Munition:120mm-rpf: Difference between revisions

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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
Average Fragment Damage vs Craft Types of 120mm RPF, measuring fragments that hit the target
Average Fragment Damage vs Craft Types of 120mm RPF, measuring fragments that hit the target


External Links

  1. 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"
  2. 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