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9M133 Kornet

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9M133 Kornet

The 9M133 Kornet in reality.

The 9M133 Kornet (Russian: Корнет) is a Russian anti-tank missile emplacement. It is a second generation ATGM intended to deal with main battle tanks and to engage slow and low flying helicopters, but is not intended to fully replace previous systems, due to the cost. It appears in Battlefield: Bad Company, Battlefield: Bad Company 2, Battlefield Play4FreeBattlefield 3, and Battlefield 4 .

Battlefield: Bad CompanyEdit

In Battlefield: Bad Company's singleplayer, the 9M133 Kornet can occasionally be spotted in triggered events of the presence enemy armored vehicles, when the player must defend his own vehicles (in which case it is used by enemies) or when destruction must be used.

In multiplayer, almost all AT positions are mounted with Kornets; only a few have BGM-71 TOWs. They are normally placed in defensive, strategic positions in Rush and Conquest. They can destroy Light/Medium Land vehicles (Splash damage from the missile can also destroy Light Vehicles) and Boats with a single missile, but MBTs and APCs/IFVs will need 2 direct hits to their frontal armor or turret, but a direct hit on the side or rear armor will instantly destroy the vehicle. The Kornet's missile slightly deviates when near an enemy tank. Also, the missiles launched from the 9M133 are guided, so players can maneuver it toward a target rather than having to take aim at it.

Gallery Edit


Battlefield: Bad Company 2Edit


"Developed to replace older generations of ATGM the KORNET is a supersonic, Anti-Tank wire Guided Missile (ATGM) designed to destroy the most modern battle tanks. The system's secondary function is to engage low flying helicopters and UAV."
— In-game description

The 9M133 Kornet is seen in singleplayer in level Heavy Metal and in Sangre Del Toro, which is the only level that the Kornet is usable. In multiplayer of Battlefield: Bad Company 2 on most maps where Russians are defending (Arica Harbor, Isla Inocentes, etc.), being replaced by the American BGM-71 TOW on other maps. The Kornet follows the target the user is pointing at until the missile impacts, and the user is given a moderate zoom capability with the L1, or Left trigger. The Kornet is particularly useful over long ranges and for destroying helicopters because the missile can be guided, and has no drop like shoulder fired launchers. The missiles do relatively little damage to players and most damage is directed in front of where the missile impacts, thus it is advisable to land the missile in front of enemies rather than risking hitting behind them.

With the Alternate Weapon vehicle specialization, the 9M133 Kornet can be seen mounted on BMD-3s.


Battlefield Play4FreeEdit

While the 9M133 Kornet does not make an appearance as an emplaced weapon for the Russian Ground Forces, which instead the HJ-8 takes that role. The Kornet, however, can be equipped for the BTR-90 when using the TOW Missile System Training option.

Battlefield 3Edit


"The ʹKornetʹ is a Russian anti-tank guided missile, whose purpose is to rip holes on main battle tanks and similar vehicles, but also engage in slow and low-flying helicopters. It uses a reliable and simple-to-use system with laser beam guidance."
— Battlelog Description

The 9M133 Kornet returns as the Russian emplaced anti-armor weapon. It is typically seen in vehicle-heavy maps in Conquest mode, such as Caspian Border. Its US equivalent is once again the BGM-71 TOW. The Kornet can be equipped on the BMP-2M and the BTR-90 via the ATGM Launcher specialization.

To operate, the operator must fire and maintain visual target acquisition through the optic piece. The missile will guide itself towards anything pointed at by the center dot reticle. Due to the slow nature of the missile, the operator must take note in leading the targets. The operator is also exposed and vulnerable to small arms fire, counter-guided missile attacks and air strikes, as the emplacement is recognised as a "vehicle" by the game engine and thus, allows aircraft, vehicle and shoulder-launched guided weapons to lock on to it and/or destroy it.

The missile deals powerful damage against all vehicles. Disabling a vehicle usually requires only a a single hit from the front and side and instantly destroying them if the missile strikes the rear (MBT only). Should the target vehicle have Reactive Armor installed, damage from incoming missiles can be almost completely absorbed.

The missile is much less effective against infantry targets in then open especially at further distances, as the missile cannot be accurately aimed at level ground unless shot from an elevated position. The operator can, however, target obstacles or cover near infantry to inflict splash damage, expose them to other weapons, or kill them with collapsing debris.

Damage Statistics & EffectsEdit

The following is a list of effects and damage to specific vehicle types from impacts by the 9M133 Kornet Launcher. Vehicles not listed are vehicles which are instantly destroyed upon shell impact at any angle. Such includes Jets of all type, Helicopters of all type, Mobile Artillery, Light Jeeps, RHIB Boats and Quad bikes

Damage resulting from impacts at an angle other than 90 degrees are not listed due to slight variations of damage at different angles of degrees of shell impact.

Vehicle Type Rear Sides Front
Main Battle Tank 100+ (Destroyed) 81, Disabled 50, Disabled
Infantry Fighting Vehicle 66, Disabled 66, Disabled 71, Disabled
MRAP (armored) Jeeps 65, Disabled 65, Disabled 66, Disabled
Mobile Anti-Air 86, Disabled 94, Disabled 91, Disable
Rhino 62, Disabled 62, Disabled 62, Disabled
Tank Destroyer 70, Disabled 60, Disabled 70, Disabled

Gallery Edit


Battlefield 4Edit


The 9M133 Kornet Launcher is an emplacement featured in Battlefield 4, serving as the emplaced anti-tank weapon for the Russian Ground Forces. It is functionally identical to the American M220 TOW and Chinese HJ-8 Launcher.

To operate, the operator must fire and maintain visual target acquisition through the optic piece. The missile will guide itself towards anything pointed at by the center dot reticle. Due to the slow nature of the missile, the operator must take note in leading the targets. The operator is also exposed and vulnerable to small arms fire, counter-guided missile attacks and air strikes, as the emplacement is recognised as a "vehicle" by the game engine and thus, allows aircraft, vehicle and shoulder-launched guided weapons to lock on and target it and/or destroy it.

The missile is much less effective against infantry targets in then open especially at further distances, as the missile cannot be accurately aimed at level ground unless shot from an elevated position. The operator can, however, target obstacles or cover near infantry to inflict splash damage, expose them to other weapons, or kill them with collapsing debris.

Like its vehicle-mounted ATGM counterparts, the launcher is also laser-designation compatible unlike its Battlefield 3 counterpart. Its behaviour under laser guidance however are similar to the Passive Radar missiles mounted aboard aircraft and Mobile Anti-Aircraft vehicles as that it can be launched towards the target without an initial lock and then guiding itself towards the target within close proximity when lock is acquired. This differs from Guided Shells and Laser Guided missiles as they cannot be fired without an initial lock.

The launcher's laser-designation compatibility also gives the weapon an uncanny advantage. The operator can choose to deploy as a Recon Class and equip themselves with a SOFLAM. The operator can then place down the SOFLAM in positions which covers a wide area, especially areas where vehicle traffic tends to be frequent and then proceed to enter and control the ATGM launcher. Once targets are locked, the player can persistently bombard enemy vehicles with the ATGM indefinitely from a more secluded and secure position, dealing massive damage and keeping enemy armor and air vehicles away. The player can then exit the emplacement and re-adjust targets with the SOFLAM and repeat the above steps for maximum efficiency and destructive power without the need to resupply as with the FGM-148 Javelin or other hand-held launchers. Be aware that this tactic may be halted if the SOFLAM itself is destroyed, and must be resupplied from an Ammo Box in order to continue.

Damage statistics & effectsEdit

The following is a list of effects and damage to specific vehicle types from impacts by the TOW Missile. Vehicles not listed are vehicles which are instantly destroyed upon shell impact at any angle. Such includes Jets of all Types, Quad Bikes, PWC, Scout and Attack Helicopters.

Damage resulting from impacts at an angle other than 90 degrees are not listed due to slight variations of damage at different angles of degrees of shell impact.

Damage results are gathered post-2015 Battlefield 4: Community Operations update and are subject to change without notice by game developers from time to time.

Vehicle Type Rear Sides Front
Main Battle Tank 61, Critical Hit 37, Critical Hit 20
Infantry Fighting Vehicle 48, Critical Hit 48, Critical Hit 49, Critical Hit
Light Jeeps 72, Critical Hit 72, Critical Hit 72, Critical Hit
MRAP Jeeps 48, Critical Hit 48, Critical Hit 65, Critical Hit
Mobile Anti-Air 48, Critical Hit 48, Critical Hit 49, Critical Hit
Transport Helicopter 66, Critical Hit 66, Critical Hit 66, Critical Hit
Attack Boat 32, Critical Hit 42, Critical Hit 32, Critical Hit
RHIB Boat 47 47 47

GalleryEdit


TriviaEdit

Battlefield 3 Edit

  • With the Frostbite Engine and Destruction 2.0, the Kornet's AT Rockets are capable of causing minor ground deformation, as well as the destruction of buildings.
    • Occasionally, the missile impact will fail to make explosions, visually or audibly, causing destruction to appear to happen on its own.
  • If aiming at a wall close to the Kornet, the wall will overlap its reticle.
  • Because of the wire-guided nature of the weapon, aiming the reticle while the missile is behind buildings or cover will make the missile itself spin out of control until it crashes on something or explodes.
  • The missile will travel dead ahead for about 10 meters before adjusting towards the operator's target. During this time and a few seconds after, it is possible for the missile to travel through obstacles and even walls, similar to weapons such as the M224 Mortar and rockets fired from Mobile Artillery vehicles.

ReferencesEdit

  1. Bad Company 2 | DenKirson on Xanga - retrieved August 25, 2010

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