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Rhino UP
Arma3-render-rhinoupsand.png
Faction Icon-side-blufor.png 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
Weight 24200 kg
Slingloadable No
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.png

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

Premium content logo.png
This is a premium asset that requires ownership of the Tanks DLC.


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 armour-piercing fin-stabilised 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.

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

  • 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. Optionally, it is able to mount addon armour in the form of Slat cages.

The ERA blocks are installed onto the front of the hull and all sides of the turret (save for the front). Slat cages can also be attached onto both sides and rear of the hull, though none can be fitted onto the turret itself.

The following highlighted positions serve as weak points on the Rhino UP:

LEGEND
Green = Hull
Orange = Engine
Violet = Fuel tank
Maroon = Turret
Gold = Gun barrel

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.


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 10
High-Explosive 80* 50
High-Explosive Anti-Tank 80* 80
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

Arma3-vehiclearmour-rhinoup-erahull.png

Only the front of the hull is protected by an array of ERA blocks. These blocks are able to withstand up to 200 points of damage.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing N/A* 35
High-Explosive None None
High-Explosive Anti-Tank N/A* 99
Tandem High-Explosive Anti-Tank N/A* 35

(*) Damage reductions are not listed here as the ERA block instantly destroys the projectile upon contact which automatically negates all damage

Each of the blocks take 200% additional damage from high-explosive (HE) type munitions. No damage inflicted upon them will be shared with the Rhino's "health" pool, however.

Upon detonation, ERA blocks must be manually replaced by hand or with the help of a logistics vehicles.

Hull Slat

Arma3-vehiclearmour-rhinoup-slathull.png

When installed, slat cages protect all sides of the hull. They can take up to 200 points of damage before they break.

The cages incur a 200% increased damage penalty from HE-type munitions. If the cages are broken, they will no longer protect the hull and must be refitted either by hand or with the help of logistics.

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 takes 50% less damage from HE-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: 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 shared with the Rhino UP's "health" pool. It takes 40% less damage from HE-type munitions.

A destroyed fuel tank will not result in a catastrophic kill unless the Rhino UP is at critical "health" status.

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 withstand up to 250 points of damage. They are susceptible to small arms fire and take 400% extra damage from HE-type damage. No amount of damage inflicted is shared with 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 if half of its tyres are missing (though the number of tyres remaining must be evenly balanced on both sides).

Turret

The turret can resist up to 384 points worth of damage. No amount of damage incurred is shared with the Rhino UP's main "health" pool.

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

Arma3-vehiclearmour-rhinoup-eraturret.jpg

A set of ERA blocks shield the turret's top, sides and rear (excluding the front). Each of the blocks are able to take up to 200 points of damage.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing N/A* 35
High-Explosive None None
High-Explosive Anti-Tank N/A* 99
Tandem High-Explosive Anti-Tank N/A* 35

(*) Damage reductions are not listed here as the ERA block instantly destroys the projectile upon contact which automatically negates all damage

ERA blocks incur a 200% extra damage penalty from HE-type munitions. However, no damage inflicted onto them will be shared with the Rhino's main "health" pool.

If any of the blocks are detonated, they must be manually reinstalled or refitted with the aid of a logistics vehicle.

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 HE-type 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; the spectrums available are in either green-hot or black-hot:

Cannon 120 mm

Arma3-vehicleweapons-rhinomgsup-cannon120mm.png

120 mm smoothbore gun. It can load conventional AP/HE-type shells or gun-launched laser-guided 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.

It should be noted that neither the FCS nor manual zeroing has an effect on the range or accuracy of gun-launched ATGMs.

SPMG .338

Arma3-vehicleweapons-rhinomgsup-spmg338.png
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. Its FCS does not feature automatic lead/zeroing and is restricted to a hard cap of 1,500 metres.

RCWS HMG 12.7 mm

Arma3-vehicleweapons-rhinomgsup-rcwshmg127mm.png
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.

Achievements

  • Arma3-achievement-fromwithin.png
    From Within
    • Spend a total of three hours inside the Rhino MGS UP as either the driver, commander or gunner (in real-world seconds/hours). The hours can be accumulated over time and does not have to performed in a single session.
    • Can be gained in either singleplayer or multiplayer scenarios.

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

Vehicles of ArmA 3
Wheeled AFV-4 GorgonAMV-7 MarshallHatchbackHEMTTHunterIfritKartMB 4WDMSE-3 MaridOffroadProwlerQilinRhino MGS (UP) • StriderSUVTempestTractorTruckQuadbikeUGV StomperVanZamak (MRL)
Tracked 2S9 SochorAWC NyxBTR-K KamyshCRV-6e BobcatED-1D Mini UGV (ED-1E) • IFV-6a CheetahIFV-6c PantherFV-720 MoraM2A1 Slammer (A4 UP) • M4 ScorcherM5 SandstormMBT-52 KumaT-100 VarsukT-140 Angara (T-140K) • ZSU-39 Tigris
Rotor-wing AH-9 PawneeAH-99 BlackfootAR-2 DarterCH-49 MohawkCH-67 HuronDemining DroneMH-9 Hummingbird (M900) • Mi-48 KajmanMi-290 TaruMQ-12 FalconPO-30 OrcaUH-80 Ghost HawkUtility DroneWY-55 Hellcat
Fixed-wing A-143 BuzzardA-149 GryphonA-164 WipeoutCaesar BTTF/A-181 Black Wasp IIKH-3A FenghuangMQ-4A GreyhawkTo-199 NeophronTo-201 ShikraUCAV SentinelV-44X BlackfishY-32 Xi'an
Aquatic Assault BoatMotorboatRHIBSpeedboatSDVWater Scooter
(Parenthesis) denote variants.
Karts DLC | Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
Arma3-factionicon-nato.png NATO - Vehicles (ArmA 3)
Wheeled AMV-7 MarshallHEMTTHunterProwlerQuadbikeRhino MGS (UP) • UGV Stomper
Tracked CRV-6e BobcatED-1D Pelter (ED-1E Roller) • IFV-6a CheetahIFV-6c PantherM2A1 Slammer (A4 UP) • M4 ScorcherM5 Sandstorm
Rotor-wing AH-9 PawneeAH-99 BlackfootAL-6 PelicanAR-2 DarterCH-67 HuronMH-9 HummingbirdMQ-12 FalconUH-80 Ghost Hawk
Fixed-wing A-164 WipeoutF/A-181 Black Wasp IIMQ-4A GreyhawkUCAV SentinelV-44X Blackfish
Aquatic Assault Boat (Rescue) • Speedboat MinigunSDV
(Parenthesis) denote variants.
Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
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