Difference between revisions of "Mars"

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m (Variant C)
m (Variant G - "Knock Knock")
 
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| Pitch = -8° to +55°
 
| Pitch = -8° to +55°
  
| Price Prime = 111 900
+
| Price Prime = 136 900
 
| ArmorT Prime = 67 116
 
| ArmorT Prime = 67 116
| Engine Prime = Fusion 200
+
| Engine Prime = XL
 +
| AltSpeed Prime = 48
 +
| AltBoost Prime = 55
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li>1x [[cGauss]]
+
<li>1x [[CGauss]]
<li>1x [[cLBX10]]
+
<li>1x [[CLBX10]]
<li>1x [[cERLL]]
+
<li>1x [[CERLL]]
<li>3x [[cLRM15]]
+
<li>3x [[CLRM15]]
<li>1x [[cDSSRM4]]
+
<li>1x [[CDSSRM4]]
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
Line 37: Line 39:
 
| Engine A = Fusion 200
 
| Engine A = Fusion 200
 
| Weapons A = <ul>
 
| Weapons A = <ul>
<li>1x [[cLBX10]]
+
<li>1x [[CLBX10]]
<li>3x [[cERML]]
+
<li>3x [[CERML]]
<li>2x [[cERSL]]
+
<li>2x [[CERSL]]
 
<li>3x [[ATM|ATM12 (Std)]]
 
<li>3x [[ATM|ATM12 (Std)]]
 
<li>1x [[NARC]]
 
<li>1x [[NARC]]
Line 55: Line 57:
 
</ul>
 
</ul>
  
| Price B = 115 400
+
| Price B = 140 400
 
| ArmorT B = 67 116
 
| ArmorT B = 67 116
| Engine B = Fusion 200
+
| Engine B = XL
 +
| AltSpeed B = 48
 +
| AltBoost B = 55
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>1x [[cLBX20]]
+
<li>1x [[CLBX20]]
 
<li>3x [[ATM|ATM12 (HE)]]
 
<li>3x [[ATM|ATM12 (HE)]]
<li>2x [[cMPL]]
+
<li>2x [[CMPL]]
<li>2x [[cERSL]]
+
<li>2x [[CERSL]]
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
Line 79: Line 83:
 
| Engine C = Fusion 200
 
| Engine C = Fusion 200
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>2x [[cUAC2]]
+
<li>2x [[CUAC2]]
<li>2x [[cERML]]
+
<li>2x [[CERML]]
<li>3x [[ArrowIV|Clan Arrow IV]]
+
<li>3x [[ArrowIV|CArrowIV]]
 
<li>1x [[TAG]]
 
<li>1x [[TAG]]
 
</ul>
 
</ul>
Line 94: Line 98:
 
</ul>
 
</ul>
  
| Price D = 125 800
+
| Price D = 124 800
 
| ArmorT D = 67 116
 
| ArmorT D = 67 116
 
| Engine D = Fusion 200
 
| Engine D = Fusion 200
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>1x [[HAG40]]
+
<li>2x [[HAG30]]
<li>1x [[HAG20]]
 
 
<li>4x [[MG]]
 
<li>4x [[MG]]
<li>1x [[cERML]]
+
<li>1x [[CERML]]
 
<li>3x [[ATM|ATM9 (ER)]]
 
<li>3x [[ATM|ATM9 (ER)]]
 
</ul>
 
</ul>
Line 119: Line 122:
 
| Engine E = Fusion 200
 
| Engine E = Fusion 200
 
| Weapons E = <ul>
 
| Weapons E = <ul>
<li>1x [[cUAC5]]
+
<li>1x [[CUAC5]]
<li>1x [[cERPPC]]
+
<li>1x [[CERPPC]]
<li>4x [[cERSL]]
+
<li>4x [[CERSL]]
 
<li>1x [[HML]]
 
<li>1x [[HML]]
<li>3x [[cDSSRM6]]
+
<li>3x [[CDSSRM6]]
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
Line 135: Line 138:
 
</ul>
 
</ul>
  
| Price F = 109 000
+
| Price F = 106 600
 
| ArmorT F = 67 116
 
| ArmorT F = 67 116
 
| Engine F = Fusion 200
 
| Engine F = Fusion 200
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>3x [[cLBX5]]
+
<li>3x [[CLBX5]]
<li>2x [[cLPL]]
+
<li>2x [[CLPL]]
<li>3x [[LRM10]]
+
<li>1x [[CLRM10]]
<li>3x [[cSRM4]]
+
<li>2x [[CLRM15]]
<li>1x [[cNARC]]
+
<li>3x [[CSRM2]]
 +
<li>1x [[CNARC]]
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
Line 160: Line 164:
 
| Weapons G = <ul>
 
| Weapons G = <ul>
 
<li>1x [[Sniper Artillery]]
 
<li>1x [[Sniper Artillery]]
<li>1x [[cUAC20]]
+
<li>1x [[CUAC20]]
 
<li>4x [[HMG]]
 
<li>4x [[HMG]]
<li>1x [[cHLL]]
+
<li>1x [[CHLL]]
<li>3x [[cSSRM6]]
+
<li>3x [[CSSRM6]]
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
Line 181: Line 185:
 
| Armor T = 12240
 
| Armor T = 12240
  
| Version145 = 0.14.5
+
| Version153 = 0.16.1
 
}}
 
}}
  
  
[[Clan]] "Assault Combat Vehicle" '''Mars''' [[tank]] is one of the premier combat vehicles that the Clans field. It was designed as part of the pro-vehicle initiative from ilKhan Jerome Winson in the 2840s. A massive tank, the Mars is named after the Roman god of war. With over half its mass dedicated to weaponry, the Mars is capable of swiftly dispatching enemy units. Its slow speed necessitates the use of long-range weapons. All variants are equipped with Enhanced Optics &  Laser Anti-Missile System. Several include AutoFlamers. It can be a little sluggish in the turns.
+
The "Assault Combat Vehicle" '''Mars''' [[tank]] is one of the premier combat vehicles that the [[Clans]] field. It was designed as part of the pro-vehicle initiative from ilKhan Jerome Winson in the 2840s. A massive tank, the Mars is named after the Roman god of war. With over half its mass dedicated to weaponry, the Mars is capable of swiftly dispatching enemy units. Its slow speed necessitates the use of long-range weapons. All variants are equipped with Enhanced Optics &  Laser Anti-Missile System. Defensively, they are protected by AutoFlamers & PDS. It can be a little sluggish in the turns.
  
  
Line 192: Line 196:
  
 
===Prime===
 
===Prime===
The Primes' use of long-range weapons constitutes the [[CGauss]] & [[CERLL|CER Large Laser]], both of these weapons are mounted in the tank's turret, giving them the maximum possible field of fire. A [[CLBX10|Clan Lubalin Ballistics-X AutoCannon10]] gives it additional power. Three [[CLRM15|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 but an Alpha Strike is out of the question, 5 [[Free tons]] to ensure it's stay in the field and [[GECM]] to mask your position.
+
The Prime's use of long-range weapons constitutes the [[CGauss]] & [[CERLL|CER Large Laser]], both of these weapons are mounted in the tank's turret, giving them the maximum possible field of fire. A [[CLBX10|Clan Lubalin Ballistics-X AutoCannon10]] gives it additional power. Three [[CLRM15|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]]s 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. Its XL engine grants it extra mobility at ~55 KPH.
  
 
===Variant A===
 
===Variant A===
 
The Mars A is a medium range [[boat|missile boat]] and support [[asset]]. [[GECM|Guardian Electronic Countermeasures]] reduce the A's radar footprint making it able to run [[active radar]] continuously while providing [[C3|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 [[ATM12]]s. 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 [[cERML]]s, two [[cERSL]]s, 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 [[heat|overheating]], using [[coolant]], or [[chain fire|chain firing]].
 
The Mars A is a medium range [[boat|missile boat]] and support [[asset]]. [[GECM|Guardian Electronic Countermeasures]] reduce the A's radar footprint making it able to run [[active radar]] continuously while providing [[C3|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 [[ATM12]]s. 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 [[cERML]]s, two [[cERSL]]s, 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 [[heat|overheating]], using [[coolant]], or [[chain fire|chain firing]].
  
Note: This asset has both C3 and GECM, meaning there is no benefit to using [[passive radar]].
+
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].
  
 
===Variant B - ''"Tonberry"''===
 
===Variant B - ''"Tonberry"''===
{{fluff}}
+
The B "Tonberry" like its namesake is a close-in formidable brawler. A battery of three short range tracking [[ATM12|Advanced Tactical Missile Launchers12 {HE}]]] which will significantly damage even the most armored assaults. Prioritize the ATM12s as the main damage dealer as they're more heat efficient than the twin [[CMPL|Clan Medium Pulse Lasers]] and dual [[CERSL|Clan ER Small Lasers]]. Use the powerful [[CLBX20|Lubalin Ballistics-X AutoCannon20]] to target and remove individual components from your chosen target. Its more powerful XL engine allows it to match the speed (~55 KPH) of  many assaults to close into range aided by the stealth of its [[GECM]] equipment. Defensively, it is protected by two [[AutoFlamer|Autoflamers]] and one [[LAMS]].
The B "Tonberry" like it's namesake is a close-in formidable brawler. The main gun containing Four blistering array of [[CMPL|Clan Medium Pulse Lasers]] and the powerful hole punching [[CLBX20|Lubalin Ballistics-X AutoCannon20]]. Backing them up for close quarters is a battery of Three [[ATM12|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===
 
===Variant C===
The C is all about enemy Denial of their captured bases and Demoralizing the opposing force. A battery of Three [[Arrow IV|Clan ArrowIV Missiles]] are it's main striking force. Assisted by [[TAG|Target Acquisition Gear]] and [[EOptics|Enhanced Optics]] a skilled pilot can lay down devastating rain of terror. It's main guns house Two [[CUAC2]] assisted by two [[CERML]] for those bold enough to charge your position.
+
The C is all about enemy denial of their captured bases and demoralizing the opposing force. A battery of three [[Arrow IV|Clan ArrowIV Missiles]] are its main striking force. Assisted by [[TAG|Target Acquisition Gear]] and [[EOptics|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 a two [[AutoFlamer]] and one [[LAMS]].
+
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 [[AutoFlamer]]s and one [[LAMS]].
  
 
===Variant D - ''"Doomtrain"''===
 
===Variant D - ''"Doomtrain"''===
The D is an Extreme Long Range Unit providing the cover of [[AECM|Angel ECM]] for it's teammates. One [[HAG40|Hyper-Assault Gauss Rifle40]] and One [[HAG20|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 [[ATM9| 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.
+
The D is an extreme long range unit providing the cover of [[AECM|Angel ECM]] for its teammates. Twin [[HAG30|Hyper-Assault Gauss Rifle30s]] are its main guns with a long reach of 1200m, solid kinetic damage DPS and low waste heat. A battery of three [[ATM9| 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===
 
===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 Tons of Ammo]] for the CDSSRM6. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]].
+
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 Tons of Ammo]] for the CDSSRM6. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]].
  
 
===Variant F===
 
===Variant F===
The F main guns are geared for Long Range housing Three [[CLBX5|Clan Lubalin Ballistics-X AutoCannon5]] accompanied by Two [[CLPL|Clan Large Pulse Lasers]] and [[EOptics]] for targeting. This quintet can lay rapid waste to what ever crosses it's path. A [[CNARC]] for marking any enemy which crosses the 700m mark. Three [[CSRM4|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 [[Free tons|Extra Reloads]]. Defensively, it is protected by a two [[AutoFlamer]] and one [[LAMS]].
+
The Mars F is a long-[[range]] [[self-NARC]]ing [[asset]]. Since the F has many potential [[weapon groups]] many pilots will find themselves grouping the F's three [[cLBX5]]s together with its two [[cLPL]]s since they have 900 and 850m of range respectively and LBX5s have a fast projectile speed. While the Mars F's LRMs don't work as well as other Clan LRMs in close combat, the vertical mounting of the F's one [[cLRM10]] and two [[cLRM15]]s provide much more [[indirect fire]] potential compared to Clan LRMs on other assets. The F can especially take advantage of the this indirect fire capability with its [[cNARC]] by NARCing an enemy and then raining LRMs. The F does have a few backup weapons for close combat. Three [[cSRM2]] provide some direct fire short-range weapons fire while two [[PDS]] and two [[AutoFlamers]] provide cover from [[BA]] and [[aircraft]] that come in too close. The F also comes with one [[LAMS]] to thin out incoming missiles. Only three [[free tons]] are available for ammo. Pilots are advised to buy two tons of LRMs to resupply the LRM15s and one ton of NARC ammo so that the F can keep its indirect fire onslaught going, or at least continue to [[support]] allies by painting targets once most of the F's LRM ammo is gone.
  
 
===Variant G - ''"Knock Knock"''===
 
===Variant G - ''"Knock Knock"''===
The Mars G, Close up and Deadly. A departure from it's family of long range machines as this units main gun holds the terrifying [[Sniper Artillery|Sniper Artillery Cannon]] it's reach may only be 500m but the devastation it brings is enormous. It is accompanied by the burning [[CHLL|Clan Heavy Large Laser]]. For those who dare maintain there charge, will be met with Three [[CSSRM6|Clan Streak SRM6]] followed by the armor pounding [[CUAC20|Ultra AutoCannon-20]] and Four [[HMG|Heavy Machine Guns]]. This is a killing machine. Nine [[HS]] to handle the heat & Five [[Free tons|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]].
+
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|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|Long Tom Artillery]] has. It is accompanied by the burning [[CHLL|Clan Heavy Large Laser]]. For those who dare maintain their charge, they'll be met with three [[CSSRM6|Clan Streak SRM6]] followed by the armor pounding [[CUAC20|Ultra AutoCannon-20]] and four [[HMG|Heavy Machine Guns]]. This is a killing machine. Nine [[HS]] to handle the heat & Five [[Free tons|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 two [[AutoFlamer|AutoFlamers]] and one [[LAMS]].
  
 
===Pro Tip:===
 
===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.
 
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==
 
==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.  
 
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.
 
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
 
Date Introduced 2842 during the Era known as "Early Succession War" - LosTech (2781 - 2900) - Unit Role: Combat Vehicle - Tracked

Latest revision as of 16:47, 8 September 2023

Mars
Mars spin.gif
360v2.png
Mars.png
360v2.png
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: 48 km/h
Boost Speed: 55 km/h
A:
Price: 122 400 CBills
Total armor: 67 116
Engine: Fusion 200
B:
Price: 140 400 CBills
Total armor: 67 116
Engine: XL
Speed: 48 km/h
Boost Speed: 55 km/h
C:
Price: 115 100 CBills
Total armor: 63 436
Engine: Fusion 200
D:
Price: 124 800 CBills
Total armor: 67 116
Engine: Fusion 200
E:
Price: 124 000 CBills
Total armor: 67 116
Engine: Fusion 200
F:
Price: 106 600 CBills
Total armor: 67 116
Engine: Fusion 200
G:
Price: 137 000 CBills
Total armor: 67 116
Engine: Fusion 200
Armor Points Distribution
H
L
R
F
T
B
7500
10368
10368
19440
12240
7200

All stats current as of release 0.16.1


The "Assault Combat Vehicle" Mars tank is one of the premier combat vehicles that the Clans field. It was designed as part of the pro-vehicle initiative from ilKhan Jerome Winson in the 2840s. A massive tank, the Mars is named after the Roman god of war. With over half its mass dedicated to weaponry, the Mars is capable of swiftly dispatching enemy units. Its slow speed necessitates the use of long-range weapons. All variants are equipped with Enhanced Optics & Laser Anti-Missile System. Defensively, they are protected by AutoFlamers & PDS. It can be a little sluggish in the turns.


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. Its XL engine grants it extra mobility at ~55 KPH.

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 except when covered by allied AECM.

Variant B - "Tonberry"

The B "Tonberry" like its namesake is a close-in formidable brawler. A battery of three short range tracking Advanced Tactical Missile Launchers12 {HE}] which will significantly damage even the most armored assaults. Prioritize the ATM12s as the main damage dealer as they're more heat efficient than the twin Clan Medium Pulse Lasers and dual Clan ER Small Lasers. Use the powerful Lubalin Ballistics-X AutoCannon20 to target and remove individual components from your chosen target. Its more powerful XL engine allows it to match the speed (~55 KPH) of many assaults to close into range aided by the stealth of its GECM equipment. Defensively, it is protected by two Autoflamers 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. Twin Hyper-Assault Gauss Rifle30s 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

The Mars F is a long-range self-NARCing asset. Since the F has many potential weapon groups many pilots will find themselves grouping the F's three cLBX5s together with its two cLPLs since they have 900 and 850m of range respectively and LBX5s have a fast projectile speed. While the Mars F's LRMs don't work as well as other Clan LRMs in close combat, the vertical mounting of the F's one cLRM10 and two cLRM15s provide much more indirect fire potential compared to Clan LRMs on other assets. The F can especially take advantage of the this indirect fire capability with its cNARC by NARCing an enemy and then raining LRMs. The F does have a few backup weapons for close combat. Three cSRM2 provide some direct fire short-range weapons fire while two PDS and two AutoFlamers provide cover from BA and aircraft that come in too close. The F also comes with one LAMS to thin out incoming missiles. Only three free tons are available for ammo. Pilots are advised to buy two tons of LRMs to resupply the LRM15s and one ton of NARC ammo so that the F can keep its indirect fire onslaught going, or at least continue to support allies by painting targets once most of the F's LRM ammo is gone.

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 two AutoFlamers 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

BattleTech Reference