HT6 Turtle
Personnel Carrier · ULA · Ground · Angels Fall First 1.0
- Class
- Personnel Carrier
- Faction
- ULA
- Theatre
- Ground
- Crew
- Driver, roof gunner, passengers
Nominally an APC, in practice an infantry fighting vehicle. Heavily armoured with a potent driver weapon plus a rooftop mount, it delivers and then supports a squad push.
Role in the match
The HT6 Turtle is the United League (ULA)'s personnel carrier for ground fights. Unlike infantry guns, you do not purchase it in the loadout screen — Angels Fall First offers vehicles as your score climbs, then lets you customise them with the same Combat / Support / Command budgets you already use for kit.
Crew seats matter as much as the hull. Listed crew for this chassis: Driver, roof gunner, passengers. Fill the seats that actually fire or drive first; empty gunner positions are free damage left on the table.
Personnel Carrier doctrine
APCs and IFVs deliver a squad then stay to support the push. Driver weapons plus a roof gun make them more than taxis — but once the passenger bay is empty, reposition instead of becoming a static magnet for rockets.
Tactics
- Park it hull-down near a contested point as a mobile fire base.
- A Turtle with a repair-focused passenger is very hard to remove.
How to get value from the HT6 Turtle
Score early with infantry objectives so the offer arrives while the match is still decidable. Once you are in the seat, play the class fantasy above — light transports flank, tanks break open ground, fighters screen, dropships deliver boarding teams. Dying heroically in the wrong envelope just feeds the enemy score and delays your next offer.
Bring a Multitool passenger or wingman whenever the chassis is expensive to replace. Field repairs turn one vehicle life into two or three objective cycles, which is often the real difference on Territories maps.
Loadouts and upgrades
Vehicle modules still compete for the three budget tracks. Do not empty Combat on a vanity weapon if Support repairs would keep you alive longer. Use the loadout calculator to sanity-check ranks, then read the budget system guide and the ground vehicles guide for full theatre doctrine.
Faction counterpart
Across the line, the closest mirror is the IHTiix Basta (AIA). Learn one and the other will feel familiar — the differences are usually armour, gun arcs and how forgiving the chassis is when you misposition.
Other ground vehicles
When this offer is not available yet, or the map asks for a different job, consider:
- LV1 Hare (Light Transport) — Fast, thin-skinned flanking vehicle.
- IVii Silverback (Light Transport) — AIA counterpart to the Hare.
- Velius (Light Mech) — A walker that sits between light vehicle and tank.
- Gheist (Light Mech) — AIA light mech.
- IHTiix Basta (Personnel Carrier) — AIA IFV mounting the Tir-Boda plasma weapon on the roof.
Checklist before you spawn into it
- Know whether the current map even fields this class.
- Call for gunners/passengers on voice or text before you leave spawn.
- Pre-plan an exit: repair pad, hangar, or infantry fallback.
- Keep an anti-vehicle infantry loadout ready if you get forced out.
Enemy counterpart: IHTiix Basta (AIA)
Frequently Asked Questions
How do I unlock the HT6 Turtle?
Vehicles appear as your match score rises — you do not buy them from a menu like infantry guns. Once offered, customise them against the same Combat / Support / Command budgets as infantry loadouts.
What crew does the HT6 Turtle need?
Listed crew: Driver, roof gunner, passengers. Fill critical seats first (driver/pilot, then gunners) before stuffing passengers.
Is the HT6 Turtle for ground or space?
It fights in the ground theatre as a personnel carrier.