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Design Overview
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                 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                      
------------------------------------------------------------------------------------------------
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