anti materiel rifle

WWII Firearms in Iraq Part 2

Part 1 // Part 3

In the 2003 invasion of Iraq and subsequent occupation by American forces, history wormed its way into the hands of insurgents, who used whatever weapons they could lay hands on to fight the invaders. It was not uncommon to find firearms better suited for the museum than the battlefield.

PPSh-41. The Soviet Union’s primary submachine gun of World War II. With a rate of fire up to 1000 rpm, the PPSh gave Soviet soldiers volumes of firepower that German soldiers couldn’t compete with. Some six million PPSh’s were manufactured by the USSR between 1941-1947, and China made several million more, making the PPSh one of the world’s most produced firearms. No wonder it can be found in most conflicts.


With 1000 rpm, you can really saturate a room.


StG-44. The world’s first assault rifle, the Stg-44 was the pinnacle of German firearms technology at the time. The StG-44 had a rocky start, firearms designers forced to call it a submachine gun in order to thwart Hitler, who did not care for the kurz bullet concept and only wanted more SMGs. However, when Hitler finally saw the StG-44 in action (under the guise of MP44) he gave his consent for its full manufacture and christened it the “Sturmgewehr:” storm rifle. Although the StG-44 could not turn the tide of battle, it was the basis for every combat rifle today.

This could be in 1991 or 2003. 

Photographic quality was kind of in a nebulous area around those time periods.

MG42. A true general purpose machine gun, the MG42 was one of the outstanding weapons of the war, with proven reliability, durability, simplicity and ease of manufacture. To this day the MG42 sees service as the MG3, and is virtually unchanged.

MG42 with a M1919, RPK, SG-43 and PPSh.

MP40. Of course.

Wz. 35. If I’m not mistaken, this is THE Wz. 35; a Polish anti-tank rifle that was so secret that until mobilization in 1939, the combat-ready rifles were held in closed crates enigmatically marked: “Do not open! Surveillance equipment!” Unlike other anti-materiel rifles of the time, the Wz. 35 did not use an armor-piercing bullet with a hard core, but rather a lead core, full metal jacket bullet. Due to the high muzzle velocity this was effective even under shallow angles, as instead of ricocheting, the bullet would “stick” to the armor and punch a roughly 20 mm diameter hole.

Less than 10 examples of the Wz. 35 still exist, making this an extremely rare and valuable firearm to both collectors and museums.

Battleship (2012) was such a cheesy-as movie but

where the fuck else would you get to watch two dudes fire Barrett M82A1 anti-materiel rifles on the bow of a US Navy destroyer at an alien ship

73-percent-normal  asked:


Oh yes he is! The arm and shin guards, and shoulder pauldron are based off the Clone armour.

Furthermore for those who are on a PC, click on the images to see the answers!

… Or I’ll just state it right here:

  1. Perseis has Stardew Valley elements in her design. The farming in the game was great, but it was the fishing and dungeon crawling that really sold it to me. This is why Perseis has a sword/fishing rod thing, and her personality is bubbly because that’s the overall feel Stardew Valley gave me.
  2. After Perseis, I decided to just roll with it and reference video games as well for the team’s designs. For Linen, as mentioned above, I took references from Star Wars Battlefront. Examples are: his semblance allows him to create a clone, the rifle sword thing because you get to switch mid-game from a trooper to a Jedi/Sith.
  3. Willow took inspiration from Skyrim, her barrier semblance is akin to the Ward spells, and her weapon is a great sword. Plus, deer and elks references. Also she’s from Mistral which, from the map, seems to be similar to Skyrim’s climate.
  4. Marco I threw in references to Fallout New Vegas: his semblance is similar to an atomic bomb, he’s affiliated to the shady side of things, he carries a bat/anti-materiel rifle (which I use a lot in-game), and he wears a Pip-boy like device on his left arm, just like your character in the game.

Funny thing is, these also coincide with the main theme (the classical four elements)of PLSM:

  1. Water = Fishing in Stardew Valley
  2. Air = The neutrality of the Jedi from Star Wars(peace and what have you)
  3. Earth = Frickin’ mountains of Skyrim
  4. Fire = The “world on fire” theme of Fallout

So there you have it! A little more trivia on Team PLSM!


Things to do when you discover a bug that involves the game not giving your companions back your weapons: Report it, check the forums to see if other people have the same bug, look for a fix.

Things NOT to do when you discover a bug that involves the game not giving your companions back your weapons: shoot up the casino responsible because it’s full of assholes anyway.

I lost two anti-materiel rifles before I figured it out. TWO. That’s 14,000 caps, people.

Killing a Giant - The Death and Rebirth of the Individual Anti-Tank Platform

When tanks first rolled around, they were horrifying. Impenetrable, impending, and they brought high-power weaponry to the front, taking howitzers from kilometers to meters away. In the midst of this fear, it was realized that tanks still had relatively thin armor. Tanks like the FT-17 didn’t have more than 25mm of armor, and the monstrous ‘heavy’ WWI tanks usually failed to bring more than 30mm consistently. So, some genius at an arms factory realized that propellants are what, you guessed it, propel bullets. In his infinite wisdom, he decided to simply scale it all up. This resulted in the creation of the first anti-tank rifle of all time, the Mauser 1918 T-Gewehr. It fired a 13mm bullet that could penetrate 20mm of steel at 100 meters, and while this couldn’t penetrate most WWI-era vehicles frontally save for weak points, it could be absolutely devastating from close proximity as a flanking weapon, and even moreso when used against the top armor of a vehicle. Though it quickly became obsolete, the T-Gewehr was the first step in a constant journey known as the individual anti-tank platform.

By the time WWII rolled around, 30mm of armor was nothing. Germany’s Panzer IVs toted 80mm of armor head-on, America’s Shermans had almost 100mm of effective frontal armor, and the Soviet Union’s T-34s had nearly 50mm of armor angled extremely well, driving their effectiveness into the near hundreds of millimeters. Every side of the war tried to address this with various bullet-based systems, the most famous of which was arguably the Soviet PTRD. This was the logical next step in anti-armor warfare, a long-barreled, minimalistic, and brutally simple rifle. At point-blank range, it could only penetrate 40mm untangled of armor with tungsten ammunition, which was effective during the early phases of the war. Though even the famous German Panthers fell to this rifle from time to time, the PTRD was effectively self-defeating. Its armor penetration was spotty at best, especially without tungsten ammunition, and was far too big to sneak up on enemy vehicles with. Not only that, but in firing the massive 14.5mm shell, it instantly revealed the user, leaving them open to return fire from a surviving vehicle or the rest of its battle group. Although it remained marginally effective against the roof armor of tanks in the urban phases of WWII, the PTRD was nearly dead on arrival, and by the end of the war, it was relegated to firing at unarmored or lightly armored vehicles, as well as some anti-personnel roles. The rifle was accurate and powerful, but it just wasn’t enough as heavier and heavier tanks hit the scene, like the Tiger I, IS-2, and M26 Pershing. Despite obsolescence, we can still see remnants of projectile based anti-tank weapons in modern anti-materiel rifles, relying on absurd levels of kinetic energy to deal damage to targets that need a bit more than a light tap, such as the famous M82.

Going back to the national roots of anti-tank warfare, it was actually the Germans who picked up the slack. Realizing projectile-based anti-armor weapons were now obsolete not even 25 years after their invention, they turned to explosives, drawing clear inspiration from the British No. 68 AT Grenade and their own 7.5cm HEAT shells. This hit the scene as an individual weapon in the form of the Panzerfaust, the most famous one-man anti-tank weapon of WWII. Though it had its own predecessors, the Panzerfaust was arguably the pinnacle of its design philosophy. Essentially, instead of relying on raw velocity or a high explosive charge to do damage, shaped charge or HEAT projectiles create a ‘jet’ of molten metal that physically penetrates (commonly misunderstood, it does not actually melt armor) the armor of the target and do damage within the targeted object. The Panzerfaust and its successors were terrifyingly effective, penetrating well over 100mm of armor and nearly 150mm of armor (or more, on limited variants), more than enough to deal with even the most heavily armored vehicles of WWII from non-frontal angles.

However, the RPG-7 represents the first definite peak in modern individual anti-tank weaponry. Of Soviet design, the RPG-7 is, well, very Soviet in character. It’s cheap. It’s effective. It’s simple. It’s seen nearly 10 million made at this point. A definite ‘bad guy gun’ the RPG-7 represents the absolute death of bullet-based anti-armor, and the total superiority of shaped charge munitions. The RPG-7 has been devilishly effective, seeing use since 1961 in almost every conflict since Vietnam. There’s honestly not too much to tell about the RPG-7 that hasn’t already been told, but the RPG-7 did also create the next step in countering anti-tank weapons. Instead of relying on armor (the RPG-7 can penetrate up to 750mm of armor in some forms, so lightly armored vehicles and the less armored parts of tanks are effectively mincemeat), responsive forms of armor known as skirts and ERA (explosive reactive armor) would see mainstream use. Side skirts are literally what they say they are, thin skirts of metal or rubber attached to vehicles to prematurely detonate the now ever-present lineup of HEAT projectiles, crippling their effectiveness by causing the metal penetrator to disperse early and harmlessly splatter off of a tank’s armor. The other resulting countermeasure was ERA, small bricks that explode outwards, effectively countering a HEAT shell’s blast by neutralizing it. Composite armor also hit the scene, further weakening the cause of weapons like the RPG-7, which could by now be called light anti-armor weapons. Composite armor uses a blend of materials, rather than one homogenous layer, to counter weapons, giving it extreme multipliers in effective thickness.

So naturally, in response to the ever-evolving world of armor, anti-armor took the next leap, and heavy anti-tank munitions hit the scene. Massive, intimidating, and criminally effective, you’ll know these by their common title, ATGMs, or anti-tank guided missiles. Things like the Javelin, TOW, or 9M133 Kornet all fall into this category. These use constant propulsion to carry a massive payload towards their targets, with more modern examples like the 9K121 Vikhr capable of defeating 1000mm of homogenous armor (or its equivalent), including reactive armor. Seeing most of their use in the Middle East and Africa, these weapons can be seen all over the internet, obliterating even the most modern of Russian tanks in single, well-placed hits.

Note the brick-like pattern on the lower hull and side skirts. Those are ERA bricks.

So, clearly, even risking taking a hit from heavy anti-tank munitions was now impossible, so armor manufacturers decided to take the fight to the launchers, producing active protection systems. Rather than fording a hit, these systems simply destroy the missile before they can make contact. By detecting inbound missiles, these systems fire buckshot-like projectiles at the missile’s predicted trajectory, destroying them mid-air. Most notably, Israel has embraced this technology, with their native Trophy system providing 360-degree protection against the most modern anti-tank guided missiles. Other nations, like Russia, have embraced this technology, taking the ball out of the offensive court.

A missile is intercepted before impact by a light vehicle, which would have saved the crew if the picture wasn’t taken during a demonstration.

So, for those interested in military technology, we can only wait and see what the next step in anti-armor technology is, considering defense is currently winning the battle.

From reddit. Still fun at the boot camp.

M107 ( Semi-automatic, anti-materiel rifle; used by spec ops and military forces around the world.)

  • Caliber: .50 BMG (12.7x99 mm)
  • Length: 1,448 mm (57.0 in)
  • Barrel length: 737 mm (29.0 in)
  • Weight (unloaded w/ scope): 12.9 kg (28.4 lb)
  • Magazine capacity: 10 rounds
  • Weight of magazine: 1.87 kg (4.1 lb)
  • Accuracy: 3 Minutes of Angle (MOA)
  • Muzzle velocity: 853 m/s (2,800 ft/s)
  • Effective Range: 1,829 m (6,001 ft)
  • Maximum Range: 6,812 m (22,349 ft)

Because ‘Murica. 

anonymous asked:

Does a person die immediately when they're shot once, or do they have to be shot multiple times? Because I've seen in movies and books that a character is shot once in a not-that-important place, and they immediately collapse. Yet I've seen news articles that describe a person getting shot multiple times yet they still manage to get away.

Keeping in mind, the usual disclaimer about not being a doctor; my medical knowledge being limited, and I’m going to be simplifying some of this a lot?

In general? No. Gunshot victims usually die from blood loss. This can happen pretty quickly, or it can take awhile, it all depends on what the bullet damages. But, it’s not usually an instantaneous process.

I could swear we reblogged an infographic on blood loss symptoms by volume, but all I can find right now is this.

If a bullet nicks or severs an artery, this will result in rapid blood loss and death. We’re still talking about at least a couple minutes before death. With non-vital areas, where there’s only soft tissue damage, you could be talking about bleeding out for hours.

If the bullet damages internal organs, then things get a little messier. If the bullet manages to destroy something you actually need, like the brain or heart, then you’re going to die.

That’s the simple part… here’s the part that’s slightly outside my expertise. Hydrostatic shock is where a gunshot strikes someone, and kinetic force from the gunshot is transmitted through the fluid in their body to injure other organs. I’ve seen the discussion go back and forth over the years, some people insist that hydrostatic shock can rupture internal organs and cause people to suffer lethal injuries from relatively minor wounds, and there is some support to the idea that hydrostatic shock result in minor hemorrhaging. The other side of the argument is that, while the shock wave does occur, it isn’t actually life threatening. (There’s also a contingent who’ve been waging an edit war on the wiki page claiming that hydrostatic shock doesn’t exist at all.)

The actual hydrostatic shock wave increases the more a bullet disrupts the tissue. So .45 hollow points will produce more shock than a jacketed 9mm. These can result in minor brain hemorrhaging, but this usually comes up in autopsies, meaning they probably died from getting shot, and it turns out there was additional trauma that went undiagnosed.

If I’m sounding like I don’t know if this is relevant or not, it’s because I don’t. Ignoring specialized hydrostatic shock rounds (again, like hollow points, high explosive rounds, or anti-materiel rifles), I’m not sure if hydrostatic shock actually kills people, or just slaps an extra layer of damage on an already life threatening injury.



Sinon (シノン, Shinon?) is a skilled VRMMO player in «Gun Gale Online» and «ALfheim Online». Her real name is Asada Shino (朝田詩乃, Asada Shino?). She is nicknamed Hecate in GGO, after her gun «PGM Ultima Ratio Hecate II», a .50 caliber anti-materiel and rare sniper rifle. She is one of the main characters of the Phantom Bullet Arc and the first female player that Kirito met in GGO. She plays GGO to overcome her trauma concerning guns.

ninjaxenomorph  asked:

For a sci-fi webcomic, I've been working on the specs of a class of power-armor clad enforcers (called Jotunns) and their weaponry; they have a specific handgun they use. For ammunition I was thinking of two types they carry: 12.7mm hollowpoint for soft targets and shorter range, and tungsten-tipped sabot rounds as 'high-power' rounds, for anti-armor/anti-giant-mutant and long-range use. Is this just me going way off the mark for firepower, or could this be justified for a man-scale tank?

So, 12.7mm is a real round (well, several different rounds), and it makes this entire question a little strange. We talked about the idiosyncrasies of firearms a couple weeks ago, and I had to check, but 12.7mm did come up as an example. 12.7mm is half an inch, so .50. Occasionally, you’ll see .50 BMG listed as 12.7x99mm instead of the imperial caliber.

I’ve seen 12.7 come up as a distinct round in, basically, two places. There’s a 12.7x108mm Chinese AM round, which is their answer to the .50 BMG, and, Fallout: New Vegas.

Ironically, the reason New Vegas calls it a 12.7mm is actually in the above paragraph. The game includes an Anti Materiel rifle patterned off the Barret which fires .50 BMG rounds. Because of how New Vegas formats ammunition names, this creates an immediate problem. There’s two different .50 rounds. The BMG and the AE. The AE is a handgun round (12.7x33mm), the BMG rifle round (again, 12.7x99mm). So, if you include a .50 pistol, and a .50 rifle, people who aren’t very firearms savvy are going to wonder why they don’t share ammunition. “I mean, it’s all .50, right?”

What Obsidian (I think this was specifically J.E. Sawyer’s call, but I’m not completely certain) chose to do was label one as 12.7mm, and the other one .50. Since the Barret has slightly more name recognition it got to keep the imperial name, and the pistol got the metric.

The other thing weighing on giving the pistol the metric name was, it’s a returning design from the first two Fallout games. They had something called a 14mm pistol (externally based on a SIG sporting pistol, if I’m remembering correctly), which was an upgrade from the .44 Desert Eagle, in game terms.

All of that said? .50AE isn’t a great round, and, while I could be wrong, I don’t see it having a real future. It fits with Fallout because it’s chromed steel excess meshes well with 1950s consumer design.

Hell, the Desert Eagle is an excellent example of that era’s design aesthetics. Big, heavy, more steel and chrome than is practical. It’s a four pound pistol. Even though it’s Israeli and didn’t actually enter production until the 1980s, it’s an excellent flash card for that era of Americana.

So, here’s the hard part. For someone who’s not wearing a powered exosuit, a .50 is an annoying round to control. In an exosuit, and against the kind of targets where you’d really need that kind of firepower, I’m inclined to think it would be kind of anemic. Why use a .50 round, when you could simply have a standardized 19mm or 25.4mm high explosive round? With varying payloads depending on what you’re shooting. Sure, no normal human could use it, but if you’re in powered armor, that’s not an issue.

A sabot round is, basically, a dart loaded into a shotgun shell. Now, that’s not completely accurate, but if you’re dead set on using one. I’d recommend just using solid darts, rather than having a distinct tip. For serious AP capability in a high power rifle, I’d actually be more inclined to point at man portable gauss weapons, rather than wasting space on a sabot.

All of this is going to be predicated on the technology your characters have access to. So, it’s possible your setting just doesn’t have portable gauss weapons. Also, feel free to ignore the bolter calibers I listed back up there. That is a Warhammer 40k reference. But, for ways to load out a suit of powered armor, 40k is a fantastic thing to look at.

Some quick primers for powered armor:

Starship Troopers by Robert Heinlein is probably the patient zero of SciFi space marines in powered armor. I deeply dislike the politics that Heinlein was advocating, but the book is worth reading. I’m much more partial to the film, but that’s a brutal takedown of the military jingoism that Heinlein was celebrating.

Armor by John Steakley is written as a rebuttal to Starship Troopers. I’m inclined to say it’s actually a better book, but that’s my bias seeping in. Either way, Steakley does some good worldbuilding.

If you haven’t, Warhammer 40k’s Space Marines are something you really should be looking at. You can check the Lexicanum to get a quick overview, and some basic statistical data; it will also work as a good quick litmus test to tell if the setting’s zealotry dialed to 11 and played for laughs is something you can actually get into and enjoy. For specific recommendations, first impulse here is to actually point at the THQ games. The generically titled Space Marine is a surprisingly good third person action title. Dawn of War was my first real introduction to the setting, and Dawn of War 2 specifically isn’t a bad starting point.

Generally speaking, when you’re looking at characters in powered armor, it can trace it’s lineage back through one of these sources. So it’s probably worth looking at them, if you’re working with this sub-genre.