Munition:250mm-rpf
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 |

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"


