URBAN WARFARE RULES
(optional / expanded rules section)
Some of the fiercest and most destructive fighting of the Last War took place in the sprawling technological population centers of Neurope and later during the pacification / rebellion that occurred on the shores of the United American continent. Artificial mazes of streets, alleyways, towering conapts, industrial sectors, business sectors, and elaborate underground hydraulic (sewer / water, power) designs all complicated combat and generated their own special form of tactics. Specialized equipment and training were developed as the need to take and hold the massive urban sprawls became apparent to all participants in the conflict.
Urban sprawls were the great equalizer. Heavy armor and fast GEVs that reigned supreme on the open fields of Neurope were at a severe disadvantage in the debris clogged ruins of Neurope. The twisted debris and wreckage filled streets slowed the GEVs down to a crawl and the debris played hell with their intake systems. Their great speed became their biggest handicap in the tight streets and dead ends of the wrecked urban sprawls. The heavy armor, while able to bull doze its way through most light wreckage, was in danger from its own slow speed and the tight confines of the sprawl designs which allowed a lighter, faster enemy to outmaneuver the lumbering hulks. Without their superior maneuverability and with the enemy easily able to exploit known soft spots and weaknesses in designs from a variety of angles and ranges, the urban sprawls became littered with the wreckage of otherwise 'superior' battlefield units. Lightly armored infantry owned the cities, and digging them out was next to impossible, even with shelling and long range artillery. Specially trained infantry organized into dedicated urban combat teams made a mockery of conventional warfare by using every nook, cranny, sewer, wreck, and building fascia as a stable point to launch an attack or set up an ambush.
FIRESTORM - Rules for Specialized Urban Warfare during The Last War
URBAN WARFARE - Specialized alternate rules
All armor units, unless otherwise specified,
move at a rate of 1 hex per turn maximum in any town or city hexes which are stated as being
'ruins'. GEVs (of any kind) move at a rate of one
hex per turn maximum during the first GEV movement phase. GEVs within
ruins do not move during the second GEV movement phase.
Infantry movement is unaffected by ruins.
Any train tracks ("rails") that
pass through a town or city hex that is considered ruined are also considered to be ruined
or cut. The rails that exist through a town or city hex may or may not be destroyed
per agreement between all players in the scenario or by prior scenario conditions.
If no other conditions exist and a set of rails pass through a town or city hex that is
considered 'ruins' then the rails are also considered to be ruined or cut.
that are cut as part of the ruins may not be entered by the train. Any train that
enters a ruined town or city hex with cut rails is destroyed (derailed). Trains may
enter a ruined town or city hex normally at no penalty ONLY if the rail that runs
through those hexes is either intact or has been repaired as part of the scenario.
All units stop movement immediately when they
enter a ruined town or city hex. The next turn and following turns, they may move up
to one hex into any other adjacent hex of ruins subject
to the above movement rules.
All units except infantry roll for being
disabled for each turn that they are in ruins (not normal town or city hexes, but
ruins). This simulates the encountering of debris, wreckage,
temporarily impassable or totally
impassable (to the
unit) terrain, vehicle traps set up by current or previous combatants, or some other bad luck which
will require the vehicle to either spend some time
bludgeoning its way through the obstacle or require the vehicle to
renegotiate its way through the hex all of which might cause the
vehicle and its crew to pause long enough for a enemy unit to gain an advantage. For
each turn that a tracked, wheeled, or hover unit spends in a hex, roll a single die.
On a roll of 1-2, the unit is disabled, any other roll and the unit functions
normally. Units recover from being disabled as per normal rules on disabling and
recovery of vehicles.
SPECIALIZED URBAN WARFARE UNITS
The Last War saw a high degree of specialization in the art and tactics of urban warfare. Each belligerent in the Last War fielded a surprising array of hardware designed solely for the urban environment. From tactics to munitions to self deploying booby traps to highly specialized training and vehicle designs, the massive and prolonged urban warfare action witnessed during the Last War was the most intense in the history of warfare. Not even the massive mechanized warfare of the early 20th Century in Europe equaled the destruction and fierceness of that which developed in the later years of the 21st century.
Combine M28AP-TAPB "Tapper" Towed Anti-Personnel Battery - The Paneuropeans put a lot of faith in resurrecting the 'blitzkrieg' style of warfare introduced by Germany in the early 20th century. Light armor with heavy weapons was used to spear thrust quick assaults deep into the flanks and unprotected areas of the Combine. The wounds that were opened were braced with large amounts of mobile infantry which not only took and held the ground, but reinforced it for yet further assaults to move through and work again beyond the initial success areas. Relying on cheap and mass produced power suits to create massive influxes of infantry waves with which to throw at any op forces, the sole driving standard of the Paneuropean forces was quantity over quality. Early estimates were that the Pans held a 2x or 3x superiority with regard to infantry numerically if not technologically, but even the most advanced combat units could be overwhelmed by sheer mass of numbers. The Paneuropean strategy was just that, throw enough at the enemy quick enough that shock sets in and superior numbers overcome any technological advantage. Early victories for the Paneuropean forces came with the onslaught of wave after wave of power armor equipped infantry swarming the target, losses were high on both sides, but the effect and goals the Paneuropeans desired were achieved quickly if not cheaply. The Combine (and its allies) soon realized that specialized countermeasures were going to have to be implemented in order to break up these infantry swarms. To this end, the Combine incorporated several anti-infantry designs into their operational tables. The most familiar anti-infantry weapon would be the OGREAPER series of cyber logical autonomous weapons systems (CLAWS) and the fast GEV variants such as the Combine M29D5 "Piranha", the M32A2 "Dingo" GEV-AP and the M41A3 "Gray Hound" (AKA "Camel-back") GEV-HAP. Another, cheaper alternative was the highly effective M28AP-TAPB towed anti-personnel battery, better known by its colloquial nickname, the 'Tapper' or its more personal name, the "Pom-Pom".
The Combine M28AP-TAPB was indicative of most light direct fire anti-infantry pieces as presented in operation during the Last War. At just four meters in length from the tips of its four barrels to the trailer hitch assembly of its rugged, quick deployment chassis, its light weight and tremendous firepower were only complimentary to the fact that it could be set up very quickly and moved even more quickly by a well trained weapon crew. While considered somewhat 'cut-rate', the electronics package included in the design of the M28AP was, in fact, more than adequate for the job it was designed for, as proved time and time again in actual field performance. Several individual M28AP units could be organized into an effective battery, their electronics plugged into both TACNet and SquadNet for integration into the C3 structure.
The M28AP consisted of a central high speed RAILS system autoloader combined with four gyrostabilized 15mm cone bore repeaters arranged in a twin, two weapon tiered row. The M28AP fired in short bursts, alternating from one weapon to another linearly, which avoided weapon overheating. Rate of fire could be controlled from 1000 RPM up to 5,000 RPM. Ammunition for the M28AP was provided in disposable 5000 round cassettes, of which the weapon fed from two at a time, allowing the weapon a incredible amount of firepower over an extended period of time. A number of these cassettes were usually stacked near the weapon for quick access by the gun crew. Typical ammunition was KEAP or KEAPER, sometimes with every third round being an incendiary dual purpose tracer.
FiConSys was handled remotely via a hardwired data cable / trunk and a remote operation unit usually located with the gun crew in their foxhole or bunker. Revetments with M29APs were not uncommon. If this primary system was ever damaged, input could be handled via a direct laser communications link, secure radio link, or the weapon could be set into autonomous mode with a variety of parameters set to determine range and target engagement. During the Fall of Sheffield, many M28APs were abandoned, left in autonomous mode. These 'abandoned' units quickly made the victory of the Pan forces a bittersweet one as the personnel casualty rates among the ruins rose rapidly until heavy armor could be brought in to neutralize these automated units.
The towing arms of the M28AP-TAPB chassis acted as a recoil dissipating brace when they were deployed. Pins could be driven down into the ground to anchor the battery even further. A powered assembly allowed the gun crew to adjust the elevation, deflection and full traverse of the weapon. Slew rate was +/- one hundred eighty degrees a second.
Cheap and highly effective, the M28AP was a standard sight at all Combine military bases, especially at the entrances and in revetments and fixed positions. Many M28AP units were stripped of their towed chassis and installed in heavy trucks and hover trucks to provide impromptu anti-personnel urban warfare instruments, especially during the riots that plagued the conquest of Neurope early in the 22nd century. Many M28APs were seen in militia and guerrilla forces and became a symbol of terror against those under the various warlord's control. The M28AP was often used to set an 'example' to those who would not accept quasi-military rule during the Collapse that followed the Fall of Neurope in the 22nd century.
Game Specs: Combine M28AP-TAPB "Tapper", AKA "Pom Pom" Towed Anti-Personnel Battery 1/1,* D1, M0
*Against infantry or D0 targets only. No effect otherwise.
Towed artillery must be towed to a location and set up in order to operate. It takes one turn to hook up a piece of artillery during which the artillery piece may not fire at all and the towing vehicle may not move at all (but may attack / defend normally). It takes one turn to unhook a piece of artillery and set it up for operations. During this turn the artillery piece may not fire at all and the towing vehicle may not move at all (but may attack / defend normally). The towed artillery piece is ready to move or fire on the first of the next turn.
Any 'armor unit' vehicle may tow a TAPB. Later in the Last War, a special 'harness' was developed by both sides to allow MI to 'pull' a piece of towed artillery. One squad is required to tow a TAPB. Engineer squads are treated as regular infantry squads for this purpose.
OGREs larger than Mark III may not tow any type of towed artillery pieces. A Mark I or Mark II OGRE may tow any size of towed artillery piece. A Mark III or Fencer (or larger) may not pull a towed anti-personnel battery.
A Truck or Hover Truck may tow a TAPB (they were designed for this type of towing to begin with).
A GEV or GEV-PC may tow a TAPB subject to the movement limit below. A GEV towing a piece of artillery moves only in the second GEV movement phase and then subject to the movement limit imposed by towing a piece of equipment as listed below. A LGEV may tow a TAPB subject to normal movement rules given below.
A OGRE, GEV or hovertruck towing a piece of artillery cannot enter a water hex. Doing so automatically disables the GEV or hovertruck (subject to normal rules for disabling of vehicles and recovery) and destroys the accompanying artillery piece. There is no effect on the OGRE other than the fact that the artillery piece is destroyed.
The maximum speed for a vehicle towing a artillery piece is limited to two movement points per turn or two hexes including any road bonuses. If a vehicle moves faster than three on a road (or two off road), the artillery piece is considered destroyed. The towing vehicle immediately becomes disabled (subject to normal rules for disabling of vehicles and recovery).
Units towing artillery through swamp must roll to see if the artillery gets stuck. Treat either towed artillery piece as a HVY tank for this purpose.
TAPBs have low defense values and these assume that the weapon has been set up properly in a revetment created by the gun crew and some engineers. If no revetment is available, defense value drops to zero. If a TAPB is destroyed, the gun crew is considered destroyed as well. No separate counters are provided for the gun crew, they are assumed to be with their weapon or traveling with it at all times.
OGRE AP batteries have full effect on both types of Towed Anti-Personnel Batteries (only), despite the D1 rating. Odds are 1:1 on the CRT.
OGREs which ram a TAPB suffer no damage. The TAPB is destroyed and the crew lost (probably under the crushing treads or the thundering AP batteries...)
TAPBs have their attack strength doubled in an overrun situation but only against infantry.
Against non-armored infantry (militia and others), attack strength is doubled.
A TAPB may be mounted in either a TRUCK or a HOVER TRUCK. It may fire normally without being setup. It has no additional defense value (it assumes the defense factor of the unit it is mounted to and is disabled or destroyed with that unit). Adding a TAPB to a TRUCK or HOVERTRUCK takes the better part of a day with a mechanics shop. It cannot be done during the context of a scenario but such units may start out already created and available.
A TAPB costs 1/2 armor point each. Adding a TAPB to a TRUCK or HOVERTRUCK adds 1/2 armor point cost to either unit.
Combine M19 "Roach" Urban Assault Vehicle- The M19, commonly known as the "Roach", was a small six wheeled fast urban recon and strike vehicle developed by AGM to meet the needs of the Combine's Gray Berrets. The M19 provided a valuable support and infantry transport role in the heavy street fighting and urban mechanized warfare that characterized the fall of Sheffield, London, and Quebec. Slightly over six meters in length and three meters tall, the M19 was armored and armed with urban warfare / street fighting and support of a infantry squad as the driving force behind the design. The M19 rode on a fully independent six wheel suspension that was carefully computer controlled in all axis of motion. The onboard AGM28-D5 nuclear power plant provided enough power to move the M19 at up to 110kph on good terrain, almost three quarters of that on the worst terrain or urban debris. Operation of the M19 required very different driving and fighting styles compared to other armor units mainly due to necessity for the M19 was both lightly armed and armored. Against main line armor units and light mobile infantry, the M19 stood very little chance of survival in an open fight, but straight fights were not the realm of the M19. The denser the surrounding terrain, the better the M19 could defend itself using every nook, cranny, and ruined building or burning wreck for cover. Capable of hiding in ambush, rolling out from concealment, or attacking from behind cover, the M19 was often supported by a couple of M15 "Vandals" who covered for it.
Six oversized, solid polymer tires mounted on armored wheel hubs, each powered by a dedicated Traxial 56Q high amperage electric direct drive motor assembly provided motive power for the M19. Eight speeds forward, three in reverse, and with options of select traction control from one to all six wheels were instrumental in the quick maneuverability of the M19 series.
Two crew; driver and weapons operator, were housed in a fully stabilized split composite armored shell. A complete NBC suite, extensive sensors and scanners, target acquisition hardware, and short range uplink capable comm suite were part of the M19's design. Redundant electronics were integrated in the second phase of retrofits that the Combine produced in 2074 to its armored vehicles. The vehicle could be fought and driven from either station.
A rear composite armored infantry cavity was integral to the design. Quick access armored hatches were designed to allow infantry to embark or disembark even under fire. The weapons systems of the M19 were designed to support one or more squads of infantry during an assault and to provide cover for embarking or disembarking infantry.
Armament for the M19 "Roach" consisted of a pair of remote powered ball turrets on the front mounting 7mm caseless smoothbore repeaters fed from individual 5000 round cassettes. The ball mounts were controlled by the driver and had a limited 120 degree arc of fire to the front and a 120 degree range of elevation and deflection. The front mounts could also be slaved to the weapon operator's console. A compact REDT mount on the upper hull contained a tri-barrel rotary electric 7mm caseless smoothbore repeater fed by a 10,000 round cassette. Anti-armor capacity was provided by a M30 AGL fed from a 300 round J-bolt brace. Taking hints from the crews of the M15 "Vandal" buggies, crews of the M19 sometimes mounted disposable light TAC missile launchers directly to the hull of the M19. These disposable launchers were reloadable only by being replaced, and sometimes the crew carried spares inside, but the spares had to be mounted by a crewmember physically leaving the fighting compartment and attaching the spare in place of the used launcher, a tedious and time consuming project that exposed both crew and the vehicle to stray fortune.
A powered winch and several towing hooks were part of the design, allowing the M19 to function as a crude 'mule'.
Game Specs: M19 "Vandal" Compact Urban Assault Vehicle M2, 2/1*, D0**
The M19 has a wheeled movement rate where that is applicable.
The M19 has a movement rate of 2 but may not enter water, craters, or swamp terrain. It may only cross water at bridges. The M19 may not move more than one hex in any direction from a road, city, or town hex. The suspension of the M19 is just not designed for OR travel, it is specialized for urban areas and light debris, solid surfaces. A M19 that moves more than one hex from a road, town, or city hex rolls for being disabled as if it were a super heavy tank in a swamp.
The M19 series costs 1/4 armor points to purchase.
*The M19 can add its attack to any carried infantry squad. In an overrun situation, if the infantry squad is operating independently of the M19, both the M19 and the infantry squad can 'combine' their attack into one attack. Their defense is also combined while operating in conjunction. An M19 may support up to three infantry squads in such a manner. In an overrun situation, if the M19 and two infantry (non-MI) squads were attacking together, they would have an attack strength of 4/1.
The M19 may transport one squad of regular (non-MI) infantry subject to normal rules for infantry riding tanks. If the M19 is destroyed, so are any infantry units carried.
**All stats for the M19 in an overrun situation do not change. The defense of the M19 is variable depending on the terrain it occupies. This represents the recklessness of the crew and the daring required in the operation of the M19.
|Terrain M19 "Vandal" Occupies||Defense Value
of M19 Unit
|Clear / open||D0|
|Heavy woods / Swamp||D2|
|Town or City||D3|
For ramming purposes, a M19 series is simply too light to affect any other vehicle. A vehicle capable of ramming that rams a M19 series loses no treads in the ram. The M19 series is destroyed by anything bigger in a ram.
Combine M15 "Vandal" Light Urban Assault Vehicle- The M15, commonly known as the "Vandal" or "Urban Buggy", was a very small four wheeled fast urban recon vehicle. The M15 provided a valuable role in the heavy street fighting and urban mechanized warfare that characterized the fall of Sheffield, London, and Quebec. Slightly over four meters in length and two meters tall, the M15 was lightly armored, lightly armed, and rode on a fully independent four wheel suspension that was carefully computer controlled. The onboard AGM25-D1 nuclear power plant provided enough power to move the M15 at up to 110kph on good terrain, almost three quarters of that on the worst. Special shock absorbing elements of the suspension dampened out most of the roughness, but still injuries among crew members were common. M15 crew were often young, brash, and reckless; they were also the most short lived. Their driving and fighting styles were very different that other armor units mainly due to necessity for the M15 was both lightly armed and armored. Against even light armor units and light infantry, the M15 stood very little chance of survival in an open fight, but straight fights were not the realm of the Vandal. Capable of hiding in ambush, springing out from concealment, or attacking from behind cover, the Vandal lived up to its name.
Four oversized, solid polymer tires mounted on armored wheel hubs, each powered by a dedicated high amperage electric direct drive motor assembly provided motive power for the M15. Eight speeds forward, three in reverse, and with options of select traction control from one to all four wheels were design innovations on the M15.
Two crew; driver and weapons operator, were housed in a fully stabilized split composite armored shell. A complete NBC suite, extensive sensors and scanners, target acquisition hardware, and com suite were part of the design. Redundant electronics were integrated in the second phase of retrofits that the Combine produced in 2074 to its armored vehicles. The vehicle could be fought and driven from either station.
Armament for the M15 "Vandal" consisted of a simple remote powered ball turret on the front mounting a 7mm caseless smoothbore repeater fed from a 5000 round cassette. The ball mount was controlled by the driver and had a limited 120 degree arc of fire to the front and a 120 degree range of elevation and deflection. The front mount could also be slaved to the weapon operators console. A compact REDT mount on the upper hull contained a pair of 7mm caseless smoothbore repeaters fed by a 10,000 round cassette. Anti-armor capacity was almost non-existent, but some crews mounted crudely attached single shot light TAC missile launchers on the exterior in racks. Some M15s mounted up to 8 light TAC missiles that could not be reloaded from within the vehicle and generally spares were seldom carried. These missiles were aimed by actually pointing the vehicle toward the target, giving rise to even more daring tales of the reckless nature of the typical M15 operators.
A powered winch and several towing hooks were part of the design, allowing the M15 to function as a crude 'mule'.
Game Specs: M15 "Vandal" Compact Urban Assault Vehicle M2, 1/0*, D0**
The M15 has a wheeled movement rate where that is applicable.
The M15 has a movement rate of 2 but may not enter water, craters, or swamp terrain. It may only cross water at bridges. The M15 may not move more than one hex in any direction from a road, city, or town hex. The suspension of the M15 is just not designed for OR travel, it is specialized for urban areas and light debris, solid surfaces. A M15 that moves more than one hex from a road, town, or city hex rolls for being disabled as if it were a super heavy tank in a swamp.
The M15 series costs 1/5 armor points to purchase.
*The M15 can only attack in an overrun situation. The range of its light weaponry is too short to do otherwise.
**All stats for the M15 in an overrun situation do not change. The defense of the M15 in an overrun situation is variable depending on the terrain it occupies. This represents the recklessness of the crew and the daring required in the operation of the M15.
|Terrain M15 "Vandal" Occupies||Defense Value
of M15 Unit
|Clear / open||D0|
|Heavy woods / Swamp||D2|
|Town or City||D3|
For ramming purposes, a M15 series is simply too light to affect any other vehicle. A vehicle capable of ramming that rams a M15 series loses no treads in the ram. The M15 series is destroyed by anything bigger in a ram.
Combine M25 Badger / Combine M35 Coyote- The M25 / M35 Badger / Coyote were part of the Combines specialized military table of organization, developed with the long range view that the pacification of the Neuropean continent would involve intense urban warfare and a high degree of street fighting in and among the ruins of major cities and strategic industrial zones. The M25 / M35 series was a multi-purpose compact dedicated urban assault vehicle (DUAV) designed from the outset to be a very high mobility, light armored, very fast vehicle designed to exploit the city streets, alley ways, and underground parking garages, etc. of the highly urbanized Neuropean continent. The M25 / M35 series was light, easily transportable in even small cargo lighters and flyers as well as being air deployable.
The M25 Badger was powered by a compact nuclear power plant and an extensive array of power cells to drive the four high capacity electric motors that drive the large, wide solid wheels with dense polymer rim coating for traction. The M35 Coyote was propelled by two lightly armored independent crawler track assemblies. A variable ratio twelve speed electronic clutchless automatic transmission was installed with three overdrive gears for good smooth surface speed. On the M25 series, both four wheel and all wheel drive were available drive line choices during operation with on-the-drive engagement and disengagement from electrical actuation within the vehicle. The tread design on the M35 incorporated a rubber pad system on the track links and special 'grabber' tracks on the outer ring to dig into rubble and help pull the M35 through some of the most impassable debris.
Driving controls are duplicated at both stations, as are weaponry controls allowing the vehicle to be fought from only one crew position if one member is incapacitated. Off road speed is adequate but the M25 is designed to be used in urban environments and as such, is not a good performer in non-urban terrain. The fully independent suspension was computer controlled and hydraulically stabilized in all axis working with full stabilization for the light weaponry installed.
The M25 / M35 series of DUAV was protected by a variety of contemporary munitions dispensers (chaff, flare, chemical, etc.), thermal pulse jammers, extensive electronics, and three shells of layered plasticeramic polyfiber armor nestled in a 2cm thick BPC articulated multi-jointed hide. A full brace of electronics onboard provided enhanced senses in all directions as well as thermal, motion, seismic, chemical, and auditory tracking and indexing. The two crew are nestled in form fitting combat compartments, separated from each other by armor wall shells. A full fire extinguisher system is installed along with a comprehensive NBC suite and extensive computer / communications systems. Both crew (driver / gunner) have full hand off capacity between each other and other units, point of views can be exchanged and even merged as desired.
A standard towing hitch was located on both front and rear, and two winches were also part of the M25 / M35 series design though the operation of the winch required that at least one crew member (or an outside operator) manually unwind the winch cable, attach the winch head. Winch operation could be controlled fully from either crew position from inside as well. The M25 / M35 series was used to tow small crew served weapons into place, light duty cargo trailers, and the winches were used to help clear debris. It served with the Combine as a general purpose armored cargo mule in rear echelon areas. Unarmed and lesser armored M25Bs were used primarily as cargo mules and light duty transports for NCOs on post and between rear echelon areas. M35B models were used in more difficult terrain. A dozer blade option could also be installed on the front to help bulldoze through roadblocks and other debris. The dozer blade equipped M25 / M35 series were designated as "D" models, such as M25D / M35D and was often found in Engineer or conscript construction groups.
Standard armament of the M25 / M35 series consisted of a plasticeramic splinter belt designed to be detonated in increment to keep soft targets off of the vehicle and from close assault charges. A pair of light 1cm caseless cone-bore repeaters and a coaxial 4cm automatic grenade launcher were mounted in an armored, low profile remote electric drive elevating turret and provided the main punch of the M25. With a ridiculously high slew rate thanks to a near frictionless bearing ring, the two repeaters could be brought on target almost as fast as a target could be designated. The two repeaters shared a common cassette which held 10,000 rounds of dual purpose high density high energy residual impact ammunition. The 4cm Mark 30 automatic grenade launcher was fed from a pair of helical stacked J bolts alternating ammunition of high explastic, high explastic armor piercing, and high explastic anti-personnel with a plasticeramic polycarbon prefragmented shell for superior soft target elimination. The turret could be elevated above the upper hull of the M25 by a full 2 meters to provide a hull down position while maintaining suppressive fire from cover or to engage targets on second story levels. At a field depot, the cassette could either be reloaded while in the vehicle (requiring a powered loader and 5 minutes) or the entire cassette could be removed and a fresh cassette reinstalled in under 2 minutes. A REDT ball turret on the front hull mounted the third 1cm light repeater and a second Mark 30 AGL combo that served as the driver's main weapon system that was targeted, operated by the driver and assisted by a dedicated computer / hardware suite. The frontal mounted weapon system had a 180 degree arc of fire and was fed from a combination 5000 round linkless feed powered delivery cassette and a 150 round J-bolt.
Speeds for the M25 / M35 series were respectable with a top speed of 70mph on good terrain and about half of that in rubble / ruins. The ground clearance of the M25 / M35 series was also adjustable to clear debris (suspension elevated) or to make a smaller target (suspension collapsed for a smaller silhouette). The crew wore basic fatigues and carried their standard sidearms as well as up to 50kg each of additional equipment, sidearms, etc. The exterior hull had cargo sling points and attachment locks for a variety of supplies, manual labor hand tools, etc.
Game Specs: M25 Badger / M35 Coyote Urban Assault Vehicle M2, 1/1*, D1
The M25 has a wheeled movement rate where that is applicable. The M35 is treated as if it were a light tank for all terrain / movement / rules.
The M25 / M35 series has a movement rate of 2 (doubled on roads), def of 1, and attack of 1/1 (effective against infantry or D0 targets only) same as an OGRE AP battery and is treated as such when attacking with all respects to rules.
The M25 cannot enter water, craters, swamp, or woods.
The M35 has the same movement capacity and restrictions on terrain as a light tank.
The M25 / M35 series costs 1/5 armor points to purchase.
*In overrun situations (only), the M25 / M35 series can attack with a strength of 1 against any armored vehicle having a Def of 2 or less. It is ineffective, even in OR situations, against any vehicle with a def value of 3 or higher.
The M25D / M35D (only) generates 2 construction points per turn for purposes of building defensive positions.
For ramming purposes, a M25 / M35 series is simply too light to affect any other vehicle. A vehicle capable of ramming that rams a M25 / M35 series loses no treads in the ram. The M25 / M35 series is destroyed by anything bigger in a ram.
Combine M29 Weasel / Combine M39 Wombat- The M29 / M39 series was a much improved version of the M25 Badger / M35 Weasel series and entered service five years after the M25 / M35 series did, building on the combat heritage and trials of the M25/M35 series. The M29 / M39 series never replaced the M25 / M35 series, but it did see large production numbers on several continents. The M29 / M39 series differed from the M25 / M35 in that the M29 rode on a much more adjustable suspension and was equipped with two additional electrically driven motor / wheel assemblies bringing the total wheel count to six (two up front, four to the rear). A second variable ratio twelve speed electronic clutchless transmission is installed with three overdrive gears for good smooth surface speed. Each transmission was mounted in a composite armored shell. A clutchless link existed between the two transmissions providing the aspect of six wheel / all present wheel drive capacity. The front transmission could be disengaged and reverted to a free wheeling trans-axle default mode allowing only the rear transmission / drive wheels to move the unit. The front transmission could also be brought on-line and the rear disengaged in order to 'pull' the M29 forward. Reverse was available in three gears on both transmissions.
The M39 Wombat had a free floating bogey assembly for its drive links. A tougher crawler track with improved 'feelers' and an armored track housing were the improvements over the M35 model. A carefully adjusted computer controlled suspension and drivetrain was incorporated into the M39 series providing superior maneuverability in all axis of operation.
The variable ratio computer controlled suspension was modeled after the M25 / M35 series in that it had variable geometry that was crew / computer controlled. A variety of sensors and scanners also automatically adjusted the suspension depending on current threat status and conditions. The standard armament of the M25 / M35 series was replaced with a much more deadly dual elevating REDT battery system with independent control. A third crew position was added to control the second turret system. The new design turrets were capable of higher elevation than the earlier series, the new offensive batteries packed deadlier weapons with higher rates of fire and better coverage. Onboard ammunition stores were doubled as well. A thicker armor shell on the hull and improved kinetic angles increased the defensive capacity of the M29 / M39 series over that of the M25 / M29 series. The PDS system was also upgraded on the new M29 / M39 series models which helped them to survive and generate the impressive service records that they did during the Last War.
The other main difference between the M25 / M35 series and the M29 / M39 series was that the new larger chassis allowed the addition of a component armored infantry squad compartment. The rear infantry squad compartment could carry one regular infantry squad in protection within the armored shell hull. Firing ports allowed the infantry squad to attack normally (in overrun situations) and defend at the def strength of the M29. Embarkation and disembarkation was accomplished via individual infantry hatches on the top of the hull, a large rear door that drops down, and a large side door that slides open. The interior is rounded to prevent ricochet type rounds if penetration is achieved while the access ports are open. A full NBC system and an interior fire extinguisher is installed for the infantry compartment and each individual soldier has 100kg of gear storage available.
The 'D' option was also carried over on this model, using a dozer blade which could be attached at a field depot easily, but not easily in the field. The M29 / M39 series retained the dual winch mounts and the front / rear towing attachment points.
It is a testament to the overall superior design of the M29 / M39 series that these DUAVs still serve in operation in many countries in military reserve, civilian, and corporate operation as well as in various militia units in the still unstable areas. The M29 / M39 series is a favorite of mercenary units operating in areas that require armored vehicles but might not require extensive or heavy firepower. The firepower of the M29 / M39 series is very versatile and well adapted to the close in fighting of an urban theater.
Game Specs: M29 Weasel / M39 Wombat Urban Assault Vehicle M2, (2) 1/1*, D2
The M29 series has a wheeled movement rate where that is applicable. The M39 series is treated as if it were a light tank for all terrain / movement / rules.
The M29 / M39 series series has a movement rate of 2 (doubled on roads), def of 2, and two attacks of 1/1 (effective against infantry or D0 targets only). This weapon system is the same as an OGRE AP battery and is treated as such when attacking with all respects to rules.
The M29 cannot enter water, craters, swamp, or woods.
The M39 has the same movement capacity and restrictions on terrain as a light tank.
The M29 / M39 series costs 1/3 armor points to purchase.
*In overrun situations (only), the M29 / M39 series can attack twice with a strength of 1 against any armored vehicle having a Def of 2 or less. It is ineffective, even in OR situations, against any vehicle with a def value of 3 or higher.
The M29D / M39D series (only) generates 2 construction points per turn for purposes of building defensive positions.
For ramming purposes, a M29 / M39 series is treated as a light tank for all ramming purposes.
The M29 / M39 series may carry one regular (non-MI) infantry squad subject to normal embarkation / disembarkation rules. The only way to attack or destroy the infantry squad while it is embarked is to destroy the M29 / M39 series at which point the infantry squad is also destroyed. When attacked, a 'D' result has a chance of penetrating or doing damage to the infantry compartment. Any time a M29 gets a 'D' result as a result of a combat roll (not for terrain, etc. but due to an attack by an enemy unit), roll a 1:2 roll on the CRT against the carried infantry unit. It is eliminated on an 'X' result with no other effect on the M29 or its operation. This represents shrapnel, spallation, plasma, etc. washing through the infantry fighting compartment.
In an overrun situation, the M29 / M39 series
operates normally. Also, if the M29 / M39 series is carrying a regular (non-MI)
infantry squad inside, the regular infantry squad may also attack normally per rules
regarding regular infantry operation during overruns.