Beyond-armour effect is a term coined by Försvarets Fabriksverk (FFV),[1] a semi-governmental Swedish defense firm, while developing the AT4. From the 1980s this phrase was used in its brochures, press releases, weapon instruction manuals and other documentation to denote the post-penetration effect of the AT4's HEAT anti-armour warhead against the interior and occupants of armoured vehicles.
May 28, 2017 'Destroy the enemy armor with a gun turret' I'm at a part where I'm supposed to use two turrets on a bridge to destroy a couple of those sawblade tanks. One of them is just sitting behind some debris out of range and isn't moving. What's going on? Showing 1-10 of 10 comments.
The phrase now has become more or less standard in modern military terminology.[2][3]
History[edit]
During World War II, man-portable antitank weapons using shaped charge warheads, more commonly known today as HEAT projectiles, came into widespread use with almost all armies. These warheads have the advantage of not being affected by the projectile's velocity. They penetrate armour by the detonation of an explosive charge fitted in a liner in the shape of a cone or, more precisely, an ogive. The liner is often made of a soft metal, such as copper. Detonation of this shaped charge turns it into a highly focused stream moving forward at extreme speeds. Like medium and high velocity solid shot armour piercing projectiles, these warheads also cause spalling on the interior of the vehicle's armour plate.[4])
A problem with shaped charge warheads is that if the ogive shaped liner is deep, the warhead will have more penetration but will form a smaller hole; smaller holes are associated with less damage inside the armoured vehicle than larger ones. Research on shaped charge warheads has shown a hole that is the size of a large coin on the outside of a tank turret will have the diameter of a pencil lead on the turret's inner face. If, on the other hand, the ogive is shallow, it will have less penetration, but cause a larger hole on the inside which will result in a massive spalling.[5]
In 1954, during the siege of Dien Bien Phu, France had dismantled and flown in a number of M-24 Chaffee light tanks. Their thickest armor was only 25.4 mm. The Viet Minh's main infantry antitank weapon was the old World War Two U.S. 2.36-inch bazooka, captured from Nationalist Chinese forces and supplied by Communist China. During the siege the French launched counterattacks using the M-24 in support of their infantry. One Chaffee took seven hits from 2.36-inch bazookas and still continued to fight, demonstrating that portable rocket launchers were hardly a flawless tank-killer.[6]
Other examples became evident during the Vietnam War. The North Vietnamese and their allied forces in South Vietnam were equipped with two types of light anti-armour weapons. One was the 1950s era B-40, which was a Chinese manufactured version of the Russian RPG-2, and the other was the newer RPG-7. The RPG-2 had a shallow cone and the RPG-7 a deep cone. The B-40 had a maximum penetration against armour of approximately 150 mm while the RPG-7 penetration was more than double that of the B-40. But to the surprise of the North Vietnamese, the B-40, while not effective against heavy tanks, was far more effective than the RPG-7 in killing or wounding the occupants of light armoured vehicles, and in igniting the ammunition storage or the vehicle's fuel, including the more modern M113 APC which U.S. and South Vietnamese forces at that time operated in large numbers. In addition, the B-40 proved more effective than the RPG-7 against non-armoured targets, like the bunkers at fire base camps. There are many stories from U.S. Vietnam veterans of the enemy attacking or ambushing very effectively with the B-40.[7] The U.S. Army also discovered that in combat, with rare exceptions, more than one hit by the M72 LAW rocket was required to disable or kill the North Vietnamese PT-76 light tank.[8]
Development[edit]
The combat record of light anti-armour weapons was studied by the engineers at FFV working on a replacement for the Pansarskott m/68 in the late 1970s. The result was the AT4 with a HEAT warhead that had, as the early AT4 brochures stated, a 'special beyond-armour effect'. The designers of the AT4's warhead intended that one hit would cause massive damage to both the occupants and the interior of the targeted vehicle. FFV has said very little about the design of the AT4's warhead, being willing only to describe its effects. Defense journalists and military experts have speculated on the warhead's design. A cutaway photo of the AT4's projectile gave clues. Instead of the standard cone shape liner used by other HEAT warheads, the AT4 has a unique trumpet-shaped liner.[9] Trumpet-shaped liners are believed to be more effective in resisting the counter-blast of reactive armour tiles, that explode and disrupt the HEAT warhead's particle stream. There has been speculation that the liner in the AT4's HEAT warhead is constructed of a special aluminum alloy. Others have stated it is primarily a copper liner with a secondary liner of aluminum bonded to the back of the copper liner. Another clue to the effectiveness of the AT4 is the presence of a 'focus ring' to concentrate the blast. All public statements to 1984 on the subject are speculative.[10] Tests conducted by the U.S. Army on the AT4 confirmed that the claims made by FFV regarding the AT4's devastating post-penetration effect were substantially correct.[11]
Test Photos of AT4's Beyond-armour effect | |
AT4 launcher and HEAT projectile | |
Cutaway of complete AT HEAT warhead - ie note unique trumpet shape of liner and focus ring in front of liner | |
Rear view of obsolete APC hit by AT4 HEAT projectile showing beyond-armour effect | |
Top view of obsolete APC hit by AT4 HEAT projectile showing beyond-armour effect |
Description[edit]
As described by FFV in their first AT4 brochure in 1983,[12] the beyond-armour effect had five distinctive characteristics upon penetration of an armoured vehicle:
- A massive overpressure inside the vehicle of approximately 11 bar over normal.
- Secondary fragments from the warhead itself due to the large entry hole, plus more extensive spalling than caused by HEAT warheads of similar diameter.
- An intense light that is 100 times brighter than sunlight.
- Generation of dense smoke in the armoured vehicle's interior.
- Generation of extensive heat inside the armoured vehicle.
FFV claims that besides the effect of the massive spalling and fragmentation on the occupants of the armoured vehicle, which is standard for all HEAT warheads to a degree, the massive overpressure and intense heat will ignite ammunition and more importantly the armoured vehicle's diesel fuel[13]. The intense light effect will blind any occupants for at least seven minutes, adding to the obscuring effect of the dense smoke created by the AT4's HEAT warhead.[14]
References and notes[edit]
- ^FFV is now part of Saab Bofors Dynamics
- ^Hewish, Mark 'FFV's Lightweight AT4, first of a new family of Swedish anti-armour weapons', International Defense Review, 5/1982, p. 70
- ^Not to be confused with Behind-the-armor effect or After-armour effect which is a term sometimes used to describe the effects of armour piercing shells fired by tanks, antitank cannons and naval warships that have a small high explosive charge in the rear of the projectile that explodes after penetrating the armour plating
- ^(solid shot AP projectiles also strike other items inside the vehicle and transfer very large amounts of kinetic energy to the object(s) struck
- ^A rule of thumb for infantry antitank weapons is that if a HEAT warhead has to use more than two-thirds of its official penetration capability, it will have less effect on the interior of the vehicle.
- ^John Keegan, 'Dien Bien Phu', page 110, Ballantine Books, 1974
- ^John Weeks 'Small Arms Profiles #21 - Recoilless Anti-Tank Weapons', Profile Publications, 1973
- ^William R. Phillips, Night of the Silver Stars, pg 80, Naval Institute Press, 1997
- ^Trumpet liners for HEAT warheads were first developed by the Swiss for their U.S. made M47 Dragon wire guided antitank missiles
- ^Staff editors, 'Tank Killers', SOF's Combat Weapons, page 46, Fall/1985
- ^D. Kyle, Armed Forces Journal International, November 1983, 'Viper Dead, Army Picks AT-4 Antitank Missile', page 21
- ^FFV Ordnance, Brochure FFV A 1204-1911 E
- ^Diesel fuel has a very high flash point and is hard to ignite by a HEAT warhead. In some armoured vehicles, the diesel fuel cells are used as additional protection behind the main armour plating; for example, the Israeli Merkavamain battle tank
- ^Hewish Mark, 'FFV's Lightweight AT4, first of a new family of Swedish anti-armour weapons', International Defense Review, 5/1982, p. 70
More information about the skills and skill mods coming to The Division 2 has been made available, with a few old favourites making a comeback.
In a previous development blog, five different skill categories were outlined: the Chem Launcher, Drone, Hive, Seeker Mine, and Turret. We now know of two more skill categories: Pulse, which we saw in The Division, and Firefly.
Each skill category features variants with different gameplay and effects. Massive said these are just “some of the skills” players can expect when the game releases next year, though some skills belong to certain Specialisations.
You can check out the blog post here, and you can watch Arekkz’ video below for more information on the newly announced skills.
The Divison 2 beta begins on February 7 and runs until February 11, so here’s where to sign up. You can also check out everything we know about The Division 2 here.
The Division 2 is due to release on March 15, and is available for pre-order. Those who purchase the Gold or Ultimate Edition start playing the game three days early.
Players will receive a full year’s worth of DLC completely free to all, with new areas and story missions available every three months.
Subscribe to the VG247 newsletterGet all the best bits of VG247 delivered to your inbox every Friday!The Division 2 Skills
Pulse
We first saw Pulse in The Division, but it works a little differently in The Division 2. There are no damage boosts, so no critical hit chance. It comes in three variants which can be accessed by any Specialisation.
Scanner
- Quite simply, you can scan for enemies and they’ll be displayed on your HUD, making them easier for you and your team to find.
Remote
- The Remote variant works similarly to the Scanner, except you can throw it and it will pulse every few seconds. However, it can be destroyed by hostile NPCs if found.
Jammer
- The Jammer sends out an EMP pulse that will destroy or disable other skill objects/ devices in the area.
Chem Launcher
A grenade launcher inspired weapon that fires various ampules of chemicals in an arc. The chemicals disperse into a cloud on impact and linger to cause unique and devastating effects. When equipped, players can choose between four different chemical charges.
Firestarter
- The Firestarter canister sends out flammable, near-invisible gas. These gas clouds can be ignited with any spark—bullet impacts, enemies firing their weapons inside the cloud, explosions or even enemies running into them while on fire. If you combine multiple clouds over a large area, you can create devastating chain reactions.
Riot Foam
- This skill fires a canister with riot control foam that disperses on impact. This is the same riot foam as you have seen the True Sons use in the E3 demo. The foam is sticky, heavy, and it expands rapidly. Anyone affected by the foam is stuck in place for a period of time, but the hardened foam can be destroyed to break them free.
Oxidizer
- The Oxidizer fires a canister that emits a cloud of corrosive chemicals. The chemical cloud lingers for a long time and efficiently eats away at enemy armor or any enemy mechanical items.
Reinforcer
- The Reinforcer fires a projectile that detonates and disperses an armor repairing cloud. If this powder hits you or your teammates, it restores an amount of your armor. Powder that sticks on the ground grants armor restoration over time. You have the ability to heal your friends very fast, or even yourself over time.
Drone
Drones hover around your shoulder and follow you around. Depending on the drone, it will remain a passive follower until assigned an order. It can also automatically target enemies and even friends in some cases. There are five different categories of the drone.
Striker
- As suggested by the name, this is an offensive version of the Drone. Built for combat, the Striker possesses a turret that inflicts continuous damage upon its target. This drone can receive remote orders from its controller to attack specific targets.
Defender
- The Defender is a defensive drone that protects its owner by utilizing an experimental directed emitter. It deflects incoming bullets with microwave bursts, creating an invisible barrier. However, each bullet deflected greatly drains the battery, and it is incapable of defending itself from enemy fire. It can, however, be ordered to guard friends or other friendly skill items.
Tactician
- Built for intel, this utility drone flies to maximum elevation at a location of your choosing and spots all hostiles it can see, effectively highlighting their location. While deployed, it gives you and your party continuous information about the position of the enemies within your area. This is the Specialist skill for the Sharpshooter Specialization.
Bombardier
- This drone can perform a bombing run across a long area. The drone flies to an area designated by the player and drops a barrage of explosives as it strafes from one end of the zone to the other.
Fixer
- This defensive drone repairs armor over time. You can choose whether you want it to fly next to you and passively repair your armor, or choose a friendly target whose armor needs repairing, including other damaged skills.
Hive
The Hive is a group of advanced micro-drones that deliver special effects to their targets. Place or throw the Hive and it will affect targets within its radius. Most Hive categories are used primarily for defensive but there are also offensive alternatives.
Stinger
- Micro-drones swarm hostile targets that enter their range, inflicting damage and targeting weak spots, destroying them efficiently.
Restorer
- When the Restorer detects missing armor on a friendly agent in its range, it deploys micro-repair drones towards the agent. On impact, an amount of armor is repaired.
Booster
- The Booster sends out one micro-drone per friendly player that administers stimulants to increase combat efficiency—boosting weapon handling, movement and other physical capabilities of the agent.
Reviver
- When deployed, the Reviver Hive can revive allies within a specific radius on the ground. If any of your downed allies are within the range of your Reviver Hive, you can manually order a set of micro-drones to revive them. However, you can also press and hold the button to charge up the micro-drones. The longer you hold the button, the more health and armor your ally revives with.
Seeker Mine
Spherical, self-propelled ordnance delivery devices will return – but with more features and abilities. The mines use sensors which target hostiles or friendlies as needed to perform various effects. Seeker Mines can be activated by dropping or throwing. Each category offers something new to Agents in The Division 2.
Explosive
- This classic seeker mine chases the target, designated by the owner, and detonates with a staggering explosion. However, it can be avoided as there is a slight arming time before it explodes.
Airburst
- This mine rolls to your designated area and then launches an explosive burst into the air at head height of the enemy when reaching proximity.
Mender
- Similar to the Reinforcer Chem Launcher, this friendly little seeker mine releases repair chemicals. These chemicals form a cloud that repairs your armor or that of an ally. If you have not chosen a specific target for the Mender Seeker Mine, allies that lose all their armor are automatically targeted by the mine. This is the Specialist skill for the Survivalist Specialization.
Cluster
- The Cluster contains a number of smaller charges in one package, each capable of propelling itself. When deployed, each of the smaller mines picks a target and sets off towards it. However, these smaller mines are easier to avoid as they do not have room for advanced tracking equipment and cannot adjust their destination if their target moves.
Turret
The compact, self-unfolding device is back with The Division 2. It tracks and shoots designated targets and can be placed next to you or thrown a short distance.
Assault
- Similar to the Striker Drone, this skill is designed with offensive players in mind. Equipped with a machine gun turret with 360-degree rotational capabilities, this skill attacks the closest target while you are in combat. Outside of combat, you designate your turret’s targets.
Incinerator
- If you enjoy crowd control, this skill is for you! Equipped with an incendiary tank, the Incinerator ignites fuel and fires it in a cone to deal area-of-effect damage. This turret can be toggled on and off when deployed.
Artillery
- The Artillery is a specialized deployable that launches exploding ordinances at locations of your choice. Firing once per press, shells are launched in an arc at a target position. This is the Specialist skill for the Demolitionist.
Enemy Armor Dmg Effect Turret Mod
Sniper
- This long range, semi-automatic turret targets the same enemy you are engaging. While there is a slight delay on target acquisition, the Sniper can adjust its aim to match your own aim on the target.
Firefly
Unfortunately, we don’t know anything about the Firefly skill or what it will be like, other than it exists. Once we’ve got more details, you’ll be the first to know.
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