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British Royal Air Force.
Terran British Royal Army.
M-18 Armadillo
Anti-Aircraft Tank.
British Royal Air Force.
Terran British Royal Army.
AN M-18 ARMADILLO ANTI-AIRCRAFT VEHICLE.
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 (.50 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 150+/- 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 200 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-013(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 Power 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.
The M-18 was upgraded with Appropriation 43 (the 2482 SLEP); However, the Armadillo's unique design forced the program back to the drawing board, since the Specification 218 Wheel Refit Kit in the other tanks would not physically fit into the space available in the Armadillo. With this in mind, the program's engineers went back to the Armadillo's original blueprint, and re-used the configuration First used there; A series of wheels (called "bogies") distributed weight over greater area, while a continuous series of plates, called treads, were linked together to form a track. This track was then pulled along by two sets of specialized wheels, called sprockets or sprocket gears, in turn moving the vehicle forward.
The M-18 Armadillo Team took a slightly novel approach in this regard; Rather than using sprocket gears, they installed individually powered wheels. This allowed the tracks to be removable, allowing safe roadway travel without excessive damage to the roadway. Each wheel is actually two wheels, reducing the likelihood that any one hit will disable the vehicle (though it may blow the outer wheel right off); It works like a tractor-trailer's rear wheels, but at much smaller scale. The configuration of the wheels also makes it easier to guide the tracks when used, since the "blade" down the inner center fits right between the wheels. Grav pods are still the preferred method of travel. As a result of the Appropriation 43 study, the M-18 was also up-armed with the MRM launchers being re-installed (the SRM launchers were moved to accommodate the MRM launchers without removing them).
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)-
100
50 (does NOT provide all-around protection)
20 each
Rear Jet Thrusters (2)-
Turret-
SRM Launchers (2)-
Wheels (20, 10 each side)
100 each
50
200 each
50 each
Notes: Usual penalties apply.
Speed and Statistical Data:
Speed: 200 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 50 degrees; 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: 10 knots; Range: 200 miles. The grav pods WILL work over water.
Hovering Height: From 2 to 15 feet. WARNING: Higher flight causes a 02% loss of piloting control per foot (-30% at maximum 15 foot hover height).
Maximum Range: 30,000 miles (483 km)
Height: 4 feet, 2 inches.
Width: 9 feet, 2⅜ inches.
Length: 16 feet.
Weight: 10 tons.
Powerplant: QMR-421 Hydro-Cell Jet Engines; Output: 22,000 Kwh
Hover System: Normal grav pods.
Cargo Capacity: Crew supplies only; About 1/4 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: Unlike MOST tanks, the M-18 is intended to tow any standard trailer in the UGC; Can haul up to 40 tons.
Cost and Availability: Each tank costs 50,000credit; Always available.
Black Market Cost: 100,000credit. If fitted, any extra weapons systems will add to the cost of the tank.
Weapon Systems:
1. L-08 Rail Launcher : The LIMA-08 (said "LEE-MA zero ate") is a semi automatic weapon system, fed from 10-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: 10 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. MRM Launchers (2): Re-installed after Appropriation 43, these missiles give much longer range and hitting power at minimal cost (both in cash and in weight and space).
Purpose: Anti-Aircraft
Damage and Range: Varies by type used.
Rate Of Fire: Volleys of 1 or 2.
Payload: 1 per launcher (2 total). Takes 1 minute to fully reload (4 extra missile's can be carried inside, and up to 20 are often carried inside).
3. SRM Launchers (2): Installed into the hull are twin SRM launchers. They can rotate 90 degrees, and can not swivel at all- The whole tank must be turned to turn the launchers.
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 10 minutes to fully reload per launcher (extra SRM's can be carried inside).

4. Trailers: The M-18 Armadillo is the only tanks currently in service intended to carry a trailer at all times; This was in fact 50% of the idea behind pressing these vehicles into service. Typically the ASP, MMS, RZ-11 Coastal Defender, 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-013(a) Communications Satellite trailer units.



Features:
  • 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. 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 3/4 (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 100 times. 100 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.
  • 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).
  • 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 20% against smart missiles (add +20% to rolls for smart missiles).
    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 25 cubic feet wide and high by about 1 half-mile long.
    Duration: 1D4 melee rounds.
    Rate of Fire: Once per melee.
    Payload: 6 chaff/flares.
  • XTNDR RADAR/Radio Antenna Extender Jack: A simple, 2 cubic feet 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 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: 50
    Fiber Optic Cable: 10
    Effect: Extends range of any sensors 10 times (or defeats other penalties in a 5 mile area).
  • CS/A-013(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-013, but can tow a trailer designed for them.
    MDC By Location:
    Pod: 50
    Fiber Optic Cable: 10
    Effect: Extends range of any sensors 10 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 02 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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