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A.P.C AMV-2 Groundhog

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Assault Personnel Carrier AMV-2 Groundhog

1. Driver
2. Weapons Officer
3. Left Side Passenger
4. Left Rear Passenger
5. Right Rear Passenger
6. Right Side Passenger

=== Driver ===
1. Infantry-scaled Turret (inf.; auto; instant; normal cooldown)
2. EMP grenade (1 × inf.; slow reload; instant)

The APC is much wider than it seems--it is easy to get caught on the corners of buildings or lamp posts. Use the chase view ([F10]) if driving is difficult. APCs will maul enemy infantry, but can only hold off armor until better-suited allies can take care of them. The EMP grenade takes twice as long to reload than its effect on vehicles. Alternate between EMP and active defense or the mortar for best effect.

The sound of the launch system pressurizing will help you position the APC for assaults on the enemy Titan. Similarly, when driving away from a Titan, the launch system will depressurize.

===Weapons Officer===
1. Mortar (3 × inf.; slow reload; instant)

The mortar fires HE shells in volleys of three, lobbing in a high arc. They are instantly deadly to infantry (they cannot be revived) and capable of damaging vehicles.

=== Passengers ===
1. Machine Guns (inf.; auto; instant; normal cooldown)
2. Launch Pod

Each passenger gets a turret gun as well as a launch pod. Groundhog passengers get top-mounted swivel turrets, while Romanov passengers peer out from slots (limiting their vision) along the sides.

===Launch Pods===
The launch pods (usable from positions 3–6) are the primary means of boarding either Titan from the ground. They will launch the occupant up to 150m into the air, whatever is needed to reach the Titan decks. The HUD indicator to the right of the crosshair indicates how high the pod will travel. The launch system can be heard by all inside as it charges or releases pressure. Pods launch highest in the vicinity of Titans--otherwise, they only reach about 50m off the ground.

To board a Titan, you must be at least 75m [?] to 150m [?] in order to reach the decks. If you are too close, you will strike the underside of the Titan, rebounding uncontrollably back to ground. Friendlies can use APCs to board their own Titans. Be aware, each faction's APCs will launch towards the other's Titan.

Landing pods make a useful weapon of opportunity, causing plenty of damage to whatever it lands on. It can destroy aircraft outright. Care should be taken, as it is also possible to get yourself killed landing in inopportune places. Places to avoid include the tops of silos, the hover banks and shields on Titans, and vehicle turrets.

APCs can only barely hold off battlewalkers and tanks. However, a crewful of passengers can use the pods to crush the enemy armor. The same goes for air transports.

===Weaknesses===
All of the occupants are protected. It seems that the rear armor is thinner than the rest. The wheel wells and the underside are also vulnerable. The guns can reach a bit towards vertical, especially on the Romanov, so recon soldiers should be careful beside the vehicle. As with the tank, it is possible to crawl underneath and place motion mines out of sight of the enemy, though likely not when the vehicle has been boarded.

===Versus Vehicles===
APCs are quite durable, and can often force armor standoffs. Unless you are close enough to fire pods, you cannot win. The mortar does little damage, and the EMP launcher reloads much too slowly. Even if the enemy vehicle is stunned, it can still fire upon you if it is aimed at you.

An APC v APC encounter is often a stalemate.

The reach of the weapons systems allow APCs to engage air vehicles with some success. Using EMP to cause crashes is the best case. Mortar strikes may kill transport passengers, but usually won't destroy aircraft in one volley. An adept pod user can destroy an aircraft, launching or falling.

Your best bet against AV batteries is the mortar, using its splash damage to kill.
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