BattleTech Vehicle Technical Readout

Type/Model: Assault APC Tracked (Human Sphere)
Tech: Inner Sphere / 3065
Config: Tracked Vehicle
Rules: Level 1, Standard design
Mass: 30 tons
Power Plant: 120 I.C.E.
Cruise Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Armor Type: Standard
3 Machine Guns
Manufacturer:    (Unknown)
   Location:    (Unknown)
Communications System:    (Unknown)
Targeting & Tracking System: (Unknown)


         Infantry and Infantry Carriers (APCs) are the backbone of any vehicular military unit, though the advent of BattleArmor has lessened their utility in the modern field of battle. Originally, due to the difficulty of constructing suits, most nations used short-squads of four troopers in order to spread the armor around as much as possible. By the 3060s though, BattleArmor construction in most realms had become common enough that even some militias were able to field them.
         Unfortunately, even the heaviest APCs of the time could not carry anything more than a standard short-squad, and as the FedCom Civil War waged a few nations began to look into fixing that oversight. The Draconis Combine was the first nation to field what became known as the Assault APC, forever changing the face of BattleArmor warfare.


         The Assault APC has a mammoth internal bay large enough to drive one of the smaller APCs, or dozens of other small vehicles, directly into. Capable of easily fitting even one of the ten-man Combine squads within the hold, they have an unmatched carrying capacity compared to other APCs.
         Even the Assault APCs are not fighting vehicles though, their main function being to transport BattleArmor squads from one battle to another. Although they do mount weapons, these are usually only for defense against infantry units. No self-respecting BattleArmorman would want to be trapped in the APC with weapons fire impacting it though, so the weapons of the APCs rarely see much use out of training maneuvers.
         Each of the four basic types of APCs has its own individual function on the battlefield. The cheaper-to-build wheeled APC is used mostly in city fighting, because wheels are best-suited for roads and light cross-country movement. Tracked APCs are more expensive but can be used in heavy cross-country terrain, such as broken or hilly regions. Hover carriers are used in deserts and snow plains, because they can move quickly over such terrain. When pure speed over any terrain is the requirement, VTOL carriers are the APC of choice, though they are somewhat less common than their ground hugging cousins due to the expense and fragility of their lift equipment.
         The Assault APCs have communications equipment that allows their men to keep in touch and to ask for extraction when away from the vehicle. These communications sets are generally stripped down versions of those used in their BattleArmor.


         The Assault APCs have become common throughout the Human Sphere, and most nations and militia keep them ready to move their BattleArmor into battle. Many Assault APCs are used for other purposes as well, from command and control vehicles, to moving companies of foot infantry, to even carrying heavy weapons strapped to the outer armor. City governments often maintain some Assault APCs for their SWAT teams or as a poor man's tank.

Type/Model: Assault APC Tracked (Human Sphere)
Mass: 30 tons
Equipment:   Items Mass
Internal Structure: 15 pts Standard 0 3.00
Engine: 120 I.C.E. 0 8.00
   Cruise MP: 4    
   Flank MP: 6    
Heat Sinks: 0 Single 0 .00
Cockpit & Controls: 0 1.50
Crew: 2 Members 0 .00
Turret Equipment:   0 .50
Armor Factor: 80 pts Standard 0 5.00

    Internal Armor
    Structure Value
  Front: 3 18
  Left / Right Sides: 3 18/18
  Rear: 3 10
  Turret: 3 16

Weapons & Equipment: Loc Heat Ammo Items Mass
3 Machine Guns Turret 0 100 4 2.00
Infantry Bay Body 0   1 10.00
TOTALS:   0   5 30.00
Items & Tons Left:       6 .00

Calculated Factors:
Total Cost: 224,900 C-Bills
Battle Value: 101
Cost per BV: 2,226.73
Weapon Value: 12 / 12 (Ratio = .12 / .12)
Damage Factors:    SRDmg = 2; MRDmg = 0; LRDmg = 0
BattleForce2: MP: 4T,   Armor/Structure: 0 / 3
    Damage PB/M/L: 1/-/-,   Overheat: 0
    Class: GL,   Point Value: 1
    Specials: tran10

Designed with HeavyMetal Vee