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Argars Tank
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Karagin
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PostPosted: 04-Mar-2002 17:53    Post subject: Argars Tank Reply to topic Reply with quote

Type/Model: Augars
Tech: Inner Sphere / 3060
Config: Tracked Vehicle
Rules: Level 2, Standard design

Mass: 75 tons
Power Plant: 300 Vickers XL Fusion
Cruise Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Armor Type: Chobham Max-Tec Standard
Armament:
1 Depoy Cannon Gauss Rifle
4 Agressor Medium Lasers Medium Lasers
1 Magna Longbow LRM 5
Manufacturer: Vickers Manufactory Unlimted
Location: Devonshire, Terra
Communications System: Hartford JEA-1
Targeting & Tracking System: Hartford TA10

==Overview:==
The Augars is design to give long ranged firepower as needed to keep the enemy at bay long enough for other friendly units to deal with the enemy.

The Augars fast enough to manauever around to bring it's weaponary to bare and is strong enough to take a beating.

==Capabilities:==
The gauss rifle/long range missile combo is a well suited to the role given to the Argars.

The two weapons allow the Argars to have a reach that is not easily matched and one that gves the tank the chance to hurt the enemy before they can hurt the Argars.

The four medium lasers act as deterent to both infantry/battlearmor and to close ranged attacks on the Argars. The lasers cover the minimum area that hampers the long range missiles, thus preventing the Argars from being caught short at close range.

==Variants:==
The only know variants are the Fire Support version that strips the Gauss Rifle out for more missiles weapons and the other variant removes the Gauss for Ultra Autocannon instead.

==Deployment==
With Vicker's selling the Argars to anyone who has hard currency, the tank and it's variants have shown up all over the Inner Sphere and Periphery.

Argars is found mostly in the Chaos March and out rimward of the Federated Commonwealth. Word Of Blake forces have bought a few for testing as well.

Many mercenary units have a few Argars in them also.

--------------------------------------------------------
Type/Model: Augars
Mass: 75 tons

Equipment: Items Mass
Int. Struct.: 40 pts Standard 0 7.50
Engine: 300 XL Fusion 2 9.50
Shielding & Transmission Equipment: 0 5.00
Cruise MP: 4
Flank MP: 6
Heat Sinks: 12 Single 0 2.00
Cockpit & Controls: 0 4.00
Crew: 5 Members 0 .00
Turret Equipment: 0 2.00
Armor Factor: 240 pts Standard 0 15.00

Internal Armor
Structure Value
Front: 8 48
Left / Right Sides: 8 48/48
Rear: 8 48
Turret: 8 48

Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
1 Gauss Rifle Turret 0 64 2 23.00
1 Medium Laser Turret 3 1 1.00
1 Medium Laser Turret 3 1 1.00
1 Medium Laser Turret 3 1 1.00
1 Medium Laser Turret 3 1 1.00
1 LRM 5 Front 0 24 2 3.00
--------------------------------------------------------
TOTALS: 12 10 75.00
Items & Tons Left: 10 .00

Calculated Factors:
Total Cost: 12,178,250 C-Bills
Battle Value: 1,204
Cost per BV: 10,114.83
Weapon Value: 1,388 / 1,388 (Ratio = 1.15 / 1.15)
Damage Factors: SRDmg = 30; MRDmg = 16; LRDmg = 8
BattleForce2: MP: 4T, Armor/Structure: 0 / 9
Damage PB/M/L: 3/4/2, Overheat: 0
Class: GH; Point Value: 12

And here are the stats for the Missile version:
Type/Model: Augars CS
Tech: Inner Sphere / 3060
Config: Tracked Vehicle
Rules: Level 2-FA, Standard design

Mass: 75 tons
Power Plant: 300 Vickers XL Fusion
Cruise Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Armor Type: Chobham Max-Tec Standard
Armament:
2 Valiant Ballista LRM 20s
3 Agressor Medium Lasers Medium Lasers
1 Magna Longbow LRM 5
Manufacturer: Vickers Manufactory Unlimted
Location: Devonshire, Terra
Communications System: Hartford JEA-1
Targeting & Tracking System: Hartford TA10

--------------------------------------------------------
Type/Model: Augars CS
Mass: 75 tons
Construction Options: Fractional Accounting

Equipment: Items Mass
Int. Struct.: 40 pts Standard 0 7.50
Engine: 300 XL Fusion 2 9.50
Shielding & Transmission Equipment: 0 4.75
Cruise MP: 4
Flank MP: 6
Heat Sinks: 10 Single 0 .00
Cockpit & Controls: 0 3.75
Crew: 5 Members 0 .00
Turret Equipment: 0 2.30
Armor Factor: 240 pts Standard 0 15.00

Internal Armor
Structure Value
Front: 8 48
Left / Right Sides: 8 48/48
Rear: 8 48
Turret: 8 48

Weapons and Equipment Loc Heat Ammo Items Mass
--------------------------------------------------------
2 LRM 20s Turret 0 37 3 26.17
1 Medium Laser Turret 3 1 1.00
1 Medium Laser Turret 3 1 1.00
1 Medium Laser Turret 3 1 1.00
1 LRM 5 Front 0 24 2 3.00
--------------------------------------------------------
TOTALS: 9 10 74.97
Items & Tons Left: 10 .03

Calculated Factors:
Total Cost: 12,493,250 C-Bills
Battle Value: 1,026
Cost per BV: 12,176.66
Weapon Value: 1,548 / 1,548 (Ratio = 1.51 / 1.51)
Damage Factors: SRDmg = 27; MRDmg = 22; LRDmg = 12
BattleForce2: MP: 4T, Armor/Structure: 0 / 9
Damage PB/M/L: 3/4/3, Overheat: 0
Class: GH; Point Value: 10
Specials: if

Comments welcome.


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Karagin
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Kraken
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PostPosted: 04-Mar-2002 18:20    Post subject: Argars Tank Reply to topic Reply with quote

Nothing against you, but even I have learned to deal with the fact that most tanks are little more than cannon fodder compared to mechs; an XL engine is just too expensive to get wasted in a vehicle, no matter how good it is. (And I've been raked over the coals over this before, so I know that others share the same view.)

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Karagin
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PostPosted: 04-Mar-2002 18:29    Post subject: Argars Tank Reply to topic Reply with quote

I don't share those views so the use of an XL engine is a vehicle is not an issue for me.

I am more worried about things like armor, weaponary and such then to nit pick the type of engine it is using. There is more to a vehicle or mech then just the engine.

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PostPosted: 04-Mar-2002 18:42    Post subject: Argars Tank Reply to topic Reply with quote

Using the vehicle rules from the rBMR...

XL + vehicle = waste of resources

XLs are far too expensive to be wasted on something that can easily be killed by an SRM2 inferno.

Plus the fact that a 225 engine (which is what this tank needs at 3-5) weighs only 1 ton more than the 300XL also makes the XL's use questionable.

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Karagin
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PostPosted: 04-Mar-2002 19:01    Post subject: Argars Tank Reply to topic Reply with quote

That is your opinion. I don't look at it that way.

And besides, until you actually use the unit in a battle you can't say for sure if the design is really bad as done up. And while it may not meet your tastes or likes, give it a try in a game to see if it is really all that bad just because it has an XL engine in it.

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PostPosted: 04-Mar-2002 19:06    Post subject: Argars Tank Reply to topic Reply with quote

It will die just as quick as every other vehicle using the rules from the rBMR--XLs or not.

And at a cost of nearly 12.5M c-bills it will be an expensive death.

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Karagin
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PostPosted: 04-Mar-2002 20:17    Post subject: Argars Tank Reply to topic Reply with quote

Everything dies using the BMR...and this happens to have an XL...so it makes a bigger expolsion...

Beyond that there is more to the tank then just it's engine. If there wasn't then I don't think the US would have the M1A2 as it is with it's fuel guzzling Turbine engine...

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PostPosted: 04-Mar-2002 20:42    Post subject: Argars Tank Reply to topic Reply with quote

The major difference is that the M1A2 doesn't have to deal with FASA physics and infernos

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[ This Message was edited by: chihawk on 2002-03-04 21:03 ]
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Karagin
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PostPosted: 04-Mar-2002 21:32    Post subject: Argars Tank Reply to topic Reply with quote

In all the games I have played, infernos have not been used that much and since they are an optionial item, all it takes is one side to say "No we don't want them used" and they are not used. Gotta love those kind of rules that have it setup that if not all of the players can agree you can't use it.

I do conced the point about FASA physics though...

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PostPosted: 05-Mar-2002 06:18    Post subject: Argars Tank Reply to topic Reply with quote

In games that I am involved with around here it's "majority" rules for the optional level 2 rules, so infernos are generally always available.

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Karagin
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PostPosted: 05-Mar-2002 12:35    Post subject: Argars Tank Reply to topic Reply with quote

Each to his own...

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Karagin
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PostPosted: 05-Mar-2002 16:50    Post subject: Argars Tank Reply to topic Reply with quote

And as an FYI, I asked Nystal once why infernos were an "optional" rule. The answer was surprisingly right on the money...

missing with an inferno automatically causes the hex to catch fire--regardless of terrain)--and the fire rules are optional. So infernos are optional because their use causes another optional rule to take affect.

Actually makes total sense without having to really think about it

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Sir Henry
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PostPosted: 06-Mar-2002 07:45    Post subject: Argars Tank Reply to topic Reply with quote

You know, that'll help the people who are thinking impaired....

Sir HEnry

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