Mars
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: 136 900 CBills Total armor: 67 116 Engine: XL Speed: 50 km/h Boost Speed: 56 km/h |
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A: Price: 122 400 CBills Total armor: 67 116 Engine: Fusion 200 |
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B: Price: 140 400 CBills Total armor: 67 116 Engine: XL |
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C: Price: 115 100 CBills Total armor: 63 436 Engine: Fusion 200 |
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D: Price: 125 800 CBills Total armor: 67 116 Engine: Fusion 200 |
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E: Price: 124 000 CBills Total armor: 67 116 Engine: Fusion 200 |
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F: Price: 106 600 CBills Total armor: 67 116 Engine: Fusion 200 |
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G: Price: 137 000 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
Contents
Roles and Gameplay Hints
Prime
The Prime's 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 AutoFlamers and one PDS. 7 HS to help keep temps in check but an alpha strike is out of the question, 5 Free tons to ensure its stay in the field and GECM to mask your position.
Variant A
The Mars A is a medium range missile boat and support asset. Guardian Electronic Countermeasures reduce the A's radar footprint making it able to run active radar continuously while providing C3 Radar Sharing to allies. While the A has three free tons of ammo, they must all be dedicated to the A's ammo-hungry trio of ATM12s. This means that the A's cNARC must function without any extra ammo and will have to be used sparingly. The NARC allows the A to pound enemy targets with deadly barrages of indirect fire. Simply NARC the target, then fire ATMs straight up or even backwards in order to arc the missiles over hills and other intervening terrain. As backup weapons, the A comes with three cERMLs, two cERSLs, and one cLBX10. Because of the A's pair of AutoFlamers and modest set of close combat weapons are insufficient to deter most mid- to late-game brawlers, the A should focus on staying close to allies in case enemies come within the ATM's minimum range. The A's 9 heat sinks are hardly enough to keep it cool when firing all weapons. Players will have to choose between overheating, using coolant, or chain firing.
Note: This asset has both C3 and GECM, meaning there is no benefit to using passive radar.
Variant B - "Tonberry"
The B "Tonberry" like it's namesake is a close-in formidable brawler. The main gun containing Dual 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} (zero minimum range) which can reduce to waste almost anything in there path. Fourteen 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 its main striking force. Assisted by Target Acquisition Gear and Enhanced Optics a skilled pilot can lay down devastating rain of terror. Its main guns house two CUAC2 assisted by two CERML for those bold enough to charge your position. Six Free tons for the Arrow IVs and eight HS to try to hold you heat in check, so be mindful of your temperature as the ArrowIV's can quickly raise it up. Defensively, it is protected by two AutoFlamers and one LAMS.
Variant D - "Doomtrain"
The D is an extreme long range unit providing the cover of Angel ECM for its teammates. One Hyper-Assault Gauss Rifle40 and one Hyper-Assault Gauss Rifle20 are its main guns with a long reach of 1200m, solid kinetic damage 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 its 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 Tons of Ammo for the CDSSRM6. Defensively, it is protected by a two AutoFlamer and one LAMS.
Variant F
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The F main guns are geared for Long Range housing three Clan Lubalin Ballistics-X AutoCannon5 accompanied by two Clan Large Pulse Lasers and EOptics for targeting. This quintet can lay rapid waste to what ever crosses its path. A CNARC for marking any enemy which crosses the 700m mark. Three Clan Short-Range Missiles4 will deter those attempting to come with-in 350m. Ten HS will provide ample use of the CLPL but a cool down after a fire fight will be necessary. Three Extra Reloads. Defensively, it is protected by two AutoFlamers and one LAMS.
Variant G - "Knock Knock"
The Mars G, Close up and Deadly. A departure from its family of long range machines as this units main gun holds the terrifying Sniper Artillery Cannon. Its reach may only be 700m but the devastation it brings is enormous, the same massive damage and area of effect that the Long Tom Artillery has. It is accompanied by the burning Clan Heavy Large Laser. For those who dare maintain their charge, they'll be met with three Clan Streak SRM6 followed by the armor pounding Ultra AutoCannon-20 and four Heavy Machine Guns. This is a killing machine. Nine HS to handle the heat & Five Spare Tons of Ammo. A word of caution, just don't be caught out in the open where you are out ranged. Defensively, it is protected by a two AutoFlamer and one LAMS.
Pro Tip:
As with most Tanks, Turret Pitch & the angle of the vehicle relative to level ground plays a major role in your ability for a clean shot of your enemy. Terrain awareness and positioning is a talent that needs to be developed and become second nature, to be proficient in it's operation.
Canon
One of the most formidable vehicles ever built, the Mars dedicates more than half of its weight to weapons, ammunition and associated systems under the guise of Series XXXII Multitrack IWS with Artemis IV FCS Targeting and Tracking System. 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 (Compound Zeta Ferro-Fibrous), 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.
Notable Pilots: firestorm - MERC, Spooky - MERC
Date Introduced 2842 during the Era known as "Early Succession War" - LosTech (2781 - 2900) - Unit Role: Combat Vehicle - Tracked