Image for /icons/races/afrika_corps/vehicles/halftrack_250_ak.png}
Image for /icons/races/german/symbols/halftrack_250_ger.png}

250 Light Carrier

Transport unit effective against infantry. • Occupants can fire at nearby enemies. • Can tow heavy weapons. • Low armor and health. • Can Distribute Medical Supplies to heal nearby infantry.

dak faction icon

Stats

halftrack_250_deployment_2_ak

vehicles

Image for /icons/unit_status/bw2/5_obervationmode.png}

Sight Range

35

Image for /icons/unit_status/bw2/stealth.png}

Detection

10

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Max Range

35

Image for /icons/unit_status/bw2/2_offensivebonus.png}

Speed

7.3

Image for /icons/unit_status/bw2/12_speedbonus.png}

Acceleration

4.5

Image for /icons/races/common/abilities/handbrake_on.png}

Deceleration

7.5

Image for /icons/unit_status/bw2/skorpion.png}

Rotation

75

Image for /icons/unit_status/bw2/11_capturebonus.png}

Capture Multiplier

0

Image for /icons/unit_status/bw2/10_retreatpoint.png}

Decapture Multiplier

0

Image for /icons/unit_status/bw2/9_markedtarget.png}

Target Size

16

Vehicle Armor

light halftrack

Vehicle Type
Frontal Armor

frontal

6

Frontal Armor

side

4

Frontal Armor

rear

2

Upgrades

Image for /icons/races/afrika_corps/abilities/250_autocannon_ak.png}
Conversion upgrade

KwK 38 Autocannon Conversion

Increases the durability of the halftrack, but decreases speed and mobility. Adds an autocannon to the halftrack that is more effective when garrisoned. Autocannon is effective against infantry and light vehicles.

Increases health by +40 and frontal armor by 2. -15% speed, -20% rotation speed and acceleration.

Costs
fuel

15

Image for /icons/races/german/team_weapons/mortar_81mm_weapon_ger.png}
Conversion upgrade

GrW 34 Mortar Conversion

Convert into a 250 Mortar Halftrack. Effective against infantry, team weapons, and structures at long-range.

Removes ability to Transport.

Costs
munition

75

Image for /icons/races/afrika_corps/vehicles/vampire_ht_ak_icon.png}
Conversion upgrade

250/3 Funkpanzerwagen Conversion

Upgrades the unit to the Funkpanzerwagen. Funkpanzerwagens can camouflage nearby units even if they are moving, but not itself. Can deploy Beacons, Goliath Demolition Vehicles, Schu-mines and anti-tank Teller mines. Can capture territory.

Can still transport infantry and tow heavy weapons after conversion.

Costs
Image for /icons/races/afrika_corps/abilities/long_war_veterans.png}
Veterancy upgrade

Long War Veterans

Vehicles can be upgraded with veteran crews granting the following effects: \n• +25% Experience Gain Plus an additional:\n• +1300 experience for light vehicles. \n• +1800 experience for medium vehicles \n• +3500 experience for heavy vehicles.

Costs
manpower

100

Abilities

Image for /icons/races/common/abilities/tow_item.png}
Support / Select heavy weapon

Tow Heavy Weapon

Orders the unit to tow the selected heavy weapon. Non-abandoned heavy weapons will have their crew board the vehicle.

Image for /icons/races/common/abilities/drop_item.png}
Support / Select target position

Drop Heavy Weapon

Orders the unit to drop its towed heavy weapon at the target position.

Hold and drag over target position to set weapon facing upon disembarking.

Image for /icons/races/common/abilities/medical_kit.png}
Support / Timed

Medical Station

Temporarily grants this unit the ability to heal nearby infantry units that are out of combat.

Restores +4 health per second.

Image for /icons/common/abilities/ability_reveal_enemy_position.png}
Recon

Vehicle Awareness

Enables the vehicle to detect enemy vehicles in the fog of war.

Reveals enemy vehicles in the Fog of War and on the Minimap.

Image for /icons/races/common/abilities/self_repair.png}
Passive

Emergency Repair Kits

The unit will slowly repair damage when out of combat and stationary.

Restores +6 health per second.

Image for /icons/races/common/abilities/capture.png}
Passive

Vehicle Capture

Increases speed, rotation rate, and allows the vehicle to capture and decapture territory.

+20% speed and +15% rotation rate.

Image for /icons/common/abilities/ability_abandon_vehicle_medic.png}
Passive

Onboard Medics

The Armored Half-track will heal injured infantry within its garrison hold.

Restores +4 health per second.

Image for /icons/races/common/abilities/support_veterancy.png}
Passive

Support Veterancy

Receives veterancy experience from nearby allies when they earn veterancy experience. The shared experience is split between each unit with this ability near that ally.

Image for /icons/races/afrika_corps/abilities/smoke_dischargers.png}
Defensive

Smoke Canisters

Orders the vehicle crew to deploy smoke canisters in front of the vehicle.

Smoke blocks vision for a short period of time.

Costs
munition

25

Image for /icons/common/abilities/ability_german_detection_on.png}
Off

Stealth Off

Toggle to enable Stealth. Vehicle must be out of combat for at least 6 seconds before it can stealth again.

Image for /icons/races/afrika_corps/abilities/grb_requisition.png}
Offensive / Passive

GrB 39 Grenade Launcher Requisition

Infantry occupying this vehicle temporarily equip an anti-infantry GrB 39 Grenade Launcher until they disembark.

Stats

Costs
time_seconds

35

manpower

230

popcap

5

Hitpoints
Image for /icons/common/squad/squad.png}
240

240

Upkeep per minute
manpower

8

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 500

  • Veteran ability
  • +25% ability recharge speed
vet 2 starvet 2 starvet 2 empty star

XP: 1500

  • +25% rotation rate
  • +40 health
vet 3 starvet 3 starvet 3 star

XP: 3000

  • +80 health
  • +30% harder to hit
  • Deals suppression damage

Can Construct

Image for /icons/races/afrika_corps/buildings/schu-mine_42.png}
General purpose / Explosive

Schu-mine 42

Explosive device triggered by nearby enemies. Damages enemy units, suppresses infantry and deals the Engine Damage critical to vehicles.

Costs
munition

30

Loadout

Image for /icons/common/weapons/weapon_mg42.png}1
mg34 halftrack 250 ak

hmg - small arms

Accuracy

Burst Duration

Cooldown

On the Move Multipliers

0.725

0.375

1

Near

Medium

Far

Distance

7

20

35

Accuracy

0.56

0.43

0.27

Rounds per Minute

566

468.42

424.3

Penetration

2

1.75

1.5

Scatter Area

22.4

167.6

246.1

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

3

Image for /icons/unit_status/bw2/range_boost.png}

Range

35

Image for /icons/unit_status/bw2/skorpion.png}

Traverse Speed

35

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Arc

30°

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

0.5

0.5

0.55

Damage

1

0.5

0.5

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Sniper

×2

  • The effective accuracy is impacted by several factors like target size or armor of the receiving unit as well as accuracy or penetration of the attacking one.

Ability Weapons

Image for /icons/races/afrika_corps/abilities/grb_requisition.png}
Offensive / Passive

GrB 39 Grenade Launcher Requisition

Infantry occupying this vehicle temporarily equip an anti-infantry GrB 39 Grenade Launcher until they disembark.

Image for /icons/common/weapons/weapon_grb_grenade_launcher.png}1
grb 39 grenade launcher he hold 250 ak

grenade launcher - explosive weapon

Near

Medium

Far

Distance

10

12.5

35

Accuracy

0.025

0.015

0.05

Rounds per Minute

11.16

11.16

10.91

Penetration

25

25

25

Scatter Area

6.1

7.4

19.2

Image for /icons/unit_status/bw2/8_damagebonus.png}

Damage

45

Image for /icons/unit_status/bw2/range_boost.png}

Range

10 - 35

Image for /icons/unit_status/bw2/skorpion.png}

Traverse Speed

120

Image for /icons/unit_status/bw2/artillery_radio_beacon.png}

Arc

120°

AoE Falloff

Near

Medium

Far

Limit

AoE Radius

0.15

1.25

2

2.5

Damage

33.75

11.25

4.5

4.5

VS Cover - Modifiers

Light Cover

Light

Heavy Cover

Heavy

Garrison

Garrison

Accuracy

0.5

0.5

1

Damage

1

0.5

1.33

Target Modifiers

Base DMG

Accuracy

Penetration

Damage

Building

×10

Emplacement

×10

×10

×1.5

Building

×10