Object 260: specs, crew, equipment, and how to play
If you are grinding Personal Missions (Set 1), the XObject 260 is the carrot at the end of a long road: four mission branches, tight primary conditions, and a lot of random battles. This guide breaks down what you get in the garage — using current encyclopedia-top configuration from the WG API — plus crew order, equipment, honest pros and cons, and how to leverage the tank’s speed without feeding cupola shots.
Need help finishing the missions themselves? See Personal Missions services on Boost Hub for completion or coaching.
Note: Numbers below reflect top modules in the client encyclopedia (no equipment, no crew skills, no field mods). Patch balance can move soft stats — always verify in-game before you spend bonds.
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Specifications and firepower
The XObject 260 mounts the 122 mm BL-13-1. On the top configuration we queried, it hits like a mobile Soviet heavy: workable gun handling for the caliber and standard APCR as the default round.
| Parameter | Value |
|---|---|
| Hit points | 2,100 |
| Top speed / reverse | 60 / 15 km/h |
| Engine power | 1,200 hp |
| Weight | 61,300 kg |
| Power-to-weight | ≈ 19.6 hp/t |
| Hull traverse | 28°/s |
| View range | 400 m |
| Signal range | 720 m |
| Reload (top gun) | 11.0 s |
| Aim time | 2.2 s |
| Dispersion (100 m) | 0.35 |
| Gun depression / elevation | 6° / 15° |
| Nominal hull armor (F/S/R) | 150 / 150 / 70 mm |
| Nominal turret armor (F/S/R) | 350 / 240 / 100 mm |
| Shell | Type | Penetration (avg) | Damage (avg) |
|---|---|---|---|
| 1 | APCR (standard) | 260 mm | 330 |
| 2 | HEAT (premium) | 340 mm | 330 |
| 3 | HE | 68 mm | 530 |
Practical DPM at 11.0 s reload is about 1,800 HP/min before equipment, crew, and consumables.
Crew skills
You want Repairs online early, then gun comfort and survivability perks. Below is a sensible four-skill roadmap per role — adjust if you run improved hardening, food, or bond vents.
| Role | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|
| Commander | Sixth Sense | Repairs | Brothers in Arms | Signal Boosting or situational vision perk |
| Gunner | Repairs | Smooth Turret Traverse | Brothers in Arms | Camouflage |
| Driver | Repairs | Smooth Ride | Brothers in Arms | Camouflage |
| Loader | Repairs | Safe Stowage | Brothers in Arms | Camouflage |
Equipment
- Gun Rammer — the 122 mm wants every fraction of a second off reload; this is the default pick.
- Vertical Stabilizer — you poke ridges and corners constantly; stabilizer pays rent every game.
- Improved Ventilation — small buffs across reload, gun handling, and vision soft stats.
Pros and cons
| Strengths | Weaknesses |
|---|---|
|
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How to play
Think of the XObject 260 as an offensive heavy with medium tempo. You are not the slowest brick on the flank, but you are also not a paper sniper — commit when your team can trade with you, then use speed to reset angles before arty and TDs settle.
- Heavy lane: hide the lower plate, present turret armor on ridges, and wiggle to throw off cupola snapshots. Keep arty in mind — reposition after you attract sky attention.
- Medium escort: when your meds push, you can spearhead trades — you often have the best armor-to-speed ratio in that pack. Do not yolo past support; you still melt if isolated.
- Macro: avoid getting circled — side and rear shots erase the fantasy. Use minimap timers like a resource, not decoration.
Summary
The XObject 260 rewards players who like mobile heavies and can manage lower HP pools. You get a comfortable gun and real cross-map impact; you pay with mission grind time and less forgiveness than superheavy anchors. If the marathon is burning you out, Personal Missions 1 completion on Boost Hub is the shortcut with a clear brief.
Want the Object 260 without months of mission RNG? Order Personal Missions help or a full campaign package — we match the scope to your account.
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