Half Track (MnB2)

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**Half Track**

Starting equipment:
Browning .30 Machinegun, crewman.
Modular, Soft Skinned, Crewed, Motorized, Turret Gunner, Fire and Movement ; can be specialized to be Medical, Anti Armor, or Indirect Fire
Description:
A half track that can be fitted to your needs. It comes free with a Turret Gunner, and can be equipped with upgrades from the logistics menu.

> *"You can only have one half track per mission, other commanders want them too."* -Urb
>
>

*See also: the German Halftrack*

This is an Allied half-track, the M3. Sadly, our half-track is not a troop carrier, but it is modular and can be fitted to the commander's needs, much like the real M3. This is the very first modular unit and came in the Xmas patch in version 2.2.7. You can only call it in once per game.

The Half Track is both a blessing and a curse due to the
limitation of one per mission - it can deliver an extreme punch into the
 enemy's lines, but when you will lose it, there's no calling back, just
 like in the case of the Sarge.
 Shall you ever keep it alive long enough, though, it can be a priceless
 force, especially when equipped with a module while being a high-rank.
Keeping it alive is vital, and if you can defend it, it will defend you
as well.

With five variations, it is a customizable vehicle.
Get 12 TPs and then cash them in if you want a different weapon set.

###### Urbanprophet said:

*The goal of the vehicle is to be modular*

Tip on using field hospital and pillbox: Because of the fact a pillbox can fit the half track inside it, do a simple trick: make a half track turn into a field hospital
 and put in the pillbox. Voila! You have a nearly indestructible medical
post! Just put your wounded soldiers in it and they are covered in the
safe might of the pillbox and rapidly healed by the friendly field
hospital on a half track. You can also do the same with the other
passive version of the half track, the mobile HQ. The problem with this tactic is that a direct hit by explosives will cause damage to the Half Track.

If the gunner has low rifle skills, he can still be useful as a fire suppressor.

After purchasing the base half track and gunner for 12 TP, you will be able to buy upgrades from the logistics menu:

## Modular Edit

The Half Track can receive modular upgrades, as seen be

**Field Hospital**

Description:
Transforms the halftrack into a medical unit, with a faster heal rate than a medic, for **10 TP**. At higher ranks it heals insanely quickly, bringing 50HP soldiers back up to 100 in 3-4 waves.

**Mobile HQ**

Description:
Transforms the halftrack into a commanding unit, with an antenna, a radar, and a Field HQ, for **12 TP**.

**Gun Boat**

Description:
Transforms the halftrack into a WMD with four .50 cal heavy machine-guns for **15 TP**. Can destroy soft-skinned vehicles. It can't destroy air units. At higher ranks it kills enemies before they can fire.

**81 mm Mortar**

Description:
Transforms the halftrack into a mortar position, with larger shells and a faster firing-rate than a mortar, for **10 TP**. At higher ranks it turns into absolute shellstorm which can destroy pretty much anything that comes in it's way with pretty good accuracy and fire rate.

**75mm AT Gun**

Description:
Transforms the halftrack into an AT gun, which fires much faster than the M3 AT Gun, for **12 TP**. At higher Rifle levels, it turns into a mini-Land Mattress, which ends up turning the battlefield into place ridden with holes.

## Fun Facts

* Even if the driver is shot out of the half-track, you can still

 move it as if someone was in it (This is because the gunner is classed
as a Driver).

* The gunner behaves differently from the standard gunner. He

fires in shorter, more accurate bursts and target switches less often
making him an eliminator rather than a suppressor.

* The gunner is smaller than the standard gunner.