Platform Characteristics
Characteristics define certain special abilities or capabilities for Units, Systems/Munitions, and Munitions Only in the game. Characteristics are broken down into Types and then further separated into Sub-Types.
Unit Level Characteristics
The following classes of characteristics can be found in the three lists (Abilities, Defenses, and Equipment) found on the Units tab of a national datasheet.
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ab-en: Abilities-Engineering - For engineering platforms, giving them abilities, such as bridging, mine laying, demolition, etc.
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EGBL: Bridging (Engr) - Long Span. Pontoon type unit, longer to assemble.
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EGBS: Bridging (Engr) - Short Span. AVLB type units, 10-20 minutes to drop/pickup.
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EGMR: Mine Removal (Engr). Units can remove mines.
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EGDM: Demolitions (Engr). Blowing up bridges, obstacles, hardened shelters, etc.
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EGIP: Improved Positions (Engr). Trenches, improved positions, ramped locations, fox holes, etc. Extra protection to units.
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EGML: Mine Laying (Engr). Units can lay mines.
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EGPO: Place/Create Obstacle (Engr). Units can build roadblocks, hedgehogs, dragons teeth, trenches, etc., impeding movement.
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ab-gn: Abilities-General - For any unit. Things like Mast Mounted Sights, Forward Observer, Unmanned platform, and so on. There is no common theme for this family.
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ADP: Flak / Air Defense Platform. The unit is designed to engage air targets.
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AVS: Avionics. Flavor text for air units stating electronic instrumentation.
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ECR: Extended Command Range. Ability to work at longer ranges from local HQ, recon units mainly.
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ICR: Infinite Command Range. Unit can operate at any distance from local HQ without penalty, spec-ops/LRPs.
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RDS: Command and Control Radio Systems. Sources of radio signal traffic, too much activity can generate a detectable source point.
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IDY: Inflatable Decoy. An inflatable or static mockup of a decoy platform.
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MMS: Mast Mounted Sights. Sensors/designators in mast, unit harder to spot/shoot, etc.
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MMW: Mast Mounted Weapon System. Unit can fire weapons while crew/vehicle remain in full cover.
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PSS: Periscope Sighted System. Unit can be turret down and search/track targets, harder to spot in cover.
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UPA: Unmanned Platform - Autonomous. No pilot/crew on the platform, AI operated.
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UPP: Unmanned Platform - Programmed. No pilot/crew on the platform follows pre-programmed route.
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UPR: Unmanned Platform - Remote. No pilot/crew on the platform, remote operated.
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UPS: Unmanned Platform - Semi-Autonomous. No pilot/crew on the platform, remote operated or AI, can switch types.
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TLM: Tube Launched Missile (ATGM from the main gun barrel). Unit can fire an ATGM in place of a cannon shot-Must count as SFR shot.
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RCP: Recon Platform. Unit has better spotting, reduced spottable, and stealthier movement.
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WAFP: Wide Area Fire Platform. Saturate a target area with fire, center hex and surrounding ring of hexes.
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FARP: Forward Arming and Resupply Point. In-game, but not fully coded as a logistical type. Allow Helos on Ships.
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ab-tr: Abilities-Transport - This family encompasses abilities not only related to transport, but movement as well. Things like Tow Capable (towing a gun or trailer), Very High Altitude, and Quick Scoot Platform.
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ABLD: Landed Altitude Band. Air Unit is landed on the ground.
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ABNE: Nap of Earth Altitude Band. Nap of Earth flying/ground masking for helos and drones.
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ABEL: Extremely Low Altitude Band. Dash flying for helos and drones, maybe some aircraft.
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ABVL: Very Low Altitude Band. Very Low flight for Close Air Support (CAS) aircraft.
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ABLW: Low Altitude Band. Low flight for CAS aircraft.
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ABMD: Medium Altitude Band. Medium flight for Bombers and SEAD aircraft.
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ABHG: High Altitude Band. High level flight profile for Bombers, SEAD, and Recon aircraft.
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ABVH: Very High Altitude Band. Very High flight for Recon aircraft.
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ABEH: Extremely High Altitude Band. Extremely High flight for Recon/Hypersonic aircraft.
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ABSP: Space/Orbital Altitude Band. Platforms operating in space or suborbital.
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AMP: Amphibious Unit. Units can traverse water obstacles at a greatly reduced speed.
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MNL: Movement Not Limited. Units (motorcycles) are not slowed in any ground terrain.
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NNF: Nimble NOE Flight. Helo capable of very low (close NOE), bonus defense/reduced spotting.
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TWL: Towed Weapon Leg. Weapon systems can be moved by leg troop/team.
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TWS: Towed Weapon System. Weapon systems can only be moved by vehicle.
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HLP: Heavy Lift Platform. Units can carry or move large, heavy items like field guns or light vehicles or troops.
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SLP: Sling Load Platform. "Towing" for Helos with cargo hooked up under the helicopter.
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TCP: Tow Capable Platform. Can tow/move TWS (Towed Weapon Systems).
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AWL: All Weather - Limited. Air/Helo - Operate in bad weather with reduced spotting accuracy.
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AWN: All Weather - Normal. Air/Helo - Operate in bad weather without penalties.
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NOL: Night Ops Limited. Operate at night with reduced spotting accuracy.
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NON: Night Ops Normal. Operate at night as day for spotting and movement.
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ab-lg: Abilities-Logistical - This family encompasses abilities related to various static logistical facilities to be used in the game. Currently, only FARP is active.
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FARP: Forward Arming and Resupply Point. VPs and data for FARPs - Helo, Drone and VTOL Aircraft refuel and rearming.
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df-ab: Defense-Abilities - This is rather a catch-all for defense related characteristics that don’t fit well into either countermeasures or Protection Factor enhancers. You will find things like Body Armor, Mine Resistant Design, and Hull to Turret Ratio here.
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HTR1: Hull to Turret Ratio, Type 1. Ratio is <.60 for Hull PF / Turret PF rating, -50% to PF adjustment for hull hits.
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HTR2: Hull to Turret Ratio, Type 2. Ratio is .60 to .75 for Hull PF / Turret PF rating, -30% to PF adjustment for hull hits.
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HTR3: Hull to Turret Ratio, Type 3. Ratio is .75 to .90 for Hull PF / Turret PF rating, -15% to PF adjustment for hull hits.
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HTR4: Hull to Turret Ratio, Type 4. Ratio is .90 to 1.10 for Hull PF / Turret PF rating, no adjustment for hull hits [0.95].
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HTR4A: Hull to Turret Ratio, Type 4A. Ratio is .90 to 1.10 for Hull PF / Turret PF rating, no adjustment for hull hits [1.0].
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HTR5: Hull to Turret Ratio, Type 5. Ratio is 1.10 to 1.25 for Hull PF / Turret PF rating, +15% to PF adjustment for hull hits.
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HTR6: Hull to Turret Ratio, Type 6. Ratio is 1.25 to 1.40 for Hull PF / Turret PF rating, +30% to PF adjustment for hull hits.
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HTR7: Hull to Turret Ratio, Type 7. Ratio is >1.40 for Hull PF / Turret PF rating, +50% to PF adjustment for hull hits.
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NBCB: NBC Basic/MOPP. MOPP.
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NBCL: NBC Limited Protection. Centralized filtration system.
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NBCP: NBC Protected. Over pressure/liner.
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df-cm: Defense-Countermeasures - These characteristics generally affect the Ph of an attacker. Here we’ve put legacy countermeasures such as smoke, chaff, and flares. We also include ECCM type systems.
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ADCR1: Air Defense Counter Measure Resistance. x = 1(low) to 5(very good).
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ADCR2: Air Defense Counter Measure Resistance. x = 1(low) to 5(very good).
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ADCR3: Air Defense Counter Measure Resistance. x = 1(low) to 5(very good).
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ADCR4: Air Defense Counter Measure Resistance. x = 1(low) to 5(very good).
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ADCR5: Air Defense Counter Measure Resistance. x = 1(low) to 5(very good).
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DCM: Defensive Counter Measures (Chaff and Flares). Basic anti-missile countermeasures, tech level delta's for effectiveness.
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ECM: Electronic Counter Measures. jamming radar uses tech levels for effectiveness.
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SDMS: Smoke Discharger - Multi-Spectral. blocks Line of Sight (LoS) of visual, TI, and Radar systems.
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SDN: Smoke Discharger-Normal. Smoke blocks visual line of sight.
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SDT: Smoke Discharger - Thermally Blocking. blocks LoS of both visual and TI systems.
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TIJ: Thermal-Optical Jamming System. System used to jam EO/Laser based weapons (jams PGL/PGO). Like the Soviet Shtora-1 system.
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AFC: Advanced Field Camouflage. SOF/Sniper/Long Range Recon (LLR) if not moving very hard to spot in hex, reduced visual spot on move.
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IRSUP: IR Suppression System. Platform is slightly harder to detect with Thermal systems and IR weapon seekers.
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LOP: Low Observable Platform. Difficult to detect by radar and IR systems.
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MSAC: Multi-Spectral Applied Camouflage. Greatly reduces IR, Thermal, Radar Signature, small reduction to optical.
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STP: Stealth Platform. Very hard to detect by radar and IR systems.
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USC: Unit Stealth Capability. Ground troops with added ability to mask signature and hide from sensors.
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df-pr: Defense-Protection - These mainly serve to attenuate anti-armor attack strength. In this family, you will find Explosive Reactive Armor, Advanced Composite Armor, Active Protection Systems. Skirt armor, and more.
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ACAH1: Advanced Composite Armor (Effectiveness 1). <1.25 ratio, Hull, Aspect Coded (F/S/R/T).
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ACAH2: Advanced Composite Armor (Effectiveness 2). <1.25 : 1.5 ratio, Hull, Aspect Coded (F/S/R/T).
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ACAH3: Advanced Composite Armor (Effectiveness 3). <1.5 : 1.75 ratio, Hull, Aspect Coded (F/S/R/T).
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ACAH4: Advanced Composite Armor (Effectiveness 4). <1.75 : 2.0 ratio, Hull, Aspect Coded (F/S/R/T).
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ACAH5: Advanced Composite Armor (Effectiveness 5). >2.0 ratio Hull, Aspect Coded (F/S/R/T).
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ACAH1FSRT: Advanced Composite Armor (Effectiveness 1), Hull; Front, Side, Rear, Top. <1.25 ratio, Hull, Aspect Coded (F/S/R/T).
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ACAH2FSRT: Advanced Composite Armor (Effectiveness 2), Hull; Front, Side, Rear, Top. 1.25 :<= 1.5 ratio, Hull, Aspect Coded (F/S/R/T).
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ACAH3FSRT: Advanced Composite Armor (Effectiveness 3), Hull; Front, Side, Rear, Top. 1.5 : <=1.75 ratio, Hull, Aspect Coded (F/S/R/T).
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ACAH4FSRT: Advanced Composite Armor (Effectiveness 4), Hull; Front, Side, Rear, Top. 1.75 : <=2.0 ratio, Hull, Aspect Coded (F/S/R/T).
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ACAH5FSRT: Advanced Composite Armor (Effectiveness 5), Hull; Front, Side, Rear, Top. >=2.0 ratio, Hull, Aspect Coded (F/S/R/T).
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ACAH1FSR: Advanced Composite Armor (Effectiveness 1), Hull; Front, Side, Rear. <1.25 ratio, Hull, Aspect Coded (F/S/R).
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ACAH2FSR: Advanced Composite Armor (Effectiveness 2), Hull; Front, Side, Rear. 1.25 :<= 1.5 ratio, Hull, Aspect Coded (F/S/R).
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ACAH3FSR: Advanced Composite Armor (Effectiveness 3), Hull; Front, Side, Rear. 1.5 : <=1.75 ratio, Hull, Aspect Coded (F/S/R).
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ACAH4FSR: Advanced Composite Armor (Effectiveness 4), Hull; Front, Side, Rear. 1.75 : <=2.0 ratio, Hull, Aspect Coded (F/S/R).
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ACAH5FSR: Advanced Composite Armor (Effectiveness 5), Hull; Front, Side, Rear. >=2.0 ratio, Hull, Aspect Coded (F/S/R).
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ACAT1: Advanced Composite Armor (Effectiveness 1). <1.25 ratio, Turret, Aspect Coded (F/S/R/T).
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ACAT2: Advanced Composite Armor (Effectiveness 2). <1.25 : 1.5 ratio, Turret, Aspect Coded (F/S/R/T).
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ACAT3: Advanced Composite Armor (Effectiveness 3). <1.5 : 1.75 ratio, Turret, Aspect Coded (F/S/R/T).
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ACAT4: Advanced Composite Armor (Effectiveness 4). <1.75 : 2.0 ratio, Turret, Aspect Coded (F/S/R/T).
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ACAT5: Advanced Composite Armor (Effectiveness 5). >2.0 ratio Turret, Aspect Coded (F/S/R/T).
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ACAT1FSRT: Advanced Composite Armor (Effectiveness 1), Turret; Front, Side, Rear, Top. <1.25 ratio, Turret, Aspect Coded (F/S/R/T).
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ACAT2FSRT: Advanced Composite Armor (Effectiveness 2), Turret; Front, Side, Rear, Top. 1.25 : <=1.5 ratio, Turret, Aspect Coded (F/S/R/T).
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ACAT3FSRT: Advanced Composite Armor (Effectiveness 3), Turret; Front, Side, Rear, Top. 1.5 : <=1.75 ratio, Turret, Aspect Coded (F/S/R/T).
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ACAT4FSRT: Advanced Composite Armor (Effectiveness 4), Turret; Front, Side, Rear, Top. 1.75 : <=2.0 ratio, Hull, Aspect Coded (F/S/R/T).
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ACAT5FSRT: Advanced Composite Armor (Effectiveness 5), Turret; Front, Side, Rear, Top. >=2.0 ratio, Hull, Aspect Coded (F/S/R/T).
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ACAT1FSR: Advanced Composite Armor (Effectiveness 1), Turret; Front, Side, Rear. <1.25 ratio, Turret, Aspect Coded (F/S/R).
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ACAT2FSR: Advanced Composite Armor (Effectiveness 2), Turret; Front, Side, Rear. 1.25 : <=1.5 ratio, Turret, Aspect Coded (F/S/R).
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ACAT3FSR: Advanced Composite Armor (Effectiveness 3), Turret; Front, Side, Rear. 1.5 : <=1.75 ratio, Turret, Aspect Coded (F/S/R).
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ACAT4FSR: Advanced Composite Armor (Effectiveness 4), Turret; Front, Side, Rear. 1.75 : <=2.0 ratio, Hull, Aspect Coded (F/S/R).
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ACAT5FSR: Advanced Composite Armor (Effectiveness 5), Turret; Front, Side, Rear. >=2.0 ratio, Hull, Aspect Coded (F/S/R).
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ERAH1FSRT: ERA - Hull, Type 1, Aspect (Front/Side/Rear/Top). Explosive reactive armor, early type, CE only - Kontakt-1, Hull, Aspect Coded (F/S/R/T).
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ERAH2FSRT: ERA - Hull, Type 2, Aspect (Front/Side/Rear/Top). Explosive reactive armor, early type, CE only - Kontakt-3, Hull, Aspect Coded (F/S/R/T).
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ERAH3FSRT: ERA - Hull, Type 3, Aspect (Front/Side/Rear/Top). Explosive reactive armor, late type, CE/KE - Kontakt-5 (85+), Hull, Aspect Coded (F/S/R/T).
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ERAH4FSRT: ERA - Hull, Type 4, Aspect (Front/Side/Rear/Top). Explosive reactive armor, late type, CE/KE - Relikt (06+), Hull, Aspect Coded (F/S/R/T).
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ERAH1FSR: ERA - Hull, Type 1, Aspect (Front/Side/Rear). Explosive reactive armor, early type, CE only - Kontakt-1, Hull, Aspect Coded (F/S/R/T).
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ERAH2FSR: ERA - Hull, Type 2, Aspect (Front/Side/Rear). Explosive reactive armor, early type, CE only - Kontakt-3, Hull, Aspect Coded (F/S/R/T).
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ERAH3FSR: ERA - Hull, Type 3, Aspect (Front/Side/Rear). Explosive reactive armor, late type, CE/KE - Kontakt-5 (85+), Hull, Aspect Coded (F/S/R/T).
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ERAH4FSR: ERA - Hull, Type 4, Aspect (Front/Side/Rear). Explosive reactive armor, late type, CE/KE - Relikt (06+), Hull, Aspect Coded (F/S/R/T).
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ERAH1FST: ERA Type 1, Hull; Front, Side, Top. Explosive reactive armor, early type, CE only - Kontakt-1, Hull, Aspect Coded (F/S/R/T).
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ERAH2FST: ERA Type 2, Hull; Front, Side, Top. Explosive reactive armor, early type, CE only - Kontakt-3, Hull, Aspect Coded (F/S/R/T).
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ERAH3FST: ERA Type 3, Hull; Front, Side, Top. Explosive reactive armor, late type, CE/KE - Kontakt-5 (85+), Hull, Aspect Coded (F/S/R/T).
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ERAH4FST: ERA Type 4, Hull; Front, Side, Top. Explosive reactive armor, late type, CE/KE - Relikt (06+), Hull, Aspect Coded (F/S/R/T).
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ERAH1FS: ERA Type 1, Hull; Front, Side. Explosive reactive armor, early type, CE only - Kontakt-1, Hull, Aspect Coded (F/S/R/T).
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ERAH2FS: ERA Type 2, Hull; Front, Side. Explosive reactive armor, early type, CE only - Kontakt-3, Hull, Aspect Coded (F/S/R/T).
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ERAH3FS: ERA Type 3, Hull; Front, Side. Explosive reactive armor, late type, CE/KE - Kontakt-5 (85+), Hull, Aspect Coded (F/S/R/T).
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ERAH2S: ERA Type 2, Hull; Side. Explosive reactive armor, early type, CE only - Kontakt-3, Hull, Aspect Coded (F/S/R/T).
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ERAH3S: ERA Type 3, Hull; Side. Explosive reactive armor, late type, CE/KE - Kontakt-5 (85+), Hull, Aspect Coded (F/S/R/T).
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ERAH3F: ERA Type 3, Hull; Front. Explosive reactive armor, late type, CE/KE - Kontakt-5 (85+), Hull, Aspect Coded (F/S/R/T).
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ERAT1FSRT: ERA - Turret, Type 1, Aspect (Front/Side/Rear/Top). Explosive reactive armor, early type, CE only - Kontakt-1, Turret, Aspect Coded (F/S/R/T).
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ERAT2FSRT: ERA - Turret, Type 2, Aspect (Front/Side/Rear/Top). Explosive reactive armor, early type, CE only - Kontakt-3, Hull, Aspect Coded (F/S/R/T).
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ERAT3FSRT: ERA - Turret, Type 3, Aspect (Front/Side/Rear/Top). Explosive reactive armor, late type, CE/KE - Kontakt-5 (85+), Turret, Aspect Coded (F/S/R/T).
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ERAT4FSRT: ERA - Turret, Type 4, Aspect (Front/Side/Rear/Top). Explosive reactive armor, late type, CE/KE - Relikt (06+), Turret, Aspect Coded (F/S/R/T).
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ERAT1FSR: ERA - Turret, Type 1, Aspect (Front/Side/Rear). Explosive reactive armor, early type, CE only - Kontakt-1, Turret, Aspect Coded (F/S/R/T).
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ERAT2FSR: ERA - Turret, Type 2, Aspect (Front/Side/Rear). Explosive reactive armor, early type, CE only - Kontakt-3, Hull, Aspect Coded (F/S/R/T).
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ERAT3FSR: ERA - Turret, Type 3, Aspect (Front/Side/Rear). Explosive reactive armor, late type, CE/KE - Kontakt-5 (85+), Turret, Aspect Coded (F/S/R/T).
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ERAT4FSR: ERA - Turret, Type 4, Aspect (Front/Side/Rear). Explosive reactive armor, late type, CE/KE - Relikt (06+), Turret, Aspect Coded (F/S/R/T).
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ERAT1FST: ERA Type 1, Turret; Front, Side, Top. Explosive reactive armor, early type, CE only - Kontakt-1, Turret, Aspect Coded (F/S/R/T).
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ERAT2FST: ERA Type 2, Turret; Front, Side, Top. Explosive reactive armor, early type, CE only - Kontakt-3, Hull, Aspect Coded (F/S/R/T).
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ERAT3FST: ERA Type 3, Turret; Front, Side, Top. Explosive reactive armor, late type, CE/KE - Kontakt-5 (85+), Turret, Aspect Coded (F/S/R/T).
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ERAT4FST: ERA Type 4, Turret; Front, Side, Top. Explosive reactive armor, late type, CE/KE - Relikt (06+), Turret, Aspect Coded (F/S/R/T).
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ERAT1FS: ERA Type 1, Turret; Front, Side. Explosive reactive armor, early type, CE only - Kontakt-1, Turret, Aspect Coded (F/S/R/T).
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ERAT2FS: ERA Type 2, Turret; Front, Side. Explosive reactive armor, early type, CE only - Kontakt-3, Hull, Aspect Coded (F/S/R/T).
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ERAT3FS: ERA Type 3, Turret; Front, Side. Explosive reactive armor, late type, CE/KE - Kontakt-5 (85+), Turret, Aspect Coded (F/S/R/T).
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ERAT4FS: ERA Type 4, Turret; Front, Side. Explosive reactive armor, late type, CE/KE - Relikt (06+), Turret, Aspect Coded (F/S/R/T).
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ERAT3SR: ERA Type 3, Turret; Front, Side, Rear. Explosive reactive armor, late type, CE/KE - Kontakt-5 (85+), Turret, Aspect Coded (F/S/R/T).
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ERAT3F: ERA Type 3, Turret; Front. Explosive reactive armor, late type, CE/KE - Kontakt-5 (85+), Turret, Aspect Coded (F/S/R/T).
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ERAT2S: ERA Type 2, Turret, Side. Explosive reactive armor, early type, CE only - Kontakt-3, Hull, Aspect Coded (F/S/R/T).
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HRAH1: HEAT Resistant Armor-Hull, Type 1, Aspect (F/S/R/T). Reduced HEAT - >3 and <= 6 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH2: HEAT Resistant Armor-Hull, Type 2, Aspect (F/S/R/T). Reduced HEAT - >6 and <= 9 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH3: HEAT Resistant Armor-Hull, Type 3, Aspect (F/S/R/T). Reduced HEAT - >9 and <= 12 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH4: HEAT Resistant Armor-Hull, Type 4, Aspect (F/S/R/T). Reduced HEAT - >12 and <= 15 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH5: HEAT Resistant Armor-Hull, Type 5, Aspect (F/S/R/T). Reduced HEAT - >15 Ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH1FSRT: HEAT Resistant Armor, Type 1, Hull; Front, Side, Rear, Top. Reduced HEAT - >3 and <= 6 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH2FSRT: HEAT Resistant Armor, Type 2, Hull; Front, Side, Rear, Top. Reduced HEAT - >6 and <= 9 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH3FSRT: HEAT Resistant Armor, Type 3, Hull; Front, Side, Rear, Top. Reduced HEAT - >9 and <= 12 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH4FSRT: HEAT Resistant Armor, Type 4, Hull; Front, Side, Rear, Top. Reduced HEAT - >12 and <= 15 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH5FSRT: HEAT Resistant Armor, Type 5, Hull; Front, Side, Rear, Top. Reduced HEAT - >15 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH1FSR: HEAT Resistant Armor, Type 1, Hull; Front, Side, Rear. Reduced HEAT - >3 and <= 6 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH2FSR: HEAT Resistant Armor, Type 2, Hull; Front, Side, Rear. Reduced HEAT - >6 and <= 9 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH3FSR: HEAT Resistant Armor, Type 3, Hull; Front, Side, Rear. Reduced HEAT - >9 and <= 12 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH4FSR: HEAT Resistant Armor, Type 4, Hull; Front, Side, Rear. Reduced HEAT - >12 and <= 15 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAH5FSR: HEAT Resistant Armor, Type 5, Hull; Front, Side, Rear. Reduced HEAT - >15 ratio (C/K), Hull, Aspect Coded (F/S/R/T).
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HRAT1: HEAT Resistant Armor-Turret, Type 1, Aspect (F/S/R/T). Reduced HEAT - >3 and <= 6 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT2: HEAT Resistant Armor-Turret, Type 2, Aspect (F/S/R/T). Reduced HEAT - >6 and <= 9 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT3: HEAT Resistant Armor-Turret, Type 3, Aspect (F/S/R/T). Reduced HEAT - >9 and <= 12 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT4: HEAT Resistant Armor-Turret, Type 4, Aspect (F/S/R/T). Reduced HEAT - >12 and <= 15 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT5: HEAT Resistant Armor-Turret, Type 5, Aspect (F/S/R/T). Reduced HEAT - >15 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT1FSRT: HEAT Resistant Armor, Type 1, Turret; Front, Side, Rear, Top. Reduced HEAT - >3 and <= 6 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT2FSRT: HEAT Resistant Armor, Type 2, Turret; Front, Side, Rear, Top. Reduced HEAT - >6 and <= 9 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT3FSRT: HEAT Resistant Armor, Type 3, Turret; Front, Side, Rear, Top. Reduced HEAT - >9 and <= 12 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT4FSRT: HEAT Resistant Armor, Type 4, Turret; Front, Side, Rear, Top. Reduced HEAT - >12 and <= 15 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT5FSRT: HEAT Resistant Armor, Type 5, Turret; Front, Side, Rear, Top. Reduced HEAT - >15 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT1FSR: HEAT Resistant Armor, Type 1, Turret; Front, Side, Rear, Top. Reduced HEAT - >3 and <= 6 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT2FSR: HEAT Resistant Armor, Type 2, Turret; Front, Side, Rear, Top. Reduced HEAT - >6 and <= 9 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT3FSR: HEAT Resistant Armor, Type 3, Turret; Front, Side, Rear, Top. Reduced HEAT - >9 and <= 12 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT4FSR: HEAT Resistant Armor, Type 4, Turret; Front, Side, Rear, Top. Reduced HEAT - >12 and <= 15 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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HRAT5FSR: HEAT Resistant Armor, Type 5, Turret; Front, Side, Rear, Top. Reduced HEAT - >15 ratio (C/K), Turret, Aspect Coded (F/S/R/T).
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SKTHL: Armored Skirt Hull sLats. Used for slat style hull skirts that degrade AP and HEAT weapons.
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SKTHP: Armored Skirt Hull Plate. Used for plate style hull skirts that degrade AP and HEAT weapons.
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SKTHS: Armored Skirt Hull Spaced. Used for spaced plate style hull skirts that degrade AP and HEAT weapons.
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SKTHW: Armored Skirt Hull Wire. Used for wire style hull skirts that degrade AP and HEAT weapons.
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SKTTL: Armored Skirt Turret sLats. Used for slat style turret skirts that degrade AP and HEAT weapons.
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SKTTP: Armored Skirt Turret Plate. Used for plate style turret skirts that degrade AP and HEAT weapons.
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SKTTS: Armored Skirt Turret Spaced. Used for spaced plate style turret skirts that degrade AP and HEAT weapons.
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SKTTW: Armored Skirt Turret Wire. Used for wire style turret skirts that degrade AP and HEAT weapons.
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eq-rc: Equipment-Receiver - Various sensors – acoustic, radar warning, laser warning, NBC detection, ESM, etc. These are passive systems.
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LWR1: Laser Warning Receiver Class 1. Detects Laser Range Finders (LRFs) and Laser Designator Systems (LDSs). Small defensive boost. Smoke dischargers can be used for the defensive boost.
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LWR2: Laser Warning Receiver Class 2. Detects general direction (arcs) of LRFs/LDSs, defensive boost, can use smoke dischargers versus attacks for defensive boost.
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LWR3: Laser Warning Receiver Class 3. Detects direction (arcs) of LRFs/LDSs, defensive boost, can use smoke dischargers versus attacks for defensive boost, boost to spot/attack shooter.
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LWR4: Laser Warning Receiver Class 4. Detects direction (arcs) of LRFs/LDSs, defensive boost, can use smoke dischargers versus attacks for defensive boost, boost to spot/attack shooter.
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LWR5: Laser Warning Receiver Class 5. Detects direction (arcs) of LRFs/LDSs, defensive boost, can use smoke dischargers versus attacks for defensive boost, boost to spot/attack shooter.
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RWR1: Radar Warning Receiver Class 1. Detects Radar emissions and alerts crew, Small Defensive Boost, Electronic Counter Measures (ECM) can be used for Defensive Boost.
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RWR2: Radar Warning Receiver Class 2. Detects general direction (arcs) of Radar, defensive boost, can use ECM versus attacks for defensive boost.
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RWR3: Radar Warning Receiver Class 3. Detects direction (arcs) of Radar, defensive boost, can use ECM versus attacks, boost to spot/attack shooter.
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RWR4: Radar Warning Receiver Class 4. Detects direction (arcs) of Radar, defensive boost, can use ECM versus attacks for defensive boost, boost to spot/attack shooter.
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RWR5: Radar Warning Receiver Class 5. Detects direction (arcs) of Radar, defensive boost, can use ECM versus attacks for defensive boost, boost to spot/attack shooter.
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eq-sn: Equipment-Sensor - These are active and passive sensors used to gain non-target detection information or for fire control.
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SOR: Search Only Radar. Spot targets, but not fire on them unless weapons can track the target.
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STC: Stadia Coincidence Sight. Rangefinder that uses mechanical/optical principles to determine the distance to an object.
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STR: Stadia Reticule Sight. Rangefinder that uses graduated marks on a telescopic sight to determine target distance.
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LFCS: Laser Range Finder (LRF). Laser system used to determine range to target, greatly improves shot accuracy.
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LRFM: LRF Manual Input (MLI). Laser system used to determine range to target, improves shot accuracy, time to input.
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Eq-ta: Target Acquisition Sensors - These are active and passive and are used for target acquisition and fire control systems. Search radars, sights of various flavors (optical, IR, light amplification, Thermal).
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eq-ta: Equipment Target Acquisition - These are active and passive systems used for target acquisition and fire control systems. Search radars, sights of various flavors (optical, IR, light amplification, Thermal).
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ASRA: Air Search Radar - Advanced. Radars used to find air targets.
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ASRC: Air Search Radar - Common. Radars used to find air targets.
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ASRL: Air Search Radar - Limited. Radars used to find air targets.
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GSRA: Ground Search Radar - Advanced. Radars used to find ground targets.
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GSRC: Ground Search Radar - Common. Radars used to find ground targets.
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GSRL: Ground Search Radar - Limited. Radars used to find ground targets.
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IRSL: IR Search Light. Allows equipped units to see in darkness.
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IRWS: IR Weapon Sight. Allows equipped units to see in darkness.
o MNR: Marine Navigation Radar. Simple short-ranged radar for sea navigation that sees other ships or land.
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NOPT: No Optical Sensing. Platform does not have standard human vision for spotting.
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NVA: Night Vision Sights/System - Advanced. Advanced light amplification systems (Gen3).
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NVC: Night Vision Sights/System - Common. Common light amplification systems (Gen2).
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NVL: Night Vision Sights/System - Limited. Limited/early light amplification systems (Gen1).
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OPT: Optical/Low Magnification Visible Spectrum. Covers CQB rifle sights and such. Also, EO low mag sensors, Mk1 Eyeball.
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OPZ: Optical Sight with Zoom. Binoculars or 3-10x telescopic sights.
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OGS: Optical Gunsight. Aircraft/helo optical sights (gyro types).
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OGZ: Optical Gunsight with Zoom. Covers 3x-5x zoomed gun sights.
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AGS: Advanced Gun Sight(s). Guns/weapons targeting bonus for advanced sensors, spotting bonus.
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TISA: Thermal Imager Sights - Advanced. Advanced thermal imaging allows sighting of objects through smoke/night via heat/ir.
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TISC: Thermal Imager Sights - Common. Common thermal imaging allows sighting of objects through smoke/night via heat/IR.
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TISL: Thermal Imager Sights - Limited. Limited thermal imaging allows sighting of objects through smoke/night via heat/IR.
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TIVA: Thermal Imager Viewer - Advanced. Advanced thermal imaging allows sighting of objects through smoke/night via heat/IR.
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TIVC: Thermal Imager Viewer - Common. Common thermal imaging allows sighting of objects through smoke/night via heat/IR.
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TIVL: Thermal Imager Viewer - Limited. Limited thermal imaging allows sighting of objects through smoke/night via heat/IR.
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eq-wl: Weapon Location Sensors - These are active and passive systems used for detection and location of weapon launching systems like arty, mortars and rockets.
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NWLS: NATO Weapon Locating Radar System. Cold War based NATO weapon locating radar systems used for generating counter-battery missions for the Fire Support Control Center (FSCC).
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PWLS: Warsaw Pact Weapon Locating Radar System. Cold War based Warsaw Pact weapon locating radar systems used for generating counter-battery missions for the Fire Support Control Center (FSCC).
Systems/Munitions Level Characteristics
The following classes of characteristics can be found in the three lists (Capabilities, Defenses, and Guidance) found on both the Systems and Munition Types tabs of a national datasheet.
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wp-cp: Weapon-Capabilities - These encompass capabilities other than working to prevent a munition soft or hard kill and are also not related to weapon/munition guidance. These characteristics may enhance range or lethality.
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ADL: Air Defense Capable Limited Targets. Weapons can be used against hovering helos/low speed drones, low ph/pk.
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ADW: Air Defense Weapon. No penalties shooting at air targets (not SSMs/ORVs).
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FFR: Fast Fire Rate. ROF=2 min (MGs, Acs, GATs, AIR-MG/CN, AAGs<50mm) Clip fed guns/mortars.
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SAL: Salvo fire of rockets. Unit unloads rockets in a barrage/single ammo type loaded.
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SFR: Slow Fire Rate. cut ROF by 50 percent - heavy/cumbersome loading or hand tracking.
o DFA: Direct Fire Artillery. Arty gun with ap/heat ammo, can DF close targets 1500m or less (min range?).
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IFG: Indirect Fire Gun. Guns or RCLs that have an indirect HE(SA) mode - max is IDF max, effective range is max for DF and min is effective for DF, Gun-mortar systems.
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SAW: Small Arms Weapon. Pistols, rifles, assault rifles, SMGs, etc.
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SPW: Infantry Support Weapon or Squad Weapon. Usually MGs or AGLs, extra firepower beyond small arms.
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SPWA: Anti-Armor Infantry Support Weapon. RPGs, satchel charges and other anti-tank support weapons.
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TAM: Top Attack Munition. Weapons attack the top armor of a land platform.
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TDA: Terminal Diving Attack. The weapon dives at a high angle to target, negates AFV APS, limits gun/CIWS engagements.
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wp-ds: Weapon-Defensive Systems - These protect either the weapon system or the munition. Smoke dischargers, armor on the munition, jammers, ECCM systems in the munition, reduced launch, firing signature, etc.
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SMMS: Smoke - Multi-Spectral Blocking. Blocks LOS, Thermal, and radars (GSRs).
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SMN: Smoke - Normal. Blocks LOS not thermals.
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SMT: Smoke - Thermal Blocking. Blocks all LOS except radar.
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CMR1: Counter Measure Resistance (x = value 1-5). Needs to be tech level shifted when used.
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CMR2: Counter Measure Resistance (x = value 1-5). Needs to be tech level shifted when used.
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CMR3: Counter Measure Resistance (x = value 1-5). Needs to be tech level shifted when used.
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CMR4: Counter Measure Resistance (x = value 1-5). Needs to be tech level shifted when used.
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CMR5: Counter Measure Resistance (x = value 1-5). Needs to be tech level shifted when used.
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wp-gd: Weapon Guidance - These cover the various means of munition guidance capabilities for all weapon systems.
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HRSA: Home on Radiating Source Active Only. Homes in on Active Air Defense Radar systems, loses lock if emitter is off.
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HRSL: Home on Radiating Source Active and Location. Homes in on Air Defense Radar systems, Low % hit on turned off emitter.
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NLOS: Non-Line-of-Sight Capable Guidance System. Can be guided by designator or engaged via active homing.
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PGC: Command Guided via Radio.
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PGG: GPS Guidance System. No DCM, only ACM2 defends.
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PGGL: Precision Guided GPS mid-course/Laser terminal homing. Can do static target GPS homing.
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PGI: Inertial Guidance System. No DCM, only ACM2 defends.
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PGIL: Precision Guided INS mid-course/Laser terminal homing. Can do static target INS homing.
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PGIR: IR Homing Guidance systems. Used on IR-guided missiles (SAM/AAM).
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PGL: Laser Guided Weapon. Use with Laser Designation Systems for indirect attack.
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PGM: MCLOS Guidance. Manual guide of weapons, accuracy highly degraded under fire.
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PGO: Optical Guided Systems (TV). Uses locked on TV/optical image to guide to target.
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PGR: Radar Homing Guidance. Uses radar for terminal homing to a target.
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PGS: SACLOS Guidance. Manual guide of weapon, accuracy degraded under fire.
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PGT: Thermal Sight Guided System (FLIR). Optical target racking capable of seeing through normal smoke.
Munitions Only Level Characteristics
The following class of characteristics can be found in the three lists (Abilities, Defenses, and Equipment) found on the Type column in the Munition Types tab in the national data file.
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am-cp: Munition Capabilities - These are used to define the type of munition being defined in the table. These codes tell the program how to handle the munitions in the combat model.
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ARBT: Air Burst Capable Rounds. Weapons fire rounds that detonate in air a small distance from a target.
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ABIO: Artillery Biological Round. IDF round with some form of biological weapon payload.
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ACHN: Artillery Chemical Non-Persistent Round. IDF round with some form of non-persistent chemical weapon payload.
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ACHP: Artillery Chemical Persistent Round. IDF round with some form of persistent chemical weapon payload.
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ANCR: Artillery Nuclear Round. IDF round with some form of nuclear weapon payload.
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CAN: Canister Rounds/Beehive. Units carry a small number of Anti Personal rounds (15%).
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FAE: Fuel Air Explosive. Warhead type with explosive overpressure effect from dispersed gas/detonation.
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HEBB: High Explosive Base Bleed. Warhead type with a HE blast and extended base range of +25%.
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HEDP: High Explosive Dual Purpose. Rounds that can reduce cover/concealment and damage targets.
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HEP: High Explosive Plastic. HESH type rounds instead of HEAT.
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HERA: High Explosive Rocket Assisted [RAP]. Warhead type with a HE Blast and rocket extended range of 67%.
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HVR: High Velocity Rounds. Unit carries a small number of harder-hitting AP rounds (30%).
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ICM01x040: Improved Conventional Munitions, 40 submunitions. Sensors for target/fusing use.
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ICM01x080: Improved Conventional Munitions, 80 submunitions. Sensors for target/fusing use.
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ICM01x180: Improved Conventional Munitions, 180 submunitions. Sensors for target/fusing use.
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ICM01x650: Improved Conventional Munitions, 650 submunitions. Sensors for target/fusing use.
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ICM01x950: Improved Conventional Munitions, 950 submunitions. Sensors for target/fusing use.
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ICM_NoUXO: Improved Conventional Munitions (placeholder-300 subs). Test case for ICM that leaves no unexploded munitions after the attack.
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ICM: Improved Conventional Munitions (placeholder-300 subs). Basic ICM setup for older data/scenarios with default submunitions.
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IED: Improvised Explosive Device. Makeshift explosive fixed or mobile with command detonation.
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ILIR: Illumination - Infra-red. Weapon emits IR spectrum light to light up night settings for IR/NV/TI sights.
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ILL: Illumination - Visible. Weapons emit bright light to light up night settings.
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ILUV: Illumination - Ultra-Violet. Weapons emit UV spectrum light to light up night settings for UV sights.
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JLR: Jacketed Long Rod. A Long Rod KE PEN round with a jacket over the monoblock for yaw resistance.
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KKV: Kinetic Kill Vehicle. Weapons use speed and mass versus explosive force to destroy a target.
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NED: Neutron Enhanced Detonation. Nuclear weapon with more soft kill radiation, but lower explosive effects.
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SCM: Scattered Mines Warhead. Creates a surface mine field obstruction in the target hex.
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SLR: Segmented Long Rod. Long Rod KE PEN, multiple segment body for better NERA Penetration effect.
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TBW: Thermobaric Warhead. Massive damage to structures and non-NBC protected units.
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TDW: Tandem Warheads. Multicharged warhead meant to defeat ERA armor.
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TPW: Triple Warheads. Multicharged warhead meant to defeat advanced ERA armor.