
As promised, here is a complete list of ammo used by the Mk.75 Tigerwolf's weapons. In addition to a description of what each round can and cannot do, I will also include relevant links to documents that may help you better comprehend them.
1-7x50mm API rifle round (COAX MG and Auxillary MG)
The MGs are primarily used to eliminate enemy personnel (i.e., bust a cap in Gomer's ass), and attack weak material targets (for example, trucks). MGs can also destroy most helicopters and some light armor (e.g., APCs), but are not an efficiend means of attacking them. Hard targets (tanks, bunkers, most concrete buildings) are virtually invulnerable to these bullets.
API (Armor Peircing Incendiary) rounds are used instead of "Ball"s or FMJs, because the more brutal wounds these cause are more likely to remove a soldier (wounded by them) fom the battle for good.
2 useful links...; For 7mm info, http://en.wikipedia.org/wiki/.280_British . For API round info, http://www.youtube.com/watch?v=BsKf.....ed&search= .
2- 20x110mm AP cannon round
Shielded 20mm Autocannons are significantly more effective versus aircraft than Heavy MGs, and can slaugther helicopters. They can also destroy light armor, material targets, and pillboxes with little trouble, firing 1 Armor Piercing (AP) round in evey 4 rounds fired to bolster penetration. Some hard targets might are also vulnerable to 20mm shells, but require large doses of Autocannon fire to effectively knock out.
2 useful links...; http://www.youtube.com/watch?v=Oc9E8_ZuESQ , http://en.wikipedia.org/wiki/Autocannon
3-20x110mm HEDP
3 of every 4 shells fired by the Autocannon explode on contact. The High Explosive Dual Purpose (HEDP) rounds are highly effective Vs. soft and material targets, and aircraft. They also have a credible bast/frag radius, making them useful Vs. infantry as well. They have little effect, however, Vs. hard targets.
Useful links....; http://www.gd-ots.com/sitepages/mca.html , http://www.nothingtoxic.com/media/1.....nts_Get_Wasted ---WARNING--- contains graphic killing!
4- 145mm Dummy round w/casing
This is the training version of the "Impactor" round, just to show what the brass casing (and the rounds, puhsed well into them) looks like. These rounds are HEAVY (more than 70 lbs!), and require two Loaders to load them safely and efficiently.
Links...; http://www.fas.org/man/dod-101/sys/land/120.htm
5-Impactor
Instead of firing a sub-caliber "Sabot" round (APDS or APFS-DS)as it's primary KE load, the T-Wolf fires a Rocket-Propelled "Kinetic Energy Impacor" (KEI/RP). It projects a long, thick, extremely dense and heavy "full" caliber shell, rater than a "sub" caliber one. The rocket motors are critical in this operation, because such a heavy shell (coompared to the force of the charde throwing it) would fly too slow and fall too short to be an effective modern weapon. The rockets ignite within a quarte-second of barrel exit, soon sending the 60lb projectile to speeds in exess of Mach 6.
Instead of "piercing" it's target, with highly concentrated force (like a Sabot round) ,the Impactor delivers enough kinetic energy to smash it --- more than 20 times the impact force of the M1A1 Abrams' Sabot rounds, in fact. This is enough impact roce to completely shatter anything the shell hits, even another T-Wolf.
As such, the Impactor will easily destroy any hard target, including tanks, buildings, bunkers, and even warships, if they are within range. It can also eliminate light armor and material targets, but the Impactor is not in efficient round to do so. It is not effective V. aircraft, and will have no effect on soft targets and infantry.
It is also extrmely heavy, weighing more than 90lbs.
There are no RL equivalents to the Impactor, but these links show similar systems... http://www.globalsecurity.org/milit.....ons/m829a1.htm , http://www.navweaps.com/Weapons/WNR.....6-57_m1938.htm , http://www.youtube.com/watch?v=ho_VHOjzMX0
6-Immolator
The Immolator is a Rocket-Propelled, Kinetic Energy-Incendiary round (KE-I/RP) --- meaning, it relies on kinetic energy to "stick" to it's target, much like a pin. It then ignites it's cargo of some 30lbs of Thermite, which then burns violently 4500-degrees Farenheit, hot enough to flash-melt steel, for over 30 seconds. The result is that a tank his by this round melted from the inside-out, resulting in a near-instant "catastrophic Kill" (abbreviated "K-Kill"), which may be accentuated by ignition of the target's fuel and/or ammo.
The Immolator is best used against heavy armor and flamable structures. It is also useful Vs. light armor, material targets, pillboxes, ships, and thick foliage. It is nearly useless agains aircraft, infantry, and thick-walled bunkers.
It also makes an effectice makeshift "flare", if needed.
Some relavant links...; http://en.wikipedia.org/wiki/Thermite , http://www.youtube.com/watch?v=rdCsbZf1_Ng
7-Bunker Buster
This round is a Rocket-Propelled High Explosive Squash Head device (HESH/RP). Also called "High Explosive Plastic" (HEP), HESH rounds are filled with clay-like plastic explosives that "squash" like a wet snowball on impact, are detonated at that moment, and direct most of thier explosive energy forward, into the target. As such, they are probably the most effective CE round Vs. hard targets.
The Bunker Buster is possibly the most effective howitzer round Vs. bunkers, pillboxes, walls, and other hardened structures. They can also destroy most heavy armor with ease, blasting a large chunk of armor (along with an enourmous fan of armor shrapnel) into a tank's interior with great force. This round can also destroy light armor and material targets, and infantry, but this would be overkill. Bunker Busters are not effective against aircraft.
A useful link...; http://en.wikipedia.org/wiki/HESH
8-Incendiary
The Incendiary shell is a Rocket-Propelled White Phosphorous dispensing shell (WP/RP), also known as a "Willy Pete". White phosphorous spontaneously combusts on contact when exposed to air, and produces copiuious amonts of smoke, whilst burning furiously until no phosphorous remains, or until no longer in contact with oxygen. Burns suffered by affected personnel are often quite significant, the WP often burning straight to the bone, and the absorbtion of Phosphorous (which is poisonous) through these burns can be deadly as well.
The Incendiary round can be used to create smoke (as either a signal or screen), or as an incendiary weapon. It it most effective against foliage, infantry, pillboxes, trenches, most buildings, and most material targets. It is not terribly effective Vs. light or heavy armor, or ships, and is near-useless Vs. aircraft, bunkers, and other hard targets.
The Incendiary round is conspicuously dangerous to carry, because problems with settling in the the WP mixture dictate that it must be carried upright whenever possible --- thus, stored exposed in the fighting compartment where, in the event of a rupture or leak in the warhead casing, there could be a catastrophy.
2 useful links...; http://www.youtube.com/watch?v=Yg7RR82NQOU , http://en.wikipedia.org/wiki/White_.....s_%28weapon%29
9-Grenade
The Grenade round is a type of Rocket-Propelled High Explosive FRAGmentation shell (HE-FRAG/RP). It can be computer-programed to detonate at a fixed distancs while loaded in the chamber, or set to explode on impact.
Upon impact, some 20lbs of TNT detonate, throwing chunks of metal in all directions at lethal velocities. The jacket, in particular, forms very large and heavy shrapnel. The lethal radius is approximately 100 feet, and the casualty radius 180 feet.
The Grenade round is highly effective Vs. material targets, most buidings, pillboxes, infantry, and even light armor. It is moderately effective Vs. helicopters, but is not an efficient means of attacking them. The fragmentation alone has virtually no effect on tanks or bunkers, and a single direct hit is unlikely to knock out a tank, either.
Some useful links... http://fofanov.armor.kiev.ua/Tanks/...../overview.html , http://www.youtube.com/watch?v=qgMkP3L1aXA (These are actually mortars, but they are thowing HE-FRAG rounds)
10-Cannister
The Cannister is essentially a giant shotgun shell. The round itself is simply a thin paper cylinder, filled with some 3000 pellets of various compositions. Ranging from 3mm to 15mm in diameter, these pellets are projected at about Mach 3, and fan out at 20-degrees.
Cannisters are the most effective round Vs. infantry, material targets, and aircraft (fixed- and rotary-winged alike). They are not very effective Vs. light armor, or pillboxes, and have no effect Vs. heavy armor.
The primary quarry of the Cannister are infantry. If possibly hiding behind brush, fallen trees, or wooden fences, the Cannister can be used as a "brush cleaner" against them.
The Cannister is not rocket-propelled, as this would be pointless.
A relavent link...; http://www.globalsecurity.org/milit.....ions/m1028.htm
11-Fletchette
This round expands on the "sabot" concept (literally), by firing a bundle of small fletchettes, instead of one large one. The result is the Clustered, Armor-Piercing, Discrading Sabot round (APDS-C). About 20 individual fletchettes are expelled from this round by an spool-shaped alluminum sabot, at an arc of about 15-degrees. The jacket is identical to that used in the Cannister, and is vaporised when the gun is discharged. Each projectile is composed of steel and depleted uranium, tipped with laser-sharpened monocrystal penetrator. Muzzle velocity is just over Mach 3.
The Fletchette is most effective versus light armor, pillboxes, and material targets. Though effecive against aircraft, it is more difficult to lead on them than the Cannister. Fletchette rounds are less effective against tanks and ships, but will heavily damage them. It is useless, however, Vs. Bunkers.
Along with the Cannister, the Fletchette is one of only 2 rounds used by the T-Wolf's howitzer that are not rocket-boosted.
3 useful links...; http://en.wikipedia.org/wiki/Flechette , http://www.youtube.com/watch?v=SdB1nLNte4Y , http://www.youtube.com/watch?v=v7DO.....ed&search= (the Japanese Type 90s in this film mostly fire Sabots)
12-Beehive
The Beehive shell is a Rocket-Propelled Anti-PERSonnel round (APERS/RP). It is similar to the Grenade round, but as the different designation suggests, is a more specialised anti-infantry round. The beehive is consists a plastic retainer tube, holding together some 12000 tungsten wire "darts", wrapped around a cylinder of TNT and an airburst fuse. It can be electronically set to explode at a pre-determined distance (as with the Grenade round), or on impact.
The thousands of flechettes, thrown in all directions by the blast, each have more kinetic energy than a 7.62x51mm NATO rifle round. The Beehive has a lethal radius of 200 feet, and a casualty radius of 1500 feet. Such projectiles are known to actually "staple" affected personnel to adjacent terrain features.
Obviously, the Beehive is most effective Vs. infantry, especially when they are in the open. It can also be used against helicopters with good results, but is too cumbersome to be truly effective Vs. fixed-wing aircraft. Though the Beehive is useful against "soft" material targets (trucks, wooden buildings, parked aircraft, etc.), "hard" material targets (pillboxes, concrete buildings, etc.) can soak-up the flechettes with little damage. The Beehive has no effect against heavy armor.
NOTE: APERS and HE-FRAG designations are often applied to the same rounds by different organizations. I feel that the Grenade and Beehive rounds, being both physically different AND producing distinctly different fragmentation effects, are best classified as above, to avoid confusion.
An insightful link...; http://www.fas.org/man/dod-101/sys/land/m546.htm
13-Thermobaric round
This is a Rocket-Propelled Fuel-Air Explosive shell (FAE/RP). Just as the name "Thermobaric" implies, it's blast destroys targets with heat and concussion. It contains 2 seperate 20-lb cells of volatile liquid chemicals that, by themselves, are completely stable. When expelled, mixed, and atomized by the shell's explosive charge they mix, chemically --- creating a massive explosion in the process.
The effects of a Thermobaric explosion are often quite brutal. This particular round creates a shockwave of nearly 50 bars of pressure. Structures and vehicles are often flattened such blasts. Afflicted personnel in the outer blast radius suffer serious, sometimes mortal, internal injuries, and those near ground zero may spontateously implode.
The Thermobaric round is extremely effective Vs. infantry, foliage, soft targets, and material targets. Near-hits will easily destroy light armor, concrete buildings, pillboxes, and entrechments. Fuel-air weapons are also known to be effective in clearing minefields. They are less effective, however, against bunkers, ships, and helicopters, and are highly ineffective Vs. heavy armor.
For safety reasons, the Thermobaric round must never be stored in the fighting compartment --- even if the warhead does not explode, it's components are potentially lethal toxins.
Thermobaric weaons are known by many names, including Fuel-Air Explosives, Vacuum Bombs, and Volume-Detonation Explosives.
3 interesting links...; http://www.youtube.com/watch?v=mJAs_3MiV00 , http://en.wikipedia.org/wiki/Fuel_air_bomb , http://www.fas.org/man/dod-101/sys/dumb/fae.htm
14-Tactical
This round has a tactical nuclear warhead. It is not a round that would ordinarily be issued to a tank, but the Tigerwolf's indirect fire capabilities allow it to throw a large, heavy projectile over a great distance --- a characteristic useful for launching a nuclear warhead. In the event that a nuclear attack or exchange is likely, it may be neccessary to employ any and all potential delivery systems, and that is when the Tactical round would be added to the T-Wolf's ammo stock.
Uncharcteristically for a nuclear artillery warhead, the Tactical round uses an "Implosion" warhead (not the more traditional "Gun" warhead seen in Arty rounds), utilizing laser stimulation and some 70 lenses to maximize the yield. The result is a 15 Kiloton yield.
A nuclear blast this large creates a fireball 800 feet wide with a 1 second duration, ionizing the air out to 1 mile from ground zero. Exposed personnel within a half-mile are immolated, while widespread destrution occurs out to 1 mile. Exposed personnel may be seriously burned by the vlast as far as 2.5 miles away, depending on weather conditions. A 9 square mile area is hazardously irradiated by the blast --- a substatially larger area may be subject to immediately dangerous fallout, again depending on weather conditions.
The blast istelf is most useful against personnel and soft and material targets --- any within 1 mile will be annihlated. Light armor will take heavy losses within 1.2 miles of ground zero, while ships and heavy armor will be seriously damaged within .7 miles. Any airborne aircraft will be destroyed within .5 miles, while parked aircraft will fare much worse, being disabled at 1.8 miles. Bunkers and other heavily hardened targets will fare best, unless they are both above ground AND within the fireball --- anything present at ground zero will be sublimated.
The fallout created can be a double-edged sword. It will inflict heavy additional casualties to non-NBC-shielded hostiles that either survived the explosion, or enter the area afterwards, as well as irradiate any water, supplies, etc. in the "hot zone" --- but it will also do the same to any friendly or neutral parties who might enter this area.
Lastly, the Tactical round cannot be armed or primed without a Permissive Action Link (PAL), composed of both an 8-digit arming code (for the individual warhead, itself), AND an 8-digit "Master Code" (which varies depending on the batch of warheads, and is needed to "allow" the arming code to be used). 5 incorrect code entries results in spontaneous self-destruction of the warhead, in a non-armed state (i.e., it cannot achieve fission like this).
Link to a nifty nuclear blast calculator; http://www.stardestroyer.net/Empire.....ence/Nuke.html , link to a video of nuclear artillery (this one has a 15kt yield, too --- the effects of the Tactical round are identical to what you can see here) http://www.youtube.com/watch?v=1fkA6fgkwKo , link to info in the footage; http://en.wikipedia.org/wiki/Upshot.....nothole_Grable
15-Mine Round
The Mine Round is a Family of Artillery-SCAtterable Mine-type shell (FASCAM). Adding artillery mine-laying capability to tanks gives an armored brigade a very powerful tool with which to shape the battlefield to it's advantage.
Normally, mines are layed directly by hand, a specialised mine-laying vehicle, aircraft, or artillery, all of which take quite some time to implement. Once a mine-laying Arty fire mission begins, it takes at least 2 minutes for the shells to actually arrive, and this is the fastest means of mine-laying. Laying a similar minefield by hand however, could take days, and arty units do not always have the neccessary time, range, or even ammunition to perform an area-denial fire mission --- arty fire support may not even be available at all. As such, giving mine-laying capability to MBTs could give the army using them a huge advantage. Thus, such a system is employed on the T-Wolf.
The mine round can lay various different minefield patterns depending on the gun trajectory --- a very flat trajectory will create a long, sparse, linear minefield, while a highly arced shot will small, round, dense minefield. The Mine Round has both a timed fuse and an alternate airburst fuse, in order to give the proper dispersion for each mode of fire.
There are 2 types of mines dispensed by the Mine Round; 20 Anti-Personnel mines (AP), and 20 Anti-Tank mines (AT).
The AP type is charcterised by being spherical (similar in appearance to a golf ball), and having numerous protruding tripwires (which shoot out from all sides at the moment it comes to a rest). These wires are vibration sensitive, and do not require pulling to set off the mine --- simply touching the wire will suffice. The AP mine also has a 1080-degree motion sensor system with a 6-foot range, ensuring that enemy soldiers cannot defuse and capture it. When tripped, a 5-lb spherical HE-FRAG airburst charge (sprung via the "launch" charge, which automatially settles underneath the actual warhead) is fired into the air at 90-degrees --- at about 8 feet from the ground, it detonates, raining down a 60-degree umbrella of over 300 flechcettes at suersonic speeds.
The AT mine is also sherical, but has aside from variuos ports and seams, has a nearly featureless surface. The AT mine arms the moment it comes to rest, just like the AP mine. The primary failsafe feature of this mine, is a small gyro --- if the mine is lifted, turned, or otherwise moved, it will detonate. If more than 4 psi of pressure is exherted on the AT mine (or, if the secondary magnetic influence sensor detects metal above the mine, within 8 inches), the shaped-charge HEAT (High Explosive Anti Tank) warhead detonates, firing a narrow jet of plasma at 90-degrees. The face of the warhead is also lined with Depleted Uranium (DU), which greatly boosts it's penetration.
The AP mine is most effective against transiting personnel and unarmored vehicles, but can also cause damage to to very weak light armor. The AT mine is most effective on light and heavy armor, but can also destroy unarmored vehicles. Any personnel coming into direct contact with the AT mine will definitely be killed, along with any others immediately adjacent to them.
To ensure that these mines don't outlive thier usefulness, thier proximity, contact, and time-delay fuses are all controlled by the same computer chip. Thus, it will explode only if the timer runs out, if tripped before then, or if improperly placed --- otherwise, it cannot detonate.
The timer can be set in one-hour units, up to 50 hours.
This link has some info on the FASCAM system; http://www.fas.org/man/dod-101/sys/land/fascam.htm
-16 Fan ATGM
The Fang is a gun-launched Anti-Tank Guided Missile (ATGM). Unlike other gun-launched ATGMs, the Fang is actually SHOT out ouf the gun, not merely "launched". Already having near-supersonic speed upon barrel exit (and still rapidly accelerating), the Fang's rocket motor ignites, propelling it to a maximum speed of Mach 3. It has a minimum effective range of 200 feet, and a maximum effective range of 8 miles. Also unlike other gun-launched ATGMs, the Fang is uses InfraRed Homing (IRH) guidence, giving it fire-and-forget capability.
The warhead is a tandem HEAT type, with a small precursor warhead (in the probe extension on the nose) that causes Explosive Reactive Armor (ERA) and Active Protection Systems (APS) to activate too early to defeat the incoming threat. The main warhead is a HEAT type, utilizing a waveshaper, plus a zirconium and DU liner, to form a jet of metallic plasma. A laser proximity fuse is used to detonate the warhead at the proper distance from the target, to achieve maximum penetration (over 100 inches of RHA @90-degrees).
The Fang is most effective Vs. light and heavy armor. Many material targets can easily be destroyed with this missile, as can helicopters. It is less effective Vs. ships and bunkers --- these would likely require several successive direct hits to destroy. The HEAT warhead is not suitable for use against infantry, and despite the speed and range of the Fang, is lacks the maneuverability to be truly effective Vs. fixed wing aircraft.
A link to a good gun-launched missile; http://en.wikipedia.org/wiki/AT-11_Sniper , a bad gun-launched missile; http://www.sinodefence.com/army/tan.....ed_missile.asp , and an UGLY gun-launched missile http://www.designation-systems.net/dusrm/m-51.html
17-Talon SAM
The Talon is a gun-launched Surface to Air Missile (SAM). With aircraft-launched ATGMs becoming an ever-increasing threat to armor, it is only natural that tanks would given SAMs to shoot back. The combined 20mm AA gun and Talon SAM make the T-Wolf a VERY dangerous quarry for hostile aircraft.
The Fang uses IRH guidence, and is both spin and drag stabilised. The seeker head is all-aspect, is freon-cooled (as LN2 tends to boil off too easily), and utilizes 3D IR-imaging (which will NOT mistake flares, sun glare, or other ambient heat sources, for the target). A set of special "smart" filtering lenses act as ECCM, reducing the effectiveness of IR dazzlers. The warhead is a 10lb annular bast-type, with a lethal radius (Vs. fixed wing aircraft) of about 30 feet, activated by a laser proximity fuse. The minimum range is about 200 feet, and the maximum range is about 5 miles.
The Fang is the swiftly defeat fixed- and rotary-winged foes alike. It is also effective against most material targets and soft targets. Though the warhead itself is extremely effective Vs. infantry, the seeker head cannot reliably lock on to human body heat, making a Talon attack on troops a very difficult proposal. It is less effetive Vs. light armor, with bunkers and heavy armor being practically immune to the Talon's warhead.
The Talon is also unique in two regards. First, it is the only rocket-propelled round used by the T-Wolf that has one motor (the rest use 4). Second, the Talon is the only fully-sub-caliber round fired by the T-Wolf.
There are also tube-launched versions, but they are not interchangeable with gun-launched Talons.
The FIM-92 Stinger (which is similar to the Talon) can be seen in this video; http://www.youtube.com/watch?v=fWqptuiQ7fw , info on the Stinger can be found here; http://www.fas.org/man/dod-101/sys/.....nd/stinger.htm
I've finally finished the damned list! WOOHOOOO!
1-7x50mm API rifle round (COAX MG and Auxillary MG)
The MGs are primarily used to eliminate enemy personnel (i.e., bust a cap in Gomer's ass), and attack weak material targets (for example, trucks). MGs can also destroy most helicopters and some light armor (e.g., APCs), but are not an efficiend means of attacking them. Hard targets (tanks, bunkers, most concrete buildings) are virtually invulnerable to these bullets.
API (Armor Peircing Incendiary) rounds are used instead of "Ball"s or FMJs, because the more brutal wounds these cause are more likely to remove a soldier (wounded by them) fom the battle for good.
2 useful links...; For 7mm info, http://en.wikipedia.org/wiki/.280_British . For API round info, http://www.youtube.com/watch?v=BsKf.....ed&search= .
2- 20x110mm AP cannon round
Shielded 20mm Autocannons are significantly more effective versus aircraft than Heavy MGs, and can slaugther helicopters. They can also destroy light armor, material targets, and pillboxes with little trouble, firing 1 Armor Piercing (AP) round in evey 4 rounds fired to bolster penetration. Some hard targets might are also vulnerable to 20mm shells, but require large doses of Autocannon fire to effectively knock out.
2 useful links...; http://www.youtube.com/watch?v=Oc9E8_ZuESQ , http://en.wikipedia.org/wiki/Autocannon
3-20x110mm HEDP
3 of every 4 shells fired by the Autocannon explode on contact. The High Explosive Dual Purpose (HEDP) rounds are highly effective Vs. soft and material targets, and aircraft. They also have a credible bast/frag radius, making them useful Vs. infantry as well. They have little effect, however, Vs. hard targets.
Useful links....; http://www.gd-ots.com/sitepages/mca.html , http://www.nothingtoxic.com/media/1.....nts_Get_Wasted ---WARNING--- contains graphic killing!
4- 145mm Dummy round w/casing
This is the training version of the "Impactor" round, just to show what the brass casing (and the rounds, puhsed well into them) looks like. These rounds are HEAVY (more than 70 lbs!), and require two Loaders to load them safely and efficiently.
Links...; http://www.fas.org/man/dod-101/sys/land/120.htm
5-Impactor
Instead of firing a sub-caliber "Sabot" round (APDS or APFS-DS)as it's primary KE load, the T-Wolf fires a Rocket-Propelled "Kinetic Energy Impacor" (KEI/RP). It projects a long, thick, extremely dense and heavy "full" caliber shell, rater than a "sub" caliber one. The rocket motors are critical in this operation, because such a heavy shell (coompared to the force of the charde throwing it) would fly too slow and fall too short to be an effective modern weapon. The rockets ignite within a quarte-second of barrel exit, soon sending the 60lb projectile to speeds in exess of Mach 6.
Instead of "piercing" it's target, with highly concentrated force (like a Sabot round) ,the Impactor delivers enough kinetic energy to smash it --- more than 20 times the impact force of the M1A1 Abrams' Sabot rounds, in fact. This is enough impact roce to completely shatter anything the shell hits, even another T-Wolf.
As such, the Impactor will easily destroy any hard target, including tanks, buildings, bunkers, and even warships, if they are within range. It can also eliminate light armor and material targets, but the Impactor is not in efficient round to do so. It is not effective V. aircraft, and will have no effect on soft targets and infantry.
It is also extrmely heavy, weighing more than 90lbs.
There are no RL equivalents to the Impactor, but these links show similar systems... http://www.globalsecurity.org/milit.....ons/m829a1.htm , http://www.navweaps.com/Weapons/WNR.....6-57_m1938.htm , http://www.youtube.com/watch?v=ho_VHOjzMX0
6-Immolator
The Immolator is a Rocket-Propelled, Kinetic Energy-Incendiary round (KE-I/RP) --- meaning, it relies on kinetic energy to "stick" to it's target, much like a pin. It then ignites it's cargo of some 30lbs of Thermite, which then burns violently 4500-degrees Farenheit, hot enough to flash-melt steel, for over 30 seconds. The result is that a tank his by this round melted from the inside-out, resulting in a near-instant "catastrophic Kill" (abbreviated "K-Kill"), which may be accentuated by ignition of the target's fuel and/or ammo.
The Immolator is best used against heavy armor and flamable structures. It is also useful Vs. light armor, material targets, pillboxes, ships, and thick foliage. It is nearly useless agains aircraft, infantry, and thick-walled bunkers.
It also makes an effectice makeshift "flare", if needed.
Some relavant links...; http://en.wikipedia.org/wiki/Thermite , http://www.youtube.com/watch?v=rdCsbZf1_Ng
7-Bunker Buster
This round is a Rocket-Propelled High Explosive Squash Head device (HESH/RP). Also called "High Explosive Plastic" (HEP), HESH rounds are filled with clay-like plastic explosives that "squash" like a wet snowball on impact, are detonated at that moment, and direct most of thier explosive energy forward, into the target. As such, they are probably the most effective CE round Vs. hard targets.
The Bunker Buster is possibly the most effective howitzer round Vs. bunkers, pillboxes, walls, and other hardened structures. They can also destroy most heavy armor with ease, blasting a large chunk of armor (along with an enourmous fan of armor shrapnel) into a tank's interior with great force. This round can also destroy light armor and material targets, and infantry, but this would be overkill. Bunker Busters are not effective against aircraft.
A useful link...; http://en.wikipedia.org/wiki/HESH
8-Incendiary
The Incendiary shell is a Rocket-Propelled White Phosphorous dispensing shell (WP/RP), also known as a "Willy Pete". White phosphorous spontaneously combusts on contact when exposed to air, and produces copiuious amonts of smoke, whilst burning furiously until no phosphorous remains, or until no longer in contact with oxygen. Burns suffered by affected personnel are often quite significant, the WP often burning straight to the bone, and the absorbtion of Phosphorous (which is poisonous) through these burns can be deadly as well.
The Incendiary round can be used to create smoke (as either a signal or screen), or as an incendiary weapon. It it most effective against foliage, infantry, pillboxes, trenches, most buildings, and most material targets. It is not terribly effective Vs. light or heavy armor, or ships, and is near-useless Vs. aircraft, bunkers, and other hard targets.
The Incendiary round is conspicuously dangerous to carry, because problems with settling in the the WP mixture dictate that it must be carried upright whenever possible --- thus, stored exposed in the fighting compartment where, in the event of a rupture or leak in the warhead casing, there could be a catastrophy.
2 useful links...; http://www.youtube.com/watch?v=Yg7RR82NQOU , http://en.wikipedia.org/wiki/White_.....s_%28weapon%29
9-Grenade
The Grenade round is a type of Rocket-Propelled High Explosive FRAGmentation shell (HE-FRAG/RP). It can be computer-programed to detonate at a fixed distancs while loaded in the chamber, or set to explode on impact.
Upon impact, some 20lbs of TNT detonate, throwing chunks of metal in all directions at lethal velocities. The jacket, in particular, forms very large and heavy shrapnel. The lethal radius is approximately 100 feet, and the casualty radius 180 feet.
The Grenade round is highly effective Vs. material targets, most buidings, pillboxes, infantry, and even light armor. It is moderately effective Vs. helicopters, but is not an efficient means of attacking them. The fragmentation alone has virtually no effect on tanks or bunkers, and a single direct hit is unlikely to knock out a tank, either.
Some useful links... http://fofanov.armor.kiev.ua/Tanks/...../overview.html , http://www.youtube.com/watch?v=qgMkP3L1aXA (These are actually mortars, but they are thowing HE-FRAG rounds)
10-Cannister
The Cannister is essentially a giant shotgun shell. The round itself is simply a thin paper cylinder, filled with some 3000 pellets of various compositions. Ranging from 3mm to 15mm in diameter, these pellets are projected at about Mach 3, and fan out at 20-degrees.
Cannisters are the most effective round Vs. infantry, material targets, and aircraft (fixed- and rotary-winged alike). They are not very effective Vs. light armor, or pillboxes, and have no effect Vs. heavy armor.
The primary quarry of the Cannister are infantry. If possibly hiding behind brush, fallen trees, or wooden fences, the Cannister can be used as a "brush cleaner" against them.
The Cannister is not rocket-propelled, as this would be pointless.
A relavent link...; http://www.globalsecurity.org/milit.....ions/m1028.htm
11-Fletchette
This round expands on the "sabot" concept (literally), by firing a bundle of small fletchettes, instead of one large one. The result is the Clustered, Armor-Piercing, Discrading Sabot round (APDS-C). About 20 individual fletchettes are expelled from this round by an spool-shaped alluminum sabot, at an arc of about 15-degrees. The jacket is identical to that used in the Cannister, and is vaporised when the gun is discharged. Each projectile is composed of steel and depleted uranium, tipped with laser-sharpened monocrystal penetrator. Muzzle velocity is just over Mach 3.
The Fletchette is most effective versus light armor, pillboxes, and material targets. Though effecive against aircraft, it is more difficult to lead on them than the Cannister. Fletchette rounds are less effective against tanks and ships, but will heavily damage them. It is useless, however, Vs. Bunkers.
Along with the Cannister, the Fletchette is one of only 2 rounds used by the T-Wolf's howitzer that are not rocket-boosted.
3 useful links...; http://en.wikipedia.org/wiki/Flechette , http://www.youtube.com/watch?v=SdB1nLNte4Y , http://www.youtube.com/watch?v=v7DO.....ed&search= (the Japanese Type 90s in this film mostly fire Sabots)
12-Beehive
The Beehive shell is a Rocket-Propelled Anti-PERSonnel round (APERS/RP). It is similar to the Grenade round, but as the different designation suggests, is a more specialised anti-infantry round. The beehive is consists a plastic retainer tube, holding together some 12000 tungsten wire "darts", wrapped around a cylinder of TNT and an airburst fuse. It can be electronically set to explode at a pre-determined distance (as with the Grenade round), or on impact.
The thousands of flechettes, thrown in all directions by the blast, each have more kinetic energy than a 7.62x51mm NATO rifle round. The Beehive has a lethal radius of 200 feet, and a casualty radius of 1500 feet. Such projectiles are known to actually "staple" affected personnel to adjacent terrain features.
Obviously, the Beehive is most effective Vs. infantry, especially when they are in the open. It can also be used against helicopters with good results, but is too cumbersome to be truly effective Vs. fixed-wing aircraft. Though the Beehive is useful against "soft" material targets (trucks, wooden buildings, parked aircraft, etc.), "hard" material targets (pillboxes, concrete buildings, etc.) can soak-up the flechettes with little damage. The Beehive has no effect against heavy armor.
NOTE: APERS and HE-FRAG designations are often applied to the same rounds by different organizations. I feel that the Grenade and Beehive rounds, being both physically different AND producing distinctly different fragmentation effects, are best classified as above, to avoid confusion.
An insightful link...; http://www.fas.org/man/dod-101/sys/land/m546.htm
13-Thermobaric round
This is a Rocket-Propelled Fuel-Air Explosive shell (FAE/RP). Just as the name "Thermobaric" implies, it's blast destroys targets with heat and concussion. It contains 2 seperate 20-lb cells of volatile liquid chemicals that, by themselves, are completely stable. When expelled, mixed, and atomized by the shell's explosive charge they mix, chemically --- creating a massive explosion in the process.
The effects of a Thermobaric explosion are often quite brutal. This particular round creates a shockwave of nearly 50 bars of pressure. Structures and vehicles are often flattened such blasts. Afflicted personnel in the outer blast radius suffer serious, sometimes mortal, internal injuries, and those near ground zero may spontateously implode.
The Thermobaric round is extremely effective Vs. infantry, foliage, soft targets, and material targets. Near-hits will easily destroy light armor, concrete buildings, pillboxes, and entrechments. Fuel-air weapons are also known to be effective in clearing minefields. They are less effective, however, against bunkers, ships, and helicopters, and are highly ineffective Vs. heavy armor.
For safety reasons, the Thermobaric round must never be stored in the fighting compartment --- even if the warhead does not explode, it's components are potentially lethal toxins.
Thermobaric weaons are known by many names, including Fuel-Air Explosives, Vacuum Bombs, and Volume-Detonation Explosives.
3 interesting links...; http://www.youtube.com/watch?v=mJAs_3MiV00 , http://en.wikipedia.org/wiki/Fuel_air_bomb , http://www.fas.org/man/dod-101/sys/dumb/fae.htm
14-Tactical
This round has a tactical nuclear warhead. It is not a round that would ordinarily be issued to a tank, but the Tigerwolf's indirect fire capabilities allow it to throw a large, heavy projectile over a great distance --- a characteristic useful for launching a nuclear warhead. In the event that a nuclear attack or exchange is likely, it may be neccessary to employ any and all potential delivery systems, and that is when the Tactical round would be added to the T-Wolf's ammo stock.
Uncharcteristically for a nuclear artillery warhead, the Tactical round uses an "Implosion" warhead (not the more traditional "Gun" warhead seen in Arty rounds), utilizing laser stimulation and some 70 lenses to maximize the yield. The result is a 15 Kiloton yield.
A nuclear blast this large creates a fireball 800 feet wide with a 1 second duration, ionizing the air out to 1 mile from ground zero. Exposed personnel within a half-mile are immolated, while widespread destrution occurs out to 1 mile. Exposed personnel may be seriously burned by the vlast as far as 2.5 miles away, depending on weather conditions. A 9 square mile area is hazardously irradiated by the blast --- a substatially larger area may be subject to immediately dangerous fallout, again depending on weather conditions.
The blast istelf is most useful against personnel and soft and material targets --- any within 1 mile will be annihlated. Light armor will take heavy losses within 1.2 miles of ground zero, while ships and heavy armor will be seriously damaged within .7 miles. Any airborne aircraft will be destroyed within .5 miles, while parked aircraft will fare much worse, being disabled at 1.8 miles. Bunkers and other heavily hardened targets will fare best, unless they are both above ground AND within the fireball --- anything present at ground zero will be sublimated.
The fallout created can be a double-edged sword. It will inflict heavy additional casualties to non-NBC-shielded hostiles that either survived the explosion, or enter the area afterwards, as well as irradiate any water, supplies, etc. in the "hot zone" --- but it will also do the same to any friendly or neutral parties who might enter this area.
Lastly, the Tactical round cannot be armed or primed without a Permissive Action Link (PAL), composed of both an 8-digit arming code (for the individual warhead, itself), AND an 8-digit "Master Code" (which varies depending on the batch of warheads, and is needed to "allow" the arming code to be used). 5 incorrect code entries results in spontaneous self-destruction of the warhead, in a non-armed state (i.e., it cannot achieve fission like this).
Link to a nifty nuclear blast calculator; http://www.stardestroyer.net/Empire.....ence/Nuke.html , link to a video of nuclear artillery (this one has a 15kt yield, too --- the effects of the Tactical round are identical to what you can see here) http://www.youtube.com/watch?v=1fkA6fgkwKo , link to info in the footage; http://en.wikipedia.org/wiki/Upshot.....nothole_Grable
15-Mine Round
The Mine Round is a Family of Artillery-SCAtterable Mine-type shell (FASCAM). Adding artillery mine-laying capability to tanks gives an armored brigade a very powerful tool with which to shape the battlefield to it's advantage.
Normally, mines are layed directly by hand, a specialised mine-laying vehicle, aircraft, or artillery, all of which take quite some time to implement. Once a mine-laying Arty fire mission begins, it takes at least 2 minutes for the shells to actually arrive, and this is the fastest means of mine-laying. Laying a similar minefield by hand however, could take days, and arty units do not always have the neccessary time, range, or even ammunition to perform an area-denial fire mission --- arty fire support may not even be available at all. As such, giving mine-laying capability to MBTs could give the army using them a huge advantage. Thus, such a system is employed on the T-Wolf.
The mine round can lay various different minefield patterns depending on the gun trajectory --- a very flat trajectory will create a long, sparse, linear minefield, while a highly arced shot will small, round, dense minefield. The Mine Round has both a timed fuse and an alternate airburst fuse, in order to give the proper dispersion for each mode of fire.
There are 2 types of mines dispensed by the Mine Round; 20 Anti-Personnel mines (AP), and 20 Anti-Tank mines (AT).
The AP type is charcterised by being spherical (similar in appearance to a golf ball), and having numerous protruding tripwires (which shoot out from all sides at the moment it comes to a rest). These wires are vibration sensitive, and do not require pulling to set off the mine --- simply touching the wire will suffice. The AP mine also has a 1080-degree motion sensor system with a 6-foot range, ensuring that enemy soldiers cannot defuse and capture it. When tripped, a 5-lb spherical HE-FRAG airburst charge (sprung via the "launch" charge, which automatially settles underneath the actual warhead) is fired into the air at 90-degrees --- at about 8 feet from the ground, it detonates, raining down a 60-degree umbrella of over 300 flechcettes at suersonic speeds.
The AT mine is also sherical, but has aside from variuos ports and seams, has a nearly featureless surface. The AT mine arms the moment it comes to rest, just like the AP mine. The primary failsafe feature of this mine, is a small gyro --- if the mine is lifted, turned, or otherwise moved, it will detonate. If more than 4 psi of pressure is exherted on the AT mine (or, if the secondary magnetic influence sensor detects metal above the mine, within 8 inches), the shaped-charge HEAT (High Explosive Anti Tank) warhead detonates, firing a narrow jet of plasma at 90-degrees. The face of the warhead is also lined with Depleted Uranium (DU), which greatly boosts it's penetration.
The AP mine is most effective against transiting personnel and unarmored vehicles, but can also cause damage to to very weak light armor. The AT mine is most effective on light and heavy armor, but can also destroy unarmored vehicles. Any personnel coming into direct contact with the AT mine will definitely be killed, along with any others immediately adjacent to them.
To ensure that these mines don't outlive thier usefulness, thier proximity, contact, and time-delay fuses are all controlled by the same computer chip. Thus, it will explode only if the timer runs out, if tripped before then, or if improperly placed --- otherwise, it cannot detonate.
The timer can be set in one-hour units, up to 50 hours.
This link has some info on the FASCAM system; http://www.fas.org/man/dod-101/sys/land/fascam.htm
-16 Fan ATGM
The Fang is a gun-launched Anti-Tank Guided Missile (ATGM). Unlike other gun-launched ATGMs, the Fang is actually SHOT out ouf the gun, not merely "launched". Already having near-supersonic speed upon barrel exit (and still rapidly accelerating), the Fang's rocket motor ignites, propelling it to a maximum speed of Mach 3. It has a minimum effective range of 200 feet, and a maximum effective range of 8 miles. Also unlike other gun-launched ATGMs, the Fang is uses InfraRed Homing (IRH) guidence, giving it fire-and-forget capability.
The warhead is a tandem HEAT type, with a small precursor warhead (in the probe extension on the nose) that causes Explosive Reactive Armor (ERA) and Active Protection Systems (APS) to activate too early to defeat the incoming threat. The main warhead is a HEAT type, utilizing a waveshaper, plus a zirconium and DU liner, to form a jet of metallic plasma. A laser proximity fuse is used to detonate the warhead at the proper distance from the target, to achieve maximum penetration (over 100 inches of RHA @90-degrees).
The Fang is most effective Vs. light and heavy armor. Many material targets can easily be destroyed with this missile, as can helicopters. It is less effective Vs. ships and bunkers --- these would likely require several successive direct hits to destroy. The HEAT warhead is not suitable for use against infantry, and despite the speed and range of the Fang, is lacks the maneuverability to be truly effective Vs. fixed wing aircraft.
A link to a good gun-launched missile; http://en.wikipedia.org/wiki/AT-11_Sniper , a bad gun-launched missile; http://www.sinodefence.com/army/tan.....ed_missile.asp , and an UGLY gun-launched missile http://www.designation-systems.net/dusrm/m-51.html
17-Talon SAM
The Talon is a gun-launched Surface to Air Missile (SAM). With aircraft-launched ATGMs becoming an ever-increasing threat to armor, it is only natural that tanks would given SAMs to shoot back. The combined 20mm AA gun and Talon SAM make the T-Wolf a VERY dangerous quarry for hostile aircraft.
The Fang uses IRH guidence, and is both spin and drag stabilised. The seeker head is all-aspect, is freon-cooled (as LN2 tends to boil off too easily), and utilizes 3D IR-imaging (which will NOT mistake flares, sun glare, or other ambient heat sources, for the target). A set of special "smart" filtering lenses act as ECCM, reducing the effectiveness of IR dazzlers. The warhead is a 10lb annular bast-type, with a lethal radius (Vs. fixed wing aircraft) of about 30 feet, activated by a laser proximity fuse. The minimum range is about 200 feet, and the maximum range is about 5 miles.
The Fang is the swiftly defeat fixed- and rotary-winged foes alike. It is also effective against most material targets and soft targets. Though the warhead itself is extremely effective Vs. infantry, the seeker head cannot reliably lock on to human body heat, making a Talon attack on troops a very difficult proposal. It is less effetive Vs. light armor, with bunkers and heavy armor being practically immune to the Talon's warhead.
The Talon is also unique in two regards. First, it is the only rocket-propelled round used by the T-Wolf that has one motor (the rest use 4). Second, the Talon is the only fully-sub-caliber round fired by the T-Wolf.
There are also tube-launched versions, but they are not interchangeable with gun-launched Talons.
The FIM-92 Stinger (which is similar to the Talon) can be seen in this video; http://www.youtube.com/watch?v=fWqptuiQ7fw , info on the Stinger can be found here; http://www.fas.org/man/dod-101/sys/.....nd/stinger.htm
I've finally finished the damned list! WOOHOOOO!
Category Designs / Miscellaneous
Species Unspecified / Any
Size 960 x 768px
File Size 121 kB
Those old "nuke-throwing" cannons from the 1950's required a large, wide round to achieve a 15kt blast, because only 1950's nuclear weapon technology existed then.
The tactical shell fired from the T-Wolf uses a lot of bells and whistles that in the '50's were either just just theoretical, or didn't even exist then (such as laser-stimulation of the uranium to boost the chain reaction).
Today's technology can cram a bigger bang into a smaller round --- it just cant be implemented yet, because it isn't currently "politically-correct".
The tactical shell fired from the T-Wolf uses a lot of bells and whistles that in the '50's were either just just theoretical, or didn't even exist then (such as laser-stimulation of the uranium to boost the chain reaction).
Today's technology can cram a bigger bang into a smaller round --- it just cant be implemented yet, because it isn't currently "politically-correct".
Holy Hell!
I am impressed, that is an incredible load-out.
Thermobarics are nasty, suck yer lungs out yer mouth...
I love canister/flechette rounds.
Funny story...
I knew a dude that was a Commander of an M-109 'Paladin' SP Howitzer in Germany durin' the Eighties. When they trained with the 'special',i.e. nuclear-tipped shells, they were instructed thus:
1-Put on full M.O.P.P. gear.
2-Dig a 6 ft. deep trench 100 yards behind the vehicle.
3-Run a stout line from the trench to the firing mechanism.
4- Carefully fuse and load the shell.
5-Hide in the trench.
6-Pull the line.
7-Pray that the round doesn't hang-fire.
They never were issued the 'specials', but the exercises were enough to scare hell outta him!
I am impressed, that is an incredible load-out.
Thermobarics are nasty, suck yer lungs out yer mouth...
I love canister/flechette rounds.
Funny story...
I knew a dude that was a Commander of an M-109 'Paladin' SP Howitzer in Germany durin' the Eighties. When they trained with the 'special',i.e. nuclear-tipped shells, they were instructed thus:
1-Put on full M.O.P.P. gear.
2-Dig a 6 ft. deep trench 100 yards behind the vehicle.
3-Run a stout line from the trench to the firing mechanism.
4- Carefully fuse and load the shell.
5-Hide in the trench.
6-Pull the line.
7-Pray that the round doesn't hang-fire.
They never were issued the 'specials', but the exercises were enough to scare hell outta him!
Glad you like it.
If you think that the threat of air strikes and arty fire missions delivering FAE warheads frighten the enemy, imagine if tanks could, too!
Thanks for the story, too. It actually reminds me of when I once asked a National Guard TC what the procedure was for surviving an incoming nuke --- he said he DIDN'T KNOW!
If you think that the threat of air strikes and arty fire missions delivering FAE warheads frighten the enemy, imagine if tanks could, too!
Thanks for the story, too. It actually reminds me of when I once asked a National Guard TC what the procedure was for surviving an incoming nuke --- he said he DIDN'T KNOW!
Yup, but here's the 'official' word:
Determine the assumed direction of impact.
Find the lowest level of the structure you are in, and face the determined direction.
Get down on your knees, lock your hands behind your head, put your head between your knees, and kiss yer ass goodbye!
Determine the assumed direction of impact.
Find the lowest level of the structure you are in, and face the determined direction.
Get down on your knees, lock your hands behind your head, put your head between your knees, and kiss yer ass goodbye!
I loved it in Whitley Striebers book 'WarDay', when he interviews soldiers that are caretaking a nuke New York City.
Riding in a state-of-the-art IFV, he compliments over the M-113, and one of the troops tells him that this is the 'Atomic Army', and then says'You could set off a 40 megaton bomb on top of this vehicle, and you know what would happen?'
'No, what?'
'We'd be vaporized."
Riding in a state-of-the-art IFV, he compliments over the M-113, and one of the troops tells him that this is the 'Atomic Army', and then says'You could set off a 40 megaton bomb on top of this vehicle, and you know what would happen?'
'No, what?'
'We'd be vaporized."
Ah yes, Davy Crocket --- a wepon best known today through it's cameo in Metal Gear Solid 3.
I saw an interesting clip form a documentary on that weapon;
http://www.youtube.com/watch?v=khyZI3RK2lE
I saw an interesting clip form a documentary on that weapon;
http://www.youtube.com/watch?v=khyZI3RK2lE
So was the M65 Atomic Howitzer and the NB-36H Nuclear-Powered Bomber and the just plain terrifying Project Pluto. Thats why it was called the Atomic 50's when our friend Nuclear energy could do no wrong. Project Pluto was a cruise missile powered by a unshielded nuclear ramjet doing mach 3 at treetop level packing nukes.
Links
http://en.wikipedia.org/wiki/M65_Atomic_Cannon
http://en.wikipedia.org/wiki/Convair_X-6
http://en.wikipedia.org/wiki/Project_Pluto
Links
http://en.wikipedia.org/wiki/M65_Atomic_Cannon
http://en.wikipedia.org/wiki/Convair_X-6
http://en.wikipedia.org/wiki/Project_Pluto
The overall layout hasn't changed any. What's new is that the cannister itself is designed to sublimate when the round is fired, a plastic shot cup is used instead of a wooden one, and the shot is now made of tungsten-carbide instead of lead or steel.
It's basically just a scaled up version of the round now used in US 120mm howitzers.
It's basically just a scaled up version of the round now used in US 120mm howitzers.
At long distances, the ammo normally used against personnel would be HE-FRAG and APERS (except in the US military, which no longer employs or acquires these types of rounds, because it has no respect for infantry). These exploding rounds are devastating in the open, especially when the enemy has no cover or fortifications.
In closed quarters, however, the blast and fragmentation can be as dangerous to friendlies as they are to Charlie. In mountains, woods, jungles, and cities, the Cannister round has the advantage of hosing down soft targets in a linear area, without blast or shrapnel effects.
In closed quarters, however, the blast and fragmentation can be as dangerous to friendlies as they are to Charlie. In mountains, woods, jungles, and cities, the Cannister round has the advantage of hosing down soft targets in a linear area, without blast or shrapnel effects.
HE-FRAG would definitely be my primary choice for an antipersonnel round, or the APERS as you describe it (basically an enhanced-shrapnel round).
Cannister was old when the American Civil War came around, but you're right that it does have a use in a confined area. Basically, it's a giant shotgun. As we know, shotguns are really only effective at shorter ranges, but have the advantage of peppering the target with multiple projectiles. On this scale, they'd certainly work for cutting a hole in the enemy line while still leaving structures with only minimal damage.
Cannister was old when the American Civil War came around, but you're right that it does have a use in a confined area. Basically, it's a giant shotgun. As we know, shotguns are really only effective at shorter ranges, but have the advantage of peppering the target with multiple projectiles. On this scale, they'd certainly work for cutting a hole in the enemy line while still leaving structures with only minimal damage.
You'd be surprised how little even "experts" know. A guy claiming to have been an M2 Bradley crewman once angrily objected to my description of it's M242 as an autocannon, insisting that (I'm paraphrasing him here, but this is the gist of what he said); "The Bushmaster isn't an 'autocannon', it's a chain gun you idiot!"
The Bushmaster M242 is even mentioned right there on Wikipedia's "Autocannon" page;
https://en.wikipedia.org/wiki/Autocannon
He surprisingly didn't understand that a chain gun is any self-loading firearm that cycles ammunition using electric servos, rather than it's recoil or gasses, which has nothing to do with whether it's an autocannon or a machine gun.
The Bushmaster M242 is even mentioned right there on Wikipedia's "Autocannon" page;
https://en.wikipedia.org/wiki/Autocannon
He surprisingly didn't understand that a chain gun is any self-loading firearm that cycles ammunition using electric servos, rather than it's recoil or gasses, which has nothing to do with whether it's an autocannon or a machine gun.
Comments