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Angara
Arma3-render-angaragrey
Faction CSAT
Type Main Battle Tank
Seats 3 seats:
  • 1× Driver
  • 1× Gunner
  • 1× Commander
Item capacity 3000 mass
Top speed ~ 68 km/h
Fuel capacity 20 fuel units
Primary armament Main:
  • 1× Cannon 125 mm
Secondary armament Coaxial:
  • 1× Coaxial MG 7.62 mm

Secondary:

  • 1× RCWS HMG 12.7 mm

Defensive:

  • 1× Smoke Generator
Variants T-140K Angara
Games
A3-tanks

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

Overview

  • Role:
    • Direct fire and maneuver
« 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.
Field Manual
»

Design

One of the most advanced and best protected Main Battle Tanks in the world, the T-140 shares little in common with previous generations of Russian-made and Soviet-era MBTs.

The T-140's design prioritises crew survivability, and the hull's overall dimensions are much bigger compared to both the T-90 and T-100.

Armament
It is armed with a 125 mm smoothbore cannon and has a coaxial 7.62 mm medium machine gun. The roof of the turret is also fitted with a remote weapons station that is armed with a 12.7 mm heavy machine gun.

The standard loadout of the T-140 gives it 20 rounds of armor-piercing fin-stabilized discarding sabot (APFSDS-T), 12 high-explosive (HE-T), and 12 high-explosive anti-tank (HEAT-T) shells for the main gun.

Meanwhile, the coaxial MMG feeds from a linked 1,000-round belt, and only has a single spare belt to reload from. Lastly, the 12.7 mm HMG is pre-loaded with only one 500-round belt box and does not carry any reserve belt boxes.

Arma3-dlc-tanks-13

T-140 in combat.

Features
Unlike other MBT designs, the T-140 is unusual in that its turret is completely unmanned. Whereas other tanks leave at least two of their crew members vulnerable to being killed (or seriously injured) should the turret be struck by kinetic munitions, the T-140 does not face this issue.

This is because the entire crew sit side-by-side directly in the centre of the hull. Since both sides and the front of the hull are protected by slabs of Explosive Reactive Armour (ERA) and the glacis plate (respectively), it is practically impossible to score a mission kill on the T-140 unless its armour has already been heavily damaged.

Mobility
Compared to CSAT's own T-100 tank, the T-140 has slightly poorer handling due to the added bulk of its armour and bigger/taller turret. Its survivability is much better however, and is even slightly superior to that of NATO's M2A1/M2A4 tanks as well.

Drawbacks
But while the T-140 is certainly an extremely tough MBT to take down, it shares the same vulnerability as the T-100; namely that its engine is left exposed to being taken out in a first strike.

Arma3-angara-06

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

Though the rear of the hull has slat cages surrounding the engine which protect it against HE-based munitions, a single hit from any kind of kinetic-based penetrator is usually more than enough to disable the entire tank. A second or third shot will almost always end up destroying the T-140.

In contrast, the Slammer family does not suffer from this issue since its engine is placed at the front of the hull where the armour is thickest.

The other problem is that it is entirely possible for all three crew members to be killed by a single, well-placed round impacting the centre of the hull where they are located. Fortunately, it is only possible for this to occur if the side armour has already been severely damaged/compromised by previous hits.

Crew Capacity
The T-140 has a maximum crew capacity of three; enough seats for a driver, the gunner, and a commander. It is unable to transport any additional passengers.

Camouflage

  • Hex
  • Green Hex
  • Grey
  • Jungle
  • Hex (Camo Nets)
  • Green Hex (Camo Nets)
  • Grey (Camo Nets)
  • Jungle (Camo Nets)
  • 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-140 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 they're destroyed.

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

Arma3-angara-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 20
High-Explosive 80 50
High-Explosive Anti-Tank 80* 20
Tandem High-Explosive Anti-Tank 80* 10

(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge

If the hull has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.

Hull ERA

ERA slabs surround all sides of the hull except for the rear. They will block up to 400 points worth of damage. They can only shield against one projectile per slab and can no longer protect the hull once detonated.

Engine

Located in the tank's rear. It can only resist 420 points of damage.

20% of incoming damage onto the engine is always inflicted onto the T-140's "health" pool. It will not however, cause a catastrophic kill if destroyed unless the T-140 is critically damaged.

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

Engine Slat

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

Large calibre HE-based munitions or missile/rocket fire will inflict twice as much damage on the cages, and will almost always destroy the cages with a single strike.

Fuel tanks

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

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

If damaged: Gradually leak fuel over time, but stop at a threshold of 50% of the T-140's remaining fuel capacity.
If destroyed: Causes them to rapidly lose their entire fuel capacity in just a few seconds.

Treads

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

Destroying either one of the treads will hamper the T-140's handling but will not prevent it from moving. Destroying both will severely degrade the T-140'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. 25% of damage incurred is transferred onto the T-140's "health" pool. Unless critically damaged, disabling the turret completely will not cause a catastrophic kill by itself.

Munition type Damage reduction (%) Velocity reduction (%)
Armour Piercing None 20
High-Explosive 80 50
High-Explosive Anti-Tank 80* 20
Tandem High-Explosive Anti-Tank 80* 10

(*) Reductions only apply to the explosive component of the munition i.e. Tandem HEAT explosive charge

If the turret's armour has been compromised, no reductions will be applied to the velocity/raw damage of incoming projectiles.

Gun barrel

The turret's gun barrel can resist 800 points of damage before failing. 25% of damage incurred is transferred onto the T-140's turret, which in turn will contribute damage towards the T-140'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 high-explosive (HE) munitions.

Commander HMG

The commander's turret can withstand 500 points of damage. It is susceptible to small arms fire and has no resistance against explosives. Destroying this component does not affect the T-140's "health" pool, however.

If disabled by enemy fire, the commander will no longer be able remotely adjust the turret's rotation and elevation/depression.

Components

  • Camo Net (Hull): Aside from the turret, the entirety of the hull 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 or the commander's optics are not concealed.

Armament

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

The T-140's gunner position has access to both the Cannon 125 mm and Coaxial MG 7.62 mm, while the commander position operates the RCWS HMG 12.7 mm instead.

For optics, three fields of view are available to both the gunner and commander. The gunner has access to day, night or thermal vision modes, while the commander is limited to day/thermal vision only. The gunner's thermals are in black-hot/white-hot whereas the commander uses green-hot/black-hot channels instead:

Cannon 125 mm

The T-140 uses the same 125 mm cannon as the T-100. However it is an "advanced" version that has increased accuracy and a faster autoloader.

Accuracy-wise, the T-140'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.

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. Like the regular Cannon 125 mm, manual zeroing still starts at 100 m but goes up to a maximum distance of 5000 m instead (in 100 m increments).

Coaxial MG 7.62 mm

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 has an effective firing range of 300 metres up to a maximum of 1,200 metres.

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 identical to those used by the Cannon 125 mm.

RCWS HMG 12.7 mm

Base damage value Aerodynamic friction Initial velocity (m/s) Penetration depth (mm)
30 -0.00086 910 35.49

Remotely-operated 12.7 mm heavy machine gun.

The RCWS HMG can attain a fire rate of up to 600 RPM and requires 20 seconds to reload a fresh box. Accuracy-wise, it has a fixed dispersion of 0.0012 rad regardless of distance.

The FCS is only able to automatically zero on stationary targets and requires 1 second to finish adjusting. Manual zeroing is also possible, though only in increments of 100 m up to a maximum of 2000 m.

Trivia

  • The Angara is directly based on the real-world "T-14 Armata" MBT designed by Uralvagonzavod that is currently in limited service with the Russian military.
  • Just like NATO's M2A1 Slammer, the in-game Angara has a hard-kill active protection system modelled onto its turret (the "Afghanit" APS) but lacks the ability to intercept incoming projectiles unlike its real-world counterpart.
  • 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. 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.
  • A screenshot of the T-140 could initially be seen in the Scanning The Horizon video released in late March 2017. However at the time, it remained unconfirmed as to whether the artwork was actually related to Tanks DLC content or was merely a concept mock-up.

Gallery

External links

See also

Variants

Vehicles of comparable role and configuration

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