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XM-610 Supply Vehicle


An average XM-610 Supply Vehicle

The XM-610 Supply Vehicle is an UNARMORED combination ammo/fuel supply vehicle that the REF did not accept in any great numbers. However, non-combat load versions are in military and civilian service moving every conceivable consumer good, as well as limited use in secured areas by the REF and RDFs. The REF fields most M-610’s as either mobile hospital transportation vehicles and feild kitchens (using self-inflating tents and air compressors). Nothing more than RDF-era and earlier supply vehicles equipped with grav pods and jet packs. 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, which largely replaced the M-610, especially in combat zones.
One advantage of the XM-610 is it’s combined load capabilities; One vehicle can carry both fuel and ammo, as well as other loads. The a variant is meant for food, water, and other personnel supplies, the b variant for fuel, ammo, and other vehicle supplies. The only thing necessary to convert a B variant to an a variant is to remove the fuel tank, wash down the vehicle with a general cleaner (assuming there was no load loss), and load on a water tank. To convert an a variant to a b variant requires only to switch out the tanks; Switching tanks (done only when necessary) is a 30-minutes evolution, washdown (a daily evolution) is a 10-minute evolution. The M-611 can be converted, but requires time and equipment. The tanks for the XM-610 are roll-on/roll-off, and in fact do not have to be loaded on, doubling the general cargo, or two can be loaded on, doubling the fuel/water load.
Name: XM-610 Supply Vehicle.
Model Type: Supply
Class: Unarmored
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.
Damage Capacities: SDC in Blue, MDC in Black. The MDC items can also be damaged by SD weaps.
Hull-
Crew Compartment-
Hatches (6)-
4
2
80 each
Searchlights (2, top of crew compartment)-
Engine Compartment-
Fuel/Ammo Pods (5)-
20 each
10
20 each
Notes: Usual penalties apply.

Speed and Statistical Data:
Speed: 400 MPH max. NOTE: Due to the use of ultra-powerfull
grav pods, there is NO physical terrain that they can’t traverse, period.
Hovering Height: From 2 to 10 feet.
Maximum Range: 25,000 miles.
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;
Range: 20,000 miles on the vehicles own fuel.
Hover System: Standard grav pods.

Drive System: Twin SHr41 dual-phase aeration jets;
Output: 22,000 hsp.
Cargo Capacity: The XM-610 can carry up to 800
tons of ammo and 45,000 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. 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.
2. 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.

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:
  • 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).
  • ESM: Radar Detector. Passively detects other radars being operated.
  • 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.
  • Loudspeaker: Amplifies voice 1 to 100 times. 100 feet in normal crowds.
  • 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).
  • Internal temperature and humidity control: Automatically maintains users desired heat, humidity, and other personal comfort settings.
  • 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: Reversing the polarity of the grav pods allows the vehicle to adhere to any SOLID (and some liquids) in the known universe.
  • 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).
  • Standard Infantry Grip Points: Allows hands-free adhering to the outside of the XM-610’s sides. Generally, there are about 20 grip points per tank, even though only a five-man teem 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-610 Supply Vehicle Combat Elite:
    None; The M-610 is not a “combat vehicle” in the traditional sense. They have 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.
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