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Design Overview
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                 Combat Vehicle Technical Readout

Name/Model:         Perun [BASE]
Designer:           Thunder
Source(s):          Custom Mordel.Net Units
Technology:         Clan
Technology Rating:  D
Tonnage:            30
Configuration:      OmniVehicle
Era/Year:           Dark Age / 3150
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         445,625 C-Bills
Battle Value:       269

Movement Type:        Wheeled
Power Plant:          100 Fusion
Cruising Speed:       43.2 kph  
Maximum Speed:        64.8 kph  
Armor:                Standard
Manufacturer:         Unknown
    Primary Factory:  Unknown
Communications:       Unknown
Targeting & Tracking: Unknown

    In only 35 years the clan war-machine wrecked itself.  Early successes in the inner sphere
    prompted the home clans to over extend their resources in an attempt to match the invading
    clan's new found wealth in territory and resources.  The practice of staging trials for
    needed materials slowly began to escalate as resources became scarce.  One example being a
    trial between Clan Cloud Cobra and Clan Coyote over a star of newly produced battlemechs.  A
    Trinary of mechs were lost between both sides for the gain of only a Star.  And then new
    trials would be declared in an attempt to find the parts needed to repair damaged mechs.
    This viscous cycle is the root cause of the wars of reaving.
    One of the results of the lost of their manufacturing base was a need to be as efficient and
    frugal as possible when building up new forces.  Which is where the Perun comes in.  A Light
    Omnivehicle capable of covering the roles of a majority of older clan vehicles without
    breaking the budget.

    Making their new light tank a wheeled vehicle strikes many an analyst as odd.  But to be
    fair it is a choice that works for the clans.  A by product of their ritualized combat is
    giving the defender the choice of location in which to fight.
    By selecting an appropriate venue in which to fight, a wheeled vehicle is rarely
    Alternatively if honorable combat is not offered it is more then likely that combat will be
    occurring on the clan's grounds directly which implies cultivated lands and roads.  Its this
    rational that explains the wider use of wheeled vehicles of all sized within their toumans.
    Its a choice that also helps in making the vehicle cheaper to produce and easier to operate.
    The tendency for minimized costs follows through most of the design.  A smaller
    then average engine gives adequate mobility without even trying to match the
    speed of higher end Clan vehicles.  Though initially more expensive the use of
    Fusion power eliminates a host of maintenance and refueling problems.
    Defensively the Perun uses Standard plate armor, not offering the best
    protection per ton, but costing less then half as much as more advanced armor
    types.  Six tons of armor are enough to allow the Perun to stand up to direct
    fire briefly.  Even the decision to make the Perun 30 tons rather then the more
    typical 35 tons of Clan light tanks is intended to reduce the logistical tail
    of a unit of these tanks by reducing crew needs by 33%.
    Offensively, the Perun has 14 tons of Omnipod space.  Astute observers may
    notice that this weapons payload matches that of the Badb Omni-Vtol being used
    in the Raven-Alliance.  Also in line with the Badb is the method of naming
    configurations.  Prime for Energy weapon primary configurations, A for
    Missiles, B for ballistic weapons, C for Cargo and equipment Configurations,
    and D for configurations that focus on electronics.  As per usual
    configurations can very wildly and the "Official" variants should only be
    considered as starting points from which to build off of.
    For the Prime configurations the starting recommended point begins with an
    ERPPC backed by twin LRM-5's.  This weapons mix offers high hitting power and
    excellent range.  Variants of this concept usually will downgrade the main
    energy mount in favor of larger missile racks.  Large pulse lasers are
    especially popular given the general lackluster training most crews receive.
    The next variation within the prime range focus's on massed Medium weight
    weapons.  Once again pulse lasers are the preferred weapon for Clan crews.  On
    average 4 Medium Pulse lasers fill this role, though more affluent or desperate
    units may find alternatives to this configuration.  Insulated lasers or
    captured Inner Sphere Medium lasers have all been seen at one time or another.
    The A configurations missile based power are the rock on which most Perun based
    formations are based.  No other weapon in the clan arsenal can pack so much
    Bang in such a small package.  The first variation on the theme of missile
    power is a SRM carrier.  6 SRM's provide a crushing volume of fire.  Ammo is
    somewhat limited offering only 5 Salvo's of fire.  Though this may seem limited
    its really more of a statement of a Perun's expected life span in close contact
    with a presumably heavier foe.  A volley of small lasers add to the missiles
    power efficiently utilizing the Fusion engine's integral heat sinks.
    The second missile based configuration is somewhat less efficient with the heat
    sinks.  A Heavy Medium laser serves as an adequate back up weapon to the twin
    LRM-15's.  A Quad of AP Gauss rifles tends to keep even the most fool hardy
    infantry and other light units at bay.  Assuming they're still installed.
    Heavier launchers, more ammo, bigger secondary weapons, even a fairly decent
    copy of the Ares has been seen.  And of course there is a variant with an Arrow
    IV, listed presumably to remind commanders that it is an option.
    In the Ballistics section there tends to be a list of primary 10 ton guns.  2
    tons of ammo and 2 spare ER Medium lasers mounted in the forward Demi-turret.
    The most preferred gun is the Clan RAC-5, offering the highest rate of damage
    output.  Next up is the HAG-20, followed by the UAC-10, and finally the LB-10
    as a last resort.  Officially the HAG-20 is listed as the main gun, with
    RAC-5's being rare still.  In reality older UAC-10's seem to be relegated to
    these second line forces with disturbing frequency.
    A second alternative is the use of even larger Cannons.  Nothing says "Die!" to
    a light foe like encountering a UAC-20 where it wasn't expected.  Even heavier
    targets tend to respect, if respect means concentrate fire on, units carrying
    UAC-20's.  On the other hand, Gauss rifles and HAG-30's are almost never seen
    as options.  One is too easily matched by the Prime configuration's ERPPC.  the
    other is just too heavy to be really effective.
    Another rarely seen configuration mounts Ten Medium Chemical Lasers.  It may
    seem like such a configuration is miss placed under the "Ballistics" heading,
    the actual operating nature of Chemical lasers is much closer to that of
    ballistic weapons rather then energy weapons for Vehicles.  Other weapons also
    appear in the B configurations.  One of the early iterations of the Perun
    mounted a LB-5x and a LRM-10 demonstrating it's ability to replace the Zorya
    Light tank.  This is also where the Perun's name comes from, Zorya being
    closely associated with Perun in the pantheon of gods they come from.
    Uncertainty abounds within the C configurations.  The first recommended
    configuration covers combat engineering duties, while the second is an Infantry
    transport.  Just to be efficient there is even a firetruck set of Omni
    equipment so that the Perun can help in civilian duties.  After all, combat is
    rare.  The need for Civil services is constant.
    Though the C configurations are wildly varied, they also tend to be somewhat
    mundane.  Less so for D configurations.  Using advanced electronics these
    configurations tend to be rare, save for when Peruns are actually being used in
    front line combat,  Or perhaps a particularly affluent Star Colonel found some
    spare gear for his vehicular forces.
    First up is an ECM equipped "Battlefield Management" configuration.  It's
    practically a Prime configuration with some tweaks, but the use of ECM and the
    targeting computer move it around in the current description scheme.  The
    "Battlefield management" portion of its job description comes from the ECM and
    the extended ammo bins intended for Smoke rounds.  Disrupting electronics, and
    controlling line of sight to cover it's Star can help achieve miraculous things.
    On the flip side is a "Scout" variant.  Active probes, NARC, and even an ATM
    with it's integral Artemis systems all place this configuration well within the
    D category.  Spare flamers, and a medium pulse laser help deal with the hidden
    attackers and infantry which tend to be a scouts first and occasionally last
    contact with the enemy.
    The most common Unusual variant of the electronics configurations mounts an
    Inner Sphere produced C3 master.  Though Clan mechwarriors may disdain such
    systems as dishonorable,  their vehicle crews hardly agree.  Freed from the
    constraints of Zelbriggen and more accustomed to using teamwork to bring down
    more powerful foes, integrating a Star as a C3 Network just makes sense.  For a
    full star a truncated Type 1 communications link is employed.  a Central master
    links 3 other masters, each of which controls 2 additional slaves for a total
    of 10 units.  Though rare for now, if such formations are sufficiently enhanced
    to justify the cost, there is a possibility that the Clans just might apply
    their superior technology to large scale C3 networks.

    Despite being relatively new, there is a major production level variation on
    the Perun.  Referred to as a Perun (T).  A Slower tracked version of this tank
    is otherwise identical to the more common wheeled chassis.  Once again this
    makes sense from a cost effectiveness standpoint.  Reusing the hull allows a
    streamlining of production,  while the availability of a tracked version of the
    tank allows them to be used in harsher terrain then they normally can handle.
    Then there are armor upgrades.  Though standard armor was chosen for it's low
    price, some units have found the resources to upgrade their tanks.
    Ferro-Fibrous armor upgrades are somewhat common, though the upgrade
    occasionally forces a reworking of a tank's weapons configuration.  If they can
    find it, Ferro-Lamelor armor is of course the armor of choice.  Most tanks will
    never see such an upgrade though.  The vast majority of Perun's produced are
    spread through the Clan's second an third tier holdings, preforming the ever
    important duty of holding ground, showing the flag, and promising to increase
    the butcher's bill for any raider dumb enough to tangle with them on their own ground.

Notable MechWarriors:
    Additional notes:
    Not 100% sure where this design came from.  I decided the clans needed a cheap
    vehicle to fill up their territory with.  I decided on 30 tons as an optimized
    tonnage without needing that 3rd crewmen.  As usual the balancing act of
    weapons, armor, and mobility took agonizing hours of indecision to resolve.
    Eventually though I decided that the tank had to have 14 tons of pod space to
    match one of my other Clan Omni vehicles the Badb.  I find it amusing when
    different omni units can cross swap configurations.  (Kit fox, Adder, Nova...
    16 tons of pod space.  It gets hilarious when you put 12 ERMedium laser on the
    Kit fox...)  The next major decision was to make it wheeled, for reasons which
    are explained in the fluff.  Admittedly those reasons showed while I was
    writing said fluff...

Equipment                                                             Mass                      
Internal Structure:                          Standard                  3.00                     
Engine:                                     100 Fusion                 4.50                     
    Cruising MP:                                4                                               
    Flanking MP:                                6                                               
Heat Sinks (Single):                            10                     0.00                     
Control Equipment:                                                     1.50                     
Lift Equipment:                                                        0.00                     
Power Amplifier:                                                       0.00                     
Turret:                                                                1.00                     
Armor Factor:                                   96                     6.00                     
    Type:                                    Standard                                           

    Front:                                      24                                              
    R/L Side:                                   19                                              
    Rear:                                       15                                              
    Turret:                                     19                                              

Weapons and Ammo                                            Location              Tonnage       

Alpha Strike Statistics                                                    
Point Value (PV): 9
TP: CV,  SZ: 1,  TMM: 1,  MV: 8"w
Damage: (S) 0 / (M) 0 / (L) 0
Armor (A): 3,  Structure (S): 2
Specials: ENE, OMNI, SRCH