The Pandur II 8x8 CZ is an improved all-wheel-drive armoured person[sic] carrier vehicle. Czech version differs from its original in thicker armor, reversed V shaped bottom, a new, from inside of the vehicle controlled breakwater, and driver's hatch equipped with night vision aparature.[sic] It is armed with 30mm cannon, coaxial machinegun and two guided missiles Spike, mounted on remote controlled turret. Crew consists of 8 soldiers, driver and gunner/commander. Vehicle can be transported by C-130 Hercules.
The Austrian-made Pandur II is the latest model in the Pandur family of armoured fighting vehicles. Using a bigger chassis that supports heavier turrets, the Pandur can be armed with a variety of differently sized main guns.
Armament
Its standard armament consists of a 30 mm autocannon, coaxial 7.62 mm machine gun, and surface-to-surface infrared-homing anti-tank missiles. Defensive smoke grenade launchers are also available[CfgVh 3], allowing for up to 4× volleys of smoke screens to be deployed.[CfgVh 4]
The primary ATK Mk44 autocannon can be loaded with either anti-vehicle armour-piercing (AP) or anti-personnel high-explosive (HE) shells:[CfgVh 4]
60 AP, single "magazine" only
140 HE, single "magazine" only
On the other hand, the coaxial M240 MMG feeds from a 460-round linked belts. One belt is always pre-loaded and a further 2× belts are left in reserve, providing the gunner with access to 1380 rounds total. Lastly, the Spike-LR ATGM launcher pod has access to 4× missiles split across 2× missile "magazines".[CfgVh 4]
Features
Unique to the Pandur, its turret cannot be disabled by conventional means. This is because the Pandur does not have any hitpoints assigned to the turret's elevation and traverse mechanisms, thereby preventing explosive and kinetic projectiles from being able to inflict a firepower kill upon the Pandur.
Mobility
The Pandur is fully amphibious[CfgVh 5] and can ford across any body of water at speeds of up to 11 km/h on turbo. Handling-wise, the Pandur's turn rate[CfgVh 6] and off-road driving stability[CfgVh 7] are more or less the same as the USMC'sLAV-25/RussianBTR-90 as well as the U.S. Army'sStryker. However, it is the slowest of the platforms and is capped to a maximum speed of no more than 88 km/h even on turbo.
Drawbacks
Although the Pandur's lack of turret hitpoints makes it effectively immune to firepower kills (unlike the LAV-25/BTR-90), this design quirk is a double-edged sword as it means that damage inflicted upon the turret will be shared with the vehicle's body HP.
Damaging the turret on most IFVs and APCs will almost always share incoming damage with the vehicle's main "health" pool, but will not actually affect the body/hull HP. This is not the case for the Pandur, as its body HP runs across the entire length of the upper half of the vehicle's hull as well as its turret. Since 100% of damage to the turret will always be shared with the Pandur's main "health" pool[CfgVh 8], this means that sustained hits from AP or HE shells against the Pandur's turret is sufficient to bring the vehicle to critical status (or even cause it to outright explode).
Crew Capacity
The Pandur only requires a crew of two that consists of the driver and a gunner (who doubles as the vehicle's commander). The troop compartment can carry up to eight passengers at a time.[CfgVh 1]
Protection: Hitpoints[]
The Pandur has a base armour value of 150.[CfgVh 9]
Successful strikes to any of the following highlighted sections will inflict full damage to the component:
LEGEND Green = Body Orange = Engine Violet = Fuel tank
Body[]
The vehicle body/hull can withstand up to 150 points of damage.[CfgVh 10][Formula 1] Depletion of the body's integrity will always result in a catastrophic kill if the Pandur is at critical "health" status.[CfgVh 8]
Engine[]
The engine can take no more than 75 points of damage before it fails.[CfgVh 11][Formula 2] 100% of damage inflicted upon the engine will always be shared with the Pandur's main "health" pool. Destroying the engine can potentially cause a catastrophic kill if the Pandur is at critical "health" status.[CfgVh 12]
Fuel tank[]
The fuel tank can only withstand a maximum of 21 points of damage before it ruptures.[CfgVh 13][Formula 3] 100% of damage inflicted upon the fuel tank will always be shared with the Pandur's main "health" pool.[CfgVh 14]
Wheels[]
Each of the Pandur's eight wheels can take up to 45 points of damage before their tyres burst.[CfgVh 15][CfgVh 16][Formula 4] At least 30% of damage inflicted upon any of the wheels will be shared with the Pandur's main "health" pool.[CfgVh 17][CfgVh 18]
The Pandur's hull and turret are protected by a variety of armour plates. The chassis, various components, and other parts of the hull/turret are made out of iron, plastics, and armoured glass materials:
The rear storage cage is protected by an armour plate that has a thickness of only 1 millimetre.[rvmat 1][bisurf 1]
The fuel tank, troop compartment door, and rear antenna are protected by armour plates that have a thickness of 3 millimetres.[rvmat 2][bisurf 2]
The hull roof hatches above the troop compartment, as well as the hatches for both crewmen and the gunner's periscope, are all protected by 5 millimetre-thick armour plates.[rvmat 3][bisurf 3]
The upper half of the Pandur's hull, glacis, and the turret itself (but excluding the gunner's periscope) are all protected by armour plates that have a thickness of 7 millimetres.[rvmat 4][bisurf 4]
The Pandur's chassis/undercarriage is made out of iron.[rvmat 5][bisurf 5] The driver specifically has a window attached to the front of their hatch that is made out of ballistic-resistant glass.[rvmat 6][bisurf 6] Lastly, the propellers and mirrors are all made out of plastic.[rvmat 7][bisurf 7]
Armament[]
NOTE: For specifics on the ATK Mk44's munitions, see its related section listed here.
The gunner retains exclusive control over all of the Pandur's weapon systems (ATK Mk44 30 mm autocannon/coaxial M240 7.62 mm machine gun/Spike-LR surface-to-surface anti-tank missile launcher pod). They also retain control over the vehicle's defensive smoke grenade launchers.[CfgVh 3]
For turret rotation limits, the main turret can be freely swivelled in any direction horizontally.[CfgVh 19][CfgVh 20] However, vertical rotation is restricted to a maximum elevation of 25 degrees[CfgVh 21] and a minimum depression of no more than 15 degrees:[CfgVh 22]
ATK Mk44[]
General-purpose 30 mm autocannon. Can load and fire either AP or HE-type shells.
Regardless of the selected ROF mode, the ATK Mk44 has a dispersion value of 0.0005 rad.[CfgWp 3][CfgWp 4] There is no difference in muzzle velocity between its munition types as the ATK Mk44 has a muzzle velocity of 1,080 m/s.[CfgMa 1][CfgMa 2] There is no delay for swapping between munition types.[CfgWp 5]
Manual zeroing is available, starting from a minimum of 400 metres up to a maximum of 2,000 metres (400, 600, 800, 1000, 1200, 1400, 1600, 1800, 2000).[CfgVh 23] By default, the ATK Mk44 is set to a zeroing of 600 metres.[CfgVh 24]
The Spike-LR launcher unit can load and fire a missile once every 5 seconds (fire rate of 12 RPM).[CfgWp 6][Formula 7] Upon depleting a "magazine", it will take the launcher another 30 seconds to reload or to fully rearm from a supply truck/ammunition crate.[CfgWp 7] The missile's seeker has a 20% chance of losing lock to smoke-based countermeasures.[CfgAm 6]
Spike-LR missiles are always fired with an initial launch velocity of 55.1688 m/s.[CfgMa 3] 0.3 seconds after launch, the Spike-LR will take a further 5 seconds[CfgAm 7] of flight time for the missile to attain a maximum speed of 430 m/s.[CfgAm 4] The missile utilises a high-explosive anti-tank (HEAT) warhead and has a blast radius of 2 metres.[CfgAm 3]
Zeroing for the Spike-LR launcher cannot be manually adjusted.
It can attain a fire rate of up to 800 RPM[CfgWp 8][Formula 8] and has a muzzle velocity of 834 m/s.[CfgMa 4] Accuracy-wise, the M240 has a dispersion of 0.0012 rad.[CfgWp 9] It takes at least 5 seconds to reload the M240 with a fresh belt after rearming from a supply truck/ammunition crate.[CfgWp 10] Every fourth round fired will emit a visible red tracer.[CfgMa 5]
Zeroing limits for the M240 are shared with the primary ATK Mk44 autocannon. Just like the ATK Mk44, zeroing for the M240 can be manually adjusted from a minimum of 400 metres up to a maximum of 2,000 metres (400, 600, 800, 1000, 1200, 1400, 1600, 1800, 2000).[CfgVh 23][CfgVh 24]
Optics[]
Driver[]
The driver's terminal is connected to the camera at the front of the hull. The camera can switch between a normal day or night vision mode.[CfgVh 25]
Gunner[]
The gunner's terminal is connnected to the periscope camera on the main turret. The periscope's camera has the ability to switch between three vision modes: day, night, and black-/white-hot thermal.[CfgVh 26][CfgVh 27] It has variable zoom capability and can switch between a minimum magnification of 1x zoom[CfgVh 28][Formula 9] up to a maximum of 3.44x zoom.[CfgVh 29][Formula 10]
A laser rangefinder is available.[CfgVh 30] It should be noted that operating the main turret will automatically force the Pandur's engine to be switched on.[CfgVh 31]
Defensive sensors[]
The Pandur is equipped with a Laser Warning Receiver (LWR). The crew will immediately be warned if a laser-guided targeting system is attempting to acquire a lock onto the vehicle.[CfgVh 32]
A Missile Approach Warning System (MAWS) is also available. An alert will instantly be relayed to the crew if a guided projectile has successfully locked onto the Pandur and is inbound towards it.[CfgVh 33]
AI[]
NOTE:The following information only applies to the AI.
The Pandur is considered to be an extremely dangerous threat[6] to AI-controlled infantry units (1). However, AI-controlled ground vehicles and aircraft only see the Pandur as a medium-risk threat (0.6/0.6).[CfgVh 36]
Initially upon the DLC's release, the in-game Pandur II did not have amphibious capabilities as it directly inherited its configuration properties from the U.S. Army's Stryker, preventing it from being able to ford across water. This was eventually fixed following the latest Steam version updates (as part of the Community Configuration Project/CorePatch updates), which granted the Pandur II the ability to swim across any body of water.[8]
CorePatch also changed the behaviour of the Pandur II's Mk44 autocannon. Prior to the patches, it always fired in bursts of five shells and had a mandatory delay whenever the gunner switched shells or ran out of ammunition (and was resupplying).[8]
Whether it was a mistake or is another case of developer oversight, the Pandur II's Spike-LR missiles are not actually Spike ATGMs but are American-made Javelins instead.[9]
Due to alpha rendering limitations with ArmA 2's Real Virtuality engine, water and any other transparent surfaces will not be visible if the player rotates their camera in the direction of the transparent surface while looking through the rear storage cage. This is because the cage simply uses an alpha texture to simulate the appearance of a 3D cage with holes (the holes are not actually modelled).
↑If available, the Spike-LR can be detected by the target's Infrared Warning Receiver (IWR) during lock-on and by its Missile Approach Warning System (MAWS) while inbound towards it.
↑Damage will be reduced if the projectile's velocity drops below this value.