MECHCOMMANDER 2 WALKTHROUGH
by Briareos Kerensky (briareos@inwind.it, briareos_CWE), ver 1.0, 25/10/2001
Table of Contents
1-Update History
2-History Briefing
3-Houses Briefing
4-Weapons/Equipment Briefing
5-'Mechs Briefing
6-MechWarriors Briefing
7-Support Units
8-Vehicles Briefing
9-Turrets and Infantry Briefing
10-General Tactics
11-Multiplayer Tactics
12-How to costumize a 'Mech
13-How to balance your team
14-Walkthrough
15-FAQ Section (if you are looking for Minelayer infos, see this
section! NdB)
16-Credits and misc
****************
1-UPDATE HISTORY
****************
25/10/2000-version 1.0. First sections available.
******************
2-HISTORY BRIEFING
******************
Before the Inner Sphere known the atrocities of the Succession Wars, General
Alexandr Kerensky, leader of the Star League army, left the know space to seek
a place where men and women could live without racial or ideological hatreds.
After hundres of years from its departure, the Inner Sphere, now divided
between fighting Lords, gradually degenerated due to continue wars that these
Lords unleashed to take control of the whole Inner Sphere. In 3049 this endless
war seemed to its end, however, the Clans, the descendants of Kerensy returned
to the Inner Sphere with one intention: conquer it.
The Battle of Tukayyid, in 3052, momentarly stopped the Clans, but now, in 3060
the truce broguht by that battle was ending, so the Inner Sphere laucnhed a
massive attack against of of the most ferocious and bloodlust Clans, the Clan
Smoke Jaguar: led by Prince Ian Victor of the Federated Commonwealth the
spherian task force, composed by troops from all the Inner Sphere, annihilated
the Clan.
But at their return in the Inner Spere Ian Davion found a totally different
scenario...
*****************
3-HOUSES BRIEFING
*****************
HOUSE DAVION: ruler of the Federated Commonwealth, led by Archon Prince Victor
Ian Steiner-Davion, also the commander of Task Force Serpent, which annihilated
Clan Smoke Jaguar. The Federated Commonwealth born in 3028, when the rulers of
the Federated Suns and the Lyran Commonwealth married. However, during the
fight against Clan Smoke Jaguar Katrina Steiner, sister of Victor, took control
of the Lyran part of the Commonwealth, declared it independent and formed the
Lyran Alliance.
As Victor returned from Clan space, he took a large portion of salvaged 'Mechs
HOUSE STEINER: ruler of the Lyran Alliance, former part of the Federated
Commonwealth, led by Archon Princess Katrina (born Katherine, she renamed
herself after the creation of the Alliance)Steiner-Davion. During the Clan
invasion the Lyran part of the Commonwealth was under attack by Jade Falcon
Clan, and most Commonwealth units were sent to protect it; however, after the
separation of the two parts, the troops loyal to Victor returned in Federated
space.
House Steiner 'Mechs are configured for close-range assault; Steiner commanders
often deploy heavy and assault-class 'Mechs.
HOUSE LIAO: ruler of the Capellan Confederation and part of the St.Ives
Compact, led by Sun Tzu Liao. House Liao was well known for its previous
leaders and their strange (if not mad) behaviors toward their territory. The
creation of the Federated Commonwealth deprived the Confederation by most of
its industrial worlds, and until Sun Tuz rise to leader the Capellan
Confederation was the least-powerful realm of the Inner Sphere, both militarly
and economically. However Sun Tzu is not mad as his parents, and showed great
skills in the political arena and as a military commander: he reconquered part
of the St.Ives Compact (the Compact declared itself independent and built a
strong friendship with the Federated Commonwealth)and other territories lost to
other houses.
Their 'Mechs are primary fast and agile light and medium 'Mechs with ECM suites
and specialized in reconaissance missions; Liao heavy 'Mechs tend to be
somewhat faster than other 'Mechs, but they still pack a punch.
CLANS: the Clans are the creation of Alexandr and Nicholas (Alexandr's son)
Kerensky. There were 20 different Clans, but now only 14 Clans exists; two were
absorbed by other Clans, one was annihilated by Clan Wolf, Clan Smoke Jaguar
was annihilated by Inner Sphere troops, Clan Nova Cat left their homeworlds to
become one with the Inner Sphere after the Jaguar annihilation. Not enough,
part of Clan Wolf travelled to Arc-Royal (Lyran space)after the Refusal War
(MW2 anyone?). There are two currently two lines of though within the Clans:
the Wardens think they have to protect the Inner Sphere from outside and the
Crusaders want to conquer it. Only the Jade Falcons, the Crusader part of the
Wolves and the Ghost Bears conquered worlds in the Inner Sphere; other Clans
(Hell's Horses have a small zone in the Wolf spherian territory as the Wolves
lend that part) have no access to Inner Sphere goods if not by commerce.
Clans are not present in this game as a "real" present force, only their 'Mechs
(and weapons) are present ;_; (I want an other game where you can play as a
Clanner! A Clan Wolf Clanner!)
BANDITS: there are several bandits in the Inner Sphere, fighting for their
independence from the other Houses.
They do not have too much 'Mechs, and most 'Mechs they have are light ones;
they heavily rely on vehicles.
****************************
4-WEAPONS/EQUIPMENT BRIEFING
****************************
-----------------------
--SHORT RANGE WEAPONS--
-----------------------
Short Range weapons are effective from 0 to 60 meters and are the only category
that can fire within 0/30 meters. Any 'Mech should carry at least two of these
weapons: like the first MechCommander, battle ranges decrease quickly, and
long-range-only 'Mechs will find themselves overwhelmed.
Type: CLAN HEAVY LASER
Technology: Clan
Sub-Type: energy
Damage: 5
Rate Of Fire: 2.0
Heat: 7
Cost: 4700
Criticals Occupied: 1*1
BattleTech Equivalent: Clan Light/Medium Heavy Laser
Type: CLAN PULSE LASER
Technology: Clan
Sub-type: energy
Damage: 2
Rate Of Fire: 4.0
Heat: 4
Cost: 2400
Criticals Occupied: 1*1
BattleTech Equivalent: Clan Light/Medium Pulse Laser
Type: CLAN STREAK SRM PACK
Technology: Clan
Sub-type: missile
Damage: 2
Rate Of Fire: 3.2
Heat: 2
Ammo: 73
Cost: 2200
Criticals Occupied: 1*1
BattleTech Equivalent: Clan Streak SRM 2
Type: CLAN ULTRA HEAVY AC
Technology: Clan
Sub-type: balistic
Damage: 12
Rate Of Fire: 2.7
Heat: 8
Ammo: 61
Cost: 14200
Criticals Occupied: 2*4
BattleTech Equivalent: Clan Ultra AC/20
Type: FLAMER ARRAY
Technology: both
Sub-type: energy
Damage: 3
Rate Of Fire: 1.7
Heat: 7
Cost: 1800
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere or Clan Flamer
Type: HEAVY AC
Technology: Inner Sphere
Sub-type: balistic
Damage: 12
Rate Of Fire: 1.7
Heat: 7
Ammo: 38
Cost: 7100
Criticals Occupied: 2*4
BattleTech Equivalent: Inner Sphere AC/20
Type: LASER
Technology: Inner Sphere
Sub-type: energy
Damage: 2
Rate Of Fire: 2.4
Heat: 3
Cost: 1700
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere Light/Medium Laser
Type: MACHINE GUN ARRAY
Technology: Inner Sphere
Sub-type: balistic
Damage: 1
Rate Of Fire: 4.0
Heat: 0
Cost: 900
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere of Clan Machine Gun
Type: PULSE LASER
Technology: Inner Sphere
Sub-type: energy
Damage: 2
Rate Of Fire: 3.5
Heat: 4
Cost: 2000
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere Light/Medium Pulse Laser
Type: STREAK SRM PACK
Technology: Inner Sphere
Sub-type: missile
Damage: 2
Rate Of Fire: 3.0
Heat: 2
Ammo: 68
Cost: 2000
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere Streak SRM 2
Type: ULTRA HEAVY AC
Technology: Inner Sphere
Sub-type: balistic
Damage: 12
Rate Of Fire: 2.4
Heat: 8
Ammo: 54
Cost: 11800
Criticals Occupied: 2*4
BattleTech Equivalent: Inner Sphere Ultra AC/20
------------------------
--MEDIUM RANGE WEAPONS--
------------------------
Medium Weapons are effective from 31 to 121 meters; most non-advanced Inner
Sphere weapons (Large Lasers, Medium ACs, PPCs) belongs to this category, like
most Clan ER variants of short range weapons.
Type: CLAN ER LASER
Technology: Clan
Sub-type: energy
Damage: 2
Rate Of Fire: 3.0
Heat: 5
Cost: 4500
Criticals Occupied: 1*1
BattleTech Equivalent: Clan ER Medium Laser
Type: CLAN HEAVY LASER
Technology: Clan
Sub-type: energy
Damage: 9
Rate Of Fire: 1.8
Heat: 18
Cost: 15000
Criticals Occupied: 1*2
BattleTech Equivalent: Clan Large Heavy Laser
Type: CLAN LARGE PULSE LASER
Technology: Clan
Sub-type: energy
Damage: 2
Rate Of Fire: 6.2
Heat: 10
Cost: 6000
Criticals Occupied: 1*2
BattleTech Equivalent: Clan Large Pulse Laser
Type: CLAN ULTRA MEDIUM AC
Technology: Clan
Sub-type: balistic
Damage: 6
Rate Of Fire: 2.8
Heat: 3
Ammo: 64
Cost: 10200
Criticals Occupied: 2*3
BattleTech Equivalent: Clan Ultra AC/10
Type: ER LASER
Technology: Inner Sphere
Sub-type: energy
Damage: 2
Rate Of Fire: 2.4
Heat: 5
Cost: 3000
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere ER Medium Laser
Type: LARGE LASER
Technology: Inner Sphere
Sub-type: energy
Damage: 4
Rate Of Fire: 2.0
Heat: 8
Cost: 3800
Criticals Occupied: 1*2
BattleTech Equivalent: Inner Sphere Large Laser
Type: LARGE PULSE LASER
Technology: Inner Sphere
Sub-type: energy
Damage: 2
Rate Of Fire: 5.6
Heat: 10
Cost: 5000
Criticals Occupied: 1*2
BattleTech Equivalent: Inner Sphere Large Pulse Laser
Type: MEDIUM AC
Technology: Inner Sphere
Sub-type: balistic
Damage: 6
Rate Of Fire: 1.8
Heat: 2
Ammo: 39
Cost: 5300
Criticals Occupied: 2*3
BattleTech Equivalent: Inner Sphere AC/10
Type: PPC
Technology: Inner Sphere
Sub-type: energy
Damage: 7
Rate Of Fire: 1.5
Heat: 10
Cost: 5700
Criticals Occupied: 1*3
BattleTech Equivalent: Inner Sphere PPC
Type: THUNDERBOLT MISSILE
Technology: Inner Sphere
Sub-type: missile
Damage: 13
Rate Of Fire: 1.7
Heat: 8
Ammo: 30
Cost: 16400
Criticals Occupied: 2*4
BattleTech Equivalent: Thunderbolt 15
Type: ULTRA MEDIUM AC
Technology: Inner Sphere
Sub-type: balistic
Damage: 6
Rate Of Fire: 2.5
Heat: 4
Ammo: 56
Cost: 8000
Criticals Occupied: 2*3
BattleTech Equivalent: Inner Sphere Ultra AC/10
----------------------
--LONG RANGE WEAPONS--
----------------------
Long range weapons include LRMs, ER weapons and Light ACs and can fire up to
180, but cannot aim anything under 61 meters. Heavy and Assault 'Mechs, of both
technologies, carry at least one of these weapons, usually powerful, not just
Ligh ACs.
Type: CLAN ER LARGE LASER
Technology: Clan
Sub-type: energy
Damage: 4
Rate Of Fire: 2.5
Heat: 12
Cost: 7700
Criticals Occupied: 1*2
BattleTech Equivalent: Clan ER Large Laser
Type: CLAN ER PPC
Technology: Clan
Sub-type: energy
Damage: 7
Rate Of Fire: 2.2
Heat: 15
Cost: 14900
Criticals Occupied: 1*3
BattleTech Equivalent: Clan ER PPC
Type: CLAN GAUSS RIFLE
Technology: Clan
Sub-type: balistic
Damage: 10
Rate Of Fire: 1.6
Heat:1
Ammo: 36
Cost: 18500
Criticals Occupied: 2*4
BattleTech Equivalent: Clan Gauss Rifle
Type: CLAN LRM RACK
Technology: Clan
Sub-type: missile
Damage: 3
Rate Of Fire: 2.1
Heat: 4
Ammo: 47
Cost: 4500
Criticals Occupied: 1*1
BattleTech Equivalent: Clan LRM 5
Type: CLAN ULTRA LIGHT AC
Technology: Clan
Sub-type: balistic
Damage: 2
Rate Of Fire: 5.6
Ammo: 125
Heat: 1
Cost: 7500
Criticals Occupied: 2*2
BattleTech Equivalent: Clan Ultra AC/2 or /5
Type: ER LARGE LASER
Technology: Inner Sphere
Sub-type: energy
Damage: 4
Rate Of Fire: 2.0
Heat: 12
Cost: 5300
Criticals Occupied: 1*2
BattleTech Equivalent: Inner Sphere ER Large Laser
Type: ER PPC
Technology: Inner Sphere
Sub-type: energy
Damage: 7
Rate Of Fire: 1.5
Heat: 15
Cost: 8000
Criticals Occupied: 1*3
BattleTech Equivalent: Inner Sphere ER PPC
Type: GAUSS RIFLE
Technology: Inner Sphere
Sub-type: balistic
Damage: 10
Rate Of Fire: 1.4
Heat: 1
Ammo: 32
Cost: 15300
Criticals Occupied: 2*4
BattleTech Equivalent: Inner Sphere Gauss Rifle
Type: LIGHT AC
Technology: Inner Sphere
Sub-type: balistic
Damage: 2
Rate Of Fire: 3.3
Heat: 1
Ammo: 75
Cost: 3500
Criticals Occupied: 2*2
BattleTech Equivalent: Inner Sphere AC/2 or /5
Type: LIGHT GAUSS RIFLE
Technology: Inner Sphere
Sub-type: balistic
Damage: 6
Rate Of Fire: 1.5
Heat: 1
Ammo: 34
Cost: 7200
Criticals Occupied: 2*3
BattleTech Equivalent: Inner Sphere Light Gauss Rifle
Type: LONG TOM CANNON
Technology: Inner Sphere
Sub-type: balistic
Damage: 15
Rate Of Fire: 1.4
Heat: 20
Ammo: 50
Cost: 29300
Criticals Occupied: 2*5
BattleTech Equivalent: Long Tom Cannon, snub-nosed variant (Level 3)
Type: LRM RACK
Technology: Inner Sphere
Sub-type: missile
Damage: 3
Rate Of Fire: 1.1
Heat: 2
Ammo: 24
Cost: 1700
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere LRM 5
Type: SWARM LRM RACK
Technology: Inner Sphere
Sub-type: missile
Damage: 3
Rate Of Fire: 1.1
Heat: 2
Ammo: 24
Cost: 2600
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere LRM 5 with Swarm munitions
Type: ULTRA LIGHT AC
Technology: Inner Sphere
Sub-type: balistic
Damage: 2
Rate Of Fire: 4.5
Heat: 1
Ammo: 102
Cost: 5500
Criticals Occupied: 2*2
BattleTech Equivalent: Inner Sphere Ultra AC/2 or /5
-------------
--EQUIPMENT--
-------------
Heat Sinks, ECM suites, armor variants and everything else that do not allocate
damage are listed here.
Type: HEAT SINK
Heat: 0
Cost: 2000
Criticals Occupied: 1*1
Effect: increases Heat Capacity
Type: ARMOR
Heat: 0
Cost: 3000
Criticals Occupied: 1*1
Effect: adds 32 armor points
Type: JUMP JETS
Heat: 7
Cost: 6000
Criticals Occupied: all special Jump Jet Criticals
Effect: gives the ability to jump to carrying 'Mech
*****************
5-'MECHS BRIEFING
*****************
As stated in the Weapons Briefing section, there are two kinds of technology.
In the 'Mech area, Clan 'Mechs tend to have te same or even more amounts of
armor at the same or even less weight than Inner Sphere 'Mechs and, in general,
deadlier. As Clan weapons, Clan 'Mechs have to be salvaged from the
battlefield. Not enough, Clan 'Mechs are modular (not all, only front-line
'Mechs; modular 'Mechs are referred as OmniMechs-this doesn't mean too much in
the game -unfortunately- but background infos are always welcome, right? ;),
meaning that they can switch weapon loads without being reprogrammed; the Inner
Sphere posseses this technology but due to OmniMechs' high costs only few
models are in service.
-----------------------
--INNER SPHERE 'MECHS--
-----------------------
Model: ANUBIS
Primary user: House Liao
Weight: 30 tons
Armor: light, 80
Internal Structure:
Total Protection Value:
Maximum Speed: 130 km/h
Weapons: 1 Large Laser
4 LRM Racks
Special Equipment: Jump Jets (125 meters)
Sensor - Intermediate
Jump Capacity: yes
Heat Generated:
Heat Capacity:
Short Range Damage: 0
Medium Range Damage:
Long Range Damage:
Cost: 41600
Critical Space:
Model: RAZORBACK
Primary user: House Steiner
Weight: 30 tons
Armor: very light, 112
Internal Structure:32
Total Protection Value: 144
Maximum Speed: 97 km/h
Weapons: 2 Streak SRMs
3 Machine Gun Arrays
1 Large Laser
Special Equipment: Jump Jets (125 meters)
1 Armor
Sensor - Intermediate
Jump Capacity: yes
Heat Generated: 19
Heat Capacity: 22
Short Range Damage:
Medium Range Damage:
Long Range Damage:
Cost: 41750
Critical Space:
Model: URBANMECH
Primary user: Bandits
Weight: 30 tons
Armor: very light, 80
Internal Structure: 64
Total Protection Value: 144
Maximum Speed: 54 km/h
Weapons: 2 Lasers
1 Medium AC
Special Equipment: Jump Jets (125 meters)
Jump Capacity: yes
Heat Generated: 15
Heat Capacity: 22
Short Range Damage:
Medium Range Damage:
Long Range Damage:
Cost: 33700
Critical Space:
Model: BUSHWACKER
Primary user: House Steiner
Weight: 55 tons
Armor: light, 144
Internal Structure: 128
Total Protection Value: 272
Maximum Speed: 86 km/h
Weapons: 3 Machine Gun Arrays
1 Medium AC
1 PPC
3 LRM Racks
Special Equipment: 1 Armor
Jump Capacity:
Heat Generated: 18
Heat Capacity: 27
Short Range Damage:
Medium Range Damage:
Long Range Damage:
Cost:
Critical Space:
Model:
Primary user: House
Weight: tons
Armor:
Internal Structure:
Total Protection Value:
Maximum Speed: km/h
Weapons:
Special Equipment:
Jump Capacity:
Heat Generated:
Heat Capacity:
Short Range Damage:
Medium Range Damage:
Long Range Damage:
Cost:
Critical Space:
Model: ATLAS
Primary user: House Steiner
Weight: 100 tons
Armor: very light (?!), 304
Internal Structure:
Total Protection Value:
Maximum Speed: 54 km/h
Weapons: 1 Heavy AC
4 Streak SRM Racks
3 Machine Gun Array
4 ER Lasers
4 LRM Racks
Special Equipment: 7 Armors
Jump Capacity:
Heat Generated:
Heat Capacity:
Short Range Damage:
Medium Range Damage:
Long Range Damage:
Cost: 106600
Critical Space:
---------------
--CLAN 'MECHS--
---------------
Model: KIT FOX (ULLER)
Primary user: Clans (House Davion)
Weight: 30 tons
Armor: light, 96
Internal Structure: 32
Total Protection Value: 128
Maximum Speed: 97 km/h
Weapons: 1 Clan Pulse Laser
1 Clan Streak SRM Pack
1 Clan Ultra Light AC
1 Clan ER Large Laser
Special Equipment: Sensor - Intermediate
Jump Capacity: no
Heat Generated: 19
Heat Capacity: 22
Short Range Damage: 4
Medium Range Damage: 4/6 (due to other values)
Long Range Damage: 6
Cost: 41300
Critical Space: 8
Model:
Primary user: House
Weight: tons
Armor:
Internal Structure:
Total Protection Value:
Maximum Speed: km/h
Weapons:
Special Equipment:
Jump Capacity:
Heat Generated:
Heat Capacity:
Short Range Damage:
Medium Range Damage:
Long Range Damage:
Cost:
Critical Space:
Model: STORMCROW (RYOKEN)
Primary user: Clan (House Davion)
Weight: 55 tons
Armor: light, 208
Internal Structure: 32
Total Protection Value: 240
Maximum Speed: 97 km/h
Weapons: 2 Clan Streak SRM Packs
2 Clan Large Pulse Laser
2 Clan ER Laser
2 Clan LRM Racks
Special Equipment: 3 Armors
2 Heat Sinks
Jump Capacity: no
Heat Generated: 42
Heat Capacity: 46
Short Range Damage: 4
Medium Range Damage: 14
Long Range Damage: 6
Cost: 84400
Critical Space: 15
Model: TIMBER WOLF (MAD CAT)
Primary user: Clan (House Davion)
Weight: 75 tons
Armor: medium, 226
Internal Structure: 96
Total Protection Value: 322
Maximum Speed: 86 km/h
Weapons: 4 Machine Gun Arrays
2 Clan ER Lasers
2 Clan ER PPCs
4 Clan LRM Racks
Special Equipment: 3 Armors
Jump Capacity: no
Heat Generated: 61
Heat Capacity: 61
Short Range Damage: 4
Medium Range Damage: 4
Long Range Damage: 38
Cost: 121650
Critical Space: 20
Model: BLOOD ASP
Primary user: Clans (House Davion)
Weight: 90 tons
Armor: heavy, 240
Internal Structure:
Total Protection Value:
Maximum Speed: 65 km/h
Weapons: 2 Clan Heavy Lasers
3 Clan Streak SRM Racks
2 Clan Heavy Large Lasers
2 Gauss Rifles
Special Equipment: none
Jump Capacity:
Heat Generated:
Heat Capacity:
Short Range Damage: 16
Medium Range Damage: 18
Long Range Damage: 20
Cost: 132250
Critical Space:
***********************
6-MECHWARRIORS BRIEFING
***********************
Name: FLASH
Initial Rank: green
Initial Gunnery Skill: 45
Initial Piloting Skill: 54
Initial Special Skills: none
From: op1m1
Name: HACSAW
Initial Rank: green
Initial Gunnery Skill: 48
Initial Piloting Skill: 49
Initial Special Skills: none
From: op1m1
Name: LONGSHOT
Initial Rank: green
Initial Gunnery Skill: 55
Initial Piloting Skill: 39
Initial Special Skills: none
From: op1m1
Name: MEAT
Initial Rank: regular
Initial Gunnery Skill: 56
Initial Piloting Skill: 47
Initial Special Skills: Medium AC
From: op1m1 (I got him during the mission)
Name: TWITCH
Initial Rank: regular
Initial Gunnery Skill: 54
Initial Piloting Skill: 47
Initial Special Skills: Laser
From: op1m1 (I got him during the mission)
Name: PALERIDER
Initial Rank: regular
Initial Gunnery Skill: 51
Initial Piloting Skill: 51
Initial Special Skills: Sensor
From: op1m2
Name: WORM
Initial Rank: regular
Initial Gunnery Skill: 50
Initial Piloting Skill: 53
Initial Special Skills: Sensor
From: op1m2
Name: PSYCHO
Initial Rank: green
Initial Gunnery Skill: 54
Initial Piloting Skill: 40
Initial Special Skills: none
From: op1m2
Name: HAMMER
Initial Rank: green
Initial Gunnery Skill: 53
Initial Piloting Skill: 41
Initial Special Skills: none
From: op1m2
Name: CHOPPER
Initial Rank: green
Initial Gunnery Skill: 51
Initial Piloting Skill: 45
Initial Special Skills: none
From: op1m2
Name: DAGGER
Initial Rank: green
Initial Gunnery Skill: 50
Initial Piloting Skill: 48
Initial Special Skills: none
From: op1m2
Name: GREEN
Initial Rank: green
Initial Gunnery Skill: 49
Initial Piloting Skill: 50
Initial Special Skills: none
From: op1m2
Name: SHADOW
Initial Rank: green
Initial Gunnery Skill: 49
Initial Piloting Skill: 48
Initial Special Skills: none
From: op1m2
Name: CREEP
Initial Rank: green
Initial Gunnery Skill: 46
Initial Piloting Skill: 52
Initial Special Skills: none
From: op1m2
Name: JINX
Initial Rank: green
Initial Gunnery Skill: 44
Initial Piloting Skill: 55
Initial Special Skills: none
From: op1m2
Name:
Initial Rank:
Initial Gunnery Skill:
Initial Piloting Skill:
Initial Special Skills:
From:
***************
7-SUPPORT UNITS
***************
Support Units are ordere through the Support Palette, and even if they survive
a mission, you won't have them at the start of the next.
If you want to know how the Minelayer is used, read the appropriate section.
AIRSTRIKE
Executed by: Shilone Bomber
RP Cost:
Effect:
FIXED ARTILLERY
Executed by:
RP Cost:
Effect:
SENSOR PROBE:
Executed by:
RP Cost:
Effect:
REPAIR TRUCK:
Executed by:
RP Cost:
Effect:
SCOUT 'COPTER
Executed by: Scout 'Copter
RP Cost:
Effect:
MINELAYER
Executed by:
RP Cost:
Effect: drops a Minelayer on the battlefield
SALVAGE CRAFT
Executed by: Karnov UR
RP Cost:
Effect: the Karnov will hover over (¬_¬...) a destroyed 'Mech (its reactor must
be intact; 'Mechs without a working reactor cannot be salvaged) and will deploy
a MechWarrior. The 'Mech will then become active, though the Karnov will NOT
repair its armor or replenish its ammo bins.
CANCEL
Executed by: you
RP Cost: none
Effect: restores your normal cursor
*******************
8-VEHICLES BRIEFING
*******************
Model: AERO SPOTTER
Weight: 20 tons
Movement Type: tracked
Armor: medium, 170
Maximum Speed: 54 km/h
Weapons: 1 Large Laser
Model: APC
Weight: 15 tons
Movement Type: wheeled
Armor: very light, 50
Maximum Speed: 86 km/h
Weapons: none
Model: ARMORED CAR
Weight: 5 tons
Movement Type: wheeled
Armor: very light, 20
Maximum Speed: 65 km/h
Weapons: 1 Machine Gun Array
Model: ATTACK 'COPTER
Weight: 35 tons
Movement Type: VTOL
Armor: very light, 77
Maximum Speed: 86 km/h
Weapons: 1 Medium AC
Model: CENTIPEDE
Weight: 15 tons
Movement Type: hovercraft
Armor: very light, 35
Maximum Speed: 97 km/h
Weapons: 1 Large Laser
Model: DRILLSON
Weight: 50 tons
Movement Type: hover
Armor: light, 108
Maximum Speed: 65 km/h
Weapons: 8 Streak SRM Packs
Model: HARASSER
Weight: 20 tons
Movement Type: hovercraft
Armor: very light, 33
Maximum Speed: 86 km/h
Weapons: 2 Streak SRM Packs
Model: HEAVY 'COPTER
Weight: 50 tons
Movement Type: VTOL
Armor: medium, 135
Maximum Speed: 65 km/h
Weapons: 4 Streak SRM Packs
2 Pulse Lasers
Model: HETZER
Weight: 40 tons
Movement Type: wheeled
Armor: very light, 50
Maximum Speed: 54 km/h
Weapons: 1 Heavy AC
Model: HUNTER
Weight: 25 tons
Movement Type: tracked
Armor: very light, 38
Maximum Speed: 86 km/h
Weapons: 3 LRM Racks
Model: JEEP
Weight: 5 tons
Movement Type: wheeled
Armor: very light, 10
Maximum Speed: 65 km/h
Weapons: none
Model: LRM CARRIER
Weight: 50 tons
Movement Type: wheeled
Armor: very light, 32
Maximum Speed: 54 km/h
Weapons: 5 LRM Racks
Model: MINELAYER
Weight: 30 tons
Movement Type: tracked
Armor: heavy, 225
Maximum Speed: 54 km/h
Weapons: mines
Model: PARTISAN
Weight: 80 tons
Movement Type: tracked
Armor: medium, 137
Maximum Speed: 54 km/h
Weapons: 4 Light ACs
Model: SCIMITAR
Weight: 25 tons
Movement Type: hovercraft
Armor: very light, 45
Maximum Speed: 86 km/h
Weapons: 2 Flamer Arrays
Model: SCOUT 'COPTER
Weight: 5 tons
Movement Type: VTOL
Armor: very light, 40
Maximum Speed: 119 km/h
Weapons: 1 Machine Gun Array
Model: STORM
Weight: 60 tons
Movement Type: tracked
Armor: light, 111
Maximum Speed: 54 km/h
Weapons: 2 PPCs
Model: SWARM LRM CARRIER
Weight: 50 tons
Movement Type: wheeled
Armor: very light, 32
Maximum Speed: 54 km/h
Weapons: 5 Swarm LRM Racks
Model: TROOP CARRIER
Weight: 25 tons
Movement Type: tracked
Armor: very light, 65
Maximum Speed: 54 km/h
Weapons: none
Model: VEDETTE
Weight: 50 tons
Movement Type: tracked
Armor: very light, 54
Maximum Speed: 65 km/h
Weapons: 1 Light AC
Model: SHILONE BOMBER
Weight: 10 tons
Movement Type: airplane
Armor: very light, 15 tons
Maximum Speed: 54 km/h
Weapons: bombs
Model: CARGO TRUCK
Weight: 25 tons
Movement Type: wheeled
Armor: very light, 15
Maximum Speed: 54 km/h
Weapons: none
Model: FUEL TRUCK
Weight: 20 tons
Movement Type: wheeled
Armor: very light, 20
Maximum Speed: 54 km/h
Weapons: none
Model: REPAIR TRUCK
Weight: 20 tons
Movement Type: tracked
Armor: very light, 65
Maximum Speed: 54 km/h
Weapons: none
Model: RESOURCE TRUCK
Weight: 20 tons
Movement Type: wheeled
Armor: very light, 20
Maximum Speed: 54 km/h
Weapons: none
*******************************
9-TURRETS AND INFANTRY BRIEFING
*******************************
Model: AC TURRET
Type: fixed turret
Structure Points: 25
Weapons: 2 Medium ACs
Model: GAUSS TURRET
Type: fixed turret
Structure Points: 25
Weapons: 1 Gauss Rifle
Model: LARGE PULSE LASER TURRET
Type: fixed turret
Structure Points: 25
Weapons: 3 Large Pulse Lasers
Model: LONG TOM TURRET
Type: fixed turret
Structure Points: 30
Weapons: 1 Long Tom Cannon
Model: LRM TURRET
Type: fixed turret
Structure Points: 25
Weapons: 4 LRM Racks
Model: SRM TURRET
Type: fixed turret
Structure Points: 25
Weapons: 3 Streak SRM Packs
Model: INFANTRY MAN
Type: conventional infantry
Armor: very light, 18
Maximum Speed: 17 km/h
Weapons: 1 Machine Gun
Model: POWERED ARMOR
Type: armored infantry
Armor: very light, 20
Maximum Speed: 34 km/h
Weapons: 1 Laser
1 Streak SRM Pack
******************
10-GENERAL TACTICS
******************
**********************
11-MULTIPLAYER TACTICS
**********************
I hope that the game won't result too unstable to play on the net a bit...just
wait and hope for this section, it may be online some day.
***************************
12-HOW TO COSTUMIZE A 'MECH
***************************
***************************
13-HOW TO BALANCE YOUR TEAM
***************************
**************
14-WALKTHROUGH
**************
You start the game with 2 Bushwackers and one Razorback, piloted by Hacsaw,
Longshot (Bushwackers) and Flash (Razorback).
**************
15-FAQ SECTION
**************
If you are wondering why, and how, a document at its first release has a FAQ
section, I just reply that I'm bored of all the mails I recieve for how using
the Minelayer in MechCommander (the first); MC2 has a Minleayer and probably it
will be useful in some missions, so...
Question - Where's the Minelayer?
Answer - There is no way to buy a Minelayer before the mission starts. It can
be only purchased from the Support Palette. It will be airdropped where you
want.
Q - Then?
A - You have a working Minelayer, with a full load of mines and brand-new
armor.
Q - But the Minelayer doesn't lay mines!
A - This vehicle will lay mines only if you order it to do so. Normal move
order will make the vehicle move. To lay mines, see p.55 of the MC2 instruction
booklet.
Q - Hey! You described the entire sequence! It's not fair!
A - OK...just press V and click where you want those mines
Q - But the mines don't work...
A - Only units weighting more than 35 tons will set off mines
Q - Just tell me why the Minelayer lays only some mines!
A - Because it has a limited supply of mines. After the Minelayer expended its
cargo it can still be moved and used as a scout.
*******************
16-CREDITS and MISC
*******************
First credit? To Fasa for the old BattleTech continuum (I prefer to see how
WizKid will manage to "evolve" BT with the new timeline before thanking
them...especially because most of the things I've seen weren't good -IMO-),
then to M...Mic...Micrrrr...hell...I'm not able to thank M....$..t, even for
this game; and last, but not least (absolutely not) the third credit goes to me
for this document!
(that's the last time I write something at 3:42 in the morning, this paragraph
is getting totally senseless...)
Here's the list of the sites currently showing my document with my permission.
1) The Clans Hall (my site; it's BT-related and currently down but it will be
always allowed to show my FAQs ;)
2) GameFAQs (http://www.gamefaqs.com)
If someone sees a site with my document (or part of it) on a site listed above,
let me know.
Special thanks to:
All italian MW/MC/BT/BF2/AT2 players, Thanatos (my PC)and whoever for letting
the game run on my computer (I think the lead programmer, or the beta testers
and the QA people in general...damned MW4, too unstable, and I want to finish
it at least once...) and Lionhead for Black&White; well, I'd like to thank
FireGlow and CDV for Sudden Strike and Gundam Century to exist, but these are
other stories...
So far no one (/10/2001) posted mails of any kind, so there's no one to
thank...however, I've already prepared the beginning of the list so that this
paragraph will need only their names and e-mail addresses.
Many thanks to:
1)
To ask permission to post this document, send a mail gently asking permission
and with the URL. To contact me, write at briareos@inwind.it; ICQ UIN is
40534369; Odigo ID is 264286, though you won't recieve answer to such messages
(I'm just bored of all the ICQ crap and Odigo's tendency of cutting to half
your effective speed 'cause it has to check if the world is still working) .
Write only about this FAQ or if you have a cute (female)friend/sister to
introduce.
Copyright (c) Briareos Kerensky 2000/2001. Reproduction and translation of
this document (as a whole or parts of its) in any mode without permission is
strictly forbidden.
All names and marks are proprieties of respective owners.
Copyright © 1996-2002, Greg Taylor. All Rights Reserved.