Boat • Sampan • Shantou Gunboat|
|(Parenthesis) denote variants.|