Clariont Ensign.
United Galaxies Council.
M-611 Perceval Armored
Logistics Vehicle.
Clariont Ensign.
United Galaxies Council.
The M-611 Perceval Armored Logistics 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
AN M-611A
An M-611a "Amanda" Perceval Armored Fuel Liter (aka "Fat Man").
AN M-611B
An M-611b "Betty" Perceval Armored Ammunition Liter (aka "Little Boy").
AN M-611C
An M-611c "Charlotte" Perceval Repair Vehicle (aka "Tsar Bomba").
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 M-610 Unarmored Supply Vehicle, which could carry ammo AND fuel. However, this was inefficient for REF needs, and for many years the dedicated M-611's were deployed instead.
There are actually three versions of the Perceval; The Amanda fuel variant, which is just a really big gas tank on a platform, the Betty, which delivers ammo, especially SRMs, MRMs, 25MM and 32MM auto-cannon ammo, and small arm ammo and e-clips, and the Charlotte, which mates the working element of an M-613 Mobile Repair Facility to the frame of the M-611. Though not intended for direct combat, the M-611 Perceval does have weapons for self-defense pursuant to Appropriation 93 standards (the 2488 SLEP); However, they remain non-combat vehicles nonetheless, and only a light rail gun is installed on the Amanda and Betty variants. The Charlotte has a cutting/welding laser that can be used for self-defense, but only at short range.
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. Obviously, when people are trying very hard to kill each other and break the other guy's shit, things- Get broken. 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 variants 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, Perceval's carried a bounty of the equivalent of 1 MILLIONcredit 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 M-221 Grant Main Battle Tanks and a M-553 Lancelot Reconnaissance Tanks 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 USUALLY 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. Also, the Charlotte variant can NOT, per owners manual, be used in orbit for any reason; Though some have done this, the manual SPECIFICALLY forbids in in black letter, and Warns that this voids the Warranty AND endangers the user's life.
All hands assist during load-up/load-down, when the Load/Cargo Master is in charge, and all hands take turns driving except the Commander. The Commander can ONLY override a Load/Cargo Master during load-up/load-down to abort the evolution; Otherwise, the Load/Cargo Master is ABSOLUTELY in charge during the evolution (anyone can call "ALL HALT!", a warning that an unsafe situation has developed and temporarily suspends operations until the problem is fixed, but ONLY the Commander can abort the evolution over the loadmaster/cargomaster's objections- a situation that VERY rarely happens, since that is why they ARE a load/cargomaster). Outside of load-up and load-down the commander is in charge.
"Charlotte" variant: The Charlotte variant is a relative newcomer, and is usually used with the deck laying down; However, powerful hydraulic lifts can allow the unit to stand up if needed. The repair pod is a modified United States Air Force SF-45 Saker Space Fighter which, in the role of a space fighter was underwhelming, but in the role of a repair vehicle has proven most impressive. Despite its lackluster combat performance, the Charlotte IS technically armed, and can, if needed, defend itself.
The Charlotte is most often seen towing an M-613 Mobile Repair Facility and with good reason; The M-613, when stood, is not very stable, especially in high-wind conditions, the M-611 not much more so. In fact, it was the M-613's instability that drew attention to the idea of a powered version- After parking the trailer, the powered unit maneuvers around so that when stood up the two units face each other. A bridging kit, the R-991, is then inserted into the M-611's front end along the sides, and both units are raised together until the bridging reaches the trailer, stabilizing both units much better. While this does limit the repair pod's flexibility somewhat, it makes for an infinitely safer working environment for all concerned. A second trailer can be loaded into the M-611's repair bay if necessary, but then the pod has to ride topside (exposed) and the bay doors can not be fully closed, restricting speed to 100 mph max safely. Also, the standard outfitting for an M-661c includes a GN M-3002 Low-Gravity Vehicle (2 is possible) and can include an M-11 Repair Truck. The Charlotte is restricted in urban and built-up areas on movement, due to its long length, to either limited access highways (freeways) or to low-level flying (the driver must decide how high is high enough to safely move through the area). They also have an underside winch which, when combined with another heavy load lifter (such as another M-661c or an E-664 Badger Engineering Vehicle), can carry all but the heaviest Destroids (the MAC and HAS series, primarily, as well as variants of theses), thought this is relatively rare.
Only a few major variants are available, though millions of sub-variants exist.
"Amanda" 1: Adds a drill-tipped probe for fire fighting, using aqueous film forming foams (AFFF) and water. Note that the drill does not count as a weapon, since it's designed to penetrate the metal in a controlled fashion that is easily repaired.
"Betty" 1: An explosives handler. Can be used to bring loose explosives to the front lines, such as for demolitions, OR to dispose of demolitions by premature detonation (additional 1,000MDC to the cargo area, but only from an internal blast).
"Charlotte" 1: The pod is removed, typically to make way for a radio or radar mast
"Charlotte" 2a: Removes the entire boom assembly, seals the shell for cargo.
"Charlotte" 2b: Removes the boom assembly and the shell for open cargo.
"Charlotte" 3: Removes the shell but keeps the boom for construction. Can be converted to any kind of construction vehicle except grader, bulldozer, and can be installed, including cement mixers and auger/pile drivers.
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; This practice, called variously "skimming," "embezzling," and "tapping," is generally discouraged, since this is fuel intended for allied forces.
Appropriation 43
Appropriation 43 (the 2482 SLEP) generally was not of much significance to the M-611 mechanically; The vehicle was originally conceived with wheels (08 total), so re-installing the wheels was really as easy as breaking out the original blueprints and figuring out where and how the frames of the vehicles had to be drilled and/or cut until it was realized that due to an oversight the holes involved had never been sealed, then building the machinery to make the wheels, delivering them, and instructing the mostly soldiers, marines, and airmen who'd have to do the work. The results of Appropriation 42 for the M-611, Specification 18, was one of the few that came in on-time and on-budget (the other two were the M-610 Gareth Unarmored Supply Vehicle and M-18 Armadillo Anti-Aircraft Vehicle).
Name: M-611 Perceval Armored Supply Vehicle
Model Type: Armored Logistics
Class: Armored Logistics
Crew: 5; Commander, Load/Cargo Master, 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/Cargo Master can be any enlisted of E-5 or above.
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:
Crew Compartment-
Hatches (6)-
Spotlights (many, top of vehicle)-
Engine Compartment-
200 each
100 each
20 each
Fuel/Ammo Pods (6)-
Wheels (8)
Repair Pod ("c" only)
Repair Bay ("c" only)
Repair Boom ("c" only)
200 each
50 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 50 degrees; 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 7.5 inches
Width: 25 feet 6.75 inches
Length: Crew Compartment: 10 feet. Cargo Compartment: 60 feet 7⅛ inches.
Weight: 80 tons
Powerplant: 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. 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.
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.
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 360 degrees 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 360 degrees area.
4. Smoke Dispensers (70): This last-ditch system throws out smoke flares capable of covering a 250 cubic 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 250 cubic foot area.
Range: A 250 cubic foot area.
Coverage Characteristics: A full 360 degrees.

5. R-40c Rail Guns (2): Mounted on top of the passenger compartment using a M-36 Truck Mounting Ring with a specially designed cradle (depicted is an M-2 on the M-36). A second gun "can" be mounted on top of the cargo area at the rear (slides to the left side on the Charlotte, but this is rarely done (mostly for safety reasons).
M.D.: 1D4 times 10 per 40 round burst (can only fire bursts).
Range: 4,000'
Rate of Fire: Per Gunner's attacks per melee.
Payload: 4,000 rounds (that's 100 bursts). It takes 1 melee action to put into place with an assistant.
6. 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.

7. Dual Laser Auto-Cannons (Charlotte only): The SF-45 Saker Space Fighter proved to be a disappointment, but the same lasers that didn't get the job done in combat were HIGHLY effective in cutting and welding for the purposes of repairs. An unpowered version of the fighter is mounted on a two-part telescoping boom at the front of the Charlotte, from which it "can" detach (it must stay tethered) for a few minutes. To use the pod unmounted, however, requires the assistance of either a ground crew handling taglines or another Mecha/robot to hold the pod in place, and is not recommended for more than 15 minutes. Either way, the lasers can be used in self defense.
Purpose: Immediate self-defense (for escape and evasion).
MD: 2D6 times 10 per blast.
Range: 1/4 mile.
Rate of Fire: Per operator's attacks per melee.
Payload: Unlimited.

  • Silvrite Armoring: Laser reflective 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 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.
  • Vacuum Seal: Permits the Mecha to be used in hard vacuum (such as outer space), and other hostile environments.
  • Fire resistance: Fires external to the tank are not felt at all.
  • 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.
  • 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, 2 cubic 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.

Trailer Units:
The M-611 can also tow up to 02 trailers designed specifically to expand the cargo capacity of the vehicles; Each trailer has three times to cargo capacity of the vehicle itself. The M-612a Fuel Trailer must be hooked up to an M-611a to refuel other vehicles; The M-612b Ammunition Trailer does not, but must be stopped. Either trailer 'can' be towed by any normal UGC ground vehicle, though with the exception of the M-610 Gareth Unarmored Supply Vehicle and GN M-3002 Low-Gravity Vehicle the point to such an exercise is debatable. The Charlotte variant's trailer is the M-613 Mobile Repair Facility and is VERY RARELY not seen towed by one.
The M-612-Series are equipped with grav pods, but because of the size of the wheels and configuration of the trailers, the wheels can not be retracted, and generally run only about 12" off the ground under normal operating conditions.
AN M-612A
AN M-611B
An M-612b "Bradley" Ammunition Trailer (aka "Bob's Big Boy").
An M-612a "Adam" Fuel Trailer (aka "Fatter Man").
AN M-612A
An M-611 "Charlotte" with an M-613 Mobile Repair Facility; Note that the forward wheel strut is in the down position (to indicate where).
    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 times 100 MD in a ball of fire of 2,000 cubic area with a full load.