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The T-140K Angara is a variant of CSAT's T-140 Angara Main Battle Tank in ArmA 3. It was added with the release of the Tanks DLC.

Overview[]

  • Roles:
    • Direct fire and manoeuvre
    • Mobile command vehicle
« A licensed variant of the original Russian design operated by the elite of CSAT armored forces. The tank is equipped with a high velocity, high-accuracy 125mm cannon, a 7.62mm coaxial machinegun, and a 12.7mm HMG in a remote turret. The crew is located in an armored capsule in the hull, improving survivability and eliminating one of the weaknesses of older tank designs. The disadvantage is its technical complexity and cost, resulting in low production numbers. Two main variants are currently in use - the standard T-140 and the T-140K, a 'commander' variant which exchanges the HMG for a 30mm autocannon. In addition, it also provides additional radios and sensors for platoon and company leaders.
Field Manual
»

Design[]

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This is a premium asset that requires ownership of the Tanks DLC.


The T-140K, otherwise dubbed as the 'Commander' variant, is mostly identical to the baseline T-140 in almost every way.

The two main differences with this model is that the 12.7 mm remote weapons station is replaced with a 30 mm autocannon. The gunner/commander terminals are also data linked, and can interface with other sensor-equipped vehicles.

Armament
Its main armament still consists of a 125 mm smoothbore cannon and a 7.62 mm coaxial machine gun. The turret-mounted RWS is fitted with a 30 mm autocannon that can be used to engage both light vehicles and low-flying aircraft.

The standard loadout of the T-140K remains mostly the same as its parent vehicle; it has 20 rounds worth of armour-piercing fin-stabilised discarding sabot (APFSDS-T), 12 high-explosive (HE-T), and 12 high-explosive anti-tank (HEAT-T) shells for the main gun. The coaxial MMG feeds from a single linked 1,000-round belt and also only has one reserve belt to reload from (combined for a total of 2,000 rounds).

On the other hand, the commander's CTWS autocannon is pre-loaded to feed from a 60-round multi-purpose (MP-T) "magazine", and has a further three belts to spare for a combined total of 240 shells.

Arma3-angara-01

A T-140K leads a beach assault. Note the 30 mm autocannon installed onto the RWS contrasted against the regular T-140 in the back.

Features
Like the baseline T-140, the 'Commander' model provides the same level of protection for its crew. The sides and rest of the hull are shielded by Explosive Reactive Armour (ERA) slabs that are effective against HEAT projectiles. Meanwhile, the turret itself remains unmanned, and all three members sit side-by-side inside the centre of the hull.

As previously mentioned, one unusual design quirk of the T-140K is that its RWS does away with the traditional 12.7 mm HMG used on most conventional MBTs, and favours using a 30 mm autocannon instead. Though the autocannon only has explosive-based munitions loaded, this essentially doubles the vehicle's firepower; the T-140K's commander is able to attack light vehicles like MRAPs or Armoured Personnel Carriers, and can even potentially shoot down helicopters and low-flying jets.

Adding onto that, this also serves to lessen the load on the gunner, since they will not need to switch to firing non-AP shells in the middle of a fight, and are free to tackle heavy armour threats like other MBTs while the commander focuses on taking out the light vehicles.

Drawbacks
Although the T-140K can interface with other data link-capable platforms like the ZSU-39 to receive the locations of spotted enemy aircraft (as well as detecting those that its own passive radar sees), it cannot actually send this data back to other platforms. In turn, this limits the T-140K's ability to act as spotter vehicle since it is unable to transmit data back-and-forth.

Crew Capacity
The T-140K only has a seating capacity of three for the driver, a gunner, and the commander. It is unable to transport any passengers.

Camouflage[]

  • 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.
  • 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.
  • Grey: Pattern-less dark chrome grey paint scheme.
  • Jungle: Three-tone tropical camouflage scheme.

Protection[]

The T-140K has a base armour value of 700 and uses a mixture of three armour types: Composite Armour plating, Explosive Reactive Armour slabs, and addon Slat cages.

The ERA slabs protect the front, top and sides of the hull. Two slat cages shield the rear of the vehicle (protecting the engine), though they can't be detached from the vehicle unless destroyed.

The following highlighted positions serve as weak points on the T-140K:

Arma3-angaracommander-hitpoints

LEGEND
Green = Hull
Orange = Engine
Violet = Fuel tanks
Light blue = Treads
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 1,750 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-t140-erahull

ERA slabs surround both the front and sides of the hull (the rear is not shielded), blocking up to 200 points worth 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 slab instantly destroys the projectile upon contact which automatically negates all damage

ERA slabs incur a 200% increased damage penalty from high-explosive (HE) type munitions. However, no damage upon them will be shared with the tank's main "health" pool.

Once detonated, the ERA slabs must be manually replaced by hand or via logistical vehicles.

Engine[]

The T-140K's engine can only resist 420 points of damage. It takes 80% reduced damage from HE-type munitions.

20% of incoming damage onto the engine is always shared with the T-140K's "health" pool. It will not however, cause a catastrophic kill on its own if destroyed unless the T-140K is at critical "health" status.

If damaged: Reduces power output, acceleration is decreased and it may become impossible to climb uphill.
If destroyed: Instantly immobilises the T-140K.

Engine Slat[]

Arma3-vehiclearmour-t140-slatengine

Slat cages protect both sides of the engine. They can resist up to 200 points of damage before failing. No damage upon the cages will be shared with the tank's "health" pool.

The cages take 200% additional damage from HE-type munitions. Upon destruction, the cages will no longer protect the engine and must be manually reinstalled.

Fuel tanks[]

The fuel tanks can resist up to 350 points of damage before failing.

Only 10% of incoming damage is redirected towards the T-140K's main "health" pool. Destroying the fuel tanks will not cause a catastrophic kill unless the T-140K is critically damaged.

If damaged: Gradually leak fuel over time but will stop at a threshold of 50% of the T-140K's remaining fuel capacity.
If destroyed: Rapidly lose entire fuel capacity over the course of several seconds.

Treads[]

Both treads can resist 650 points worth of damage. No amount of damage inflicted on them is transferred onto the T-140K's "health" pool.

Destroying either one of the treads will hamper the T-140K's handling but will not prevent it from moving. Destroying both will severely degrade the T-140K's handling and can prevent it from moving while on rough terrain.

Turret[]

The turret can resist up to 1,600 points worth of damage. At least 25% of damage incurred will be shared with the T-140K's "health" pool. Unless critically damaged, disabling the turret completely will not result in a catastrophic kill by itself.

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-t140-eraturret

A section of the turret's front is shielded by ERA panels (the remainder of the turret is not protected). It can block a maximum of 200 damage points.

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 panel instantly destroys the projectile upon contact which automatically negates all damage

ERA panels take 200% extra damage from HE-type munitions. No damage upon them is shared with the tank's "health" pool. Once detonated, the ERA panels must be reinstalled by logistics vehicles or manually replaced by hand.

Gun barrel[]

The turret's gun barrel can resist 800 points of damage before failing. 25% of incoming damage will be shared with the T-140K's turret, which in turn will contribute damage towards the T-140K's main "health" pool.

Destroying this component will lock the barrel and prevent the gunner position from adjusting its elevation/depression remotely. It should also be noted that unlike the turret, the barrel is only capable of reducing 80% of incoming damage from HE-type munitions.

Commander turret[]

The commander's autocannon-armed turret can resist up to 560 points of damage. It is susceptible to small arms fire and has no resistance to HE-type munitions. 100% of incoming damage will be shared with the T-140K's main "health" pool.

If disabled by enemy fire, the commander will be prevented from rotating or adjusting the elevation/depression of the autocannon.

Components[]

  • Camo Net (Hull): Conceals most of the hull in camouflaged netting. Covered sections are partially masked from thermal sensors.
  • Camo Net (Turret): Identical to Hull camo netting but for the turret only instead. Note that some components like the autocannon RWS or the commander's optics are not concealed.

Sensors[]

The T-140K is equipped with two passive-type sensors:

Sensor type Max range (Air/Ground) Min range (Air/Ground) Affected by environment? Target max speed (km/h) Azimuth coverage (°) Elevation coverage (°) Friendly identification range (m)
Passive A: 8,000 m
G: 8,000 m
A: 8,000 m
G: 8,000 m
Nothing 1e+10 km/h 360° 360° 12,000 m
Data Link A: 16,000 m
G: 16,000 m
A: 16,000 m
G: 16,000 m
Nothing 1e+10 km/h 360° 360° 0 m

Passive Radar[]

The T-140K's minimum target recognition range (12 km) is greater than that of its actual radar range (8 km), therefore it will always be able to identify its targets upon detecting their emissions.

It should be noted that the Passive Radar is only visible to the gunner and commander. The driver's display does not show the Passive Radar even if the SENSORS panel is active.

Data Link[]

The T-140K is data link-enabled and can receive (not transmit) the locations of radar contacts from any friendly forces within 16 km range.

Armament[]

NOTE: For specifics on the Cannon 125 mm and CTWS Cannon 30 mm's munitions, see its related section listed here and here.

The T-140K's gunner position has access to both the Cannon 125 mm and Coaxial MG 7.62 mm, while the commander position operates the CTWS Cannon 30 mm instead.

For optics, it is possible to switch between three fields of view, and toggle a day, night or thermal vision modes; the latter allowing the user (either the gunner or commander) to toggle a black-hot or white-hot spectrum:

Cannon 125 mm[]

Arma3-vehicleweapons-t140kangara-cannon125mm

125 mm smoothbore cannon. It is essentially the same 125 mm cannon shared with the T-100. However, it is an "advanced" version that has increased accuracy and a faster autoloader.

It can load HE, HEAT or AP-type munitions. Accuracy-wise, the T-140K's advanced Cannon 125 mm has a dispersion of 0.000544 rad regardless of distance. It can attain a fire rate of 12 rounds per minute (5 second delay between shots) and only requires 5 seconds to swap between shell types or to rearm from a supply truck upon depletion.

The Fire Control System can automatically zero the distance to targets moving at speeds of ~ 110 km/h or less. There is only a delay of 0.5 seconds for the FCS to finish adjustments. Manual zeroing is possible and starts from a minimum of 100 m up to a maximum distance of 5000 m instead (adjustments are made with increments/decrements of 100 m).

Coaxial MG 7.62 mm[]

Arma3-vehicleweapons-t140angara-coaxialmg762mm
Base damage value Aerodynamic friction Initial velocity (m/s) Penetration depth (mm)
11.6 -0.001 860 20.64

Coaxial 7.62 mm medium machine gun.

It can attain a fire rate of up to 800 RPM and takes 10 seconds to reload a fresh belt. The Coaxial MG always has a fixed dispersion of 0.0016 rad regardless of distance.

The Coaxial MG's FCS can only zero against targets moving at speeds of up to ~ 110 km/h. It has an imposed delay of 1 second before it can finish adjusting. Manual zeroing limits are similar to those used by the Cannon 125 mm, though it is capped to 1500 m rather than 5000 m.

CTWS Cannon 30 mm[]

Arma3-vehicleweapons-t140kangara-ctwscannon30mm

Remotel-controlled 30 mm autocannon.

It exclusively loads and fires HEAT-type shells. The CTWS Cannon 30 mm has a fire rate of ~ 450 RPM. Accuracy-wise, it has a dispersion of 0.0009 rad. It takes 40 seconds to rearm the CTWS Cannon 30 mm; assuming it has been depleted and is rearming at a logistics vehicle.

The FCS features automatic lead/zeroing for targets moving at speeds of up to ~ 110 km/h. It takes 1 second for the FCS to finish calculations. Manual zeroing starts from a minimum of 100 m and up to a maximum of 2500 m (adjustments are made with 100 m increments/decrements).

Achievements[]

  • Arma3-achievement-commander
    Commander
    • Spend at least three hours controlling the T-140K 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.
  • Arma3-achievement-inittogether
    In It Together
    • Spend a total of twenty four hours of playtime inside the T-140K 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.
  • Arma3-achievement-steelsniper
    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[]

  • Both the Angara 'Commander' and its baseline model are based on the real-world "T-14 Armata" MBT designed by Uralvagonzavod, though its 30 mm autocannon turret is completely fictitious.
  • Before the release of Game Update 1.84, the gunner's Multi-Functional Display (MFD) terminal would erroneously mix up the ammo indicators for the main gun's munitions (HE shell count was swapped with HEAT instead).[1]
  • Prior to Game Update 2.08, the Angara would have the player's clan logo incorrectly oriented on the right side of the tank (the logo would only be shown if it was manned by a human player in an online multiplayer session). This was fixed by the patch's release so that the logo's texture is no longer mirrored.[2]
  • It is unique for being the only MBT in the entire series that has a dedicated turret armed with an anti-aircraft autocannon.

Gallery[]

References[]

  1. Kovařič, V 2018, SPOTREP #00081, Arma 3, viewed 17 April 2024, <https://dev.arma3.com/post/spotrep-00081>.
  2. van 't Land, J.J. 2022, SPOTREP #00102, Arma 3, viewed 17 April 2024, <https://dev.arma3.com/post/spotrep-00102>.

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 Varsuk (X Futura) • T-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-csat CSAT - Vehicles (ArmA 3)
Wheeled IfritMSE-3 MaridQilinQuadbikeTempestUGV SaifZamak
Tracked 2S9 SochorAkinaka ED-1D (Sayyah ED-1E) • BTR-K KamyshT-100 Varsuk (X Futura) • T-140 Angara (T-140K) • ZSU-39 Tigris
Rotor-wing Jinaah AL-6Mi-48 KajmanMi-290 TaruPO-30 OrcaTayran AR-2
Fixed-wing K40 Abalil-3KH-3A FenghuangTo-199 NeophronTo-201 ShikraY-32 Xi'an
Aquatic Assault Boat (Rescue) • Speedboat HMGSDV
Parenthesis denote variants.
Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
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