Armed Assault Wiki

The T-140 Angara is a Main Battle Tank used exclusively by CSAT forces in ArmA 3. It was added with the release of the Tanks DLC.

Overview[]

  • Role:
    • Direct fire and manoeuvre
« 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[1]
»

Design[]

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

A licenced variant of the Russian T-140 tank, the Angara is one of the most advanced and best-protected Main Battle Tanks in the world. It shares little in common with previous generations of Russian-made and Soviet-era MBTs, with the hull's overall dimensions being much bigger compared to both the older T-90 and T-100 tanks.

Armament
It is armed with a 125 mm smoothbore cannon that can fire both armour-piercing and explosive-type shells, a coaxial 7.62 mm medium machine gun[CfgVh 5], as well as a turret roof-mounted, remote-operated 12.7 mm heavy machine gun.[CfgVh 6]

The main gun has access to the following munitions loadout:[CfgVh 8]

  • 20 armour-piercing fin-stabilised discarding sabot (APFSDS-T) shells
  • 12 high-explosive anti-tank (HEAT-T) shells
  • 12 rounds worth of high-explosive (HE-T) shells

Its coaxial MMG feeds from 1,000-round linked belts. One belt is always pre-loaded and a second is available in reserve for a combined pool of 2,000 rounds.[CfgVh 8] The commander's 12.7 mm HMG feeds from a single 500-round belt and has no spare belts to reload from. The commander also retains control over the T-140's defensive smoke launchers, and can deploy up to 2× volleys of smoke grenades.[CfgVh 7]

Arma3-dlc-tanks-13

T-140 in combat.

Features
The T-140's design prioritises crew survivability. Because the T-140 utilises an unmanned turret, it uniquely has all of its crew members seated side-by-side near the front of the hull inside an armoured capsule. This ensures that there is minimal risk of one or more crew members being incapacitated or outright killed by shots to the turret (unlike on the T-100).

Furthermore, it has slat cages covering the engine in addition to multiple slabs of Explosive Reactive Armour (ERA) that protect the glacis and both sides of the hull. Specifically on its turret, the T-140 has several bricks that cover the front of the turret roof instead. This provides extra protection against top-attack missiles, whereas the T-100 in contrast only has ERA on its turret cheeks and not the roof.

In terms of overall "health", the T-140 technically has a lower "health" pool than the T-100 since it only has a base armour value of 700 (the T-100 has a higher "health" pool of 850).[CfgVh 9] However, this is compensated by the fact that the "health" limit of the T-140's hull hitpoint is greater than all of its contemporary counterparts. With a damage threshold of 1,750 points, its hull actually has ~ 7% more effective "health" points than NATO's Slammer MBT (1,620) and ~ 52% more EHP than the T-100 (1,020).[CfgVh 10][Formula 1]

Thanks to all of these factors and the T-140's armour composition being much more evenly distributed across the tank's hull, damage that would usually result in a catastrophic kill to the T-100 becomes perfectly survivable for the T-140.

Mobility
The T-140's engine has a power output of 1,120 kW[CfgVh 11] and can generate a maximum of 5,500 N·m of torque.[CfgVh 12]

It can attain a top speed of up to 70 km/h on flat terrain, which is only 6 km/h less than the T-100 (76 km/h). It can attain this speed despite being heavier than the T-100 by three tonnes (50 tonnes versus the T-100's 47 tonnes), though its acceleration rate is particularly poor[CfgVh 13] and its torque curves[CfgVh 14] will not allow it to attain this speed it on rough terrain. Aside from the T-100, the T-140 is ~ 4% faster compared to the AAF's Kuma (67 km/h) and easily oustrips the Slammer by up to ~ 13% (61 km/h).

Arma3-angara-06

Flanked from behind, a single AP shell is sufficient to cripple the T-140 in one hit.

Drawbacks
Like the T-100, the T-140's engine remains vulnerable to being destroyed by anti-vehicle munitions that hit it from the rear. Despite the presence of slat cages, they will do nothing to stop AP shells from tearing into the engine and disabling the tank in one hit. The bricks of ERA on the turret's roof are also only effective at stopping top-attack missiles that specifically strike from the front; missiles that hit from the side or rear can bypass its ERA completely.

Lastly, the T-140's crew placement presents a risk that only the T-140 faces: a single, well-placed AP shell from the side of the tank can instantly kill all three crew members at once. This isn't an issue on conventional tanks like the Slammer or Kuma, since the crews being in separate compartments ensures that the driver, gunner, and/or commander can immediately swap seats and take over the deceased crewman's controls. But the T-140 leaves no such option since all three crew members are seated in the same compartment, effectively resulting in mission kill. Fortunately, this will only be a possibility if the T-140's ERA and the integrity of its side armour has already been compromised.

Crew Capacity
The T-140 has a crew capacity of three, consisting of the driver, a gunner, and the tank's commander. It is unable to transport passengers.

Camouflage[]

  • 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.
  • 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.
  • Jungle: Three-tone tropical camouflage scheme.

Protection: Hitpoints[]

The T-140 has a base armour value of 700.[CfgVh 9]

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

Arma3-angara-hitpoints-revised

LEGEND[SCR 2]
Green = Hull
Orange = Engine
Violet = Fuel tanks
Light blue = Tracks
Maroon = Turret
Gold = Main gun

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-140's hull can withstand up to 1,750 points of damage.[CfgVh 10][Formula 1] It takes 80% reduced damage from high-explosive (HE) type munitions.[CfgVh 15]

Depletion of the hull's integrity will instantly result in a catastrophic kill.[CfgVh 16][CfgVh 17]

Hull ERA[]

Arma3-vehiclearmour-t140-erahull

A total of five ERA slabs and blocks protect both sides of hull as well as the glacis plate:

  • A block of ERA bricks arranged in a 1x5 layout shield the glacis plate.[CfgVh 18]
  • The front-right and front-left sides of the hull are shielded by slabs of ERA.[CfgVh 19][CfgVh 20]
  • Slabs of ERA cover the mid-section of the hull on both sides (positioned behind the front-right/front-left slabs).[CfgVh 21][CfgVh 22]

These ERA blocks/slabs can each withstand up to 200 points of damage before they detonate.[CfgVh 23][CfgVh 24][CfgVh 25][CfgVh 26][CfgVh 27][note 1] All of them take 200% additional damage from HE-type munitions.[CfgVh 28][CfgVh 29][CfgVh 30][CfgVh 31][CfgVh 32]

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.

It should also be noted that the left and right side ERA slabs are not contiguous for the entire length of the T-140's hull. There is a gap between the front-right/front-left slabs and the mid-section slabs. The mid-section ERA slabs also terminate up to the edge of where the slat cages are located (they do not cover the entirety of the engine).

Engine[]

The engine can take a maximum of 420 points of damage before it fails.[CfgVh 33][Formula 2] It takes 80% reduced damage from HE-type munitions.[CfgVh 34] At least 20% of incoming damage will be shared with the T-140's main "health" pool. Destroying the engine can potentially result in a catastrophic explosion if the T-140 is near or at critical "health" status.[CfgVh 35]

Engine Slat[]

Arma3-vehiclearmour-t140-slatengine

Two slat cages protect both sides of the engine (but excluding the rear of the tank). Each cage can withstand up to 200 points of damage before they break.[CfgVh 36][CfgVh 37][note 2] They both take 200% additional damage from HE-type munitions.[CfgVh 38][CfgVh 39] Damage to either slat cage will not be shared with the T-140's main "health" pool.[CfgVh 40][CfgVh 41]

If destroyed, slat cages must be manually repaired by hand using a Toolkit. Alternately, they can be fixed by mobile repair trucks and/or static vehicle repair stations.

Fuel tanks[]

The T-140's twin fuel tanks can each withstand up to 350 points of damage before they rupture.[CfgVh 42][Formula 3] They take 40% reduced damage from HE-type munitions.[CfgVh 43] Only 10% of damage inflicted upon either of the tanks will be shared with the T-140's main "health" pool. Destruction of the fuel tanks can only cause a catastrophic kill if the T-140 is at critical status and has only a sliver of "health" remaining.[CfgVh 44]

Tracks[]

The T-140's treads and wheels can take up to 650 points of damage before they break.[CfgVh 45][CfgVh 46][note 3] They take 20% reduced damage from HE-type munitions.[CfgVh 47][CfgVh 48] No damage inflicted upon either of the tracks will be shared with the T-140's main "health" pool.[CfgVh 49][CfgVh 50]

Turret[]

Traverse mechanisms for the main turret can withstand up to 1,600 points of damage before they suffer from failure.[CfgVh 51][note 4] They take 80% reduced damage from HE-type munitions.[CfgVh 52] At least 25% of damage inflicted upon the main turret will be shared with the T-140's main "health" pool. Depletion of its integrity can potentially result in a catastrophic kill if the T-140 is near or at critical "health" status.[CfgVh 53]

Turret ERA[]

Arma3-vehiclearmour-t140-eraturret

Bricks of ERA protect the turret's roof.[CfgVh 54] These ERA bricks can withstand up to 200 points of damage before they detonate.[CfgVh 55][note 1] All of them take 200% additional damage from HE-type munitions.[CfgVh 56]

The turret's ERA bricks can only nullify the effects of one projectile. Detonated bricks 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 800 points of damage before they start to fail.[CfgVh 57][note 5] The mechanisms take 60% less damage from HE-type munitions.[CfgVh 58] At least 25% of incoming damage to the main gun's elevation mechanisms will be shared with the T-140's main "health" pool. If the T-140 is near or at critical "health" status, destruction of these mechanisms can potentially result in a catastrophic kill.[CfgVh 59]

Commander HMG[]

Damage thresholds for the commander's Remote Weapons Station (RWS) turret varies:

  • For traverse, they can take a maximum of 500 points of damage before they suffer from failure.[CfgVh 60][note 6]
  • For elevation, they can only withstand a maximum of 300 points of damage before they fail.[CfgVh 61][note 7]

However, damage modifiers for damage taken from HE-type munitions remain the same for both mechanisms. They do not reduce nor take additional damage from HE munitions.[CfgVh 62][CfgVh 63] Regardless of whichever mechanisms get struck, no damage inflicted upon the RWS turret will be shared with the T-140's main "health" pool.[CfgVh 64][CfgVh 65]

Protection: Armour[]

The T-140 uses a combination of Composite Armour plating and non-composite materials. Explosive Reactive Armour slabs/blocks shield the frontal-half section of the turret roof, right/left sides and middle sections of the hull, as well as the glacis. Lastly, a pair of Slat cages protect both sides of the engine.

.bisurf Density
[2][3][4]
Thickness
[2][3][4]
bulletPenetrability
[2][3][4]
bulletPenetrabilityWithThickness
[2][3][4]
Friction
[2][5]
Restitution
[2][5]
armour.bisurf 8600 N/A; based on vehicle fire geometry thickness 15 N/A; not used by armour.bisurf 0.7 0.3
armour_plate.bisurf 8600 30 N/A; not used by armour_plate.bisurf 15 0.7 0.3
armour_plate_12mm.bisurf 8600 12 N/A; not used by armour_plate_12mm.bisurf 15 0.7 0.3
armour_plate_30mm.bisurf 8600 30 N/A; not used by armour_plate_30mm.bisurf 15 0.7 0.3
armour_plate_40mm.bisurf 8600 40 N/A; not used by armour_plate_40mm.bisurf 15 0.7 0.3
armour_plate_100mm.bisurf 8600 100 N/A; not used by armour_plate_100mm.bisurf 15 0.7 0.3
armour_plate_heavy.bisurf 8600 110 N/A; not used by armour_plate_heavy.bisurf 15 0.7 0.3
glass_armored_plate.bisurf 8000 30 N/A; not used by glass_armored_plate.bisurf 36 0.7 0.3
metal_plate.bisurf 4000 30 N/A; not used by metal_plate.bisurf 48 0.7 0.3
plastic.bisurf 1200 N/A; based on vehicle fire geometry thickness 160 N/A; not used by plastic.bisurf 0.7 0.3
vehicle_interior.bisurf 6500 200 30 30 0.7 0.3

Composite armour[]

Arma3-angara-firegeo-penetration-composite-armour

LEGEND:[SCR 3]
Teal/Dark blue green = armour.bisurf

Arma3-angara-firegeo-penetration-composite-armourplate

LEGEND:[SCR 3]
Purple = armour_plate.bisurf

Arma3-angara-firegeo-penetration-composite-armourplateheavy

LEGEND:[SCR 3]
Orange = armour_plate_heavy.bisurf

Arma3-angara-firegeo-penetration-composite-armourplate12mm

LEGEND:[SCR 3]
Maroon = armour_plate_12mm.bisurf

Arma3-angara-firegeo-penetration-composite-armourplate30mm

LEGEND:[SCR 3]
Dark blue = armour_plate_30mm.bisurf

Arma3-angara-firegeo-penetration-composite-armourplate40mm

LEGEND:[SCR 3]
Yellow = armour_plate_40mm.bisurf

Arma3-angara-firegeo-penetration-composite-armourplate100mm

LEGEND:[SCR 3]
Green = armour_plate_100mm.bisurf

Composite armour plates protect the following sections of the tank:

  • The lower half of the T-140's glacis, both drive wheels, and the main gun's mantlet are protected by composite armour plates.[rvmat 1][bisurf 1] For the tank's interior, two layers of composite armour protect both sides of the hull, forming a U-shaped layer of armour around the hull (note that this does not include the hull's rear nor the bottom/roof of the tank's interior).
  • The crew compartment is protected by a wedge-shaped block of composite armour. An extra bar of composite armour is also attached to the front of the tank's glacis. These composite armour plates have a thickness of 30 millimetres.[rvmat 2][bisurf 2]
  • The roof and underbelly of the T-140's hull are protected by composite armour plates that have a thickness of 110 millimetres.[rvmat 3][bisurf 3]
  • Most[note 8] of the T-140'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 main gun's barrel, the rear section of the hull, and the front wheel are protected by composite armour plates that have a thickness of 30 millimetres.[rvmat 5][bisurf 5]
  • All of the T-140's road wheels, the engine slat cages, and interior of the unmanned turret are protected by composite armour plates that have a thickness of 40 millimetres.[rvmat 6][bisurf 6]
  • The exterior of the unmanned turret, the turret bustle, and all of the Explosive Reactive Armour (ERA) slabs/blocks (including the ones on the turret's roof) are protected by composite armour plates that have a thickness of 100 millimetres.[rvmat 7][bisurf 7] An additional layer of composite armour extends over both sides of the hull and terminates at the rear fuel tanks.

Explosive reactive armour[]

Arma3-angara-firegeo-penetration-era

LEGEND:[SCR 4]
Dark blue = armour_plate_100mm.bisurf

Munition type Damage reduction (%)[6] Velocity reduction (%)[6]
Armour Piercing ERA intact: No reduction (100%)
[CfgArmSim 1]
ERA detonated: No reduction (100%)
[CfgArmSim 1]
ERA intact: 35%
[CfgArmSim 2]
ERA detonated: No reduction (100%)
[CfgArmSim 2]
High-Explosive ERA intact: No reduction (+400%)
[CfgArmSim 3]
ERA detonated: No reduction (100%)
[CfgArmSim 3]
ERA intact: No reduction (100%)
[CfgArmSim 4]
ERA detonated: No reduction (100%)
[CfgArmSim 4]
High-Explosive Anti-Tank[note 9] ERA intact: No reduction (100%)
[CfgArmSim 5]
ERA detonated: No reduction (100%)
[CfgArmSim 5]
ERA intact: 99%
[CfgArmSim 6]
ERA detonated: No reduction (100%)
[CfgArmSim 6]
Tandem High-Explosive Anti-Tank[note 9] ERA intact: No reduction (100%)
[CfgArmSim 7]
ERA detonated: No reduction (100%)
[CfgArmSim 7]
ERA intact: 35%
[CfgArmSim 8]
ERA detonated: No reduction (100%)
[CfgArmSim 8]

A total of five ERA blocks, slabs, and bricks are fitted onto the T-140's frontal/mid-section parts of the hull and as well as the turret's roof:

  • Over the glacis plate in a 1x5 grid square with five bricks.[CfgVh 66] It should be noted that all five bricks are considered to be a part of the same ERA block and will 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 slabs of ERA.[CfgVh 67][CfgVh 68] This slab is comprised of four blocks, though they are all considered to be a part of the same slab, and will explode simultaneously even if the individual block technically isn't within range to be triggered.
  • The mid-section of the hull has ERA slabs on both sides.[CfgVh 69][CfgVh 70] This slab is comprised of five blocks; all are considered to be a part of the same slab, and will explode simultaneously even if the individual block technically isn't within range to be triggered.
  • The turret's roof has eleven bricks of ERA arranged in an irregular polygon shape.[CfgVh 71] All eleven bricks are considered to be a part of the same ERA block, and will detonate at the same time even if a munition technically isn't within range to trigger them.

All ERA slabs/blocks/bricks have a thickness of 100 millimetres.[rvmat 7][bisurf 7] Detonated ERA slabs/blocks/bricks must be manually replaced by hand using a Toolkit, with the assistance of a dedicated repair truck, or at a specialised vehicle repair station.

Slat[]

Arma3-angara-firegeo-penetration-slat

LEGEND:[SCR 4]
Pink = armour_plate_40mm.bisurf

Munition type Damage reduction (%)[6] Velocity reduction (%)[6]
Armour Piercing Cage intact: 100%
[CfgArmSim 9]
Cage destroyed: 100%
[CfgArmSim 9]
Cage intact: 5%
[CfgArmSim 10]
Cage destroyed: No reduction (100%)
[CfgArmSim 10]
High-Explosive Cage intact: No reduction (+200%)
[CfgArmSim 11]
Cage destroyed: No reduction (100%)
[CfgArmSim 11]
Cage intact: No reduction (100%)
[CfgArmSim 12]
Cage destroyed: No reduction (100%)
[CfgArmSim 12]
High-Explosive Anti-Tank[note 9] Cage intact: No reduction (100%)
[CfgArmSim 13]
Cage destroyed: No reduction (100%)
[CfgArmSim 13]
Cage intact: 95%
[CfgArmSim 14]
Cage destroyed: No reduction (100%)
[CfgArmSim 14]
Tandem High-Explosive Anti-Tank[note 9] Cage intact: No reduction (100%)
[CfgArmSim 15]
Cage destroyed: No reduction (100%)
[CfgArmSim 15]
Cage intact: 35%
[CfgArmSim 16]
Cage destroyed: No reduction (100%)
[CfgArmSim 16]

Two slat cages are attached to the rear section of the T-140's hull, specifically covering the engine on both sides.[CfgVh 72][CfgVh 73]

Both cages have a thickness of 40 millimetres.[rvmat 6][bisurf 6] Destroyed cages must be manually repaired by hand using a Toolkit, with the assistance of a dedicated repair truck or specialised vehicle repair station.

Miscellaneous[]

Arma3-angara-firegeo-penetration-glassarmoredplate

LEGEND:[SCR 3]
Red = glass_armored_plate.bisurf

Arma3-angara-firegeo-penetration-plastic

LEGEND:[SCR 3]
Lime green = plastic.bisurf

Arma3-angara-firegeo-penetration-vehicleinterior

LEGEND:[SCR 3]
Gold = vehicle_interior.bisurf

The commander's integrated sight and some sections of the Remote Weapons Station (RWS) are protected by panes of bullet-resistant glass. These panes of armoured glass have a thickness of 30 millimetres.[rvmat 8][bisurf 8] They 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 hull side mudguards are made out of plastic[rvmat 9][bisurf 9], whereas the tank's interior hull hitpoint (not the crew compartment) is enclosed within a block made out of non-composites metals. This block's metal plates have a thickness of 200 millimetres.[rvmat 10][bisurf 10]

Mobility[]

Engine[]

The T-140's engine has a power output of 1,120 kW.[CfgVh 11] It has an idle rotational speed of 104.72 rad/s[CfgVh 74] and a maximum rotational speed of 251.327 rad/s.[CfgVh 75] It has a maximum attainable torque of 5,500 N·m[CfgVh 12] and a moment of inertia[7] value of 20.[CfgVh 13]

Torque curves[]

Engine RPM (@%) X-value[8] Y-value[8]
@ 41% 0.416667[CfgVh 14] 0.763636[CfgVh 14]
@ 50% 0.5[CfgVh 14] 0.890909[CfgVh 14]
@ 58% 0.583333[CfgVh 14] 0.918182[CfgVh 14]
@ 67% 0.666667[CfgVh 14] 0.981818[CfgVh 14]
@ 75% 0.75[CfgVh 14] 1[CfgVh 14]
@ 83% 0.833333[CfgVh 14] 0.963636[CfgVh 14]
@ 91% 0.916667[CfgVh 14] 0.863636[CfgVh 14]
@ 100% 1[CfgVh 14] 0.654545[CfgVh 14]

Gearbox[]

The T-140 utilises an automatic gearbox:[CfgVh 76]

Gear #[9] Gearbox Ratio[9]
Reverse (R) -4.5[CfgVh 77]
Neutral (N) 0[CfgVh 77]
Gear 1 (D1) 7.8[CfgVh 77]
Gear 2 (D2) 5.6[CfgVh 77]
Gear 3 (D3) 4[CfgVh 77]
Gear 4 (D4) 2.9[CfgVh 77]
Gear 5 (D5) 2.1[CfgVh 77]
Gear 6 (D6) 1.5[CfgVh 77]
Gear 7 (D7) 1.1[CfgVh 77]

Idle[]

The T-140's engine has an idle RPM of 1,000:[CfgVh 78][SCR 5]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -24.75 -0.00
Neutral (N) 0.417 0.417 0.00 0.00
Gear 1 (D1) 0.958 0.417 42.90 0.00
Gear 2 (D2) 0.938 0.729 30.80 0.00
Gear 3 (D3) 0.917 0.708 22.00 0.00
Gear 4 (D4) 0.917 0.708 15.95 0.00
Gear 5 (D5) 0.917 0.708 11.55 0.00
Gear 6 (D6) 0.917 0.667 8.25 0.00
Gear 7 (D7) 1.000 0.625 6.05 0.00

Reverse[]

The T-140's engine has an RPM of 2,400 when reversing:[SCR 5]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -24.75 2745.39
Neutral (N) 0.417 0.417 0.00 -0.00
Gear 1 (D1) 0.958 0.417 42.90 -4758.68
Gear 2 (D2) 0.938 0.729 30.80 -3416.49
Gear 3 (D3) 0.917 0.708 22.00 -2440.35
Gear 4 (D4) 0.917 0.708 15.95 -1769.25
Gear 5 (D5) 0.917 0.708 11.55 -1281.18
Gear 6 (D6) 0.917 0.667 8.25 -915.13
Gear 7 (D7) 1.000 0.625 6.05 -671.10

Drive (6th gear)[]

When accelerating without vehicle turbo activated, the T-140's remains locked to 6th gear. Its engine will run at an RPM of 1,683.07:[SCR 5]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -24.75 -4660.27
Neutral (N) 0.417 0.417 0.00 0.00
Gear 1 (D1) 0.958 0.417 42.90 8077.80
Gear 2 (D2) 0.938 0.729 30.80 5799.44[note 10]
Gear 3 (D3) 0.917 0.708 22.00 4142.46
Gear 4 (D4) 0.917 0.708 15.95 3003.28
Gear 5 (D5) 0.917 0.708 11.55 2174.79
Gear 6 (D6) 0.917 0.667 8.25 1553.42
Gear 7 (D7) 1.000 0.625 6.05 1139.18

Drive (7th gear)[]

When vehicle turbo is toggled on, the T-140 will switch to 7th gear. Its engine will run at an RPM of 2,810.69:[SCR 5]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -24.75 -6078.10
Neutral (N) 0.417 0.417 0.00 0.00
Gear 1 (D1) 0.958 0.417 42.90 10535.37
Gear 2 (D2) 0.938 0.729 30.80 7563.85
Gear 3 (D3) 0.917 0.708 22.00 5402.75
Gear 4 (D4) 0.917 0.708 15.95 3916.99
Gear 5 (D5) 0.917 0.708 11.55 2836.44[note 11]
Gear 6 (D6) 0.917 0.667 8.25 2026.03
Gear 7 (D7) 1.000 0.625 6.05 1485.76

Components[]

  • Camo Net (Hull): The entirety of the hull (excluding the turret) is camouflaged with netting. Covered sections are partially concealed from thermal sensors.
  • Camo Net (Turret): Identical to Hull camo netting but for the turret only instead. Note that some components like the RWS turret and the commander's optics are not concealed.

Sensors[]

The T-140 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-140's gunner maintains control over both the Cannon 125 mm smoothbore gun and Coaxial MG 7.62 mm.[CfgVh 5] Only the commander position has exclusive control over the turret roof-mounted RCWS HMG 12.7 mm and the tank's defensive smoke launchers.[CfgVh 6]

Rotation limits for the T-140's turrets differ:

  • The main turret can be freely rotated in any direction horizontally.[CfgVh 79][CfgVh 80] Vertical rotation limits are restricted to a maximum elevation of 24 degrees[CfgVh 81] and a depression of 10 degrees.[CfgVh 82]
  • The commander's remote-operated turret can similarly be rotated in any direction horizontally.[CfgVh 83][CfgVh 84] However, its vertical rotation limits are restricted to a maximum elevation of 60 degrees[CfgVh 85] and a depression of 25 degrees.[CfgVh 86]

Cannon 125 mm[]

Arma3-vehicleweapons-t140angara-cannon125mm

"Advanced" variant of the standard 125 mm smoothbore gun used on T-100 tanks. 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 5 seconds[CfgWp 1] (fire rate of 12 rounds per minute).[Formula 4] It takes at least 5 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 0.000544 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 ~ 110 km/h or less.[CfgWp 4][Formula 5] It takes only 0.5 seconds for the FCS to finish calculations against a valid target.[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 5,000 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, 4100, 4200, 4300, 4400, 4500, 4600, 4700, 4800, 4900, 5000).[CfgVh 87] By default, the Cannon 125 mm is set to a zeroing of 600 metres.[CfgVh 88]

Coaxial MG 7.62 mm[]

Arma3-vehicleweapons-t140angara-coaxialmg762mm
Ammo parameter Value
Base damage value 11.6[CfgAm 1]
Aerodynamic friction -0.001[CfgAm 2]
Muzzle velocity (m/s) 860[CfgMa 4]
Expected velocity (m/s) 800
[CfgAm 3][note 12]
Penetration depth (mm) 20.64
[CfgAm 4][Formula 6]
Deflection angle (degrees) 15°[CfgAm 5]

Coaxial 7.62 mm medium machine gun.

It can attain a fire rate of up to 800 RPM[CfgWp 6][Formula 7] 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] The last four rounds of the belt will consist exclusively of tracers.[CfgMa 6]

The Coaxial MG 7.62 mm shares the same FCS limitations with the Cannon 125 mm (it can track targets moving at speeds of up to ~ 110 km/h).[CfgWp 9][Formula 8] However, it has a 1 second computation time delay rather than 0.5 seconds.[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 88]

RCWS HMG 12.7 mm[]

Arma3-vehicleweapons-t140angara-rcwshmg127mm
Ammo parameter Value
Base damage value 30[CfgAm 6]
Aerodynamic friction -0.00086[CfgAm 7]
Muzzle velocity (m/s) 910[CfgMa 7]
Expected velocity (m/s) 880
[CfgAm 8][note 12]
Penetration depth (mm) 35.49
[CfgAm 9][Formula 9]
Deflection angle (degrees) 15°[CfgAm 10]

Remote-operated 12.7 mm heavy machine gun.

It can attain a fire rate of up to 600 RPM[CfgWp 12][Formula 10] and has a muzzle velocity of 910 m/s.[CfgMa 7] Accuracy-wise, the RCWS HMG 12.7 mm has a dispersion of 0.0012 rad.[CfgWp 13] Once its belt has been depleted, it will take up to 20 seconds for the RWS turret to fully rearm from a supply truck.[CfgWp 14] Every fourth round fired will emit a visible yellow tracer.[CfgMa 8]

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 89] By default, the RCWS HMG 12.7 mm is set to a zeroing of 300 metres.[CfgVh 90]

Optics[]

Driver[]

Arma3-angara-optics-driver

The driver's terminal is linked to the camera located at the front of the T-140's hull. It has the ability to switch between a day or night vision mode.[CfgVh 91]

Commander[]

The commander's terminal is linked to the Remote Weapons Station (RWS) turret's camera. It has the ability to toggle three vision modes: day, night, and white-/black-hot thermal.[CfgVh 92][CfgVh 93][CfgVh 94][CfgVh 95][CfgVh 96][CfgVh 97] The canera can switch between three fields of view: Wide (WFOV 0.83x)[CfgVh 98][Formula 11], Medium (MFOV 3.5x)[CfgVh 99][Formula 12], and Narrow (NFOV 8.8x).[CfgVh 100][Formula 13]

A laser rangefinder is available, as is a display for azimuth and elevation readings.[CfgVh 101]

Gunner[]

The gunner's terminal is linked to the camera on the front-left side of the turret cheeks. It can switch between three vision modes: day, night, and white-/black-hot thermal.[CfgVh 102][CfgVh 103][CfgVh 104][CfgVh 105][CfgVh 106][CfgVh 107]

It can toggle three fields of view: Wide (WFOV 1.25x)[CfgVh 108][Formula 14], Medium (MFOV 4.44x)[CfgVh 109][Formula 15], and Narrow (NFOV 8.88x).[CfgVh 110][Formula 16]

Element displays for the gunner's Fire Control System (FCS) are available, comprising of a laser rangefinder, azimuth, elevation, and speed display.[CfgVh 111]

Defensive sensors[]

The T-140 does not have the ability to detect guided weapon systems that are attempting to acquire a lock onto it.[CfgVh 112]

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 113]

AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The T-140 has a camouflage[10] rating of 8.[CfgVh 114]

Cost[]

Main article: AI Basics: Targeting priority

The T-140 has a cost[11] value of 2500000.[CfgVh 115]

Threat values[]

Main article: AI Basics: Targeting priority

The T-140 is considered to be a dangerous threat[12] to AI-controlled infantry units (0.8).[CfgVh 116]

AI-controlled ground vehicles consider the T-140 to be an extremely dangerous threat and will always prioritise attacking it unless they lack the means to do so (1).[CfgVh 116]

AI-controlled aircraft consider the T-140 to be a low-risk threat and will only attack it if there are no other more threatening targets within range (0.3).[CfgVh 116]

Noise factor[]

Main article: AI Basics: Detection

The T-140 has an audible[13] factor of 18.[CfgVh 117]

Achievements[]

  • Commander
    • Spend at least three hours controlling the T-140 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-140 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[]

  • The Angara is directly based on the real-world "T-14 Armata" MBT designed by the Russian open joint stock company, Uralvagonzavod.[14][15]
  • 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).[16]
  • 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.[17]
  • Arma3-dlc-tanks-00

    Preview artwork as seen in "Scanning The Horizon" (2017)

    A screenshot of the T-140 could initially be seen in the Scanning The Horizon video released in late March 2017. However, it remained unconfirmed at the time as to whether the artwork was actually related to Tanks DLC content or was merely a concept mockup.[18]
  • Just like NATO's M2A1 Slammer, the in-game Angara has a hard-kill active protection system modelled onto its turret (the "Afghanit" APS[19]) but lacks the ability to intercept incoming projectiles unlike its real-world counterpart.[15]
  • Its armour composition is a closely guarded secret, with CSAT instructing its vehicle crews to destroy the Angara should it become irretrievable in order to prevent it from falling into enemy hands.
    • This order is even given as an - albeit optional - mission objective for the Terminal Defiance scenario in the Altis Requiem mini-campaign. The protagonist of the campaign, Captain Kyros Kalogeros, is explicitly issued orders by his commanding officer (which in turn came from CSAT) to blow up his tank before it could be captured by NATO forces.[20]

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> B_762x51_Tracer_Green >> hit
  2. CfgAmmo >> B_762x51_Tracer_Green >> airFriction
  3. CfgAmmo >> B_762x51_Tracer_Green >> typicalSpeed
  4. CfgAmmo >> B_762x51_Tracer_Green >> caliber
  5. CfgAmmo >> B_762x51_Tracer_Green >> deflecting
  6. CfgAmmo >> B_127x99_Ball_Tracer_Yellow >> hit
  7. CfgAmmo >> B_127x99_Ball_Tracer_Yellow >> airFriction
  8. CfgAmmo >> B_127x99_Ball_Tracer_Yellow >> typicalSpeed
  9. CfgAmmo >> B_127x99_Ball_Tracer_Yellow >> caliber
  10. CfgAmmo >> B_127x99_Ball_Tracer_Yellow >> deflecting

CfgMagazines

  1. CfgMagazines >> 20Rnd_125mm_APFSDS_T_Green >> initSpeed
  2. CfgMagazines >> 12Rnd_125mm_HE_T_Green >> initSpeed
  3. CfgMagazines >> 12Rnd_125mm_HEAT_T_Green >> initSpeed
  4. 4.0 4.1 CfgMagazines >> 1000Rnd_762x51_Belt_Green >> initSpeed
  5. CfgMagazines >> 1000Rnd_762x51_Belt_Green >> tracersEvery
  6. CfgMagazines >> 1000Rnd_762x51_Belt_Green >> lastRoundsTracer
  7. 7.0 7.1 CfgMagazines >> 500Rnd_127x99_mag_Tracer_Yellow >> initSpeed
  8. CfgMagazines >> 500Rnd_127x99_mag_Tracer_Yellow >> tracersEvery

CfgWeapons

  1. CfgWeapons >> cannon_125mm_advanced >> player >> reloadTime
  2. CfgWeapons >> cannon_125mm_advanced >> player >> magazineReloadTime
  3. CfgWeapons >> cannon_125mm_advanced >> player >> dispersion
  4. CfgWeapons >> cannon_125mm_advanced >> FCSMaxLeadSpeed >> "30.5556"
  5. CfgWeapons >> cannon_125mm_advanced >> FCSZeroingDelay >> "1"
  6. CfgWeapons >> LMG_coax >> manual >> reloadTime
  7. CfgWeapons >> LMG_coax >> manual >> dispersion
  8. CfgWeapons >> LMG_coax >> magazineReloadTime
  9. CfgWeapons >> LMG_coax >> FCSMaxLeadSpeed >> "30.5556"
  10. CfgWeapons >> LMG_coax >> FCSZeroingDelay >> "1"
  11. CfgWeapons >> LMG_coax >> maxZeroing
  12. CfgWeapons >> HMG_127_APC >> manual >> reloadTime
  13. CfgWeapons >> HMG_127_APC >> manual >> dispersion
  14. CfgWeapons >> HMG_127_APC >> magazineReloadTime
  15. CfgWeapons >> HMG_127_APC >> FCSMaxLeadSpeed >> "0"
  16. CfgWeapons >> HMG_127_APC >> FCSZeroingDelay >> "1"

CfgArmorSimulations

  1. 1.0 1.1 CfgArmorSimulations >> Armor_ERA_Heavy >> AP >> hit[] >> {1}
  2. 2.0 2.1 CfgArmorSimulations >> Armor_ERA_Heavy >> AP >> speed[] >> {0.65,1}
  3. 3.0 3.1 CfgArmorSimulations >> Armor_ERA_Heavy >> HE >> hit[] >> {4,1}
  4. 4.0 4.1 CfgArmorSimulations >> Armor_ERA_Heavy >> HE >> speed[] >> {1}
  5. 5.0 5.1 CfgArmorSimulations >> Armor_ERA_Heavy >> HEAT >> hit[] >> {1}
  6. 6.0 6.1 CfgArmorSimulations >> Armor_ERA_Heavy >> HEAT >> speed[] >> {0.01,1}
  7. 7.0 7.1 CfgArmorSimulations >> Armor_ERA_Heavy >> TandemHEAT >> hit[] >> {1}
  8. 8.0 8.1 CfgArmorSimulations >> Armor_ERA_Heavy >> TandemHEAT >> speed[] >> {0.65,1}
  9. 9.0 9.1 CfgArmorSimulations >> Armor_SLAT >> AP >> hit[] >> {0}
  10. 10.0 10.1 CfgArmorSimulations >> Armor_SLAT >> AP >> speed[] >> {0.95,1}
  11. 11.0 11.1 CfgArmorSimulations >> Armor_SLAT >> HE >> hit[] >> {2,1}
  12. 12.0 12.1 CfgArmorSimulations >> Armor_SLAT >> HE >> speed[] >> {1}
  13. 13.0 13.1 CfgArmorSimulations >> Armor_SLAT >> HEAT >> hit[] >> {1}
  14. 14.0 14.1 CfgArmorSimulations >> Armor_SLAT >> HEAT >> speed[] >> {0.05,1}
  15. 15.0 15.1 CfgArmorSimulations >> Armor_SLAT >> TandemHEAT >> hit[] >> {1}
  16. 16.0 16.1 CfgArmorSimulations >> Armor_SLAT >> TandemHEAT >> speed[] >> {0.65,1}

CfgVehicles

  1. CfgVehicles >> O_T_MBT_04_cannon_F >> maximumLoad
  2. CfgVehicles >> O_T_MBT_04_cannon_F >> fuelCapacity
  3. CfgVehicles >> O_T_MBT_04_cannon_F >> slingLoadCargoMemoryPoints[] >> {}
  4. CfgVehicles >> O_T_MBT_04_cannon_F >> slingLoadCargoMemoryPointsDir[] >> {}
  5. 5.0 5.1 5.2 5.3 CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> weapons[] >> {"cannon_125mm_advanced","LMG_coax"}
  6. 6.0 6.1 6.2 6.3 CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> weapons[] >> {"HMG_127_APC","SmokeLauncher"}
  7. 7.0 7.1 CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> magazines[] >> {"500Rnd_127x99_mag_Tracer_Yellow","SmokeLauncherMag"}
  8. 8.0 8.1 CfgVehicles >> O_MBT_02_cannon_F >> Turrets >> MainTurret >> magazines[] >> {"20Rnd_125mm_APFSDS_T_Green","12Rnd_125mm_HEAT_T_Green","12Rnd_125mm_HE_T_Green","1000Rnd_762x51_Belt_Green","1000Rnd_762x51_Belt_Green"}
  9. 9.0 9.1 CfgVehicles >> O_T_MBT_04_cannon_F >> armor
  10. 10.0 10.1 CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitHull >> armor
  11. 11.0 11.1 CfgVehicles >> O_T_MBT_04_cannon_F >> enginePower
  12. 12.0 12.1 CfgVehicles >> O_T_MBT_04_cannon_F >> peakTorque
  13. 13.0 13.1 CfgVehicles >> O_T_MBT_04_cannon_F >> engineMOI
  14. 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 14.12 14.13 14.14 14.15 14.16 CfgVehicles >> O_T_MBT_04_cannon_F >> torqueCurve[] >> {{0.416667,0.763636},{0.5,0.890909},{0.583333,0.918182},{0.666667,0.981818},{0.75,1},{0.833333,0.963636},{0.916667,0.863636},{1,0.654545}}
  15. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitHull >> explosionShielding
  16. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitHull >> passThrough
  17. CfgVehicles >> O_T_MBT_04_cannon_F >> hullDamageCauseExplosion >> "1"
  18. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Front >> armorComponent >> "ERA_F"
  19. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Left_1 >> armorComponent >> "ERA_L_1"
  20. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Right_1 >> armorComponent >> "ERA_R_1"
  21. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Left_2 >> armorComponent >> "ERA_L_2"
  22. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Right_2 >> armorComponent >> "ERA_R_2"
  23. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Front >> armor
  24. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Left_1 >> armor
  25. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Left_2 >> armor
  26. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Right_1 >> armor
  27. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Right_2 >> armor
  28. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Front >> explosionShielding
  29. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Left_1 >> explosionShielding
  30. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Left_2 >> explosionShielding
  31. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Right_1 >> explosionShielding
  32. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Right_2 >> explosionShielding
  33. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitEngine >> armor
  34. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitEngine >> explosionShielding
  35. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitEngine >> passThrough
  36. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitSLAT_Left >> armor
  37. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitSLAT_Right >> armor
  38. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitSLAT_Left >> explosionShielding
  39. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitSLAT_Right >> explosionShielding
  40. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitSLAT_Left >> passThrough
  41. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitSLAT_Right >> passThrough
  42. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitFuel >> armor
  43. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitFuel >> explosionShielding
  44. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitFuel >> passThrough
  45. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitLTrack >> armor
  46. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitRTrack >> armor
  47. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitLTrack >> explosionShielding
  48. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitRTrack >> explosionShielding
  49. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitLTrack >> passThrough
  50. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitRTrack >> passThrough
  51. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor
  52. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> HitPoints >> HitTurret >> explosionShielding
  53. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> HitPoints >> HitTurret >> passThrough
  54. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Top >> armorComponent >> "ERA_T"
  55. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Top >> armor
  56. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Top >> explosionShielding
  57. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor
  58. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> HitPoints >> HitGun >> explosionShielding
  59. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> HitPoints >> HitGun >> passThrough
  60. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> HitPoints >> HitComTurret >> armor
  61. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> HitPoints >> HitComGun >> armor
  62. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> HitPoints >> HitComTurret >> explosionShielding
  63. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> HitPoints >> HitComGun >> explosionShielding
  64. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> HitPoints >> HitComTurret >> passThrough
  65. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> HitPoints >> HitComGun >> passThrough
  66. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Front >> simulation >> "Armor_ERA_Heavy"
  67. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Left_1 >> simulation >> "Armor_ERA_Heavy"
  68. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Right_1 >> simulation >> "Armor_ERA_Heavy"
  69. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Left_2 >> simulation >> "Armor_ERA_Heavy"
  70. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Right_2 >> simulation >> "Armor_ERA_Heavy"
  71. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitERA_Top >> simulation >> "Armor_ERA_Heavy"
  72. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitSLAT_Left >> simulation >> "Armor_SLAT"
  73. CfgVehicles >> O_T_MBT_04_cannon_F >> HitPoints >> HitSLAT_Right >> simulation >> "Armor_SLAT"
  74. CfgVehicles >> O_T_MBT_04_cannon_F >> minOmega
  75. CfgVehicles >> O_T_MBT_04_cannon_F >> maxOmega
  76. CfgVehicles >> O_T_MBT_04_cannon_F >> complexGearbox >> gearBoxMode >> "auto"
  77. 77.0 77.1 77.2 77.3 77.4 77.5 77.6 77.7 77.8 CfgVehicles >> O_T_MBT_04_cannon_F >> complexGearbox >> GearboxRatios[] >> {"R1",-4.5,"N",0,"D1",7.8,"D2",5.6,"D3",4,"D4",2.9,"D5",2.1,"D6",1.5,"D7",1.1}
  78. CfgVehicles >> O_T_MBT_04_cannon_F >> idleRpm
  79. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> minTurn
  80. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> maxTurn
  81. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> maxElev
  82. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> minElev
  83. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> minTurn
  84. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> maxTurn
  85. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> maxElev
  86. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> minElev
  87. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000,2100,2200,2300,2400,2500,2600,2700,2800,2900,3000,3100,3200,3300,3400,3500,3600,3700,3800,3900,4000,4100,4200,4300,4400,4500,4600,4700,4800,4900,5000}
  88. 88.0 88.1 CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "5"
  89. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000}
  90. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> discreteDistanceInitIndex >> "2"
  91. CfgVehicles >> O_T_MBT_04_cannon_F >> ViewOptics >> visionMode[] >> {"Normal","NVG"}
  92. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","TI"}
  93. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Medium >> visionMode[] >> {"Normal","NVG","TI"}
  94. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Narrow >> visionMode[] >> {"Normal","NVG","TI"}
  95. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Wide >> thermalMode[] >> {0,1}
  96. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Medium >> thermalMode[] >> {0,1}
  97. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Narrow >> thermalMode[] >> {0,1}
  98. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Wide >> minFov >> "0.3"
  99. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Medium >> minFov >> "0.0703125"
  100. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Narrow >> minFov >> "0.028125"
  101. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> turretInfoType >> "RscOptics_APC_Wheeled_03_commander"
  102. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","TI"}
  103. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Medium >> visionMode[] >> {"Normal","NVG","TI"}
  104. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Narrow >> visionMode[] >> {"Normal","NVG","TI"}
  105. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> thermalMode[] >> {0,1}
  106. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Medium >> thermalMode[] >> {0,1}
  107. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Narrow >> thermalMode[] >> {0,1}
  108. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> minFov >> "0.2"
  109. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Medium >> minFov >> "0.05625"
  110. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Narrow >> minFov >> "0.028125"
  111. CfgVehicles >> O_T_MBT_04_cannon_F >> Turrets >> MainTurret >> turretInfoType >> "RscOptics_MBT_03_gunner"
  112. CfgVehicles >> O_T_MBT_04_cannon_F >> LockDetectionSystem >> "0"
  113. CfgVehicles >> O_T_MBT_04_cannon_F >> incomingMissileDetectionSystem >> "16"
  114. CfgVehicles >> O_T_MBT_04_cannon_F >> camouflage
  115. CfgVehicles >> O_T_MBT_04_cannon_F >> cost
  116. 116.0 116.1 116.2 CfgVehicles >> O_T_MBT_04_cannon_F >> threat[] >> {0.8,1,0.3}
  117. CfgVehicles >> O_T_MBT_04_cannon_F >> audible

.bisurf

  1. \a3\data_f\penetration\armour.bisurf
  2. \a3\data_f\penetration\armour_plate.bisurf
  3. \a3\data_f\penetration\armour_plate_heavy.bisurf
  4. \a3\data_f\penetration\armour_plate_12mm.bisurf
  5. \a3\data_f\penetration\armour_plate_30mm.bisurf
  6. 6.0 6.1 \a3\data_f\penetration\armour_plate_40mm.bisurf
  7. 7.0 7.1 \a3\data_f\penetration\armour_plate_100mm.bisurf
  8. \a3\data_f\penetration\glass_armored_plate.bisurf
  9. \a3\data_f\penetration\plastic.bisurf
  10. \a3\data_f\penetration\vehicle_interior.bisurf

.rvmat

  1. \a3\data_f\penetration\armour.rvmat
  2. \a3\data_f\penetration\armour_plate.rvmat
  3. \a3\data_f\penetration\armour_plate_heavy.rvmat
  4. \a3\data_f\penetration\armour_plate_12mm.rvmat
  5. \a3\data_f\penetration\armour_plate_30mm.rvmat
  6. 6.0 6.1 \a3\data_f\penetration\armour_plate_40mm.rvmat
  7. 7.0 7.1 \a3\data_f\penetration\armour_plate_100mm.rvmat
  8. \a3\data_f\penetration\glass_armored_plate.rvmat
  9. \a3\data_f\penetration\plastic.rvmat
  10. \a3\data_f\penetration\vehicle_interior.rvmat

Scripts

  1. getMass (get3DENSelected "object" select 0)
  2. diag_drawMode "FireGeometry"; diag_toggle "HitPoints";
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 diag_drawMode "FireGeometry"; diag_drawMode "Wire"; diag_toggle "Shots";
  4. 4.0 4.1 diag_drawMode "FireGeometry"; diag_toggle "Shots";
  5. 5.0 5.1 5.2 5.3 "EPEVehicle" diag_enable true;

Formulae

  1. 1.0 1.1 Base vehicle armor value * HitPoint armor value = 700 * 2.5
  2. Base vehicle armor value * HitPoint armor value = 700 * 0.6
  3. Base vehicle armor value * HitPoint armor value = 700 * 0.5
  4. 60 / reloadTime = 60 / 5
  5. FCSMaxLeadSpeed * 3.6 = 30.5556 * 3.6
  6. Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 860 * 1.6 * 15 / 1000
  7. 60 / reloadTime = 60 / 0.075
  8. FCSMaxLeadSpeed * 3.6 = 30.5556 * 3.6
  9. Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 910 * 2.6 * 15 / 1000
  10. 60 / reloadTime = 60 / 0.1
  11. 0.25 / minFov = 0.25 / 0.3
  12. 0.25 / minFov = 0.25 / 0.0703125
  13. 0.25 / minFov = 0.25 / 0.028125
  14. 0.25 / minFov = 0.25 / 0.2
  15. 0.25 / minFov = 0.25 / 0.05625
  16. 0.25 / minFov = 0.25 / 0.028125

Notes[]

  1. 1.0 1.1 Hitpoints for the T-140's ERA blocks/slabs/bricks do not use a coefficient value. Instead, they are always set to a fixed value of 200.
  2. Hitpoints for the T-140's slat cages do not use a coefficient value. Instead, they are always set to a fixed value of 200.
  3. The T-140's track hitpoints do not use a coefficient value and are always set to a fixed value of 650.
  4. The T-140's main turret hitpoint does not use a coefficient value and is always set to a fixed value of 1,600.
  5. The T-140's main gun hitpoint does not use a coefficient value and is always set to a fixed value of 800.
  6. Traverse mechanisms for the commander's RWS turret hitpoint does not use a coefficient value and is always set to a fixed value of 500.
  7. Elevation mechanisms for the commander's RWS turret hitpoint does not use a coefficient value and is always set to a fixed value of 300.
  8. The 12 millimetre armour plates for the left side tread are contiguous. Only the right side tread has a small gap located between the right-side drive wheel and rearmost road wheel.
  9. 9.0 9.1 9.2 9.3 Only applies to the explosive component of the munition.
  10. The RPM value fluctuates slightly by ±1% whilst the vehicle remains on 6th gear (without turbo toggled on).
  11. The RPM value fluctuates slightly by ±1% whilst the vehicle remains on 7th gear with turbo activated.
  12. 12.0 12.1 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. Bohemia Interactive a.s., 2018, Tanks, Arma 3, viewed 25 April 2025, <https://arma3.com/dlc/tanks>.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Foltyn, D, Reyhard et al. 2009, RVMAT basics, Bohemia Interactive Community Wiki, viewed 22 April 2025, <https://community.bistudio.com/wiki/RVMAT_basics#Physical_Properties>.
  3. 3.0 3.1 3.2 3.3 Kolář, P et al. 2013, Tanks Config Guidelines – Arma 3, Bohemia Interactive Community Wiki, viewed 22 April 2025, <https://community.bistudio.com/wiki/Arma_3:_Tanks_Config_Guidelines#Armour_plates_setup>.
  4. 4.0 4.1 4.2 4.3 Vida, J et al. 2014, Damage Description – Arma 3, Bohemia Interactive Community Wiki, viewed 22 April 2025, <https://community.bistudio.com/wiki/Arma_3:_Damage_Description>.
  5. 5.0 5.1 Dedmen, Reyhard et al. 2014, Config Properties Megalist, Bohemia Interactive Community Wiki, viewed 22 April 2025, <https://community.bistudio.com/wiki/Config_Properties_Megalist#ARMOR/MATERIAL_Configs>.
  6. 6.0 6.1 6.2 6.3 Smiešková, K et al. 2018, Arma 3: Damage Enhancement, Bohemia Interactive Community Wiki, viewed 26 April 2025, <https://community.bistudio.com/wiki/Arma_3:_Damage_Enhancement>.
  7. Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 25 April 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#engineMOI>.
  8. 8.0 8.1 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 25 April 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#torqueCurve>.
  9. 9.0 9.1 9.2 9.3 9.4 9.5 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 25 April 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#class_complexGearbox>.
  10. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 22 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  11. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 22 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  12. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 22 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  13. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 22 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  14. Kirill, R 2015, New information about the main tank T-14 "Armata", Военное обозрение, viewed 10 March 2018, <https://en.topwar.ru/82471-novye-svedeniya-ob-osnovnom-tanke-t-14-armata.html>.
  15. 15.0 15.1 Btvt.info 2017, Т-14 «Армата», СТАЛЬ И ОГОНЬ: СОВРЕМЕННЫЕ И ПЕРСПЕКТИВНЫЕ ТАНКИ, viewed 13 March 2019, <https://web.archive.org/web/20171225174711/https://btvt.info/2futureprojects/armata/armata17.htm>. (archived link)
  16. Kovařič, V 2018, SPOTREP #00081, Arma 3, viewed 17 April 2024, <https://dev.arma3.com/post/spotrep-00081>.
  17. van 't Land, J.J. 2022, SPOTREP #00102, Arma 3, viewed 17 April 2024, <https://dev.arma3.com/post/spotrep-00102>.
  18. Crowe, J 2017, Arma 3 - Scanning The Horizon 2017, 23 March, viewed 28 May 2018, <https://www.youtube.com/watch?v=C9bCFJ5z1vk>.
  19. Military Review 2017, BMP T-15 is presented with the current complex of active protection "Afganit", Военное обозрение, viewed 22 April 2025, <https://en.topwar.ru/107716-bmp-t-15-predstavlena-s-deystvuyuschim-kompleksom-aktivnoy-zaschity-afganit.html>.
  20. ARMA 3: Tanks 2018 [Video Game], Bohemia Interactive a.s., Altis Requiem, Terminal Defiance, "As your CO was injured earlier today, you will take charge of his Angara. It is a 'command' variant and boasts an extra turret-mounted, 30mm autocannon. But remember, like the standard model, its armor plating's top secret. CSAT made it very clear. If one of their tanks is knocked out or immobilized, we must scuttle it before our enemies can investigate. After completing your mission, you will need to use the explosives, located in your storage bins, to destroy your own."

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
CSAT - Vehicles (ArmA 3)
Wheeled Ifrit (HMG, GMG) • MSE-3 MaridQilin (Minigun, AT) • QuadbikeTempest (Ammo, Device, Fuel, Medical, Repair, Transport Covered) • UGV Saif (RCWS) • Zamak (Ammo, Fuel, Medical, Repair, Transport Covered)
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-6 (Medical) • Mi-48 KajmanMi-290 Taru (Ammo, Bench, Cargo, Fuel, Medical, Repair, Transport) • PO-30 Orca (Unarmed) • Tayran AR-2
Fixed-wing K40 Abalil-3KH-3A FenghuangTo-199 NeophronTo-201 Shikra (Stealth) • Y-32 Xi'an (Infantry Transport, Vehicle Transport)
Aquatic Assault Boat (Rescue) • Speedboat HMGSDV
Parenthesis denote variants.
Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC