Munition:120mm-rpf: Difference between revisions
Created page with "=== In Game Description === === In Game Performance === Effective as a first contact round against Tugs and Shuttles. Once a target under fire has ceased to move effectively, swap to HE to finish, or continue firing if time is available to attempt a K-Kill via killing all DC teams.<ref>DC teams in transit cannot be damaged; manually tasking these teams to continuously stay on the move to survive RPF fire is referred to as "DC micro"</ref> === Stats === {| class="wikit..." |
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=== In Game Description === | === In Game Description === | ||
High-explosive rounds utilized by light cannon weapons, such as the Mk6X series. Effective on light or medium type warships. This round features a special Radio Proximity Fuze which will detonate the shell if it detects an object in its path, greatly increasing its effectiveness against fast, maneuvering, small targets like corvettes and frigates. | |||
These rounds can also be used for defensive purposes such as shooting down incoming missiles. Note that the proximity fuze does not discriminate between targets, and can destroy outbound friendly missiles if not used judiciously. | |||
=== In Game Performance === | === In Game Performance === | ||
Latest revision as of 02:24, 11 September 2026
In Game Description
High-explosive rounds utilized by light cannon weapons, such as the Mk6X series. Effective on light or medium type warships. This round features a special Radio Proximity Fuze which will detonate the shell if it detects an object in its path, greatly increasing its effectiveness against fast, maneuvering, small targets like corvettes and frigates.
These rounds can also be used for defensive purposes such as shooting down incoming missiles. Note that the proximity fuze does not discriminate between targets, and can destroy outbound friendly missiles if not used judiciously.
In Game Performance
Effective as a first contact round against Tugs and Shuttles. Once a target under fire has ceased to move effectively, swap to HE to finish, or continue firing if time is available to attempt a K-Kill via killing all DC teams.[1]
Stats
| 120mm HE-RPF Shell | |
|---|---|
| Type | Ballistic/Chemical |
| Size | 120mm |
| Role | Dual-Purpose |
| Cost | 1/100 pts |
| Armor Penetration | 10 cm |
| Max Pen Angle (Shuttle) | Yes |
| Max Pen Angle (Tug) | Yes |
| Max Pen Angle (Journeyman) | No |
| Penetration Depth | 30 m (minimum) |
| Over penetration Damage | FULL |
| Armor Shredding Radius | 0.2 m |
| Max Potential Damage | 64 HP |
| Average Damage vs Shuttle (bow) | |
| Average Damage vs Shuttle (flat) | |
| Damage Per Fragment | 8 HP |
| Fragments Count | 8 |
| Crit Chance Base per fragment | 5% |
| Crew Damage Mult | 100% |
| Small Target Explosion Radius | 110 m |
| Small Target Explosion Radius Fall-off Distance | |
| Small Target Explosion Penetration | 0.1 cm |
| Small Target Explosion Damage | 20 HP |
| Small Target Explosion Damage Chance | 50% |
| Average Fragment Damage vs Sturgeon[2] | 11.6 HP, 18.13% Frag hit chance |
| Average Fragment Damage vs Barracuda | 5.7 HP, 8.91% Frag hit chance |
| Average Fragment Damage vs Pike | 3.8 HP, 5.94% Frag hit chance |
| Average Fragment Damage vs Halberd | 7 HP, 10.94% Frag hit chance |
| Muzzle Velocity | 800 m/s |
| Range | 7,200 m |
| Volume | 5 (m[math]\displaystyle{ ^3 }[/math]) per 100 rnds |
| Fuze Trigger Radius | 37.5 m |
| Min Fuze |

External Links
- Neb Angle Penetration Graph - Penetration occurs inside the shaded area, intersection is the maximum
- ↑ DC teams in transit cannot be damaged; manually tasking these teams to continuously stay on the move to survive RPF fire is referred to as "DC micro"
- ↑ Fragment damage against small targets is only attempted if the small target explosion damage chance was successful, and only rolls to hit the target the shell fuzed on


