A modernized version of the Russian T-95 MBT. The ongoing development of the new generation battle tank was restarted in 2016 thanks to revenues from the oil crisis. The new concept of battle tank is lower and lighter, with increased maneuverability. The T-100 Varsuk comes with a standard 125 mm cannon, 7.62 mm coaxial machine gun and a commander-controlled NSVT-M 12.7 mm HMG.
Inspired by previous generations in the T-series of Russian-made tanks, the T-100's turret uses a large, box-shaped turret bustle instead of the iconic traditional dome shape of Soviet-era tanks like the T-80.
Armament
It is armed with a 125 mm smoothbore cannon that can fire armour-piercing and explosive shells. In addition, it has a coaxial 7.62 mm medium machine gun that can be used against enemy infantry in lieu of the main gun[CfgVh 5], as well as a turret roof-mounted, remote-operated 12.7 mm heavy machine gun.[CfgVh 6]
The main gun's loadout consists of the following munition types:[CfgVh 8]
12 rounds worth of high-explosive anti-tank (HEAT-T) shells
On the other hand, the coaxial MMG feeds from 200-round linked belts. One belt is always pre-loaded while a further 9× are left in reserve for a combined total of 2,000 rounds.[CfgVh 8] Meanwhile, the commander's 12.7 mm NSVT-M HMG feeds from 150-round belts, though it only has one spare belt to reload from (for a total of 300 rounds). The commander also retains control over the T-100's smoke launchers, and can deploy up to 2× volleys of smoke screens.[CfgVh 6][CfgVh 7]
Features
The T-100 is the fastest Main Battle Tank in ArmA 3. It can perform pinpoint turns with ease and accelerates rapidly on both paved roads and while off-road.
From foreground-to-background: T-100, Slammer, Kuma. The T-100 (foreground) has the smallest turret profile and a short hull.
It also has the smallest and flattest profile out of the three core MBT designs, giving the crew the ability to maintain a hull-down position easily. Combined with its high mobility, this makes the T-100 a difficult target to hit while it remains on the move. In built-up areas, a skilled crew can easily dash from cover to cover and fire off multiple shots on the enemy without being hit even once.
High speed, low drag. The T-100's mobility is unmatched by other MBTs.
Mobility
Compared to its NATO and AAF counterparts (M2A1 Slammer/MBT-52 Kuma), the T-100's engine has a lower power output of only 1,045 kW[CfgVh 9] and has a maximum attainable torque of 4,950 N·m.[CfgVh 10]
However, the T-100 compensates for its slightly weaker engine by being the lightest of the four MBTs in ArmA 3. At 47 tonnes, it is 32% and 24% lighter than the Slammer (65 tonnes) and Kuma (60 tonnes), respectively. Although its weight difference is less pronounced when it is matched up against the advanced T-140 (50 tonnes), the T-100 is still 6% lighter than the latter. Because of its light weight, the T-100 has little difficulty driving through rough terrain and won't suffer from as much speed loss as the Slammer/Kuma. For example, the T-100 can maintain speeds of up to 15-16 km/h climbing up a 30 degree slope whereas Slammers and Kumas will be slowed to a crawl of 6-8 km/h.
Furthermore, the T-100 possesses an excellent acceleration rate[CfgVh 11] as it can attain its top speed of 76 km/h in less than ~ 16 seconds on turbo. In stark contrast, its cumbersome NATO counterpart will require double the time (upwards of 30 seconds) to reach a speed of only 61 km/h even with turbo activated.
Flanked from behind, even 40 mm autocannons can knock out the T-100's engine and inflict a mobility kill.
Drawbacks
The T-100 sacrifices protection for manoeuvrability and has the lowest hull armour "health" out of the four MBT designs (1,020).[CfgVh 12][Formula 1]
Although its glacis plate and frontal aspect of the turret are actually quite thick, making the T-100 resilient enough to shrug off at least two direct hits from anti-tank missiles using a top-attack flight profile, the same cannot be said for the back of the turret and rear-left/rear-right sides of the hull. This especially applies to the rear half of the hull since there are no Explosive Reactive Armour (ERA) blocks shielding this section of the hull. In addition, its engine is also vulnerable to being taken out from a first strike. Whereas other tanks have the engine covered by the glacis plate or have slat cages/other forms of appliqué armour, the T-100 provides no such cover for its engine.
Hitting the T-100's weak spot, an M2A4 inflicts a catastrophic kill with just a single APFSDS shell.
Furthermore, the T-100 has a major weak spot located directly in-between the turret and chassis. If struck from the side, this can instantly render all of the tank's systems inoperable and deplete its fuel reserves due to several of the T-100's hitpoints being positioned within line-of-sight. If the T-100 happens to be close to critical status at the time of being struck, this can one-shot the tank and instantly cause a catastrophic kill without giving the crew a chance to bail out. To make matters worse, a catastrophic explosion can occur even if the T-100 is at full "health" if both fuel tanks get destroyed simultaneously.
Regardless of how it was immobilised, the T-100 immediately loses its only real advantage over its competitors if this occurs. This will force the crew to either abandon the tank or become a sitting duck for AT infantry; neither of which are favourable outcomes.
Crew Capacity
The T-100 has a seating capacity of three personnel for a crew consisting of the driver, gunner and a commander. It is unable to carry passengers.
Camouflage[]
Green Hex
Hex
Green Hex (Camo Nets)
Hex (Camo Nets)
1/4
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.
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.
SFIA: Semi-arid camouflage pattern scheme. Attached camo nets will use a three-tone desert camouflage pattern when this is applied.
Protection: Hitpoints[]
The T-100 has a base armour value of 850.[CfgVh 13]
The following highlighted positions serve as weak points on the T-100:
LEGEND[SCR 2] Green = Hull Orange = Engine Violet = Fuel tanks Light blue = Tracks Maroon = Turret Gold = Main gun Dark blue/Pink = Commander HMG
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 T-100's hull can withstand up to 1,020 points of damage.[CfgVh 12][Formula 1] It takes 80% reduced damage from high-explosive (HE) type munitions.[CfgVh 14]
Depletion of the hull's integrity will instantly result in a catastrophic kill.[CfgVh 15][CfgVh 16]
Hull ERA[]
A total of five ERA blocks/panels protect both sides of hull as well as the glacis plate:
A block of ERA bricks arranged in a 2x5 layout shield the glacis plate.[CfgVh 17]
The front-right and front-left sides of the hull are shielded by ERA panels.[CfgVh 18][CfgVh 19]
Two ERA panels cover the mid-section of the hull on both sides (behind the front-right/front-left panels).[CfgVh 20][CfgVh 21]
The hull's ERA blocks/panels can only nullify the effects of one projectile. Detonated ERA must be manually replaced by hand using a Toolkit, with the help of a mobile repair truck, or at a static vehicle repair station.
Engine[]
The engine can take a maximum of 467.5 points of damage before it fails.[CfgVh 32][Formula 2] It takes 80% reduced damage from HE-type munitions.[CfgVh 33] At least 30% of incoming damage will be shared with the T-100's main "health" pool. Destroying the engine has a high chance to result in a catastrophic explosion if the T-100 is near or at critical "health" status.[CfgVh 34]
Fuel tanks[]
The T-100's twin fuel tanks can each withstand up to 425 points of damage before they rupture.[CfgVh 35][Formula 3] They take 40% reduced damage from HE-type munitions.[CfgVh 36] Up to 30% of incoming damage onto either of the tanks will be shared with the T-100's main "health" pool. If the T-100 is close to or is already at critical "health" status, destruction of the fuel tanks can cause a catastrophic explosion.[CfgVh 37]
Tracks[]
The T-100's treads and wheels can take up to 650 points of damage before they break.[CfgVh 38][CfgVh 39][note 2] They take 20% reduced damage from HE-type munitions.[CfgVh 40][CfgVh 41] No damage inflicted upon either of the tracks will be shared with the T-100's main "health" pool.[CfgVh 42][CfgVh 43]
Turret[]
Traverse mechanisms for the main turret can withstand up to 680 points of damage before they suffer from failure.[CfgVh 44][Formula 4] They take 80% reduced damage from HE-type munitions.[CfgVh 45] Damage inflicted upon the turret is not shared with the T-100's main "health" pool.[CfgVh 46]
The turret's ERA blocks can only nullify the effects of one projectile. Detonated blocks must be manually replaced using a Toolkit, with the assistance of a repair truck, or at a static vehicle repair station.
Main gun[]
Elevation mechanisms for the main gun can only take a maximum of 680 points of damage before they start to fail.[CfgVh 59][Formula 5] The mechanisms take 60% less damage from HE-type munitions.[CfgVh 60] No damage inflicted upon the elevation mechanisms will be shared with the T-100's main "health" pool.[CfgVh 61]
Commander HMG[]
Elevation and traverse mechanisms for the commander's Remote Weapons Station (RWS) turret can each take a maximum of only 85 points of damage before they suffer from failure (individually).[CfgVh 62][CfgVh 63][Formula 6]
Damage reductions to HE-type munitions differ depending on the mechanism:
Traverse mechanisms take 80% reduced damage from HE munitions.[CfgVh 64]
Elevation mechanisms take 60% reduced damage from HE munitions.[CfgVh 65]
Regardless of whichever mechanisms get struck, no damage inflicted upon the RWS turret will be shared with the T-100's main "health" pool.[CfgVh 66][CfgVh 67]
Protection: Armour[]
The T-100 uses a combination of Composite Armour plating, non-composite materials, and Explosive Reactive Armour panels/blocks that shield the front-right/front-left sides of the hull, turret cheeks, and the glacis.
Composite armour plates protect the following sections of the tank:
The T-100's glacis, most of its turret (excluding the bustle exterior), and the gun mantlet are all protected by composite armour plates.[rvmat 1][bisurf 1] This also includes the turret's modular ammunition container (located within the bustle). Two extra blocks of composite armour are located at the rear and front of the engine compartment (but not on the roof or base of the engine).
The tank's exhaust, main gun, rear storage container bin, and both sides of the hull (above the tracks only) are protected by composite metal armour plates that have a thickness of 30 millimetres.[rvmat 2][bisurf 2]
A block of composite metal armour that has a thickness of 110 millimetres is located between the bustle and the rest of the turret.[rvmat 3][bisurf 3] The base and roof of the tank's hull are also protected by 110 mm-thick armour plates (this extends to covering the top and bottom sides of the engine compartment as well).
Both of the T-100's treads (but not the wheels/idlers/drive sprockets) are protected by composite metal armour plates that have a thickness of 12 millimetres.[rvmat 4][bisurf 4]
The commander's Remote Weapons Station (RWS) and turret radar modules are protected by composite metal armour plates that have a thickness of 20 millimetres.[rvmat 5][bisurf 5] This includes all of the Explosive Reactive Armour (ERA) blocks/panels (they all share the same thickness of 20 mm). A 20 mm-thick block also protects the space between the driver and commander/gunner compartments. Two additional half rings are also placed at the front of the turret ring.
The rear drive sprocket and both sides of the hull are protected by composite metal armour plates that have a thickness of 80 millimetres.[rvmat 6][bisurf 6]
The track's idlers and road wheels are protected by composite metal armour plates that have a thickness of 100 millimetres.[rvmat 7][bisurf 7]
The turret bustle is protected by a hollow cuboid-shaped block of composite metal armour that has a thickness of 250 millimetres.[rvmat 8][bisurf 8]
Explosive reactive armour[]
LEGEND:[SCR 4] Dark blue = armour_plate_20mm.bisurf
A total of nine ERA blocks and panels are fitted onto the T-100's frontal/mid-section parts of the hull and as well as the turret's frontal aspect:
Over the glacis plate in a 2x5 grid square with ten bricks.[CfgVh 68] It should be noted that the ten bricks are considered to be a part of the same ERA block and will all detonate simultaneously even if a munition technically isn't within range to trigger them.
The front-right and front-left sides of the hull have two ERA panels.[CfgVh 69][CfgVh 70]
The turret cheeks have four blocks arranged in a 2x2 grid.[CfgVh 73][CfgVh 74] Another four blocks (also using a 2x2 grid layout) also shield the frontal aspect.[CfgVh 75][CfgVh 76]
All ERA blocks/panels have a thickness of 20 millimetres.[rvmat 5][bisurf 5] Detonated ERA blocks/panels must be manually replaced by hand using a Toolkit, with the assistance of a dedicated repair truck, or at a specialised vehicle repair station.
The thermal imagers on the turret are protected by panes of bullet-resistant glass. These glass panes have a thickness of 30 millimetres.[rvmat 9][bisurf 9] These glass panes can block bullet projectiles up to (and including) 6.5 mm/7.62 mm assault rifles. However, they are not durable enough to block hits from 7.62 mm DMRs/LMGs or any other larger calibre bullet projectiles.
The mudguard flaps are all made out of plastic[rvmat 10][bisurf 10], while the turret interior and crew compartments are protected by (non-composite) plates of plain metal. These plates have a thickness of 200 millimetres.[rvmat 11][bisurf 11]
Mobility[]
Engine[]
The T-100's engine has a power output of 1,045 kW.[CfgVh 9] It has an idle rotational speed of 104.72 rad/s[CfgVh 77] and a maximum rotational speed of 314.16 rad/s.[CfgVh 78] It has a maximum attainable torque of 4,950 N·m[CfgVh 10] and a moment of inertia[7] value of 12.[CfgVh 79]
Torque curves[]
NOTE:The T-100's torque curve specifically only has two states.
When accelerating with vehicle turbo toggled on, the T-100 immediately begins to shift to 4th gear. While on 4th gear, the T-100's engine has an RPM of 2,614.66:[SCR 5]
NOTE:Cosmetic-only component modules with no gameplay effects are deliberately excluded from this section.
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.
Sensors[]
The T-100 is not equipped with sensors that can be used for targeting purposes.
Armament[]
NOTE: For specifics on the Cannon 125 mm's munitions, see its related section listed here.
The T-100's gunner position has access to the Cannon 125 mm and Coaxial MG 7.62 mm.[CfgVh 5] On the other hand, the commander position operates the NSVT-M HMG 12.7 mm and has access to the tank's defensive smoke launchers.[CfgVh 6]
Rotation limits for the T-100's turrets differ:
The main turret can be freely rotated in any direction horizontally.[CfgVh 83][CfgVh 84] However, vertical rotation limits are restricted to a maximum elevation of 14 degrees[CfgVh 85] and a depression of just 5 degrees.[CfgVh 86]
The commander's HMG turret can also be freely rotated in any direction horizontally.[CfgVh 87][CfgVh 88] For its vertical rotation limits, it is limited to a maximum elevation of 60 degrees[CfgVh 89] but shares the same depression limit of 5 degrees.[CfgVh 90]
Cannon 125 mm[]
125 mm smoothbore gun. Can load and fire AP, HE and HEAT-type shells.
The Cannon 125 mm's muzzle velocity depends on the type of shell being fired:
It can fire a shell once every 6 seconds[CfgWp 1] (fire rate of 10 rounds per minute).[Formula 7] It takes at least 6 seconds to swap between munition types or to rearm from a supply truck.[CfgWp 2] Accuracy-wise, the Cannon 125 mm has a dispersion of 0.00068 rad.[CfgWp 3]
A dedicated Fire Control System is available. It can adjust for both lead and zeroing, though only against targets moving at speeds of 90 km/h or less.[CfgWp 4][Formula 8] It takes at least 1 second for the FCS to finish calculations against valid targets.[CfgWp 5]
Manual zeroing is also available in lieu of the FCS computer's auto-lead/auto-zeroing. It starts from a minimum of 100 metres up to a maximum of 4,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200, 2300, 2400, 2500, 2600, 2700, 2800, 2900, 3000, 3100, 3200, 3300, 3400, 3500, 3600, 3700, 3800, 3900, 4000).[CfgVh 91] By default, the Cannon 125 mm is set to a zeroing of 600 metres.[CfgVh 92]
It can attain a fire rate of up to 800 RPM[CfgWp 6][Formula 10] with a muzzle velocity of 860 m/s.[CfgMa 4] Accuracy-wise, the Coaxial MG 7.62 mm has a dispersion of 0.0016 rad.[CfgWp 7] It takes at least 10 seconds to reload the Coaxial MG 7.62 mm with a fresh belt or to fully rearm from a supply truck/ammunition crate.[CfgWp 8] Every fifth round in the belt will emit a visible green tracer.[CfgMa 5]
It should be noted that the Coaxial MG 7.62 mm does not share the same FCS limitations with the Cannon 125 mm as it can track targets moving at speeds of up to ~ 110 km/h instead[CfgWp 9][Formula 11], though it still has the same 1 second computation time delay.[CfgWp 10] The Coaxial MG 7.62 mm does not allow for zeroing beyond 1,500 metres. This applies to both automatic and manual zeroing adjustments (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500).[CfgWp 11] Its default zeroing remains unchanged at 600 metres.[CfgVh 92]
It can attain a fire rate of up to 800 RPM[CfgWp 12][Formula 13] and has a muzzle velocity of 845 m/s.[CfgMa 6] Accuracy-wise, the NSVT-M HMG 12.7 mm has a dispersion of 0.00144 rad.[CfgWp 13] It takes at least 10 seconds for the RWS turret to reload itself with a fresh belt or to fully rearm from a supply truck.[CfgWp 14] Every fourth round fired will emit a visible green tracer.[CfgMa 7]
Its FCS only supports automatic zeroing against stationary targets.[CfgWp 15] It takes at least 1 second for the FCS to finish adjustments.[CfgWp 16] Manual zeroing is also available, starting from a minimum of 100 metres up to a maximum of 2,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000).[CfgVh 93] By default, the NSVT-M HMG 12.7 mm is set to a zeroing of 300 metres.[CfgVh 94]
Optics[]
Driver[]
The driver's periscope hatch has the ability to switch between a day or night vision mode.[CfgVh 95]
Element displays for the gunner's Fire Control System (FCS) are available, comprising of a laser rangefinder, azimuth (but not elevation), and speed display.[CfgVh 115]
Defensive sensors[]
The T-100 does not have the ability to detect guided weapon systems that are attempting to acquire a lock onto it.[CfgVh 116]
However, it is equipped with a Missile Approach Warning System (MAWS) that will instantly alert the crew if a guided projectile has successfully locked onto the tank and is inbound towards it.[CfgVh 117]
AI[]
NOTE:The following information only applies to the AI.
The T-100 is considered to be a dangerous threat[12] to AI-controlled infantry units (0.7).[CfgVh 120]
AI-controlled ground vehicles consider the T-100 to be an extremely dangerous threat and will always prioritise attacking it unless they lack the means to do so (1).[CfgVh 120]
AI-controlled aircraft consider the T-100 to be a low-risk threat and will only attack it if there are no other more threatening targets within range (0.3).[CfgVh 120]
Spend at least three hours controlling the T-100 from the commander's seat.
Can be earned in either singleplayer or multiplayer scenarios. It does not have to be accumulated in a single playthrough and can be earned over multiple sessions.
In It Together
Spend a total of twenty four hours of playtime inside the T-100 with a team of human players seated (in real-world time).
The driver, gunner and commander seats must be occupied by humans and not AI.
This time can be earned over multiple sessions. There is no need for the same group of players to participate for the hours to accumulate.
Steel Sniper
Must land a hit on another Main Battle Tank that is on the move at a minimum distance of 3.5 kilometres or more. Destroying the vehicle is not necessary; you only need to inflict damage on any part of the vehicle.
This can be earned in the editor or in singleplayer/multiplayer scenarios.
Trivia[]
As stated in the Field Manual, the Varsuk is inspired by the real-world "T-95" main battle tank designed by Uralvagonzavod.[14][15]
However, both the Varsuk's turret and chassis bear a stronger resemblance to the "Black Eagle" tank, another cancelled concept MBT that was then-designed by Omsktransmash.[14][16]
Despite being modelled onto both sides of the Varsuk's turret, the "Drozd-2" active protection system launchers[17] are merely cosmetic additions and are completely non-functional in-game.
In Russian, Barsuk/Varsuk (барсук) translates into "Badger".
The Varsuk was not originally featured as an asset in the Alpha and Beta. It would only be included as a usable vehicle after the game's full release (as part of Game Update 1.00).[18]
Prior to Game Update 1.02, the rear armour of the T-100 (not the engine) had much greater durability and could withstand the same amount of damage as the frontal armour.[19]
After the Tanks DLC was released, an issue with the model's LODs caused the main gun's barrel to appear in the Picture-in-Picture (PiP) view of the driver's perspective (when it was toggled as the tank's commander). This was eventually fixed after the release of Game Update 1.90.[20]
Gallery[]
Promotional image released for ArmA 3's ninth anniversary (as part of the so-called "Legendary Assets" series).