Munition:250mm-rpf: Difference between revisions

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=== In Game Performance ===
=== 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 ===
=== Stats ===

Revision as of 01:49, 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

250mm HE-RPF Shell
Type Ballistic/Chemical
Size 250mm
Role Dual-Purpose
Cost 1/50 pts
Armor Penetration 20 cm
Max Pen Angle (Shuttle) Yes
Max Pen Angle (Tug) Yes
Max Pen Angle (Liner) No
Penetration Depth 50 m (minimum)
Over penetration Damage FULL
Armor Shredding Radius 0.3 m
Max Potential Damage 128 HP
Average Damage Per Shuttle (bow) 48.8 HP, 38.13% Frag hit chance
Average Damage Per Shuttle (flat) 73 HP, 57.08% Frag hit chance
Damage Per Fragment 16 HP
Fragments Per Target 8
Crit Chance Base per fragment 5%
Crew Damage Mult 100%
Small Target Explosion Radius 200 m
Small Target Explosion Radius Fall-off Distance
Small Target Explosion Penetration 0.2 cm
Small Target Explosion Damage 30 HP
Small Target Explosion Damage Chance 50%
Muzzle Velocity 800 m/s
Range 8,000 m
Volume 8 (m[math]\displaystyle{ ^3 }[/math]) per 50 rnds
Fuze Trigger Radius 45 m
Min Fuze
Average Damage vs Shuttle of 250mm RPF, measuring fragments that hit the target
Average Damage vs Shuttle of 250mm 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"