Armed Assault Wiki
Advertisement
Angara
Arma3-render-angaragrey.png
Faction Icon-side-redfor.png 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
Weight 50350 kg
Slingloadable No
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.png

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
»

Design

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


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 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.

Meanwhile, the coaxial MMG feeds from a single 1,000-round linked belt and only has one spare belt to reload from (for a combined total of 2,000 rounds). Lastly, the 12.7 mm HMG is pre-loaded with only one 500-round belt box and does not carry any reserve belt boxes.

T-140 in combat.

Features
Unlike other Main Battle Tank 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.

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: 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:

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.png

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-140'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-140's "health" pool. It will not however, cause a catastrophic kill on its own if destroyed unless the T-140 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-140.

Engine Slat

Arma3-vehiclearmour-t140-slatengine.png

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 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. At least 25% of damage incurred will be shared with the T-140'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 None 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.png

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-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 HE-type munitions.

Commander HMG

The commander's turret can withstand 560 points of damage. It is susceptible to small arms fire and has no resistance to HE-type munitions. All damage upon the turret will be shared with the T-140's "health" pool.

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. Both retain access to a day, night or thermal vision modes. Specifically for thermals, it is possible to toggle either a black-hot or white-hot spectrum:

Cannon 125 mm

Arma3-vehicleweapons-t140angara-cannon125mm.png

125 mm smoothbore cannon. Can load HE, HEAT or AP-type munitions.

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.

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

Arma3-vehicleweapons-t140angara-coaxialmg762mm.png
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

Arma3-vehicleweapons-t140angara-rcwshmg127mm.png
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.

Achievements

  • Arma3-achievement-commander.png
    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.
  • Arma3-achievement-inittogether.png
    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.
  • Arma3-achievement-steelsniper.png
    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 Uralvagonzavod that is currently in limited service with the Russian military.
  • 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 at the time, it remained unconfirmed as to whether the artwork was actually related to Tanks DLC content or was merely a concept mockup.
  • 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.

Gallery

External links

See also

Variants

Vehicles of comparable role and configuration

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