Behemoth
Behemoth | ||
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Class: | Tank | |
Faction | Inner Sphere | |
Ticket cost: | 12 upon destruction | |
Tier: | 13 | |
Tonnage: | 100 tons | |
Speed: |
34 km/h (36 km/h with boost) | |
Turret rotation: | 360° | |
Turret pitch: | -9° to +55° | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 114 500 CBills Total armor: 68 220 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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A: Price: 120 800 CBills Total armor: 66 380 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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B: Price: 118 100 CBills Total armor: 66 380 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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C: Price: 109 800 CBills Total armor: 66 380 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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D: Price: 117 500 CBills Total armor: 62 700 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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E: Price: 142 900 CBills Total armor: 66 380 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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F: Price: 114 700 CBills Total armor: 62 700 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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G: Price: 125 200 CBills Total armor: 64 540 Engine: I.C.E. GM 285 HeavyLoad with PowerBoost |
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Armor Points Distribution | ||
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All stats current as of release 0.18.2
Contents
[hide]Roles and Gameplay Hints
Prime
The Prime variant of the Behemoth is a potent long-range fire support vehicle housing five Long Range Missiles 5 for a devastating blow fired together in groupfire to punch through LAMS defences or chainfired for a constant screen shake. Coupled with a good Tagger the Prime can almost spew a continuous stream of missiles. Its main guns are two Hyper-Velocity AutoCannons10 which each Fires a single high explosive projectile causing intensive screenshake and splash damage. Lastly for close defense, a single Short-Range Missiles 2. Six Extra Tons of Ammo, Zero HS as extras aren't required, EOptics to size up the battle and two AutoFlamers & one PDS for self defense.
Variant A - "Apocalypse"
The A is a mid to close range fighter. Contained in its main guns are Two Ultra AutoCannon10 that shoot bursts of two Heavy Kinetic projectiles with high damage and impressive DPS. Just beware of the jam Duration as it lasts 8 seconds. When the battle reaches 350m, two Streak SRMs6 and two Streak SRMs2 come to bear with their lock-on capabilities and combined devastating fire power while one PDS provides auto backup. Six Tons of Ammo to divide up, five HS hold heat in check & EOptics to survey the battlefield.
Variant B
The B's twin Rotary AutoCannon2 and dual Rotary AutoCannon5 makes this unit a high caliber Gatling gun. Ideal for ripping Aero wings, downing VTOLs or shredding armor off from its owner. Long range fire support is handled by the two Long Range Missiles10. EOptics help aim the RACs and Eight Tons of Ammo will allow you stay in the field for a good bit of time. Six HS for heat control and for Auto Protection Two AutoFlamers & One PDS.
Variant C
The C is a hard hitting long range unit with its main guns containing Two Extended Range Particle Projection Cannons, dishing out heavy screenshake at the cost of heat. Three Ultra AutoCannons5 provide high DPS along with bonus kinetic damage to air units. Two Long Range Missiles5 help locate and soften up incoming attackers. Three Free tons to feed the UAC5s, Six HS to help keep things cool, Auto Protection provided by Two AutoFlamers & One PDS. To zoom in on your targets EOptics.
Variant D
The D houses Guardian Electronic Countermeasures to help close the distance with its slow speed and relatively short ranged weapons. Dual Lubalin Ballistics-X AutoCannon 10s rip apart tanks along with devastating dual Heavy Particle Projection Cannons. Two Free tons for the LBX10s and Eight HS help control the the heat of the HPPCs for one Alpha Strike, after which they must be Chainfired. EOptics to insure your aim is right on. Auto Protection provided by Two AutoFlamers & One PDS.
Variant E - "Sheila"
A long-range fire support platform that can brawl by sheer mass but demands mastery of its main gun, the Thumper Indirect Artillery Piece. Unlike the Rommel A the Thumper here can be fired on the move to inflict damage across the map, although learning to account for projectile drop is a must. Six Thunderbolt5s lock on out to 750m but can travel almost 2000m when guided by its onboard TAG laser. The two Medium Pulse Lasers are for self-defense or when you just have to roll up your sleeves and press W. GECM masks your position, EOptics aids target acquisition, and three Free tons for the Thumper provides much-needed relief from the need to rearm frequently. Seven heatsinks provide adequate but not stellar heat management. Close-in protection is augmented by two AutoFlamers & one PDS.
Variant F
The F is an extreme long range unit providing the cover of Angel ECM for its teammates. Two Hyper-Velocity AutoCannons 5 are its main guns reaching out to 1300m. Two Extended Long Range Missiles 20 can travel out to 1870m while raining terror on your foe, while your own dual LAMS protects you from incoming missiles. Six Free tons to divide up as you see fit. EOptics to keep your eyes on target. Auto Protection provided by Two AutoFlamers & One PDS.
Variant G - "Grounded"
The G can be considered one of the hardest hitting units out to 800m as its main gun holds the mighty Improved Heavy Gauss Rifle. Three Extended Range Lasers match the same range and pack a punch along with some heat. Beagle Active Probe is installed to help flush out targets along with EOptics so stay focused and make each shot count. Six Free tons of Ammo and an added Three SRM2 for close self defense, plus Three HS which can handle a Alpha Strike with ease. Auto Protection provided by Two AutoFlamers & One PDS.
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 its operation.
Canon
In 2947, Aldis Industries (soon to be the producer of the Demolisher and the Schrek), received a commission to produce a super-heavy tank for House Davion. Their assignment was to forego maneuverability and speed in the interests of heavy armor and massive firepower. Five years later, Aldis released the 100-ton Behemoth Heavy Tank. Many studies had shown that a tank’s main weakness was its inability to deal with superior numbers of smaller units, such as infantry or scout vehicles. Another study showed that a main battle tank must have at least one very powerful weapon to be able to stand up against even the lightest ’Mech. The Behemoth's design resolved both of these problems. With two of the heaviest cannon available and numerous smaller weapons, the Behemoth is a match for almost any combat situation. Although the original design concept called for a staggering twenty-one tons of armor, only thirteen were used to provide more weight for weaponry. Though not as thick as originally planned, the protection is more than adequate against most threats.
Date Introduced 2952 during the Era known as "Late Succession War" - LosTech (2901 - 3019) - Unit Role: Juggernaut