Difference between revisions of "Mars"
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===Variant E=== | ===Variant E=== | ||
− | + | The E unit can Harass foes with its long reaching [[CERPPC]] & [[CUAC5]] using [[EOptics]]. Where it really shines is at the 450m mark pounding/shaking the enemy with Three [[CDSSRM6|Clan Dual Streak SRMs6]], Melting armor with Four [[CERSL|Clan Extended Range Small Lasers]] and One [[HML|Heavy Medium Laser]]. If leaning on the Lasers too much the 16 [[HS]] will feel the strain. Six [[Free tons|Extra Ammo]] for the CDSSRM6. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]]. | |
===Variant F=== | ===Variant F=== |
Revision as of 17:50, 1 November 2020
Mars | ||
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Class: | Tank | |
Faction | Clan | |
Ticket cost: | 13 upon destruction | |
Tier: | 14 | |
Tonnage: | 100 tons | |
Speed: |
34 km/h (36 km/h with boost) | |
Turret rotation: | 360° | |
Turret pitch: | -8° to +55° | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 112 300 CBills Total armor: 67 116 Engine: Fusion 200 |
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A: Price: 119 700 CBills Total armor: 67 116 Engine: Fusion 200 |
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B: Price: 118 400 CBills Total armor: 67 116 Engine: Fusion 200 |
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C: Price: 114 800 CBills Total armor: 65 276 Engine: Fusion 200 |
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D: Price: 126 100 CBills Total armor: 67 116 Engine: Fusion 200 |
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E: Price: 124 800 CBills Total armor: 67 116 Engine: Fusion 200 |
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F: Price: 109 300 CBills Total armor: 67 116 Engine: Fusion 200 |
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G: Price: 137 300 CBills Total armor: 67 116 Engine: Fusion 200 |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3
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Contents
Roles and Gameplay Hints
Prime
The Primes' use of long-range weapons constitutes the CGauss & CER Large Laser, both of these weapons are mounted in the tank's turret, giving them the maximum possible field of fire. A Clan Lubalin Ballistics-X AutoCannon10 gives it additional power. Three Clan Long Range Missles15 add even more damage potential at range, though a ton of ammunition for each limits the amount of times they can be utilized. Defensively, it is protected by a CDSSRM4, two AutoFlamer and one PDS. 7 HS to help keep temps in check, 5 Free tons to ensure it's stay in the field and GECM to mask your position.
Variant A
The A is a mid/long range fighter housing Guardian Electronic Countermeasures to reduce it's radar footprint, EOptics to survey the battlefield and C3 Master to recieve/ distribute radar and sensor information. It's main weapons are the CLBX Autocannon10 backed by no less then Four Clan Extended Range Long Lasers. Three Advanced Tactical Missile12(STD). With all this fire power comes Heat and with only 9 HS, firing discipline must be maintained. Only Three Free tons are available. Defensively, it is protected by a two CERSL, two AutoFlamer and one LAMS.
Variant B - "Tonberry"
The B "Tonberry" like it's namesake is a close-in formidable brawler. The main gun containing Four blistering array of Clan Medium Pulse Lasers and the powerful hole punching Lubalin Ballistics-X AutoCannon20. Backing them up for close quarters is a battery of Three Advanced Tactical Missile Launchers12 {HE} which can reduce to waste almost anything in there path. Eleven HS to try to maintain the heat load. One Free tons for the CLBX20, GECM to allow movement undetected. Defensively, it is protected by a two AutoFlamer and one LAMS.
Variant C
The C is all about enemy denial of their captured bases and Demoralizing the opposing force. A battery of Three Clan ArrowIV Missiles are it's main striking force. Assisted by Target Acquisition Gear and Enhanced Optics a skilled pilot can lay down devastating rain of terror. It's main guns house Three CLBX2 assisted by two CERML for those bold enough to charge your position. Six Free tons for the Arrow IVs, Eight HS, so watch your heat. Defensively, it is protected by a two AutoFlamer and one LAMS.
Variant D - "Doomtrain"
The D is an Extreme Long Range Unit providing the cover of Angel ECM for it's teammates. One Hyper-Assault Gauss Rifle40 and One Hyper-Assault Gauss Rifle20 are it's main guns with a long reach of 1200m, solid kinetic damgage DPS and low waste heat. A battery of Three Advanced Tactical Missiles9 (ER) can travel out to 1250m raining terror on your foe, while your own single LAMS protects you from incoming missiles. Defensively, it is protected by a four MG, one CERML and two AutoFlamer. 5 HS to help keep temps in check and 5 Free tons to ensure it's stay in the field.
Variant E
The E unit can Harass foes with its long reaching CERPPC & CUAC5 using EOptics. Where it really shines is at the 450m mark pounding/shaking the enemy with Three Clan Dual Streak SRMs6, Melting armor with Four Clan Extended Range Small Lasers and One Heavy Medium Laser. If leaning on the Lasers too much the 16 HS will feel the strain. Six Extra Ammo for the CDSSRM6. Defensively, it is protected by a two AutoFlamer and one LAMS.
Variant F
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Variant G - "Knock Knock"
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Canon
One of the most formidable vehicles ever built, the Mars dedicates more than half of its weight to weapons, ammunition and associated systems. Popular legend attributes the design of the tank to ilKhan Wilson himself, but even if this were the case, little remains in the current version of the original configuration created more than two centuries ago. Carrying more than eleven tons of advanced-composite armor, the Mars can sustain multiple hits with minimal risk of penetration. A general purpose ECM unit degrades the abilities of many of the sophisticated fire-control systems an enemy force is likely to use, further reducing the chances of a successful hit. This armor protection and vast weapons array, however, has the unfortunate result of making the Mars ponderously slow and incapable of withdrawing from a fight.
Date Introduced 2842 during the Era known as "Early Succession War" - LosTech (2781 - 2900) - Unit Role: Combat Vehicle - Tracked