STATISTICS
Mass: 5 tons | Movement Type: Tracked |
Power Plant: TME 25 Internal Combustion | Armor Type: TME 3000 Standard |
Comm Systems: TME Vox Et Deus | Cruising Speed: 54 kph |
Targeting/Tracking Systems:
TME 3000 MissileLocker |
Maximum Speed: 86 kph |
Chassis: TME LSTV-1b | |
Armament: 1 TME/BTSTS-LSRM:3000 "One-Two" Short Range Missile Launcher AND 1 TME/BTSTS-SL:3000 "Benchwarmer" Small Laser OR 1 TME/BTSTS-MG:3000 "Chatterbox" Machine Gun |
OVERVIEW
The TME-114 Armadillo was concieved as a "poor man's Elemental" for armies without the resources or know-how to construct battle armor. It was also intended as a very small, very inexpensive, very simple vehicle to equip motorized infantry platoons with to increase their effectiveness. Unlike most TME designs, TME actually sells the rights to produce this vehicle, where it can then be produced en masse by on-site industry. The end result is that every man in a motorized infantry platoon may operate his own Armadillo, i.e. a 28-vehicle light tank platoon.
CAPABILITIES
The Armadillo is armed exactly like an Elemental suit except it has some advantages that the Clan battle armor does not. While lacking in jump capability, the Armadillo is 166% faster than an armored trooper. The Armadillo's short-range missile two-rack has twelve reloads instead of just one, giving it superior endurance to an armor suit. The Armadillo may also mount a machine gun or a small laser in addition to the motorized troopers' standard weapon (rifle, machine gun, laser or missile tube). The Armadillo is just as well armored to the front as the Elemental suit is, although its side and rear armor is very weak.
DEPLOYMENT
Armadillo platoons are showing up on hostile worlds where it is uncomfortable or impossible for standard infantry to operate. The success of tactics using Armadillo units as fast strikers to support massed infantry action may increase the number of orders for TME-114 production kits.
TME-114 Armadillo Light Infantry Support Vehicle |
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5 tons | Tracked | Cruise MP: 5 (54 kph) | Flank MP: 8 (86 kph) |
Engine: 25 ICE | Engine Mass: 1 t | Control Mass: .25 t | No Lift Equipment |
No Power Amplifier | No Heat Sinks | Internal Structure: .5 t | No Turret |
Armor Mass: 1 t | Armor Points: 16 | Crew: 1 | No Sponson |
ARMOR |
EQUIPMENT |
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Front: | 10 |
Machine Gun or Small Laser | Front |
Left/Right Side: | 2 / 2 |
100 MG shots or power amp | Body |
Rear: | 2 |
SRM-2 | Front |
Front Turret: | not applicable |
12 SRM-2 shots | Body |
Rear Turret: | not applicable |
Standard Infantry Weapon* | Body |
DESIGNER'S NOTES: Up to a full
platoon Armadillos may stack; i.e. 28 Armadillos may operate in the same hex.
Armadillos may all operate as a single platoon (randomize damage between vehicles) or may
split up into squads as per infantry rules. At the beginning of each turn the owner
of the Armadillos must announce whether or not he plans to use the standard infantry
weapons. If he does choose to, then the Armadillos may make a standard ranged
infantry attack BUT also suffer double damage (because they are no longer
"buttoned up"). Infantry weapons have no fire arc and may be fired in any
direction.
Armadillo platoons do not suffer from the effects of normal
"double-damage to infantry" rules EXCEPT when they are
"unbuttoned" (planning to use their infantry weapons).