PREVIOUSTANKS HOMEPAGENEXT

M-611 Perceval Armored Supply Vehicle


An M-611a "Amanda" Perceval Armored Fuel Liter (aka "Fat Man").

An M-611b "Betty" Perceval Armored Ammunition Liter (aka "Little Boy").

The M-611 Perceval Armored Supply Vehicle is one of the simplest platforms the UGC fields; It is nothing more, nor less, than an armored delivery truck. Originally developed from RDF-era and earlier up-armored supply vehicles, the RDF started out doing much the same thing. However, after only a little while, they realized that up-armored vehicles simply weren't up to the task. However, no alternative of any practicality presented itself for many years, and supply crews paid the price. About half way through the war with the Regent, however, the Tirol-based firm Short Armaments came up with the M-611 Perceval Armored Supply Vehicle; The original actually, was the XM-610 Armored Supply Vehicle, which could carry ammo AND fuel. However, this was inefficient for REF needs, and the dedicated M-611's were developed instead.
There are actually two versions of the Perceval; The Amanda fuel variant, which is just a really big gas tank on a platform, and the Betty, which delivers ammo, especially SRMs, MRMs, 25MM and 32MM auto-cannon ammo, and small arm ammo and e-clips. Not intended for direct combat, the M-611 Perceval does NOT have weapons for self-defense.
UGC tanks are, actually, quite vulnerable to supply issues; Despite their seemingly incredible range and ammo supplies, they run low FAST under actual combat conditions. For this reason, Perceval's follow along nearby- Usually at a range of 50 to 100 miles. The exact makeup varies by the combat expected; In cities and towns, tanks burn through ammo fast. In open terrain and wilderness, fuel becomes the issue. Though M-611's can not be switched between Amanda and Betty versions without extensive equipment, the M-611's carry enough of what they have to complete their own missions.
The Perceval has become a critical UGC asset, and the UGC's enemies know it; During the war with the Atorian Empire, Percevals carried a bounty of the equivalent of 1 MILLION credits for each one destroyed, regardless the type, no questions asked. More than one Atorian warrior would have been set for life, if the Atorians had won the war. Because of this, Perceval's NEVER travel alone; At least TWO Grants and a Lancelot per every 11 Percevals escort them at all times, less sacrifice abandonment (at which point the Grants destroy them).
Despite their cargo, Perceval's are surprisingly safe; Hydro-cell fuel and Plasma-662 are very stable until made to combust, and destroying a Perceval USSUALLY will not result in the vehicle's cargo blowing up. When it does, it is usually traced to mishandling, either at load-up or the last load-down. For this reason, a load-up/down control computer is used to track the activity; Each step must be manually acknowledged, though it can be acknowledged even if not completed- Exhausted troops, hurried to complete the mission faster, sometimes push too hard and avoidable accidents happen. The next generation of load-up/down computers will hopefully prevent this.
Though intended for tank support, the Perceval is by no means restricted to tanks; They can, at least in theory, support ANY UGC platform, including aero-space and atmospheric craft, spacecraft, Destroids, even warships, though it would take a GREAT MANY Perceval's to refuel and rearm a full warship.
All hands assist during load-up/load-down, when the Load/Cargomaster is in charge, and all hands take turns driving except the Commander. The Commander can ONLY override a Load/Cargomaster during load-up/load-down to abort the evolution; Otherwise, the Load/Cargomaster is ABSOLUTELY in charge during the evolution. Outside of load-up and load-down the commander is in charge.
Load-up= Loading cargo onto the vehicle.
Load-down= Taking cargo off, either to return it to general inventory, or more often to re-fuel/arm other vehicles.
The standard range for a M-611 Perceval is 20,000 miles on the vehicles own fuel; Fuel liters have greatly increased range, but can only get that range by tapping into the supply tanks; However, this is generally discouraged, since this is fuel intended for allied forces.
Name: M-611 Perceval Armored Supply Vehicle
Model Type: Armored Supply
Class: Armored Supply
Crew: 5; Commander, Load/Cargomaster, Driver, and two assistants. Commander is usually either a Senior Enlisted (Sgt Major/Gunnery Sergeant), Warrant Officer, or a low-ranking officer (Second Lt). The Load/Cargomaster can be any rank, but is ALWAYS enlisted, and a minimum of E-5.
Passengers: None; Up to 20 men can be loaded inside an empty Amanda, but this is ONLY authorized in the event of a retreat where other vehicles are to be abandoned.
MDC By Location:
Hull-
Crew Compartment-
Hatches (6)-
400
200 each
100 each
Searchlights (2, top of crew compartment)-
Engine Compartment-
Fuel/Ammo Pods (5)-
20 each
100
200 each
Notes: Usual penalties apply.

Speed and Statistical Data:
Speed: 400 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 50º;
Even then, they can cover it with a running start, but this is the upper
end of their limits.
Range: 2,000 miles.
NOTE: High surface-water worlds (such as Terra)
are known to fit out their armored vehicles with out-board engines, giving some effectiveness
on the water; Speed: 30 knots; Range: 200 miles. The grav pods WILL work over water.
Hovering Height: From 2 to 10 feet.
WARNING: Higher flight causes a 02% loss
of piloting control per foot (-30% at maximum 15 foot hover height).
Maximum Range: 20,000 miles; It is an irony that the Perceval is horribly fuel-efficient.
Height: 10 feet 7½ inches
Width: 25 feet 6¾ inches
Length:
Crew Compartment: 10 feet.
Cargo Compartment: 21 feet 7⅛ inches.
Weight: 80 tons
Power System: SRh41 Hydro-Cell Engine;
Output: 700 MGw at 17,000 hsp.Hover System: Normal grav pods.
Drive System: Twin SHr41 dual-phase aeration jets; Output: 22,000 hsp.
Cargo Capacity: The Perceval can carry up to 100 tons of ammo or
60,000 gallons of hydro-cell fuel; Crew supplies can also be carried.
Beyond that, a few pounds of various cargos are known to be tied
onto the hull; Care must be taken to ensure that such cargo's exposure
to environmental factors (including chemical, biological, and nuclear/
Reflex weapons) is minimized, and should be restricted to crew or critical
battlefront supplies only.
Cost and Availability: Each tank costs 1 million credits, but is basically always available.
Black Market Cost and Availability: Between 1,000 and 50 million credits; Regularly available.

Weapon Systems:
1. Variable Full-Force Barrier Field: The Variable Full-Force Barrier Field provides additional protection for the vehicle.
Purpose: Defense.
MDC: 200 per panel; 1,200 total available. NOTE: Each panel MUST still have 1 MDC for the system to continue working.
Effect: Provides 200 MDC in each of 06 panels.
Range: 40 feet.
Coverage Characteristics: A full 360º coverage area around the craft.

2. Decoy Pods: The Steneirian style decoy pods still in use on the Steiner
Fighter has been installed on the M-611 under a working agreement with
the Steiner Republic. Unlike the pods installed on aero-space craft, however,
tankers LOVE the pods. The decoys themselves are specially modified Mini-
Missiles that produce 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 tank. NOTE: Though the modified mini-missiles combine smoke flares, AMC/FDs, and LDP’s, they aren’t powerful enough for use with Destroids & etc. Reduce effects by 20% against smart missiles (add +20% to rolls for smart missiles.)
Purpose: Defense.
Effect:

01-50: 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).
76-00: 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.
Duration: 1D4 melee rounds.
Rate of Fire: Once per melee.
Payload: 6 chaff/flares.

3. STT-K Video Radio Communications Array: Long range, directional communications system with satellite relay capabilities.
Purpose: Communications
Sensor Type: Radio
Effect: Carries video signals.
Range: 600 miles, or can be boosted indefinitely via satellite relay.
Minimum Target Characteristic: Not Applicable.
Coverage Characteristics: A full 360º area.

4. Smoke Dispensers (70): This last-ditch system throws out smoke flares capable of covering a 250³ foot area. Special chemicals in the smoke obscures IR and heat sensors, and defeats visual tracking of the vehicle. Note that it DOESN'T make the vehicle invisible, but simply negates ALL bonuses to strike.
Purpose: Obscuring the craft for a few moments.
System Type: Active Defense.
Effect: Creates a cloud of smoke that covers a 250³ foot area.
Range: A 250³ foot area.
Coverage Characteristics: A full 360º.

5. Crew's Weapons: When all else fails, the crew can still defend themselves. All crew members are required to wear Rifleman Power Armor or better.











Features:
  • Silvrite Armoring: Laser relective armor; All lasers do half damage.
  • Hearing Amplifcation: Can amplify sounds as quiet as 1 decibel at 1,000 feet, and in the ultra- and sub-sonic ranges.
  • HUD: Displays maps, radar, targeting information, and any OTHER information the user wants directly in front of the user.
  • Video Recorder: Records from sensors and the cockpit itself. 500 hours of recording available.
  • Radar: Combat grade radar. Range: 200 miles, can track up to 250 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 2,000 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 50 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 Mecha a +3 to dodge, +2 to strike and +1 on initiative in combat.
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
  • CBR Protection: Complete chemical, biohazard, and radiological protection.
  • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
  • Variable Tint Cockpit Canopy: Adjusts tinting to light conditions, up to an including a black dot if the sun is directly on the pilots face (only covers eyes).
  • Fire resistance: Fires external to the tank are not felt at all.
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • Survival Pack: A pack of simpler emergency survival supplies:
    Pup tent
    Sleeping bag
    Black light
    GPS
    First aid kit (bandages, gauze, bandage tape, pads, antiseptic/analgesic)
    Plasma torch (for small repairs and starting fires)
    Repair kit (with MDC Repair Spray)
    Sewing kit (a small spool of thread and 5 needles)
    7 star flares (250 foot apogee)
    2 white parachute flares (1,500 foot apogee)
    100 feet of black or brown parachute cord (150 lbs tensile strength)
    2-5 days rations
    20 gallons water
    Water purification kit (good for about 10 gallons)
  • Oxygen Rebreather System: Extends pilots air supply to 100 hours; Cartridge MUST be replaced after that period of time.
  • 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.
  • 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 10 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: A simple, 2³ foot helium balloon lofts a 10 lb. pod 100 feet into the air. Hanging from this payload is a fiber-optic cable that relays the data collected from the XTNDR Pod to the vehicles 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.
    MDC By Location:
    Pod: 50
    Fiber Optic Cable: 10
    Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).
  • Amplified Hearing: Can amplify sounds as quiet as 1 decibel at 1,000 feet, and in the ultra- and sub-sonic ranges. Recognizes 5 million different sounds.
  • Standard Infantry Grip Points: Allows hands-free adhering to the outside of the tank’s hull. Generally, there are about 10 grip points per tank, even though only a five-man team is assigned to a tank. Hand grips are also attached, though not required to be used. See HERE for more information.
  • Combat Bonuses from M-611 Perceval Armored Supply Vehicle Combat Elite:
  • 4 additional dodges per melee.
  • One additional attack per melee at levels 3, 6, 9, and 12 with any additional bonuses for the pilot and crew.
  • +4 Parry, Dodge, and Roll.
  • NOTE: The M-611 only has ONE mode of attack- Ramming. This is a suicide maneuver that causes 1D6×100 MD in a ball of fire of 2,000³ area with a full load.

    PREVIOUSTANKS HOMEPAGENEXT