Combat Vehicle Technical Readout
Name/Model: Partisan II (BASE)(FLUFF)
Designer: Thunder
Source(s): Custom Mordel.Net Units
Technology: Inner Sphere
Technology Rating: E
Tonnage: 80
Configuration: OmniVehicle
Era/Year: Dark Age / 3150
Rules (Current): Advanced
Rules (Era): Advanced
Rules (Year): Advanced
Total Cost: 2,072,292 C-Bills
Battle Value: 612
Movement Type: Wheeled
Power Plant: 140 Fusion
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Armor: Reactive
Armament:
Manufacturer: Unknown
Primary Factory: Unknown
Communications: Unknown
Targeting & Tracking: Unknown
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Overview:
The Partisan II is an artifact from the transitional period when IPD was transitioning from
traditional force structure to the modern force structure held today. The instigating event
was the introduction of the Implacable. A space superiority fighter with the capacity to
simply bulldoze through any oposition. This started the current era of Aerospace centric
superiority within IPD. It also kindled interest in how to prevent the same tactics being
used in return.
Capabilities:
With the requirements layed out for a study in Anti-air capabilities, the Partisan was
chosen as a well known and common starting point. Because extensive refits were expected as
part of the testing process, omni technology was incorporated. The engine was upgraded to a
fusion power plant to facilitate the use of energy weapons. With the extensive changes it
became easier to simply produce a new chassis. With that the motive system was replaced
with wheels to save costs supported by the logic that air defense will be in the places you
want to defend, not the middle of the woods.. The top speed was also reduced. Its not like
the tank was going to out manuever a fighter anyways.
Ten tons of reactive armor cover the vehicle. The modern layout is highly atypical being
optimized towards surviving a dive bombing attack. In theory the Partisan II can survive a
mworst case attack consisting of 20 light thermobaric weapons. This attack, equivalent to
more then 2 equally massive attacks by conventional HE, can be weathered. Though the
margins are so thin that luck does come into play.
With that, 47 tons of Omni space remain.
Deployment:
The production run of the Partisan II was somewhat short lived. Initial orders based on
hype and fear were reasonably strong, but quickly fell away as truth that you can't stop an
aerospace fighter with anything short of another aerospace fighter sunk in. Air defense
could not protect anything, only avenge it.
Lessons were learned however. The most successful techniques for dealing with fighters were
adopted by other more general purpose units, as well as the aerospace forces themselves.
Variants:
For some reason, the configuration designations for the Partisan II are not quite in a
standard fornat. The Traditional Prime, A B, C, etc scheme is there, but with extra flavor.
Thus you get Prime Rib, Apple, Butter, etc.
It is also noted that the initial production run of Partisan II's used a more traditional
armor arrangement with additional protection to the turret and sides, and a forward oriented
armor profile.
Notable MechWarriors:
There are several key components to what makes a weapon useful for anti-air purposes. The
first is range. The greater the range of a weapon, the larger the umbrella of coverage.
This helps prevent a slashing attack on your flanks escaping unscathed. Next is accuracy.
Many times, simply scoring a hit at all is enough to cause an Aerospace fighter to lose
control, the infamous "lawn dart" check. This method is far from certain and rapidly
decreases in effectiveness as the pilot's skill improves. The Third factor is damage
magnitude. Fighters are resilient, but if you put enough damage onto a single point, you're
very likely to punch holes through the fughter and break things. This will degrade their
combat effectiveness or even the flight worthiness of the fighter. The final factor is
total firepower output. In theory enough damage could destroy a fighter outright. In
practice the goal is almost always to create an out of control event resulting in a crash.
And while any ammount of damage might cause an out of control event, enough danage will
cause such an event. Its one of the few things that concerns an IPD fighter pilot. The
fighters are built to take punishment, but crashing hurts.
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Equipment Mass
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Internal Structure: Standard 8.00
Engine: 140 Fusion 7.50
Cruising MP: 2
Flanking MP: 3
Heat Sinks (Single): 10 0.00
Control Equipment: 4.00
Lift Equipment: 0.00
Power Amplifier: 0.00
Turret: 0.00
Armor Factor: 160 10.00
Type: Reactive
Armor
Value
Front: 42
R/L Side: 25
Rear: 42
Turret: 26
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Weapons and Ammo Location Tonnage
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Alpha Strike Statistics
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Point Value (PV): 14
TP: CV, SZ: 4, TMM: 0, MV: 4"w
Damage: (S) 0 / (M) 0 / (L) 0
Armor (A): 5, Structure (S): 4
Specials: ENE, OMNI, RCA, SRCH
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