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NAzI Germany.
NAzI Germany.
Sonderkraftfahrzeug 251 (Sd.Kfz. 251) "Hanomags."
NAzI Germany.
NAzI Germany.
Sd.Kfz. 251 "Hanomags."
PANZERKAMPFWAGEN IV.
Sd.Kfz. 251/1 Ausf. A.
Type:Half-track armored personnel carrier.
Place Of Origin:NAzI Germany.
Service History:
In Service:1939–1945.
Used By:Original Configuration:
  • NAzI Germany;
  • Kingdom of Romania;
  • Hungary;
  • Italian Social Republic.
    Redeveloped Configuration:
  • Extensive use amongst Private Militry contractors.
  • Production History:
    Designer:Hanomag.
    Manufacturer:Hanomag, Adlerwerke, Horch, Skoda, Borgward.
    Number Built:Approx. 15,252.
    Specifications:
    Weight:7.81 tonnes (8.61 short tons).
    Length:19 ft (5.80m).
    Width:6 ft 10 in (2.10m).
    Height:5 ft 9 in (1.75m).
    Crew:2 + 10 passengers.
    Armor:0.24-0.57 in (6-14.5mm).
    Main Armament:Original Configuration: MG 34 or MG 42.
    Redeveloped Configuration: L-02 Rail Launcher or others as needed.
    Secondary Armament:Original Configuration: MG 34 or MG 42.
    Redeveloped Configuration: L-08 Rail Launcher or others as needed.
    Redeveloped Configuration: L-02 Rail Launcher or others as needed.
    Engine:One HRTY-44.8A Hydrogen Fuel Cell engine.
    Power/Weight:12.8 hp/ton.
    Suspension:Half track.
    Operational Range:372 miles (300km).
    Speed:32.5 MPH (52.5k/h).
    The Sonderkraftfahrzeug (Sd.Kfz. 251) 251 half-track was an armored fighting vehicle designed and First built by the Hanomag company during World War II, and based on their earlier, unarmored Sd.Kfz. 11 vehicle. The larger of the pair (the Sd.Kfz. 250 being the lighter one, designed and built by Demag) of the fully armored Wartime half-tracks of the Wehrmacht, the Sd.Kfz. 251 was designed to transport the panzergrenadiers of the German mechanized infantry corps into battle. Sd.Kfz. 251s were the most widely produced German half-tracks of the War, with at least 15,252 vehicles and variants produced by various manufacturers, and were commonly referred to simply as "Hanomags" by both German and Allied soldiers.
    Design
    There were four main model modifications (Ausfuhrung A through D), which formed the basis for at least 22 variants. The initial idea was for a vehicle that could be used to transport a single squad of panzergrenadiers to the battlefield protected from enemy small arms fire, and with some protection from artillery fire. In addition, the standard mounting of at least one MG 34 or MG 42 machine gun allowed the vehicle to provide support by fire for the infantry squad once they had disembarked in battle.
    Positive aspects of the open top included greater situational awareness and faster egress by the infantry, as well as the ability to throw grenades and fire over the top of the fighting compartment as necessary while remaining under good horizontal cover. The downside was a major vulnerability to all types of plunging fire; this included indirect fire from mortars and field artillery, as well as depressed-trajectory small arms fire from higher elevated positions, lobbed hand grenades, even Molotov cocktails, and strafing by enemy aircraft.
    The First two models were produced in small numbers from 1939. A and B models can be identified by the structure of the nose armor, which comprised two trapezoidal armor panels - the lower of which had a cooling hatch. The B model, which began production in 1940, eliminated the fighting compartment's side vision slits. The C model, which started production in mid-1940, featured a simplified hexagonal-shaped forward armored plate for the engine. Models A through C had rear doors that bulged out. The C model had a large production run, but was quite complex to build, involving many angled plates that gave reasonable protection from small arms fire. From early 1943, the D model was developed with the purpose of halving the number of angled body plates, simplifying the design and thus speeding up the production. D models can be easily recognized by their single piece sloping rear (with flat doors).
    The standard personnel carrier version was equipped with a 7.92MM MG 34 or MG 42 machine gun mounted at the front of the open compartment, above and behind the driver. A second machine gun could be mounted at the rear on an anti-aircraft mount.
    Variants were produced for specialized purposes, including with anti-aircraft guns, light howitzers, anti-tank guns and mortars or even large unguided artillery rockets, as well as a version with an infrared search light used to spot potential targets for associated Panther tanks equipped with infrared detectors.
    Another potentially good design feature of the Sd.Kfz.251 was the large track area, with the characteristic "slack track" design with no return rollers for the upper run of track, and the Schachtellaufwerk system of overlapping and interleaved main road wheels common to virtually all German halftracks of the period. This lowered the ground pressure and provided better traction, giving the Sd.Kfz.251 better cross country performance than most other nations' half-tracked vehicles. However, the interleaved and overlapping main road wheels shared a major problem with the Tiger I and Panther tanks that also used such roadwheel configurations - in muddy or winter weather conditions, such as those during a rasputitsa mud season or the coldest Russian winter conditions, accumulated mud and snow could freeze solid between the road wheels, immobilizing the vehicle.
    Redevelopment
    The Honomag's redevelopment was not a significantly exciting period for KDLS engineers; Copies of the blueprints were easily enough found, though the originals were thought to be destroyed. It didn't matter much; The basic concept was all too easy to replicate, and with the minor (relatively) speaking changes of newer armor and powerplants, and the addition of gravpods, very little changed. In fact, a historian of the matter was brought in to inspect a KDLS Honomag and asked to determine if it was an original or a reproduction; He finally determined it was a reproduction based on the wheels (which KDLS hadn't noticed themselves). Even hitting the hull with a hammer didn't elicit a noticeable difference, until a known original was produced (the difference in tone was then noticeable).
    Despite this, the KDLS models improved in every significant aspect over the originals; Removable top covers are a standard item, and the vehicles are pre-fitted to be universal systems; Any weapons that were installed on the originals can be installed on the reproductions (in an analogous system), most with minimal effort (though installing heavier weapons, such as the L-15b [in place of the 75MM PaK 40 anti-tank gun of the Sd.Kfz. 251/22 Mittlerer Schutzenpanzerwagen] takes heavier tools than most Honomags typically carry). Additionally, the final product are fitted with a set universal system of internal communications (via encrypted and low-powered Bluetooth, which prevents the signals from generally escaping, nevermind being intercepted).
    Practical Application And Reception
    The KDLS Honomags have received a generally favorable reception; Since they can go pretty much anywhere and do pretty much anything (see variants). The Honomag is almost a "rite of passage" for mercanry outfits in the Milky Way Galaxy, and is not uncommon in most other UGC-control galaxies. With good sales has come more of the same; Most factions seek to acquire at least a few, if nothing else to keep up with the competition.
    Very few UGC allied militries have purchased the Honomag in any great numbers, though most have taken a few, primarily as tank and mounted infantry training vehicles.
    Variants
    About the only thing the KDLS Honomag can't do is be a Main Battle Tank and slug it out with the likes of the M-221 Grant MBT. There have been repair vehicle, gun carrier, anti-aircraft, tank destroyer, infantry support, ambulance, artillery support, Command/Communications/Control/Intelligence (C3I), and road and bridge engineering variants. In at least one case, a combination anti-aircraft/tank destroyer unit was produced by mounting an L-15b half internally and a pair of L-08's on a top mounted turret (using a modified L-02a turret mount). The L-15b had up to 12 degrees traverse but a 81 degrees maximum elevation, with a minimum elevation of 31 degrees, making it very flexible; With a minimum of effort, it could have been set with a minimum elevation of 12 degrees, but this would have required a V-notch in the front of the vehicle, and the owners (Devil's Rangers) elected not to do so.
    Name: Sd.Kfz. 251) "Hanomags."
    Model Type: Armored Vehicle.
    Class: Militry Hover Vehicle.
    Crew: 2; Driver and Commander/Gunner.
    Passengers: The standard configuration can hold 10 passengers. Other variants hold less.
    MDC By Location:
    Hull-
    Crew Compartment-
    Grav Pods (16; 8 each side)-
    Rear Jet Thrusters (2)-
    Turret-
    300
    200
    150 each
    150 each
    150
    FGU-20 Auto Cannon-
    25MM Auto Cannon-
    32MM Auto Cannon-
    MM-60-
    SRM Launchers (2)-
    150
    100
    50
    10 SDC
    200 each
    Notes: Usual penalties apply.
    Speed and Statistical Data:
    Speed: 100 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.
    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: 3,000 miles (483 km)
    Height: 9 feet, 6 inches (2.9 meters)
    Width: 10 feet 6 inches (3.2 meters).
    Length:
    Hull: 26 feet (7.9 meters)
    Gun Forward: 32 feet, 1.5 inches (9.8 meters).
    Weight: 60 tons (57.2 metric tons)
    Power System: HRTY-44.8A Hydrogen Fuel Cell engines; Output: 62,000 Kwh
    Hover System: Normal grav pods.
    Cargo Capacity: Crew supplies only; About 1 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).
    Cost and Availability: Each unit costs 25,000credit; Always available.
    Black Market Cost: Around 50,000credit. If fitted, any extra weapons systems will add to the cost of the tank.

    Weapon Systems:
    Note: The Honomag can be fitted with a very wide variety of weapons; This represents only the baseline model.
    1. Observed Alternative Weapons:
    This list is neither all-encompassing nor intended to be.
    Features:
    • Hearing Amplification: Can amplify sounds as quiet as 1 decibel at 1,000 feet, and in the ultra- and sub-sonic ranges. Unidirectional.
    • HUD: Displays maps, radar, targeting information, and any OTHER information the user wants directly in front of the them.
    • Visor Display: An auxiliary HUD displaying 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 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. Uses overpressure combined with space closure.
    • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
    • Variable Tint Viewports: 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.
    • Oxygen Rebreather System: Extends internal air supply to 100 hours; Cartridge MUST be replaced after that period of time.
    • 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 weeks rations, 20 gallons water, Water purification kit (good for about 200 gallons).
    • Fire resistance: Fires external to the tank are not felt at all, even if the crew wants to.
    • 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 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.
    • 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 on request by the pilot.
    • 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, 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.
      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-221 Grant Hovertank can be fitted out with 1 of these satellites for extended communications and radar range.
      MDC By Location:
      Pod: 50
      Fiber Optic Cable: 10
      Effect: Extends range of any sensors 10 times.
    • 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. 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-221 Grant Main Battle Tank Combat Elite:
    • 3 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 Initiative.
    • +3 Strike.
    • +4 Parry, Dodge, and Roll.
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