Of Arms and Armour - technical

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Of Arms and Armour - technical

Post by Norabder on Sat Nov 18, 2017 8:30 pm

This is currently just the basic information and will be updated later.
Armour Profile:



Ammunition selection:

Battle cannon:
HE
APBC (Armour piercing ballistic cap)
Infernus
Smoke
ATGM (hunter killer missile)

Vanquisher:
APFSDS (Armour Piercing Fin Stabilised Discarding Sabot)
HE

Demolisher:
HESC (High Explosive Shaped Charge)

Eradicator:
HE

Executioner:
Plasma

Exterminator:
APBC
HE
Mass reactive (bolt rounds)

Punisher:
(no available data so I will assume it uses solid rounds)

Crew:
4-6 man,

Commander (you)
Gunner
Loader (also mans the hull weapon)
Driver
two sponson gunners (optional)

Any queries (especially about the ammunition) let me know and I will do my best to explain.
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Re: Of Arms and Armour - technical

Post by senera2000 on Sun Nov 19, 2017 5:23 am

Questions:
1) Is this a Leman Russ tank squad?
2) So do we get to make our own Leman Russ?
3) Is there any bonus or penalty for adding extra Sponsons?

Also, the Vanquisher sounds good for a sniping role like mine.
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Re: Of Arms and Armour - technical

Post by Apothecary Meros on Sun Nov 19, 2017 11:24 am

Also, in the image, what's the armour thickness of the green section making up most of the hull?

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Re: Of Arms and Armour - technical

Post by Norabder on Sun Nov 19, 2017 2:18 pm

Senera:
-1. Most likely yes but depending on your performance in training you may be offered one of the hellhound variants instead.
-2. Which type(s) of leman russ you can command will depend on your performance in training, everything else (hull and sponson weapons for example) you can choose.
-3. Bonus= extra guns and 2 more crew.
Penalty= slight weight increase decreases maneuverability (almost negligible though) and makes the tank wider.
Meros:
It's supposed to be yellow (150mm) but the only program I had to make it was Microsoft Word so it's a bit terrible.
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Re: Of Arms and Armour - technical

Post by Apothecary Meros on Sun Nov 19, 2017 6:46 pm

Fair enough then.

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Re: Of Arms and Armour - technical

Post by senera2000 on Mon Nov 20, 2017 10:16 pm

Ah, ok. Thanks for clarifying.
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Re: Of Arms and Armour - technical

Post by Norabder on Thu Dec 07, 2017 9:20 pm

More detail on ammo types, includes what it's more commonly known as, how it works and what targets it works best against;

HE - stands for high explosive, does what it says on the tin (goes bang... loudly). Detonates on impact and is effective against infantry (anything not in terminator armour) and light vehicles.

APBC - more commonly known as armour piercing, it contains less explosives than HE but the more solid nature of the shell allows it to penetrate armour. It has a timed fuse so will explode after going through the armour (this means against light infantry it will probably go through them and out the other side without detonating.) Effective against all but the heaviest vehicles, also good against heavy infantry (power armour or better).

Infernus - it burns stuff. Detonates on impact, good vs light infantry. It's very rare you probably won't have any. HE is better in most cases anyway.

Smoke - instant cloud. Detonates on impact. Don't try to kill anything with it, at best you'll knock out a light infantryman with a direct hit. Could bring down a light aircraft with an exceptionally lucky hit.*
*not recommended and failed attempts will not be looked upon kindly by the regimental commissar.

ATGM - also known as hunter killer missiles, Valian tanks fire them from the main gun rather than being externally mounted. Detonates on impact, good vs medium and light vehicles as well as any infantry not in terminator armour. Use wisely each tank only carries one.

APFSDS - more commonly known as sabot or vanquisher rounds. It's a metal round that travels very very quickly. Anything that you point it at that's smaller than a knight will die, it's capable of penetrating some areas of a titans armour but will doesn't perform well against void Shields. Effective against one of everything. Avoid against non terminator armoured infantry as it will only take out one at a time, HE is more practical.

HESC - also known as a demolisher shell or just HE, essentially a bigger HE shell with a shaped charge inside. Effective against anything that doesn't have a void shield.

Plasma - it's hot. Don't touch. Effective against all but the heaviest armour.

Mass reactive - also known as bolt rounds. Rocket propelled shells that go bang when they're near the target. Effective vs non power armoured infantry and some light vehicles. Still capable of damaging power armour, less so terminators.

Solid shot - getting hit by a lump of metal hurts, especially if it's just been fired from a massive fucking gatling gun and there's more on the way. Effective vs light infantry and scout vehicles, with luck maybe light aircraft as well.*
*not advised, the munitorum would see it as a waste no matter how cool it would have been if it worked.
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Re: Of Arms and Armour - technical

Post by senera2000 on Wed Dec 13, 2017 8:17 am

I like these APFSDS rounds. HE may be more practical, but then again ONE SHOT rounds.
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Re: Of Arms and Armour - technical

Post by Norabder on Wed Dec 13, 2017 6:59 pm

Sabot is excellent against vehicles, bit of a waste against cultists/orks etc.
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