For reasons of Competitive Balance
units designed to transport other units in strategy games tend not to be armed. This has the effect of turning them into The Load
in most scenarios. In other games they might provide the motivation for an Escort Mission
In real life, most vehicles intended to be used on the front lines have at least a machine gun mount. But there is some Truth in Television
to this trope (see below). Contrast Awesome Personnel Carrier
, which is (usually) anything but defenseless.
First Person Shooter
- UNSC Pelicans are fitted with a chin-mounted chaingun or autocannon, wing-mounted missile pods, and a door gunner with a heavy machine gun, but these are never seen in the first game. Halo: The Flood, the novelization of Combat Evolved, explained it as them having run out of ammo off-screen, as the Pillar of Autumn's crew didn't have time to grab a whole lot of ammunition for their heavy weapons during the evacuation: there's an extended sequence in the novel of the Marines taking a convoy out to the crash site to restock. In Halo 3, their weapons get put to use in cutscenes, and Halo 4 introduces a gunship variant equipped with a heavy laser that the Master Chief gets to fly in one of the missions.
- Averted by Covenant Spirit and Phantom dropships, which carry belly guns useful for clearing landing zones of pesky UNSC Marines (though they don't work as well against the Master Chief's Powered Armor). These ships are virtually indestructible without the use of special equipment (with the exception of Halo 3's Phantom, which can be destroyed with several shots from the Scorpion tank's main gun), though the guns can usually be destroyed with regular weapons fire.
- Also averted in Halo 4 by the Mammoth, a UNSC Military Mashup Machine combining field command post, armored personnel and vehicle carrier, and self-propelled heavy artillery piece, with its flanks covered by homing missile turrets.
- Mostly averted in Crysis. Humvees, transport trucks, and riverboats have mounted machine guns, and the Marines' VTOLs (seemingly meant as successors to the V-22 Osprey) have machine guns and missiles. However, the island also has civilian pickup trucks, which are unarmed (Car Fu excepted).
- Downplayed in PlanetSide 1. While none of the logistics vehicles were armed or even had spare seats for a friend, most ground transports had weaponry but were usually pretty helpess; the Harasser dune buggy had a pathetic 12mm machine gun that could hit nothing and did little when it did, and the Sunderer Big Badass Rig was so bad at everything that it was replaced with significantly up-armed and armored empire-specific variants geared more towards combat and breaching than transport, which the airborne and gun-laden Galaxy did far better. The sequel gives weapons to every vehicle, and the two ground transports - the Harasser and Sunderer - can take on tanks with the right weapon and a competent crew.
Real Time Strategy
- Several Escort Missions in the X-Wing series are built around protecting troop transports on their way to or from an objective. While these transports are armed, the AI often seems to conveniently forget about this, leaving the player to do all the work. The games' Spiritual Successor Rogue Squadron continues the trend.
- Industrial ships in EVE Online are designed to transport large amounts of material and are virtually defenseless, having paper-thin armor and poor, if any, weapons. Taken to the extreme with freighters, the capital-class industial ships. While the regular industrials can at least fit some defense modules or weapons, freighters have no fitting slots whatsoever! (Although in practice freighters are actually much harder to destroy than regular industrials, as their much greater size gives them much more effective hit points than even a heavily tanked industrial).
- Downplayed in the X-Universe series. While most TP- and TS-class freighters have a weapon turret, they are effectively defenseless against combat ships because they can barely power the weapon; their only recourse is to jump out. TM- and TL-class ships are tougher and carry fighters but they're still quite vulnerable due to their size (particularly the TLs) and mediocre-at-best weapons loadout.
- Spoony complains about this phenomenon in his review of Privateer 2: The Darkening. In the game you have to hire and escort cargo ships. Often the cargo ships will jump ahead and you will be detained, leaving them to go ahead to be destroyed while defenseless.
- Ace Combat regularly has enemy transport aircraft (and ship, rarely) as mission targets. They generally have fighter escorts and can absorb multiple missiles, but can't fight back in any way. Conversely, the player must regularly protect friendly transports as part of an Escort Mission.
- Age of Empires series: transports, except for Norse longships in Age of Mythology, have no attacks.
- Averted in the Command & Conquer series: while some APCs have guns, they can all run over (most) infantry.
- In C&C Red Alert 2, played straight as the massive amphibious transports have no defence against anything. The Allied mining vehicle has no defence either but the Soviet one gets a LMG and a good deal of armor.
- In C&C Red Alert 3, the Soviet APC is armed with an AA battery and the Allied one with a MG and torpedo tubes. While the Japanese one is unarmed, it can disguise itself as an enemy vehicle. Played straight with the Soviet and Allied mining trucks - the Japanese one can deploy a light gun but it will lose its cargo.
- The Drop Ships used by all three races have no attacks. Neither do Protoss carriers. But between missions Terran dropships and other units are carried from system to system aboard Battlecruisers, and Carriers have energy weapons capable of sterilizing planets.
- The lack of weapons on dropships is lampshaded by one of the Hyperion's engineers in the novel Flashpoint, and she outfits one with guns just in time for a Gunship Rescue.
- StarCraft II: Wings of Liberty features a mission where Raynor's Raiders attack several unarmed transport trains with the new Diamondback Hover Tank, which can fire on the move and keep up with the train.
- Warcraft III: There are no faction-unique APCs, the only transport options are the mercenary zeppelins/ships, which have no defense but their speed. In Warcraft II both sides could build defenseless transports.
- Dawn of War:
- The Space Marine and Chaos Marine Rhino APC doesn't have guns, but it does have a smoke grenade launcher. Note that in the source material Rhinos are armed with a Storm Bolter (a twin-barreled SMG with exploding rounds). And even in Dawn of War there are other, armed APCs (for example, the Space Marines' Land Raider super-heavy tank doubles as a troop transport).
- What's extra weird is that the Sisters of Battle Rhino is armed, but the Space Marine Rhino remains weaponless.
- The Tau's APC is not only armed but invisible.
- The Necrons don't have an APC, as they only have one unit that needs to be stored in a Monolith so as to be teleported onto the battlefield (Flayed Ones). However, if they get a relic, that Monolith becomes a (vaguely) mobile mountain of devastation constantly spewing lightning and new troops, with Flayed Ones teleporting back to it so as to be sent elsewhere.
- Every other faction has armed transports, Imperial Guard Chimeras and Dark Eldar Raiders also allow loaded units to shoot while being carried.
- Dune II: Carryalls (which carried units around the battlefield) had no weapons.
- Trucks and transport helicopters in World in Conflict can carry infantry squads but have no weaponry whatsoever. Jeeps can also carry infantry but have a mounted machinegun—however, the machinegun is so weak compared to other units' weapons, the jeeps might as well be unarmed.
- In Empire at War ground units are moved from system to system by unarmed shuttles. In the Empire's case ships that were quite clearly shown launching from Star Destroyers.
- Usually played straight in the Advance Wars series, where most transport units simply refuel and move units. A few transport units added later in the series do have attacks.
- In Sins of a Solar Empire Carrier Cruisers don't have any weapons of their own. But capital ships that carry Strike Craft are armed.
- In Battle Zone 1998 and the sequel, Tugs do not carry any weapons, being "Utility" units used only to shuffle ancient relics around in the campaign, make a Humongous Mecha move slightly faster by carrying it the tug's magnetic grips, or carry treaded vehicles over water in the sequel. APCs have no weaponry besides dumping out their squadron of infantry; they're pretty bad in 1998 because they're also slow and the infantry are weak Cannon Fodder, but Battlezone II's APC flies above weapons range before dropping down and spewing out armored troops wielding bazookas.
- Transport Ships and Air Transports in Star Wars: Galactic Battlegrounds are totally unarmed and lack any kind of fire points.
- Civilian ships in Celestus (freight liners, mining modules, construction modules...) are unarmed. Flying them through enemy territory unescorted is... unwise.
- In vanilla Civilization V, land units gain the ability to embark onto transports to cross water once the 'Optics' tech is researched. While in this state, they are completely defenseless, and even a super-advanced Giant Death Robot will be easy prey for a leftover barbarian Galley. The expansions change this, giving embarked units the ability to fight back (although not very effectively).
- Galactic Civilizations. The default troop transport has no weapons or defenses, though the players can design new transports that are armed. And one of the possible United Planets referenda is a mandate that transports have defenses, after all they carry millions if not billions of people.
- The sequels allow for custom ship design, with troop transport modules being just an item to be attached to a hardpoint. However, they take up a lot of space, so it's impractical to place them on any small hull. Early on, this means a noncombat hull (with 1 HP), although nothing prevents you from also arming the thing to the teeth and placing enough defenses to keep enemy shots from even reaching your hull.
- Played straight to the point of silliness in Rise of Nations. Once you have a sea port any land units that hit water will automatically turn into unarmed transport ships.
- Averted big-time with the DOS turn-based Empire strategy game, which allows every unit including troop transports and aircraft carriers to both attack and defend (although you'd still want to keep them out of battle most of the time since their carrying capacity depends on hit points remaining).
- Crusader Kings doesn't even have marine combat: galleys are only useful for moving armies over seas.
- In Sid Meierís Alpha Centauri, transport modules use the same slot in the unit workshop as weapons. However, since combat tests the attacker's weapon strength against the defender's armor strength, and psi combat is based on morale instead of either, it's possible for a weaponless transport to win a battle but not attack.
- Master of Orion has troop transports that cannot be customized or armed in any way. Their only purpose is to carry and drop infantry to invade enemy colonies and cannot be reused. Unescorted transports are automatically destroyed upon encountering hostile ships.
- In Stellaris Civilian ships and Troop Transports aren't armed. If hostile ships appear in the same system they jump out ASAP. Though Strikecraft carriers are treated like warships with one module dedicated to a hangar bay, the other modules can be armed to the teeth.
- Played straight for all factions in Birth Of The Federation except for the Klingons. Even their colony ships have disruptors on them. However, all Romulan ships (including troop transports) have Invisibility Cloaks, which means they can just run from the battle during their initial Extra Turn (unless they're attacked by one of the two Klingon ship types with cloaking devices or a Defiant-class).
Turn Based Strategy
- In MechWarrior Living Legends, the armored personnel carrier is armed with only a pathetic pair of machine guns which are only a threat to battlearmor and a source of eye glare to battlemechs, and a single laser anti-missile turret.
- In the Naval Ops series, enemy transports regularly turn up as easy targets for the player's ludicrously well-armed ship. They have relatively few hit points and no weapons. Friendly transports occasionally turn up to be escorted.
Wide Open Sandbox
- Advance Wars has three such vehicles: APC for ground transport, Lander for sea transport, and Transport Copter for air transport. As none of those vehicles can fight back if provoked, this leaves them open to enemy attacks if the CO is not careful.
- Nectaris has two transport units. The NC-1 Mule truck averts this, being capable of attacking ground and air units; its weak attack power can be compensated for by surrounding its target with the same unit it unloaded only a turn or so ago. The C-61 Pelican plane, however, is totally weaponless, and makes easy prey for other airplanes (all of which have greater movement range).
- Super Robot Wars Original Generation has Tausendfussler-class transports that are completely unarmed and poorly armored, mostly serving as Escort Mission fodder or background NPCs.
- Played straight in Pacific Fleet and Atlantic Fleet, where missions that involve merchant shipping, oil tankers, and troop transports have them entirely unarmed. In the dynamic campaign of the second game, if a German ship or U-boat encounters an Allied convoy without an escort, the unarmed transports are automatically destroyed. Germany has a few auxiliary cruisers, which are civilian transports equipped with some guns, but they're considered warships in the game (their only advantage is that they appear right on top of the enemy and can get a few shots in and have a chance of sinking a destroyer or two.
- Escape Velocity:
- Varies by game and by ship, but generally the base model freighter is unarmed and frequently only lightly shielded. However, players will often use mass expansions to turn part of bigger freighters' cargo bays into room for weapons, a process nicknamed "mass-modding". Upper-tier freighters (the Freight-Courier in Override, the Enterprise, Pegasus, and some Leviathan variants in Nova) frequently carry heavier armament, though they still don't hold a candle to actual warships.
- The Polaris Sprite light freighter and Cambrian heavy freighter in EV Nova are justified examples due to the Polaran Fantastic Caste System. Freight transport is the responsibility of the worker caste, the Tre'pira, while combat is solely the responsibility of the Nil'kemorya, the warrior caste (and they're so good at it that the Tre'pira lacking weapons is a non-issue). The Sprite and Cambrian each have a hardpoint for a turret but no expansion mass to put anything in.
- In Axis And Allies troop transports have no attack power whatsoever and a pitiful 1 defense.
- In Twilight Imperium carriers have minimal defenses. Though if they're carrying fighters instead of ground troops those can protect them.
- Played straight for some armies in Warhammer40000, but subverted for others. Generally dedicated transport units tend to have less firepower and defenses than combat vehicles, barring the Land Raider (which can be taken as a dedicated transport for Space Marine Terminators but otherwise uses a heavy support slot like a "proper" tank), but how defenseless they are varies. Space Marine Rhinos have low armour and only a single storm bolter (a slightly longer range version a basic infantry gun), while Imperial Guard Chimeras actually mount fairly good mid-strength weaponry. And then you have the Eldar Wave Serpent, which is arguably one of the best battletanks in game, combining medium armour, high speed and good firepower.
- Avalon Hill board games
- Starship Troopers. Air Cars and Retrieval Boats have no attack capability.
- 1776. Bateaux (boats) and Transport Fleets (ships) can't attack other units.
- Panzerblitz and Panzer Leader. Trucks and wagons have no weapons.
- Panzerarmee Afrika. Truck units have no combat capability.
- In Hc Svnt Dracones Carriers have no weapons arrays by default, they rely on their drones and flak barriers. Though they do have two Omni-Slots that weapons could be fitted into, or landing bays for carrying corvette's, or point-defenses.
- Several ships that provide Trade in Star Realms, such as Scouts and other low cost transports, do not provide Combat points. Higher cost transports could do damage, and even the low-cost Explorer could do damage if you trash it.
- In the age of sail it was practical for merchantmen to be at least lightly armed (and in some cases like the Dutch and British East India Companies, well armed); but that ended when warships adopted metal armor and turret guns. Supply ships are now 100% dependent on escort and air cover.
- When tanks need to move any substantial distance outside the battlefield, they're loaded onto wheeled transports to save fuel, plus wear and tear on the tracks. Needless to say, they're vulnerable in that state.
- The Humvee was designed as a light truck and was never intended to be an armored car. Improvised or retrofitted armor, and weapons mounts, had to be added for asymmetric warfare in Afghanistan and Iraq.
- The official definition of an Armoured Personnel Carrier includes the line "is armed with an integral or organic weapon of less than 20 millimeters calibre." Which, of course, means that practically every one of them has a mounted Browning machine gun or a grenade launcher.
- Most cargo ships of the world wars were unarmed, making them easy pickings for submarines; during the early years of both wars, German U-boats would more often use their deck guns to take out lone ships. During the latter years of World War II, the armaments of cargo ships improved, though these still meant nothing to an incoming torpedo.
- The C-47 Skytrain was completely defenseless while taking Allied paratroops over enemy territory. The Soviet licensed copy sometimes mounted a single machine gun in a dorsal turret, but it wasn't terribly effective.