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Rhino UP
Arma3-render-rhinoup
Faction NATO
Type Tank Destroyer
Seats 3 seats:
  • 1× Driver
  • 1× Gunner
  • 1× Commander
Item capacity 3000 mass
Top speed ~ 119 km/h
Fuel capacity 24 fuel units
Primary armament Main:
  • 1× Cannon 120 mm
Secondary armament Secondary:
  • 1× RCWS HMG 12.7 mm

Coaxial:

  • 1× SPMG .338 GPMG

Targeting:

  • 1× Laser Designator

Defensive:

  • 1× Smoke Generator
Variants Rhino MGS
Games
A3-tanks

The Rhino MGS UP is a variant of NATO's Rhino MGS tank destroyer in ArmA 3. It was added with the release of the Tanks DLC.

Overview

  • Roles:
    • Tank destroyer
    • Armoured assault gun
« The Rhino MGS is the latest wheeled tank destroyer in NATO armored forces, designed for easy transportation to crisis regions. Its lightweight 120mm main cannon can use all conventional rounds including MARUK ATGMs, which increase its effective range to 8 km. The vehicle's secondary weapon is the .338 magnum SPMG coaxial machinegun. The price paid for the Rhino's great mobility and firepower is its light armor and low supplies of ammo and fuel. The 'UP' version is equipped with a remotely operated 12.7mm HMG and improved protection, provided by a cage and reactive armor. However, with this setup, it's too bulky to fit into many transport vehicles, including the Blackfish VTOL.
Field Manual
»

Design

The Rhino UP is simply a modified variant of the Rhino MGS that has been retrofitted with additional Explosive Reactive Armour (ERA) blocks and a turret-mounted remote weapons station.

Armament
It is armed with the same 120 mm smoothbore cannon and has a coaxial .338 medium machine gun.

Like the baseline Rhino, the commander can also make use of a laser designator to mark targets independently from the main gun. The main difference on the Rhino UP is that the commander can also engage targets with the mounted 12.7 mm heavy machine gun.

Its loadout for the main gun consists of 12 rounds worth of armor-piercing fin-stabilized discarding sabot (APFSDS-T), 8 high-explosive (HE-T), and 8 high-explosive anti-tank multi-purpose (HEAT-MP-T) shells. It can also load and fire MARUK anti-tank guided missiles, which are launched directly from the cannon itself.

The coaxial SPMG is pre-loaded with a 200-round belt box and has a further three belt boxes available, while the commander's HMG feeds from a single 200-round belt and only has one spare belt to reload from.

Arma3-rhino-01

Rhino UP with all crew positions turned out. Note the additional slat cages attached to all sides of the hull.

Features
Just like its baseline counterpart, the Rhino UP shares the same ability to combine its MARUK ATGMs with other data linked vehicles. This enables it to attack laser marked targets even if the crew do not have line-of-sight of it.

But aside from the ERA blocks and having slat cages attached by default, the Rhino UP is virtually identical to its parent vehicle in almost every way. The ERA blocks mostly enhance the Rhino UP's resistance to HEAT projectiles, while the slat cages prevent explosive-based munitions from damaging exposed parts of the chassis like its wheels.

Crew Capacity
The Rhino UP has the same number of seats as the baseline Rhino; enough for the driver, a gunner, and the commander. It is also unable to transport any passengers.

Camouflage

  • Sand
  • Olive
  • Sand (Slat/Camo Nets)
  • Olive (Slat/Camo Nets)
  • Green: Standard flat olive green paint scheme. Any camo nets applied on the Rhino UP's hull or turret will use a two-tone woodland camouflage pattern scheme.
  • Sand: Pattern-less dark tan paint scheme. Modifies all camo nets attached to the Rhino UP to use a two-tone desert camouflage pattern scheme.

Protection

The Rhino UP has a base armour value of 480. It relies on both Composite Armour plating and Explosive Reactive Armour blocks, and can optionally support being fitted with addon Slat cages.

The ERA blocks are fitted to all sides of the hull and parts of the turret. Slat cages can also be attached to both sides and rear of the hull, though none can be mounted onto the turret itself.

Hull

The hull can resist up to 672 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

ERA blocks protect all sides of the hull (including the rear). They can defend against 200 points of damage and will destroy the projectile upon activation.

Once detonated however, the ERA blocks will no longer protect that part of the hull until they are re-installed.

Hull Slat

Slat cages protect all sides of the hull. They can resist up to 200 points of damage before failing.

Large calibre HE-based munitions or missile/rocket fire will always inflict twice as much damage on the cages, and will almost always be destroyed in a single hit.

Engine

The engine can survive 768 points of damage.

Only 10% of incoming damage on the engine is transferred onto the Rhino UP's "health" pool. It has 50% resistance against explosive-type munitions. It will not cause a catastrophic kill by itself unless the Rhino UP is critically damaged.

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

Fuel tank

The fuel tank can resist up to 480 points of damage before failing.

30% of incoming damage onto the fuel tank is always inflicted onto the Rhino UP's "health" pool. It has 40% resistance to explosive-type munitions. A destroyed fuel tank will not cause a catastrophic kill unless the Rhino UP is critically damaged.

If damaged: Gradually leak fuel over time.
If destroyed: Causes it to rapidly lose its entire fuel capacity in just a few seconds.

Wheels

All eight wheels are able to resist 250 points of damage.

They are susceptible to small arms fire and take 400% damage from explosive-type damage, meaning any high-explosive (HE) munitions or landmines will instantly pop them. No amount of damage inflicted is transferred onto the Rhino UP's "health" pool, however.

Destroying all of the Rhino UP's wheels will be needed to immobilise it. Depending on which and how many are remaining, it is entirely possible for the Rhino UP to continue driving even with more than half missing.

Turret

The turret can resist up to 384 points worth of damage. No amount of damage incurred is transferred onto the Rhino UP'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.

Turret ERA

A small set of ERA blocks protect both sides of the turret. They can shield against 200 points of damage.

Detonated ERA blocks will no longer protect the turret until they're re-installed.

Gun barrel

The turret's gun barrel can resist 480 points of damage before failing. No damage inflicted on this component is transferred onto the Rhino UP's "health" pool.

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.

Commander HMG

The commander's turret can only resist against 240 points of damage. It is fully susceptible to all kinds of damage. No damage is inflicted onto the Rhino UP's "health" pool, however.

Disabling this component will prevent the commander from being able to utilise the mounted heavy machine gun.

Sensors

The Rhino UP is outfitted with only one passive-type sensor:

Data Link

The Rhino UP is data link-enabled, and can obtain the location of laser designator spots and positions of allied data-linked vehicles from any friendly forces within 16 km range.

Note that the Rhino UP can receive the location of spotted contacts from other vehicles but cannot actually transmit targets that it sees. It is also unable to distinguish between friendly and hostile contacts.

Components

  • Slat Cage (Hull): Attached by default. Cages surround the entire hull except for the turret. Slat cages will protect the Rhino UP from non-AP munitions but can be destroyed after multiple hits.
  • Camo Net (Hull): Drapes most of the hull with camouflage netting (except for the crew hatches). Partially conceals covered sections from thermal sensors.
  • Camo Net (Turret): Identical to the Hull camouflage netting, but for the turret instead. Most of the turret (including the barrel) is covered, though certain components like the commander's RWS turret are left exposed.

Armament

NOTE: For specifics on the Cannon 120 mm's munitions, see its related section listed here.

The Rhino UP's gunner operates the Cannon 120 mm and SPMG .338 machine gun, while the commander controls the RCWS HMG 12.7 mm instead.

For optics, both the gunner and commander have access to three fields of view and can toggle a day, night or thermal vision modes; thermals for the gunner are black-hot/white-hot but the commander's optics are green-hot/black-hot instead:

Cannon 120 mm

The Cannon 120 mm serves as the Rhino UP's primary weapon. It can load conventional shells or laser-guided gun-launched ATGMs.

It has an effective firing range of 1,500 metres and a maximum firing range of 4,000 metres. Swapping between "magazines" or reloading a shell/missile takes 6 seconds to complete. It has an average dispersion of 0.00057 rad at distances of 1,500 metres and 0.0007125 rad at distances of 3,500 metres.

The fire control system can automatically adjust zeroing on targets moving at speeds of 90 km/h or less. There is an imposed delay of 1 second before the FCS can finish calculating. The gunner can manually zero the gun, though it is only available in increments of 100 m that go up to a maximum of 4000 m.

SPMG .338

Base damage value Aerodynamic friction Initial velocity (m/s) Penetration depth (mm)
14 -0.00061 807 21.79

Coaxial .338 medium machine gun.

The SPMG can attain a fire rate of up to ~ 699 RPM and has a muzzle velocity of 807 m/s. Accuracy-wise, it has a dispersion of 0.0014 rad at all ranges. It takes 10 seconds to reload a fresh belt box.

The FCS does not feature automatic lead/zeroing. The gunner has access to the same zeroing limits as the Cannon 120 mm.

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 FCS 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.

Trivia

  • Like its parent model, the Rhino UP is based on the real-world "Rooikat" AFV designed by Land Systems OMC of South Africa.
  • Oddly enough, the UP variant does not make use of the same Mk30 HMG mounted on M2A4 Slammer UP MBTs for its remote weapons station, and uses an exposed turret design armed with the older M2 HMG instead.

Gallery

External links

See also

Variants

Vehicles of comparable role and configuration

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