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Argus spin.gif
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 8 upon destruction
Tier: 11
Tonnage: 60 tons
Speed: 86 km/h (121 km/h with MASC)
Torso yaw: 200°
Torso pitch: -35° to +45° while standing.
-35° to +55° while crouching.
Variant Armament
Variant Weapons Equipment
Price: 77 550 CBills
Total base armor: 57 062
Engine Size: GM 300 XL
Price: 76 300 CBills
Total base armor: 57 062
Engine Size: GM 300 XL
Price: 80 900 CBills
Total base armor: 57 062
Engine Size: GM 300 XL
Price: 74 000 CBills
Total base armor: 58 663
Engine Size: GM 300 XL
Price: 74 900 CBills
Total base armor: 57 062
Engine Size: GM 300 XL
Price: 73 000 CBills
Total base armor: 57 062
Engine Size: GM 300 XL
Price: 72 100 CBills
Total base armor: 57 062
Engine Size: GM 300 XL
Price: 74 300 CBills
Total base armor: 57 062
Engine Size: GM 300 XL
Armor Points Distribution

All stats current as of release 0.12.2

The Argus is an Inner Sphere Heavy Mech and was added with the 0.9.0 update. It ties the Rifleman as being the lightest IS heavy mech available but, unlike the glass cannon Rifleman, the Argus is a tough mech fielding 11.5 tons of ferro-fibrous armor with formidable weaponry to threaten even heavier mechs. It doesn't skimp on speed either, running at a quick 86 KPH with the B variant sprinting up to 121 KPH. Its chassis has a squat profile with relatively high mounted weapons, allowing it to mostly stay in cover while unleashing its potent firepower. All variants have enhanced optics as standard equipment. The Argus's weapons are typically arm mounted and thus potentially vulnerable from being shot off, so mechwarriors engaged in battle should liberally employ the torso rotation technique between alpha strikes to better spread the damage across the mech.

Roles and Gameplay Hints


The Argus prime is a solid mech mounting both short and long range weaponry for a flexible engagement role. The right arm houses the almighty RAC5 as well as 3 extended range small lasers while the left arm mounts a LRM15. Twin extended range medium lasers are mounted in the torso. Three tons of ammo keep the Argus prime on the battlefield for extended combat periods while its laser anti-missile system gives this tough mech even more survivability. Its radar range is enhanced by 200m via beagle active probe allowing better insight on enemy movements. Antagonizing an enemy at the long range of 1000m with the LRM15 is effective but the prime really shines at ranges from 600m to 350m, where most of its weapons can be brought to bear save the three ERSL which will kick in only past 400m. Mechwarriors need to keep a close eye on heat levels as 2 double heat sinks are insufficient for a constant barrage.
The selling point of this mechs is not so much having an firing solution for ranges 1000m to hug distance, but the fact that it can effectively counter BA with it's direct fire weapons as well with its B-Pod while packing a heavy punch with it's guided missiles launcher. Not recommended for countering same class or heavier opponents.

Variant A

Sporting a Gauss means to be a sniper, the slow re-fire rate mandates it - shoot and kite. SO this is a sniper with self sufficient backup should the fight come to the knife distance. The SRM6 launcher is shy of no short range weapon as it provides not only direct and splash out damage but also shakes the opponent out of accurate aim for the time the trusty main weapon reloads. If that time is not enough, the versatile battery of two pairs of ERSL and ERML is there to add insult to injury. Should all else fail, there is the NARC for calling in friendly missile strikes on targets. Combined with the Argus's Eoptics, pilots can target gauss rifle shots with great accuracy, picking away at enemy weak spots. The lasers and SRM6 launcher become good defensive weapons against mechs and BA that close distance with the "A". Two free tons of ammo allow decent combat time before needing to reload. As its mix of weapons run cooler than the Prime, it is not equipped with extra heatsinks.
This unit will sell to those who aren't contended with only calling in attacks, but draw satisfaction of inflicting the damage by their own hand. Note is to be taken not to expose a narced target to PPC fire, as well as to eliminate AECM faring enemy units in the vicinity of the narc zone.

Variant B

One of the very few mechs that mounts the fearsome HEAVY PPC, the Argus B is built around it. Delivering double damage of a standard PPC, the heavy PPC can rip off arms and externals of lighter mechs in one shot and severely damage heavier mechs that wander within 650m. While the heavy PPC recharges, 4 Extended Range Small Lasers allow mechwarriors to further damage appendages and a well placed volley from the dual SSRM4 launcher often finishes the job. Being able to close the distance to its foes at frightening speeds of 121 KPH, the B variant is equipped with MASC to bring all of its close range weapons into play. With only 5 Double Heatsinks dissipating the massive heat spike of an Alphastrike, mechwarriors must manage their use of MASC carefully while chasing down their prey. A single ton of free ammo is sorely needed for the streak launcher. The B's superior battlefield mobility allows it to capture bases quickly while having the firepower to defend them.

Variant C

This is one of those "Don't Go Alone" 12t armored variants. It has potential of both heavy and pin point damage, but neither are appealing or awesome. Add to the mix the AECM suite for protection of teammates - it's a waste to let this asset wade alone in the 31st century battlefield. Having active radar around your allies will often make you the first target that your enemies focus on. Take advantage of the long reload time on the MRM30 and twist your torso to spread the damage out. By the time your enemies are close to taking you out, hopefully your allies will have used the time you've given them to ravage the enemy with much greater damage. The trio of MPL can fire indefinitely is guaranteed by the 5 DHS. The heavy hitting MRM30 with it's extra 2 free tons provides 24 sore inflicting salvos before running dry. Just one ton of salvos could produce 19702.72 of damage. Three MGs and EOptics round out this Mech. An excellent decoy for an heavy lance or and trusty escort for an lighter lance - either way a valuable team player suffering if left alone.

Variant D

Another skitzo variant with an apparently disparate array of weapons. The heavy hitting DSSRM4, competing for its main weapon, lends 9 salvos before reaching for other ton if available for damage up to 350m away. The trusty PPC reaches out to respectable 700m indefinitely delivering both severe damage and EMP dismay to it's victims. The quartet of Lubalin Ballistics 2-X AutoCannons dishes damage out to no less than 1350m; maybe insufficient to severely damage an armored asset, but certainly enough to discern a sneaking enemy's nick from afar. Other than that, the LBX quad dish out almost as much as an single LB 10-X but at twice the range and almost double the pace. Do note, the Laser Anti Missiles System, while being more than useful for protecting nearby units from missile and artillery shells, also breaks stealth on nearby enemy missiles flyby. B-Pod helps dealing with ambushing enemy Battle Armor.
The selling point for this unit is somewhat moot - specialized on opposing ends of the spectrum the unit excels at none. A good buy for particular experts in times of special needs.

Variant E

Highly praised by seasoned players, this unit comes all in a sign of five: a trio of Thunder bolt 5 class missile launchers, and the pair of the Ultra 5 auto cannons gives this mech the long ranged potential to injure, while the Extended Range Large Laser rounds it up to an ever classical 1-2-3 setup. The unique Tbolt5 trio makes this a very special asset. Being an Solaris Arena invention, the Thunder bolt takes the best from few weapons while avoiding more of their inhernet flaws. Able to deliver its full damage potential form point blank out to its maximal reach of 6000m, its worth remembering that it only locks on up to 750m. This and the screen shake makes each of the 3 Thunder bolt 5 missile launchers an valuable source of retaliation protection, provided they hit the opponent. To maximize this effect it is best to fire them in succession. The only ocasion where they are best fired at once is an opportune Alpha strike moment. The quickly reloading ultra auto cannons, being prone to jam as they are, should best be fired in succession of the missile launcher - one at a time. The ever so slow large laser is to be fired when ever ready. He who loses count of the core temperature will most certainly find him self in an automatically shut down mech in the height of an raging battle. This is essentially an support mech fully capable to take an occasional brawl.

Variant F

Being the cheapest Argus variant, the F comfortably fills in the roll of a missile support mech. Coordinating and timing LRM launches with your teammates can unleash this mechs potential. The rapid chain fire mode of the triple LRM5s can sucker the enemy's LAMS while your teammates heavier LRM volleys get through to wreck havok. Furthermore, it'll do this while being undetected on radar with its GECM equipment. Backing this up is an UAC10 and two ERML which both have a 600m range, keeping enemies at bay. The F is no brawler, a wise pilot will know when to disengage and re-position to a better location before being overwhelmed. A single free ton of ammo should be dedicated to the UAC10 as it'll shoot itself dry long before the LRM5 will need reloading. Overall, the F is quite the bargain as its the only Argus variant that comes with stealthy electronics.

Variant G

The acute brutality of the G is both its strength and its weakness. For the enemy to stand any chance against it - it has to shoot off its dreaded Ultra 20 auto cannon, or die trying. Once deprived of its main weapon the G is really much less of an threat despite the frequent sting of its Small Pulse Laser trio, and the occasional 8 short range missiles volley. While those are quite enough to finish off a desperate enemy who just stripped off your auto-cannon, it is much more savvy to protect it by denying it the line of sight to the enemy during the duel; and, provided that you exit the fight as a winner, bring it back home for repairs. This is especially true while waiting on it to unjam or cool down. Excelling in this tactics can bring you quite few 1v1 kill-marks before in need of scrapping the asset - some even from higher tier heavy mechs. Remember the Argus G is only as good, as long you can keep its UAC20 able to retaliate.


Originally designed as an OmniMech, the Argus was developed in a joint venture between Achernar BattleMechs and Robinson Standard BattleWorks and was submitted as an OmniMech to the Department of the Quartermaster which rejected the design. Achernar and Robinson modified the 'Mech and resubmitted it as a standard BattleMech that was quickly picked up by the AFFC. The Argus is built around a lightweight GM 300 XL engine that gives the 'Mech a top speed of 86.4 km/h while sacrificing some survivability. The 'Mech is built on a 1A Type 12 Endo Steel chassis that saves weight for armor, weapons, and equipment. The Argus is protected by twelve-and-a-half tons of StarGuard II armor with CASE to protect against complete destruction in the event of an ammunition explosion. The Argus is also fitted with a Beagle Active Probe which makes it capable of finding hidden enemy units and helps protect the Argus from being ambushed.

Date Introduced 3062 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Skirmisher

Battletech Reference