Image for /icons/races/afrika_corps/vehicles/vampire_ht_ak_icon.png}
Image for /icons/races/afrika_corps/symbols/vampire_ht_ak_dec.png}

250/3 Funkpanzerwagen

Unarmed support transport that can tow. • Can camouflage nearby infantry and team weapons even while moving • Can deploy Goliath Demolition Vehicles, Schu-mines and anti-tank teller mines. • Can capture territory. • Gains experience for capturing and decapturing territory.

dak faction icon

Stats

halftrack_250_vampire_ak

vehicles

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Sight Range

35

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Detection

10

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Max Range

0

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Speed

7.3

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Acceleration

4.5

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Deceleration

7.5

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Rotation

75

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Capture Multiplier

1.25

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Decapture Multiplier

1

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Target Size

16

Vehicle Armor

light halftrack

Vehicle Type
Frontal Armor

frontal

5.5

Frontal Armor

side

4

Frontal Armor

rear

3

Upgrades

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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
time

30

manpower

100

Requires
Image for /icons/races/afrika_corps/abilities/long_war_veterans.png}

Long War Veterans

Image for /icons/races/afrika_corps/battlegroups/elite_forces_ak_icon_mipped.png}

Elite Forces Battlegroup

Abilities

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Toggle / Area Camouflage

Coordinate Ambush Operations

Camouflages nearby friendly infantry and team weapons that are not in-combat and are in cover. Infantry and team weapon units gain First-Strike bonuses when attacking from camouflage. The Funkpanzerwagen does not camouflage itself when this ability is active.

+25% damage and +40% accuracy when firing from camouflage for 5 seconds. Reduces Funkpanzerwagen speed by -30%.

Image for /icons/races/afrika_corps/vehicles/goliath_ak_icon.png}
Support / Select target position

Deploy Goliath Demolition Vehicle

Deploy a Goliath Demolition Vehicle in front of the Funkpanzerwagon which then moves to the target location. Goliaths are mobile demolition charges that can camouflage in cover, but have low health and armor. Deals extremely high damage to stationary targets and damages the engines of vehicles.

Can be detected by units with minesweepers or if enemies get too close.

Costs
munition

75

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Passive

Emergency Repair Kits

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

Restores +6 health per second.

Requires
Image for /icons/races/afrika_corps/upgrades/emergency_repair_kits.png}

Emergency Repair Kits

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Passive

Vehicle Capture

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

+20% speed and +15% rotation rate.

Requires
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Survival Package

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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

Cooldown
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120s

Requires
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Smoke Package

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Passive Resource Generation

Munitions Delivery

Unit generates 5 munitions every 60 seconds.

Requires
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Vet 1

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Passive Resource Generation

Munitions Delivery

Unit generates 10 munitions every 60 seconds.

Requires
Image for /icons/hud/decorators/vet_star.png}

Vet 2

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Passive Resource Generation

Munitions Delivery

Unit generates 16 munitions every 60 seconds.

Requires
Image for /icons/hud/decorators/vet_star.png}

Vet 3

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Passive

Vehicle Capture

Unit can capture and decapture territory.

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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.

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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.

Stats

Costs
time_seconds

35

manpower

220

popcap

5

Hitpoints
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240

240

Upkeep per minute
manpower

7.5

Veterancy
vet 1 starvet 1 empty starvet 1 empty star

XP: 700

  • Allows the unit to slowly generate munitions over time.
vet 2 starvet 2 starvet 2 empty star

XP: 2100

  • +20% Goliath cost reduction
  • +5 munition generation
vet 3 starvet 3 starvet 3 star

XP: 4200

  • +80 health
  • +6 munition generation
  • +10 camouflage aura range

Can Construct

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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
time

10

munition

30

Image for /icons/common/buildings/icons/teller_mine_ger.png}
Anti-tank / Explosive

Teller Mine

Explosive device only triggered by vehicles. Deals high damage and causes heavy engine damage.

Costs
time

10

munition

50

Image for /icons/races/afrika_corps/buildings/intel_radio_beacon_ak_icon.png}
Field Support Beacon

Intel Radio Beacon

Costs
time

10

manpower

50

Image for /icons/races/afrika_corps/buildings/siphon_radio_beacon_ak_icon.png}
Field Support Beacon

Sector Subterfuge Beacon

Costs
time

10

manpower

50

Loadout

  • 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.