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M-18 Armadillo Anti-Aircraft Vehicle

AN M-18 ARMADILLO
An M-18 Armadillo Anti-Aircraft Tank.

The M-18 Armadillo was originally developed by the British Army during Operation Desert Storm to shoot down Iraqi Scud Missiles and helicopters from up-armored Dune Buggies, supplied by the Saudi Army (and purchased from the US Marine Corps).
That particular program was not a rousing success; The missiles flew far too high for the guns that were installed (.5Ø cal machine guns) to hit them, and the missiles the vehicles were carrying could not track fast enough to strike the Scuds. However, in the only massed Iraqi Army attack of the war, the vehicles did serve well, killing 15ر Iraqi soldiers, many of them the ‘elite’ Republican Guard.
The Armadillo would have become part of the scrap heap of history, yet another clever but failed program (like many of the early armored cars developed for the First World War that couldn’t traverse No Man’s Land), had not the Global War On Terror broken out: The British pulled the only example of this vehicle out of storage when the London Uprising threatened to storm the Royal Palace. The tank smashed through the mob, then the driver opened fire, killing approximately 2ØØ would-be suicide stormtroopers.
How exactly the REF came to be in possession of the tanks, though, is not clearly understood; The tanks was supposed to be left with the ASC, but the records with the vehicles indicated the vehicles were returned for no stated reason; It is known that Field Marshall LEONARD wanted them, though, and in fact send General HUNTER an e-mail requesting them. No clear answer as to how this failure to communicate occurred can be found, partly because the REF Captain and the ASC Major involved were killed during their respective conflicts, and many records were lost or destroyed.
The REF overhauled the vehicles over time, replacing the original treaded tracks with grav pods, then latter the heavy laser cannons with rail launchers. The original MRM launchers were removed, replaced by side-saddle Mini-Missile Launchers. Advanced QMR-421 Hydro-Cell jet engines allowed a massive cavity in the hull, permitting a second crewman, making it possible for the vehicle to be both driving and engaging the enemy (previously the crewman had to stop to shoot, or risk crashing AND missing the target).
The Armadillo is generally used to protect critical, near-front support assets, such as the HAS-I/II, from aircraft attacks, in conjunction with some type of trailerable unit, such as the ASP Heavy Anti-Aircraft Battery, Multi-Missile Support, or even light aircraft, such as the TU/UC-721 Justice Utility Craft Trailer, TU/XTNDR RADAR/Radio Antenna Extender, or TU/CS/A-Ø13(a) Communications Satellite, and as close, heavy-weapons support for Power Armor Formations. Because it does not use ANY Protoculture, the M-18 can literally all but drive into an Invidia Hive (though Invidista Outposts would spot them in a heartbeat).
There is a joke that you don’t have to be crazy to drive the Armadillo, but it helps- and it’s true. The Armadillo is NOT enclosed, so it has no CBR, Vacuum, nor any other crew protection. Consequently, all Armadillo drivers must wear their Powere Armor; The crew space was specifically engineered to allow the biggest power armor (currently the Micronian MkII) to easily fit inside. Indeed, two Battler Cyclones could squeeze in, though the crew would be a bit unhappy.
On the plus side, the M-18 is the ONLY Tank currently in service designed, from the beginning, to carry trailers. Only during basic drive training and active combat maneuvering (drill and actual combat) will you see one without a trailer of some sort.
Name: Armadillo Anti-Aircraft Vehicle
Model Type: Anti-Aircraft Vehicle
Class: Military Hover Tank.
Crew: 2; Pilot and Gunner.
Passengers: Can hold 2 passengers externally.
MDC By Location:
Tank Hull-
Crew Compartments (2)-
Grav Pods (6; 3 each side)-
1ØØ
5Ø (does NOT provide all-around protection)
2Ø each
Rear Jet Thrusters (2)-
Turret-
SRM Launchers (2)-
1ØØ each

2ØØ each
Notes: Usual penalties apply.

Speed and Statistical Data:
Speed: 2ØØ MPH max.
NOTE: Due to the use of gravity pods, there is NO physical
terrain that they can’t traverse sort of hills over 15 feet high and 5غ;
Even then, they can cover it with a running start, but this is the upper
end of their limits.
NOTE: High surface-water worlds (such as Terra) are known
to fit out their hovertanks with out-board engines, giving some effectiveness
on the water; Speed: 1Ø knots Range: 2ØØ miles. The grav
pods WILL work over water.
Hovering Height: From 2 to 15 feet:
WARNING: Higher flight causes a Ø2% loss of
piloting control per foot (-3Ø% at maximum 15 foot hover height).
Maximum Range: 3Ø,ØØØ miles (483 km)
Height: 4 feet, 2 inches.
Width: 8 feet, 4 inches.
Length:
Hull: 14 feet.
Weight: 1Ø tons.
Power System: QMR-421 Hydro-Cell Jet Engines;
Output: 22,ØØØ Kwh
Hover System: Normal grav pods.
Cargo Capacity: Crew supplies only; About ½ ton of various cargos
are known to be tied onto the hull, but this is not the true purpose of the tank.
Also, such cargo is subject to any environmental factors (including chemical,
biological, and nuclear/Reflex weapons).
Towing Capacity: Ulike MOST tanks, the M-18 is intended to tow any
standard trailer in the UGC; Can haul up to 25 tons.
Cost and Availability: Each tank costs 5Ø,ØØØ€; Always available.
Black Market Cost: 1ØØ,ØØØ€. If fitted, any extra weapons systems will
add to the cost of the tank.

Weapon Systems:
1. L-Ø8 Rail Launcher : The LIMA-Ø8 (said “LEE-MA zero ate“) is a semi automatic weapon system, fed from 1Ø-round clips on the right side of the gun. The system is radar controlled, but manually fired and designed for Mini-Missile’s.
Purpose: Heavy Assault.
Weight: 2 tons
Damage and Range: Varies by type used.
Rate Of Fire: Per gunner’s attacks per melee.
Payload: 1Ø per magazine (loads from the right side).
Bonus: Either quadruples the normal range of the missile OR triples it and adds +3 to strike.








2. SRM Launchers (2): Triangular wing-like appendages on either
side of the main body comprise the SRM launchers. They can rotate
36غ, but can not swivel away from the hull- The whole tank must be
turned to turn the SRM launchers. This is the only weapons system
controlled EXCLUSIVELY by the tank pilot.
Primary Purpose: Defense/Anti-Aircraft
Secondary Purpose: Offense/Anti-Armor
Damage and Range: Varies by type used.
Rate Of Fire: Volleys of 1, 2, 3, 4, 6, 12, 18, or all 24 per launcher per pilots attacks per melee.
Payload: 24 per launcher (96 total). Takes 1Ø minutes to fully reload per launcher (extra SRM’s can be carried inside).

3. Trailers: The M-18 Armadillo is the only tanks currently in service
intended to carry a trailer at all times; this, in fact, was 5Ø% of the idea
behind pressing these vehicles into service. Typically the ASP, MMS,
or disabled vehicles are towed, though a popular trailer is the TU/UC-721 Justice Utility Craft Trailer as well as the TU/XTNDR RADAR/Radio Antenna Extender and TU/CS/A-Ø13(a) Communications Satellite trailer units.

Features:
  • Hearing Amplification: Can amplify sounds as quiet as 1 decibel at 1,ØØØ feet, and in the ultra- and sub-sonic ranges. Unidirectional.
  • Visor Mounted HUD: Displays maps, radar, targeting information, and any OTHER information the user wants directly in front of the them, directly to the helmet visor. Based on the Cyclone version (since Tankers are required to wear their CVR-3 anyways).
  • Activities Recorder: Essentially the same as a plane's black boxes, this system records from sensors and the cockpit itself. 5ØØ hours of recording available.
  • Radar: Combat grade radar. Range: 2ØØ miles, can track up to 25Ø individual targets. 95% reliability (24% against unfriendly stealthed vehicles).
  • FLIR/SLIR: Forward and Side Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
  • ESM: Radar Detector. Passively detects other radars being operated.
  • AJP: Active Jamming Pod. Causes -25% to detection but when it is active, other vehicles/bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
  • Full Range Sensory Suite: Infrared, ultra violet, Magnification, night sight, color filters, thermal imager. Range is about 2,ØØØ miles for MOST sensors.
  • Motion Detector: Activates a loud wailing when an object is coming at the user fast, and a soft ringing if it’s coming slowly. Activation ranges must be specified by the pilot.
  • Blue Force Tracker: Identifies Friend from Foe. Overlays the information on both the radar and HUD, ensuring that friendly forces are not accidentally targeted.
  • GPS: Standard tracking device.
  • Virtual Map: Displays a continuously-updating map of local terrain for the pilot. Effective land navigation of 85% as updates come. Good to 5Ø miles. Specific range can be adjusted in 1 mile increments.
  • Anti-Jamming System: Reduces Electronics Countermeasure by ¾ (decrease skill level appropriately).
  • Electronic Counter Measures (ECM): These systems disrupt enemy radar and tracking systems, making it difficult for them to lock onto the ship with weapons. The countermeasures give the tank a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • Loudspeaker: Amplifies voice 1 to 1ØØ times. 1ØØ feet in normal crowds.
  • Combat/Targeting Computer: Records all enemy and friendly activity over the course of time; Can replay that activity for the pilot, assign target designation numbers, and track likely damage based on mathematical formulas (ie “Right leg red” badly damaged/destroyed, “head green” not damaged, etc). Displays this information as a pop up in the HUD as requested by the pilot.
  • Magnetic Clamps: Electro magnets in the underside of the hull allow the unit to adhere to the hulls of warships and the exteriors of SOME buildings.
  • Grav Clamps: Actually reversing the polarity of the grav pods; Allow the tank to adhere to any SOLID (and some liquids) in the known universe.
  • Decoys: Specially modified Mini-Missiles used as decoys; Burning globs of magnesium/aluminum alloy to confuse both radar AND heat sensory systems, as well as creating a lot of smoke to obscure the Mecha. NOTE: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP’s, they aren’t powerful enough for use with Destroids/Guardians/Etc. Reduce effect by 2Ø% against smart missiles (add +2Ø% to rolls for smart missiles.)
    Effect:
    Ø1-5Ø: Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
    51-75: Enemy missile or missile volley loses track of real target and veers away in wrong direction (may lock onto another target).
    76-ØØ: No effect, missile is still on target.
    Also note that the chaff cloud will also blind nearby heat sensors (and optically based sensors at night) for 1 melee. They will suffer the following penalties: Reduce melee attacks/actions, and combat bonuses by half. Also, a cloud of smoke approximately 25² feet wide and high by about 1 half-mile long.
    Duration: 1D4 melee rounds.
    Rate of Fire: Once per melee.
    Payload: 6 chaff/flares.
  • MRA 6 Radios: Allows real time, continuous radio link up with friendly forces in the area via satellite relay over laser radio signals, preventing jamming, and automatically encrypts/decrypts same to prevent eavesdropping.
  • Type-11 wide band radios: Effective 1Ø mile range, auto encrypt/decrypt. Works on standard radio band wavelengths, so it can still be jammed (if the enemy knows the frequencies).
  • XTNDR RADAR/Radio Antenna Extender Jack: A simple, 2³ feet helium balloon lofts a 1Ø lb. pod 1ØØ feet into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the tanks computers. Note that using this system under heavy foliage will allow the radar, etc to work there, at no penalties, but it will not break the canopy either. The M-18 is not big enough to carry an XTNDR, but can tow a trailer designed for them.
    MDC By Location:
    Pod: 5Ø
    Fiber Optic Cable: 1Ø
    Effect: Extends range of any sensors 1Ø times (or defeats other penalties in a 5 mile area).
  • CS/A-Ø13(a) Communications Satellite: The M-18 Armadillo Hovertank can be fitted out with 1 of these satellites for extended communications and radar range. The M-18 is not big enough to carry an CS/A-Ø13, but can tow a trailer designed for them.
    MDC By Location:
    Pod: 5Ø
    Fiber Optic Cable: 1Ø
    Effect: Extends range of any sensors 1Ø times.
  • Standard Infantry Grip Points: Allows hands-free adhering to the outside of the tank’s hull. Allows hands-free adhering to the outside of the tank’s hull. There are Ø2 grip points on these tanks. Hand grips are also attached, though not required to be used. See HERE for more information.




  • Combat Bonuses from M-18 Armadillo Anti-Aircraft Vehicle Combat Elite:
  • 4 additional attacks per melee.
  • One additional attack per melee at levels 3, 6, 9, and 12 with any additional bonuses for the pilot and crew.
  • +3 Strike.
  • +4 Parry, Dodge, and Roll.

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