MECHWARRIOR 4: MERCENARIES WALKTHROUGH by Briareos Kerensky (briareos@inwind.it, briareos_CWE), ver 2.X 15/02/2003 Table of Contents 1-Disclaimer 2-Update History 3-History Briefing 4-Mercenary Units Briefing 5-Weapons Briefing 6-'Mechs Briefing 7-Vehicles and Misc Enemies Briefing 8-Lancemates briefing 9-How to costumize a 'Mech 10-General Tactics 11-Multiplayer Tactics 12-Walkthrough 13-Roads 14-Glossary 15-Credits and misc ************ 1-DISCLAIMER ************ All names and marks are property of their respective owners; this document is copyright of Briareos Kerensky: unauthorized reproduction of this document as it is or in part is forbidden; to ask authorization send a mail to me (briareos@inwind.it). Do not send mails asking CD keys or other personal codes which changes with every CD package: every softhouse has its own way to use these keys, and I won't deny myself the possibility to play online a game only because someone has "lost the package" or "the package is corrupted". If some sections have cheats which includes alteration of hex codes, renaming files, creation of new ones, I will not answer of HD formatting, lost datas, World Wars, nuclear explosions, invocation of demons of any kind or any other damage derived from those operations. I'm Italian, so do not pay attention to the many mistakes I'll do in spelling, grammar construction and so on. Last thing, if you are going to e-mail me, remember that my name's not Brian. Really. Full nick will be pleased. Thank you. Now have fun. **************** 2-UPDATE HISTORY **************** 15/02/2003-version 2.X. Everytime I write "this is going to be the final release, I always get interesting submissions. So, version will be 2.X from now on, indicating that only submissions and small corrections will be added when there is the occasion. 06/02/2003-version 2.0. This is be the final edition of the document. I'll continue to accept submissions, though. Finallyy added the Northwind Highlanders' description, plus updates and corrections throughout the document. 20/01/2003-version 1.8. 'Mech section completed. Some corrections and updates througout the document. Added a note at the beginning of that section about the 'Mech Packs: please read it before sending any mail concerning them. I hope I'll soon get my hands on them. 03/01/2003-version 1.7. Revamping of the 'Mech section and update of the others started. It's wonderful to see so much feedback for the lack of only one 'Mech in that section...well, that 'Mech (the Adder, or Puma in the Inner Sphere) is one of my favourites too, so it was only a matter of time to see it online. However it has no stats, just begun with the 'Mechs, but still working on that. 27/12/2002-version 1.6. Walkthrough completed. Next time, revamp of 'Mech section as well as revision and updates to all other sections. 200 kilos reached and passed. 24/12/2002-version 1.4. Happy X'mas, though I do not really like these holidays (not just this year...BTW, story too long to be told here). Walkthrough and other sections updated. Added one section, Glossary. The Walkthrough has almost every mission for both neutral and Steiner side. Davion-only and other neutral missions will be added soon, as well as a total revamp of the 'Mech section. 16/12/2002-version 1.3. Continued updating of the sections, Solaris section should be complete and walkthrough started, with Halloran V completed. And document passed 100 kbs already. Whoo-hoo! 11/12/2002-version 1.2. Main addition is the whole Solaris VII walkthrough, almost complete (98%). Some updates in all other sections. As someone already noted (and sent e-mails to me), weapons and 'Mechs stats are different. I'm revamping them already, don't worry. 01/12/2002-version 1.0. First sections only, the document is still in first phases but has few infos on the new things. ****************** 3-HISTORY BRIEFING ****************** When Victor Ian Steiner-Davion returned after having defeated Clan Smoke Jaguar, he found himself in a dangerous position: his sister Katherine, seceded the Lyran part of the Federated Commonwealth, causing a massive civil war to disrupt probably the most powerful of the Successor States. Now the two warring factions are calling for whatever support they need, including Mercenaries. You, a young MechWarrior who applied to the MRBC (Mercenary Reviews and Bonging Commission), found offers from four of the most poweful mercenary units in the Inner Sphere, the Kell Hounds, the Wolf Dragoon's, the Gray Death's Legion and the Northwind Highlanders. They offer you a independent command with the ability to chose which contracts, 'Mechs, personnel and even loyalities take. Make your choice, now. ************************** 4-MERCENRAY UNITS BRIEFING ************************** (note: all infos here have been taken from official BattleTech books, mostly from the Field Manual: Mercenaries sourcebook) --------------- --KELL HOUNDS-- --------------- Founded my Morgan and Patrick Kell in 3010, the Kell Hounds always had a great financial wealth, as the Kell family has ties with the Steiner family. The Kell Hounds, when the Clan invasion begun, had 3 full regiments of the most advanced machines in the Inner Sphere, but this was not enough to avoid that Phelan Kell, son of Morgan, was captured by Clan Wolf during an anti-pirate operation in the Periphery. The Kell Hounds, along with the Wolf's Dragoons, fought in every major engagement of the Clan Invasion and in Operation Bulldog, where they displayed incredible skills even when facing men and women bred to wage war. Meanwhile, Phelan Kell became Khan of Clan Wolf, and later guided the Warden faction of the Clan to Arc-Royal, homeplanet of the Kell Hounds and the Kell family. The two armies lived together since then, and this gave both sections some benefits: Clan Wolf-in-exile now has full prodcution facilities and a homeplanet, and the Kell Hounds have limited access to Clan technologies. The coming of Clan Wolf on Arc-Royal and the Civil War also made the Kell Hounds secede almost every contact with the Steiner family, and declared themselves neutral to the matter (though both Phelan and Morgan poses greater faith in Victor Davion than Katrina); not enough, they formed the ARDC, Arc-Royal Defense Cordon, a congregation of few planets that constantly wath for Clan invasions in the Inner Sphere. Playing with the Kell Hounds mean that most technology will be Inner Sphere oriented, with few Clan items and chassised to buy; most Clan-tech will be acquired through salvage; Inner Sphere 'Mech tend to be Steiner-based, so expect some rude firepower from almost every single chassis bought in the free market. Hounds players start with 1 Flea, 1 Osiris and 2 Wolfhounds and 5.500.000 C-Bills. They have access to Clan technology earlier than the Legion or the Highlanders, but do not have immediate access to it like the Dragoons. ------------------- --WOLF'S DRAGOONS-- ------------------- The Wolf's Dragoons literally appeared in the Inner Sphere in April 3005 and were hired by the Federated Suns. This unknown mercenary unit had warriors of great skill and was armed with only Star League-era BattleMechs, machines and technologies long lost by the Successor States. Then, the Dragoons fight for and against every Great House of the Inner Sphere; in 3050, when the Clans attacked for the first time, the Dragoons summoned all Successor Lords to their planet, Outreach, gave to them by Hanse Davion for their exceptional braveness, and uncovered a shocking secret: the Wolf's Dragoons were formed by the Clans to probe the strenght and weakness of the Inner Sphere, in order to gather more informations in case of an invasion. Even before then, in 3019, the Wolf's Dragoon ceased all contacts with the Clans, with a final task gave by Khan Kerlin Ward of Clan Wolf: to train the Inner Sphere against the Clans. When in 3051 the Clan invasion begun again, the Dragoons stood against the Clans side-by-side by the now-united Great Houses and later with the new Star League. The Wolf's Dragoons have also insituted the MRBC and offer several types of alternate services (technical, training, etc etc) for every mercenary unit subscribed to the MRBC. As for now, the Wolf's Dragoons have took no position in the FedCom Civil War. As the Wolf's Dragoons have full blueprints and manufacturing facilities to produce Clan-level technology, it is garaunteed that they won't face any kind of threat out-gunned or out-classed. Dragoon players will always found their free-market screen with Clan chassis and weapons; this means a great advantage, but also a more oculate use of the money gained: it is easy to find yourself out of money "just" beacuse you bought a Daishi and 5 ER PPCs. Inner Sphere 'Mechs came from all over the Inner Sphere, and you'll be able to choose from the entire stack of 'Mechs with relative freedom. Dragoon players start with 2 Cougars, 4 Fleas and 2 Ullers and 4.500.000 C-Bills plus some Clan-tech weapons. --------------------- --GRAY DEATH LEGION-- --------------------- The Gray Death Legion is very famous for one thing: the Star League memory core they retrieved on Helm, which gave them access to blueprints for infantry armors and Lost-Tech weapons, as well as civilian technologies that aided the entire Inner Sphere. However, aside this technological edge, the Gray Death Legion is renowed for its resourcefulness and heoric stands. Founded in 3024 by Grayson Death Carlyle, which led a former Lyran unit against a Draconis Combine commando on Trell I; starting with a 'Mech and a motorized infantry unit, the unit captured Combne supplies and 'Mechs, eventually driving them off-planet. The Legion is one of the few mercenary units that escaped the Clan's fury and gave them a partial defeat, having retreated succesfully from Sudeten against the Jade Falcons. In 3056, Carlyle swore an oath of fealty to Victor Davion, which gave them the world of Glengarry as landhold. However, Skie separatists attacked when the Colonel was still on Tharkad; the Legion drove back the assault, but a very high cost. The Legion rebuilt, but the newly formed Lyran Alliance striked at them, as the governement cited that the Legion was siding with Caledonian rebels. The Legion hold again, and again, was on the verge of destruction. Katrina Steiner recognized Glengarry as the Legion landhold, in exchange of a pledge of loyality, but there's little reason that the Legion would keep it until the end of the Civil War. Thanks to their Star League memory core and alliance with the Lyran Commonwealth, the Legion has access to some of the most advanced Inner Sphere weapons, and can start with full access to X-Pulse Lasers; they also have access to Lyran 'Mechs, which gave them a great firepower in exchange of tactical flexibility and speed. Legion players start with 1 Raven, 1 Owens, 1 Osiris, 1 Hellspawn and 1 Flea and 8.000.000 C-Bills plus some Lost-tech weapons. ------------------------ --NORTHWIND HIGLANDERS-- ------------------------ The Highlanders can be easily defined the oldest and most respected mercenary unit in the Inner Sphere. The unit's most recent origins date back to the Black Watch Regiment, the finest regiment in the Star League Defense Force, which often acted as bodyguard for the Star League current First Lord. The Northwind Highlanders were however split apart by the decision to formally join the Capellan Confederation's army. Part of the Highlanders didn't agreed, and left the planet in a self-imposed exile. This part of the original unit, split into regiments and served different Houses and different times, effectively marking the birth of the Northwind Highlanders mercenary unit. When the self-exiled part of the original Highlanders felt that was time to reconciliate in 2841 (during the Second Succesion War), their homeworld, Northwind, fell under the attack of the AFFS, which captured the world and decimated the regiments on-planet. The remaining forces began to wander in the Inner Sphere. Shortly after the begininng of the Fourth Succession War, the Highlanders swore loyality to the Federated Suns, entering the racks of the AFFS military (with some privileges) and finally returning on their homeworld. When the Clans begun their invasion, the Highlanders continued to garrison Northwind (a key planet near Terra, which united the Lyran and Federated part of the now-Federated Commonwealth). Only after the Truce of Tukayyid in 3052 the Highlanders where moved near the Clan border, but Hanse Davion's promises of a short stay proved wrong, and when the Capellan Confederation launched an attack to regain all planets lost in the Succession Wars, the Highlanders returned on their homeworld and declared independence from all Houses. When the Star League reborn with the task of stopping the Clans once for all, part of the Highlanders joined Victor Davion's forces and helped in the annihilation of the Smoke Jaguars. Highlanders players start with 2 Chimeras, 2 Fleas, 2 Osirises and 2 Ravens and 6.500.000 C-Bills. Northwind Highlanders also have contract payments raised by approx 20%, making the unit well suited for beginners or someone not good with finances. ********************* 5-WEAPONS TECHNOLOGY ********************* Before the description of every single weapon and equipment, here is a brief description of the categories. MW4 introduces the concept of weapon bays: a certain weapon bay can accept only determinated types of weapons (energy bays=energy weapons only and so on), though Omni bays can accept every kind of weapon. Note that these bays are also limited by dimensions, so not all weapons will fit in a given type of hardpoint. This makes the configuration of "official" 'Mechs somewhat different from how are knew by BT player. + Energy weapons (red): energy weapons uses massive amounts of electricty produced by the 'Mech's reactor, and they can be fired without ammunition problems. This advantage is balanced by the large amounts of waste heat that they produce: the only way to dissipate this heat is to mount extra heat sinks, which compensates for their relatively light mass and compactness. Range and firepower increases in proportion. + Ballistic weapons (yellow): these weapons must be fed by ammunition: this limits the times the weapon can be fired, and ammunitions explode when struck by weapon fire. They do not produce large amounts of heat, but are bulky and weight a lot. Lighter models have a longer range but less firepower; heavier models have more firepower than range, and carries less ammo. + Missile weapons (green): like ballistic weapons they use ammunitions, and each launcher fire a specified number of missiles in a single salvo. Missiles are explosive, and they produce moderate amounts of heat. Damage is spread among the whole target, and not concentrated like other weapons. + Equipment: this category contains the larger variety of accessories a 'Mech can mount. They include alternative type of armors, heat sinks and EW (Electronic Warfare) suites. Note: MW4: Mercs added new weapons (also counting the ones in Black Knight and the 'Mech Packs): X-Pulse Lasers (3 versions), Streak MRMs (4 versions), Rotary AutoCannons (2 versions), Heavy Gauss Rifles, full range of standard and Ultra AutoCannons; Thunderbolt missiles have been renamed Arrow IV Thunderbolt. Bombast Lasers and High Explosive and have also been removed. Also, damage, range and heat stats may ahve changed: Pulse Lasers are a good example of that. ------------------ --ENERGY WEAPONS-- ------------------ STANDARD/ER LASER: Lasers fire a beam of coherent light, producing damage through the extreme temperatures that the beam reaches; standard lasers have a medium/short range but the ER version has longer ranges, especially in their Clan versions; in fact, the Clan ER Medium Lasers have a range value roughly equivalent to the Inner Sphere standard Large Laser; ER versions have a greater heat value but maintain the same damage values; Medium and ER Medium are good back up weapons for every kind of 'Mech. Name: LARGE LASER Technology: Inner Sphere Range: 600 meters Damage: 7,5 Heat: 6 Recycle rate: 6 Size: 2 Weight: 5 tons Cost: 482'109 C-Bills Name: MEDIUM LASER Technology: Inner Sphere Range: 300 meters Damage: 2 Heat: 1,5 Recycle rate: 3 Size: 1 Weight: 1 tons Cost: 127'111 C-Bills (if someone's wondering why I didn't wrote the Medium Laser cost for so long, I say that it is *incredible* that you get only an handful of them at the Free Market and salvage *tons* of them...that's why after two or three missions the Free Market runs out of Medium Lasers) Name: SMALL LASER Technology: Inner Sphere Range: 150 meters Damage: 1,25 Heat: 0,85 Recycle rate: 2 Size: 1 Weight: 0,5 tons Cost: 84'876 C-Bills Name: ER LARGE LASER Technology: Clan Range: 800 meters Damage: 7,50 Heat: 9 Recycle rate: 5 Size: 2 Weight: 4 tons Cost: 541'406 C-Bills Name: ER MEDIUM LASER Technology: Clan Range: 400 meters Damage: 2,45 Heat: 2,5 Recycle rate: 3 Size: 1 Weight: 1 tons Cost: 164'912 C-Bills Name: ER SMALL LASER Technology: Clan Range: 200 meters Damage: 1,60 Heat: 1,15 Recycle rate: 2 Size: 1 Weight: 0,5 tons Cost: 111'232 C-Bills PULSE LASER: Pulse Lasers fire a stream of four laser beams instead of the single one of standard and ER lasers; they produce more heat than standard lasers but the amount generated is equivalent to ER lasers (both versions); it is possible to "walk" this prolonged beam, making hitting a single target easier, and have a very low recharge time, making them efficient at close range. Clan versions have a longer range, roughly the 50% more of Inner Sphere versions. X-Pulse Lasers are an Inner Sphere innovation that works as an "update" to normal Pulse Lasers: by amplifying the emitters, the dmage value has been greatly increased, in exchange of much more heat generated. Rage values are the same of Inner Sphere Pulse Lasers. Name: LARGE PULSE LASER Technology: Inner Sphere Range: 650 meters Damage: 4 Heat: 5 Recycle rate: 0,75 Size: 2 Weight: 7 tons Cost: 692'120 C-Bills Name: MEDIUM PULSE LASER Technology: Inner Sphere Range: 300 meters Damage: 1,10 Heat: 1,25 Recycle rate: 0,50 Size: 1 Weight: 2 tons Cost: 205'276 C-Bills Name: SMALL PULSE LASER Technology: Inner Sphere Range: 150 meters Damage: 0,45 Heat: 0,40 Recycle rate: 0,25 Size: 1 Weight: 1 tons Cost: 135'285 C-Bills Name: LARGE X-PULSE LASER Technology: Inner Sphere Range: 700 meters Damage: 5,75 Heat: 7 Recycle rate: 1,75 Size: 2 Weight: 5 tons Cost: 599'684 C-Bills Name: MEDIUM X-PULSE LASER Technology: Inner Sphere Range: 400 meters Damage: 2,25 Heat: 2,60 Recycle rate: 0,75 Size: 1 Weight: 3 tons Cost: 343'203 C-Bills Name: SMALL X-PULSE LASER Technology: Inner Sphere Range: 150 meters Damage: 0,80 Heat: 0,85 Recycle rate: 0,30 Size: 1 Weight: 1,5 tons Cost: 220'754 C-Bills Name: ER LARGE PULSE LASER Technology: Clan Range: 800 meters Damage: 4,50 Heat: 5,60 Recycle rate: 0,75 Size: 2 Weight: 6 tons Cost: 849'566 C-Bills Name: ER MEDIUM PULSE LASER Technology: Clan Range: 400 meters Damage: 1,20 Heat: 1,35 Recycle rate: 0,50 Size: 1 Weight: 2 tons Cost: 241'266 C-Bills Name: ER SMALL PULSE LASER Technology: Clan Range: 200 meters Damage: 0,55 Heat: 0,60 Recycle rate: 0,25 Size: 1 Weight: 1,5 tons Cost: 170'836 C-Bills STANDARD/ER PPC: the PPC fires particles. Both versions produces high amounts of heat, and and among the most powerful weapons (in fact, the Clan version is the most powerful weapon in this game) in this game; the "projectiles" are fast, but slower the laser ones; they pass AC shells and missiles and matches Gauss' ones, however. They are extremely bulky though the Clan version is lighter. The standard version (available only to Inner Sphere units) has a shorter range but produces less heat. Recharge times are long, but it is highly recomended. When hit by PPC fire, a 'Mech will suffer a limited short-circuit. Name: PPC Technology: Inner Sphere Range: 850 meters Damage: 12 Heat: 11 Recycle rate: 6 Size: 3 Weight: 7 tons Cost: 392'411 C-Bills Name: ER PPC Technology: Clan Range: 1,000 meters Damage: 16 Heat: 16 Recycle rate: 8 Size: 3 Weight: 6 tons Cost: 718'666 C-Bills FLAMER: the flamer taps hot gases directly from the reactor, creating an hot stream of flames; the flamer do not produce too much heat and when the stream hits the target, its heat level will increase, plus creating light damage. If hit, the target will catch fire for about 5 seconds, and it will be illuminated for this period of time; a basically useless weapon, but good if you want to do picnics. Name: FLAMER Technology: Inner Sphere Range: 150 meters Damage: 1 Heat: 4 Recycle rate: 4 Size: 2 Weight: 1 tons Cost: 16'010 C-Bills Name: FLAMER Technology: Clan Range: 150 meters Damage: 1 Heat: 4 Recycle rate: 4 Size: 2 Weight: 0,5 tons Cost: 32'019 C-Bills --------------------- --BALLISTIC WEAPONS-- --------------------- MACHINE GUNS ARRAY (MG ARRAY): a series of machine guns packed together. The Inner Sphere variant packs three guns while the Clan one four, with the same weight of its Inner Sphere counterpart. They do not do much damage, but have a fast rate of fire and I take a perverse pleasure in firing groups of them. Not worth the weight, however. Name: MACHINE GUN ARRAY Technology: Inner Sphere Range: 150 meters Damage: 0,35 Heat: 0 Recycle rate: 0,30 Size: 1 Weight: 2 tons Ammo per ton: 450 Cost: 65'084 C-Bills Name: MACHINE GUN ARRAY Technology: Clan Range: 200 meters Damage: 0,4 Heat: 0 Recycle rate: 0,30 Size: 1 Weight: 2 tons Ammo per ton: 600 Cost: 85,008 C-Bills STANDARD AUTOCANNON (AC): ACs fire a stream of high-velocity projectiles toward a single target. In MW4 standard ACs come only in 2, 5 and 10 types: the 5 model has a good range sacrificing firepower, while the 10 model has twice the punch of its smaller brother but keeps a decent range. The 5 model holds 120 rounds in a single ton and the 10 model only 36. The Clans use Ultra and LB-X ACs, they do not have standard ACs. Name: AC/2 Technology: Inner Sphere Range: 900 meters Damage: 2 Heat: 0,1 Recycle rate: 1 Size: 1 Weight: 8 tons Ammo per ton: 240 Cost: C-Bills Name: AC/5 Technology: Inner Sphere Range: 750 meters Damage: 5 Heat: 0,2 Recycle rate: 1 Size: 1 Weight: 8 tons Ammo per ton: 120 Cost: 101'062 C-Bills Name: AC/10 Technology: Inner Sphere Range: 600 meters Damage: 9 Heat: 0,60 Recycle rate: 3 Size: 2 Weight: 13 tons Ammo per ton: 36 Cost: 319'845 C-Bills Name: AC/20 Technology: Inner Sphere Range: 400 meters Damage: 18 Heat: 1,80 Recycle rate: 5 Size: 3 Weight: 16 tons Ammo per ton: 20 Cost: 480'249 C-Bills LB-X SCATTERSHOT: shotgun-like ACs: rather than directing a single stream of projectile toward a single area of the target, an LB-X rounds will reproduce a cluster effect on the whole enemy, maximizing the possibility to score head or critical hits. Name: LBX AC 10 Technology: Inner Sphere Range: 450 meters Damage: 14 Heat: 1 Recycle rate: 4 Size: 2 Weight: 12 tons Ammo per ton: 36 Cost: 467'694 C-Bills Name: LBX AC 20 Technology: Inner Sphere Range: 350 meters Damage: 28 Heat: 2 Recycle rate: 6 Size: 3 Weight: 15 tons Ammo per ton: 20 Cost: 999'106 C-Bills Name: LBX AC 10 Technology: Clan Range: 450 meters Damage: 14 Heat: 1 Recycle rate: 4 Size: 2 Weight: 10 tons Ammo per ton: 36 Cost: 561'234 C-Bills Name: LBX AC 20 Technology: Clan Range: 350 meters Damage: 28 Heat: 2 Recycle rate: 6 Size: 3 Weight: 12 tons Ammo per ton: 20 Cost: 1'248'882 C-Bills ULTRA AUTOCANNON: the Ultra ACs do not fire special rounds like the LB-X ACs, but can fire a stream of projectiles roughly comparable to two standard ACs' ones. This doubles the damage of the stream, but also eats ammunition in a faster rate. Name: Ultra AC/2 Technology: Inner Sphere Range: 1000 meters Damage: 2,5 Heat: 0,1 Recycle rate: 1 Size: 1 Weight: 8 tons Ammo per ton: 240 Cost: 104'271 C-Bills Name: Ultra AC/5 Technology: Inner Sphere Range: 600 meters Damage: 4 Heat: 0,15 Recycle rate: 1,5 Size: 1 Weight: 10 tons Ammo per ton: 120 Cost: 156'444 C-Bills Name: Ultra AC/10 Technology: Inner Sphere Range: 500 meters Damage: 18 Heat: 0,75 Recycle rate: 4 Size: 2 Weight: 16 tons Ammo per ton: 36 Cost: 519'750 C-Bills Name: Ultra AC/20 Technology: Inner Sphere Range: 350 meters Damage: 36 Heat: 1,5 Recycle rate: 6 Size: 3 Weight: 20 tons Ammo per ton: 20 Cost: 1'026'432 C-Bills Name: Ultra AC/2 Technology: Clan Range: 1000 meters Damage: 2,5 Heat: 0,11 Recycle rate: 1 Size: 1 Weight: 6 tons Ammo per ton: 240 Cost: 139'027 C-Bills Name: Ultra AC/5 Technology: Clan Range: 600 meters Damage: 4 Heat: 0,15 Recycle rate: 1,5 Size: 1 Weight: 8 tons Ammo per ton: 120 Cost: 213'888 C-Bills Name: Ultra AC/10 Technology: Clan Range: 500 meters Damage: 18 Heat: 0,75 Recycle rate: 4 Size: 2 Weight: 13 tons Ammo per ton: 36 Cost: 639'691 C-Bills Name: Ultra AC/20 Technology: Clan Range: 350 meters Damage: 36 Heat: 1,5 Recycle rate: 6 Size: 3 Weight: 18 tons Ammo per ton: 20 Cost: 1,140,480 C-Bills ROTARY AUTOCANNON: Rotary ACs are an upgrade to normal AutoCannons which sacrifices firepower range and, above all, affidability for very high rates of fire. RACs were designed for short, controlled bursts, not for continuos use in combat: this can lead to jams, which make the weapon useless. Name: Rotary AC2 Technology: Inner Sphere Range: 900 meters Damage: 1,85 Heat: 0,15 Recycle rate: 0,25 Size: 2 Weight: 8 tons Ammo per ton: 120 Cost: 367'701 C-Bills Name: Rotary AC5 Technology: Inner Sphere Range: 550 meters Damage: 2,35 Heat: 0,20 Recycle rate: 0,30 Size: 2 Weight: 10 tons Ammo per ton: 60 Cost: 565'297 C-Bills LIGHT/STANDARD/HEAVY GAUSS RIFLE: can be considered as a ballistic version of the PPC; with this translation the Gauss got lower temperatures and limited ammo supplies, but kept its high damage value. The Inner Sphere version of the Rifle is heavier but has the same damage and range values of the Clan version. Heavy Gauss Rifles have very high damge values but generates lots of heat point (for Gauss Rifles), and their projectiles are more powerful as the target is closer to the firing unit. The projectile is fast and reliable, and has average reciclying capabilities. A good choice as ballistic for Omni 'Mech's main weapon. Name: GAUSS RIFLE Technology: Inner Sphere Range: 800 meters Damage: 17 Heat: 1 Recycle rate: 8 Size: 3 Weight: 16 tons Ammo per ton: 24 Cost: 482'438 C-Bills Name: GAUSS RIFLE Technology: Clan Range: 800 meters Damage: 17 Heat: 1 Recycle rate: 8 Size: 3 Weight: 13 tons Ammo per ton: 24 Cost: 593'770 C-Bills Name: LIGHT GAUSS RIFLE Technology: Inner Sphere Range: 1200 meters Damage: 12 Heat: 0,80 Recycle rate: 6 Size: 2 Weight: 13 tons Ammo per ton: 30 Cost: 416'984 C-Bills Name: HEAVY GAUSS RIFLE Technology: Inner Sphere Range: 600 meters Damage: 27 Heat: 2 Recycle rate: 8 Size: 4 Weight: 18 tons Ammo per ton: 16 Cost: 724'102 C-Bills LONG TOM: this Long Tom is not the famous artillery cannon, but a smaller version, uselful at shorter ranges; I do not like this weapon as it weights too much and its effects are what you expect from a (small) artillery weapon. The projectile is relatively slow, and describes an arched trajectory and when hits the ground, it explodes with a relatively large strike; the projectile's slowness make difficult to target fast-moving enemies and if fired too close, the shell explosion can damage the firing 'Mech too. Better use Gauss Rifles or PPCs. To answer Jams Kong, there will be no availability of Long Toms in the free market. Howevr, you should be able to salvage one during the campaign, and it will be the only Long Tom you'll get. Name: LONG TOM Technology: Inner Sphere Range: 1000 meters Damage: 35 Heat: 20 Recycle rate: 7 Size: 3 Weight: 20 tons Ammo per ton: 18 Cost: 538'312 C-Bills ------------------- --MISSILE WEAPONS-- ------------------- LONG RANGE MISSILE (LRM): Long Range Missiles are the only missile type requiring a lock-on onto the target. Well, they do not stricktly require it, but it is better to wait for the lock or the salvo will likely be wasted. When combined to an active NARC beacon, the LRMs will follow the selected target, eventually increasing their maneuverability. LRM racks come in 4 types: 5, 10, 15 or 20 missiles per salvo. All missiles (except Thunderbolts) tend to spread damage along the whole target rather than inflicting a single, devastating blow; also, missiles tend to hit in salvos, so most times not all missiles from a salvo will hit the target. Each ton of ammunition holds 240 missiles. Name: LRM 5 Technology: Inner Sphere Range: 1000 meters Damage: 4 Heat: 0,80 Recycle rate: 4 Size: 1 Weight: 3 tons Ammo per ton: 240 (48 salvos) Cost: 81'481 C-Bills Name: LRM 10 Technology: Inner Sphere Range: 1000 meters Damage: 8 Heat: 1,60 Recycle rate: 4 Size: 1 Weight: 6 tons Ammo per ton: 240 (24 salvos) Cost: 162'962 C-Bills Name: LRM 15 Technology: Inner Sphere Range: 1000 meters Damage: 12 Heat: 2 Recycle rate: 4 Size: 2 Weight: 8 tons Ammo per ton: 240 (16 salvos) Cost: 286'000 C-Bills (whoa, a normal price!) Name: LRM 20 Technology: Inner Sphere Range: 1000 meters Damage: 16 Heat: 2,40 Recycle rate: 4 Size: 2 Weight: 11 tons Ammo per ton: 240 (12 salvos) Cost: 379'259 C-Bills Name: LRM 5 Technology: Clan Range: 1000 meters Damage: 4 Heat: 1,2 Recycle rate: 6 Size: 1 Weight: 2 tons Ammo per ton: 240 (48 salvos) Cost: 114'074 C-Bills Name: LRM 10 Technology: Clan Range: 1000 meters Damage: 8 Heat: 2,4 Recycle rate: 6 Size: 1 Weight: 3,5 tons Ammo per ton: 240 (24 salvos) Cost: 260'740 C-Bills Name: LRM 15 Technology: Clan Range: 1000 meters Damage: 12 Heat: 3 Recycle rate: 6 Size: 2 Weight: 4,5 tons Ammo per ton: 240 (16 salvos) Cost: 469'333 C-Bills Name: LRM 20 Technology: Clan Range: 1000 meters Damage: 16 Heat: 3,6 Recycle rate: 6 Size: 2 Weight: 6 tons Ammo per ton: 240 (12 salvos) Cost: C-Bills SHORT RANGE MISSILE (SRM): these missiles are totally unguided and should be used in WVR (Within Visual Range) combat; they are pretty useless against fast-moving targets if you are not good in anticipating its movements. SRMs come in 3 type: 2, 4 and 6 missiles per salvo. Each ton of ammunition holds 120 missiles. When compared to LRMs, SRMs have twice their firepower but half the range. They are also lighter than LRM launchers. Name: SRM 2 Technology: Inner Sphere Range: 250 meters Damage: 3 Heat: 0,4 Recycle rate: 2 Size: 1 Weight: 2 tons Ammo per ton: 120 (60 salvos) Cost: 58'987 C-Bills Name: SRM 4 Technology: Inner Sphere Range: 250 meters Damage: 6 Heat: 0,6 Recycle rate: 2 Size: 1 Weight: 3 tons Ammo per ton: 120 (30 salvos) Cost: 171'600 C-Bills Name: SRM 6 Technology: Inner Sphere Range: 250 meters Damage: 9 Heat: 0,8 Recycle rate: 2 Size: 2 Weight: 4 tons Ammo per ton: 120 (20 salvos) Cost: 301'640 C-Bills STREAK SRM: Streak SRMs are used by Clans only. The Streak SRMs are guided, like LRMs, but do not require a target: when fired the Streak SRMs will search the nearest target and will follow it until they score an hit; note that if you have a terget under your targeting reticule, the missiles will home on it, as well as if you have a locked target; when used with active NARC beacons, the Streak SRMs will go toward the nearest active beacon. As standard SRMs, this advanced version comes in 2, 4 or 6 missiles pack. Each ton of ammunition holds 120 missiles. Name: STREAK SRM 2 Technology: Clan Range: 250 meters Damage: 3 Heat: 0,6 Recycle rate: 3 Size: 1 Weight: 2 tons Ammo per ton: 120 (60 salvos) Cost: 96'680 C-Bills Name: STREAK SRM 4 Technology: Clan Range: 250 meters Damage: 6 Heat: 0,9 Recycle rate: 3 Size: 1 Weight: 3 tons Ammo per ton: 120 (30 salvos) Cost: 275'000 C-Bills Name: STREAK SRM 6 Technology: Clan Range: 250 meters Damage: 9 Heat: 1,2 Recycle rate: 3 Size: 2 Weight: 4 tons Ammo per ton: 120 (20 salvos) Cost: 478'561 C-Bills MEDIUM RANGE MISSILE (MRM): MRMs are fired like standard SRMs, but are a retrofitted version of LRMs: by removing steering thrusters and guidance systems engineers were able to increase the missile/salvo ratio and the ammunition load for single launchers; when compared to LRMs, a MRM bin contains twice as much the missiles. MRMs are fired in 10, 20, 30 or 40 missiles per salvo: the sheer number of missiles is balanced by a relatively slowness of the missiles and the relative difficulty in hitting a mobile target with such weapons. MRMs are not NARC-compatible. Each ton of ammunition holds 240 missiles. Name: MRM 10 Technology: Inner Sphere Range: 400 meters Damage: 9 Heat: 2,4 Recycle rate: 5 Size: 1 Weight: 5 tons Ammo per ton: 240 (24 salvos) Cost: 76'039 C-Bills Name: MRM 20 Technology: Inner Sohere Range: 400 meters Damage: 18 Heat: 4,8 Recycle rate: 5 Size: 2 Weight: 8 tons Ammo per ton: 240 (12 salvos) Cost: 190'098 C-Bills Name: MRM 30 Technology: Inner Sphere Range: 400 meters Damage: 27 Heat: 6 Recycle rate: 5 Size: 2 Weight: 11 tons Ammo per ton: 240 (8 salvos) Cost: 320'894 C-Bills Name: MRM 40 Technology: Inner Sphere Range: 400 meters Damage: 36 Heat: 7,2 Recycle rate: 5 Size: 3 Weight: 13 tons Ammo per ton: 240 (6 salvos) Cost: 492'563 C-Bills STREAK MRMs: A Clan invention, the Streak MRMs uses the searching warhead of Streak SRMs but the missiles and racks are those of the MRMs. They work exactly as Streak SRMs, with all drawbacks and benefis, but have a longer range in exchange of firepower. Name: STREAK MRM 10 Technology: Clan Range: 400 meters Damage: 7 Heat: 2,40 Recycle rate: 7 Size: 1 Weight: 5 tons Ammo per ton: 240 (24 salvos) Cost: 137'280 C-Bills Name: STREAK MRM 20 Technology: Clan Range: 400 meters Damage: 14 Heat: 4,80 Recycle rate: 7 Size: 2 Weight: 8 tons Ammo per ton: 240 (12 salvos) Cost: 343'200 C-Bills Name: STREAK MRM 30 Technology: Clan Range: 400 meters Damage: 21 Heat: 6 Recycle rate: 7 Size: 2 Weight: 11 tons Ammo per ton: 240 (8 salvos) Cost: 577'645 C-Bills Name: STREAK MRM 40 Technology: Clan Range: 400 meters Damage: 28 Heat: 7,20 Recycle rate: 7 Size: 3 Weight: 13 tons Ammo per ton: 240 (6 salvos) Cost: 885'028 C-Bills NARC MISSILE BEACON: The Narc fires an heavily modified missile that delivers special emitters that helps firendly missiles in locking target for a short period of time. Each time that the "Narced" enemy is damaged, the Narc can expire before its time runs out. When locked, it will allows faster lock-on capabilities and improved to-hit chances for LRMs and Streak SRMs. Note that ALL friendly units with Narc-capable missiles will benefit from a "Narced" enemy. Name: NARC Technology: Inner Sphere Range: 450 meters Damage: 0 Heat: 1 Recycle rate: 3 Size: 1 Weight: 4 tons Ammo per ton: 6 Cost: 17'421 C-Bills Name: NARC Technology: Clan Range: 600 meters Damage: 0 Heat: 1 Recycle rate: 3 Size: 1 Weight: 2 tons Ammo per ton: 6 Cost: 23'597 C-Bills ARROW IV: scaled-down version of the massive Arrow IV artillery missile. This version has less range and firepower than the original system, but can be easily identified as the most powerful weapon on the battlefield, with higher damage values of a Thunderbolt missile. Like the Thunderbolt, the Arrow IV system fires a single missile and has a low ammo per ton ratio. Standard Arrow IV missiles concentrate all their firepower in a single location, while Cluster munitions have a larger payload, but spread them among submunitions to maximize splash damage. as Thunderbolts, Arrow IV missiles cannot be destroyed by LAMS. Name: ARROW IV THUNDERBOLT Technology: Inner Sphere Range: 1'200 meters Damage: 28 Heat: 7 Recycle rate: 6.5 Size: 3 Weight: 14 tons Ammo per ton: 15 Cost: 1'111'687 C-Bills Name: ARROW IV CLUSTER Technology: Inner Sphere Range: 1'200 meters Damage: 32 Heat: 7 Recycle rate: 10 Size: 3 Weight: 18 tons Ammo per ton: 15 Cost: 1'156'222 C-Bills FLARE (FLARE): I don't know why the flare is under the missile section...as its name suggests, the flare is used to enlight places with a small white light; if you hit a moving target with a flare, the flare will continue burning even if this enemy moves in water, but will expire in about 15 seconds; also, if you try to launch a Flare when someone (even you) has the Light Amplification off, a single Flare will produce so much light that the Amplification will white-out due to the excessive light in the area; pretty useless, however. Name: FLARE Technology: Inner Sphere Range: 800 meters Damage: 0 Heat: 2 Recycle rate: 2 Size: 1 Weight: 1 tons Ammo per ton: 300 Cost: 13,322 C-Bills ARTILLERY BEACON (ARTLRY): Used to signal where the artillery pieces (far, far away from where you are) have to fire. Useless. Name: ARTILLERY BEACON Technology: Inner Sphere Range: 360 meters Damage: 40 Heat: 5 Recycle rate: 6 Size: 1 Weight: 5 tons Ammo per ton: 2 Cost: C-Bills ------------- --EQUIPMENT-- ------------- FERRO FIBROUS ARMOR: Ferro Fibrous armor is the standard armor compound in MW4. When compared to standard or other compounds, the Ferro Fibrous offer more points per ton (30) and weight less. Ferro Fibrous armor absorbs all kind of damages normally, without bonuses on any kind of weapon. REFLECTIVE ARMOR: Reflective armor is designed to mitigate effects of energy weapons, roughly halving the damage of lasers and PPCs. It provides 20 points per ton; it sufferes a small malus when countering balistic and missile weapons. REACTIVE ARMOR: designed to halve damage of missile weapons, the Reactive armor provides 20 points per tons; it counters balistic weapons in the same way as Ferro-Fibrous and has a small malus against energy weapons. STANDARD INTERNAL STRUCTURE: types of internal structure cannot be changed and are automatically assigned with a specific 'Mech. The standard compound for Internal Structures absorbs damage in the same way of Ferro-Fibrous armor, without any malus but also without any bonus on weight or whatsoever. ENDO STEEL INTERNAL STRUCTURE: Endo Steel compound weights half than a standard compound, but is more prone to recieve damage. ECM and GUARDIAN ECM SUITES: this electronic package is designed to reduce ranges of enemies' sensors. A unit affected by enemy ECM suites (Guardian is the Inner Sphere codename, while the Clans use no particular codenames) will be able to detect units only within 500 meters. One of its side effects is to decrease slightly missiles' lock time. 'Mechs with heat above the 50% will be always detected, even if within friendly ECM radius. Both Suites wieght 1 ton and do not occupy any critical. Note: in MW4:Mercs, there is no longer Guardian ECM Suite. All systems are now listed as ECM Suite, with no appreciable differencies between technology bases. ACTIVE and BEAGLE ACTIVE PROBES: the Active Probe (Beagle for the Inner Sphere and without codenames for the Clans) is designed to enhace the standard 'Mech sensors. It is capable to greatly decrease missiles' lock time, and capable of partially breaking ECM "bubble". If ECMs and Active Probes are combined togheter, the missiles' lock is about 4 seconds. It also increases radar's maximum range by 200 meters (for a total of 1200 meters). BAPs are capable of detecting shutdown 'Mechs within 100 meters (or at least Matthew Shane says this; he also wrote that he tried with one of his lancemates; I'll have some tests ASAP). Both Probes weight 1 ton and do not occupy any critical. Note: in MW4:Mercs, there is no longer Active Probe. All systems are now listed as Beagle Active Probes (BAP), with no appreciable differencies between technology bases. LIGHT AMPLIFICATION: as you might know, night greatly limits visibility. 'Mechs carry external lights to illuminate the sorrounding environment, but the light also makes them visible and illuminates only a small area in front of the 'Mech. If a 'Mech mounts Light Amplification equipment it can use it to see night-shrouded environments without turning on external lights. Useless in any other kind of condition. There's no difference between Clan and Inner Sphere Amplification equipment. Light Amplification is now part of a 'Mech standard equipment. AMS and LASER AMS: AMS stands for Anti Missile System; this sytem will try to shoot down any incoming missile (Thunderbolt excluded). Standard AMS is in use in Inner Sphere units and carries a limited supply of rounds, limiting its effectivness in prolonged battles. Clans developed Laser AMS, a modified Small Pulse Laser with the tracking equipment of the AMS. Though it doesn't expend ammo, it generates large amounts of heat; this system is slightly superior to its Inner Sphere counterpart in shooting down missiles. Note that the AMSes will shoot down only missiles that have a solid lock on you, ignoring all other missiles. Both Systems weight 1.5 tons. Note: in MW4:Mercs, there is no longer AMS. All systems have been upgraded to Laser AMS (LAMS), with no appreciable differencies between technology bases. JUMP JETS: though 'Mechs have a relatively humanoid shape and are capable of entering terrains otherwise impossible for standard vehicles, environments like cities or mountains can limit their agility. Jump Jets were created to provide this extra mobility the 'Mechs needed: jump jets can be used to pass buildings, climb over high, otherwise impossible to reach, surface and to make a more difficult target during battle. Nearly any light and medium 'Mech has the possibility to mount jump jets, though only the Mad Cat MkII can mount them in the assault class. Jump Jets weight varies from chassis to chassis. ADVANCED GYRO: in MW4:Mercs it is relatively easier to knock down 'Mechs: the Advanced Gyro solves the problem, making the 'Mech more stable in every aspect, also in limiting the recoil of weapons and rock-back of enemy weapons smashing on the equipped 'Mech. Advanced Gyro weight varies from chassis to chassis. Inner Sphere 'Mechs only. IFF JAMMER: this particular piece of equipment can wreak havoc in multiplayer games: all hostile units have their IFF (Identify Friend or Foe, as device dedicated to assign the neutrality, hostility or alliance with other vehicles) jammed, making hostile units look like neutral on all HUD informations. When an enemy is 200 meters or closer, however, will recognize the Jammer 'Mech as an enemy. No appreciable effects have been observed in single-player mode. IFF Jammer weights 1 ton and do not occupy critical slots. ENHACED OPTICS: a Clan-tech only, the Enhaced Optics allows a 'Mech to have a wider field of vision when using the zoom window, roughly 80% of the whole screen. Though it might appear a bit useless, this equipment is great for long-range sniping. Enhaced Optics weight 1 ton and do not occupy critical slots. ***************** 6-'MECHS BRIEFING ***************** Note: Mercenaries includes all 'Mechs that appeared in MW4 and its expansions (Vengeance, Black Knight, Clan and Inner Sphere 'Mech packs). However, only 'Mechs coming from Vengeance, Black Knight and this Mercenaries are playable. 'Mechs like the Zeus or the Masakari, which come from the Inner Sphere and Clan 'Mech packs, respectively, can only be purchased if the expasion packs are installed; however, if the pack is not installed, the 'Mechs from these expansion will appear as enemies. You can destroy them, but not salvage. Unfortunately I have yet to find time and money to buy both packs, so the 'Mechs are listed here without many important informations. For those having money for the packs, they are language-free: they work on any language version of the game with no restictions. Note: two or three players with the Packs reported that 'Mechs are unavailable for salvage or at the free market even if both Packs are installed. I can't help with this, still have to find these Packs, a single person told me that if the Packs are installed over VENGEANCE (the original MW4 game) and the Mercenaries is installed, it will autodetect them. Please check if your 'Mech Packs have been installed over Vengeance before installing Mercenaries...and...remember, I can't help you out (yet). For armor descriptions, CT stands for Center Torso, T for Right and Left Torsos, RT for Rear Torso, H for Head, A for Arms and L for Legs. Weapons and bays locations are somewhat different: CT stands for Center Torso, H for Head, RT for Right Torso, LT for Left Torso, RA fo Right Arm and LA for Left Arm. Maximum armor indications are for the standard armor type for the 'Mech. Engine rating is to be intended as the maximum speed available for that engine tonnage; as the lowest speed comes "free", there's no tonnage (usually indicated in the brackets) and the weight indicated (in the brackets) is intended as the tonnage needed for upgrading the engine from the previous rating. A big "thank you" to Roy Dane (roydane@modempool.com) that provided some infos that shortened my work. ----------------------- --INNER SPHERE 'MECHS-- ----------------------- FLEA Mass: 20 tons Internal Structure Type: standard Torso Twist: 140 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.20; A 0.40; T 0.60; CT 0.80; RT 0.30; L 0.60 Standard Maximum Speed: 131.98 kph Standard Weapon Loadout: 2 Small Lasers (RT, LT), 3 Machine Gun Arrays (RA, LA, CT) Standard Equipment Loadout: none Beam Bays and location: RT (1 slot), LT (1 slot) Ballistic Bays and location: LA (1 slot), RA (1 slot), CT (1 slot) Missile Bays and location: none Omni Bays and location: none Maximum Armor Points per Location: H 0.30; A 0.40; T 0.60; CT 0.90; RT 0.30; L 1.00 Engine Ratings and Tonnage: 108, 115.99 (0.25), 123.98 (0.5), 131.98 (0.75), 139.97 (1), 147.96 (1.25) Additional Equipment: ECM Suite, LAMS Standard Cost: 1'663'006 Per-Cycle Maintenance Cost: 23'599 The lightest 'Mech in the game. Poorly armed and capable of accepting only the smallest ballistic and beam weapons, which greatly limits also the maximum range of Flea's weapons, the main asset of this 'Mech is undoubtely speed. Fleas should be used as harasser 'Mechs and not in straight-forward battles even with the maximum amount of armor; against an Osiris or an Uller skilled pilots piloting a Flea could generelly hold some time, but as all 'Mechs have a fairly high speed and the enemies a larger payload, Fleas will inevitably end in scraps. The ideal use of the 'Mech is a scout, the ECM Suite can make the 'Mech a good choice for cover operations when light resistance is expected. The simplest (and almost only) way to costumize a Flea is to strip it and replace all weapons with Medium Lasers, maximizing armor, mounting all equipment and, if possible, increasing speed. OSIRIS Mass: 30 tons Internal Structure Type: Endo Steel Torso Twist: 90 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.30; A 0.40; T 0.50; CT 0.90; RT 0.40; L 0.80 Standard Maximum Speed: 130.03 kph Standard Weapon Loadout: 1 SRM 6 (LA), 5 Medium Lasers (2x RA, 2x Beam Rack, Gun Rack), 1 Machine Gun Array (Gun Rack) Standard Equipment Loadout: Jump Jets Beam Bays and location: Gun Rack (CT, 1 slot), Beam Rack (CT, 2 slots), RA (2 slots) Ballistic Bays and location: Gun Rack (CT, 1 slot) Missile Bays and location: LA (2 slots) Omni Bays and location: none Maximum Armor Points per Location: H 0.30; A 0.40; T 0.60; CT 1.00; RT 0.40; L 1.00 Engine Ratings and Tonnage: 110.02, 115.02 (0.25), 120.02 (0.5), 125.03 (0.75), 130.03 (1), 135.04 (1.25) Additional Equipment: Jump Jets (2 tons), LAMS Standard Cost: 3'378'283 Per-Cycle Maintenance Cost: 43'199 Osirises packs quite a punch for 30-ton 'Mechs. With their SRM 6, Machine Gun Array and 5 Medium Lasers, they are a good match for anything under 40 tons at medium and close ranges, though they are totally defenseless against long-range attacks; due to this drawback, engineers though that almost maximizing armor and mounting Jump Jets, alongside a decently rated engine (for a Light 'Mech) could have increased the 'Mech survaiability. The Osiris supports only LAMS as additional equipment, but can mount fairly large beam and missile weapons, which can give the 'Mech a good long-range punch, though it will inevitably decrease the close-range firepower that characterizes this 'Mech. OWENS Mass: 35 tons Internal Structure Type: standard Torso Twist: 90 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.30; A 0.50; T 0.70; CT 1.00; RT 0.40; L 1.20 Standard Maximum Speed: 102.02 kph Standard Weapon Loadout: 2 LRM 15s (RA, LA), 2 Medium X-Pulse Laser (CT) Standard Equipment Loadout: none Beam Bays and location: CT (2 slots) Ballistic Bays and location: none Missile Bays and location: RA (3 slots), LA (3 slots) Omni Bays and location: none Maximum Armor Points per Location: H 0.30; A 0.60; T 0.80; CT 1.10; RT 0.50; L 1.20 Engine Ratings and Tonnage: 102.02, 108.04 (0.75), 114.05 (1), 120.06 (1.25), 126.07 (1.5) Additional Equipment: Active Probe, LAMS, IFF Jammer, Advanced Gyro (1 ton) Standard Cost: 3'906'223 Per-Cycle Maintenance Cost: 55'999 One of the first Inner Sphere OmniMechs ever produced, the Owens lost its Omni capability in MW4: Mercs to reborn as a fast moving light-weight missile boat, with only minimal support for other weapons, as its third and last bay is a medium-sized beam port in the Center Torso. The 'Mech, however, supports a good number of additional equipment, including an Active Probe to maximizing its usefulness in the fire-support role. Armor protection is good for a 'Mech of its size, and the standard internal structure allows it to withstand a good amount of damage before going down. As with all 'Mech depending on large missile bays, the Owens mount light medium-ranged Lasers for self defense, but aren't enough to grant survival once all LRM ammunition have been expended. Downgrading the LRM racks to LRM 10s for exchanging the two X-Pulse Lasers with a single standard, ER or Pulse Lasers will also allow to mount an Active Probe, as well as granting a more powerful and longer punch without LRMs and decreasing ammo dependency by increasing the salvos carried per ton. RAVEN Mass: 35 tons Internal Structure Type: standard Torso Twist: 360 Standard Armor Type: Ferro Fibrous Location Points: H 0.30; A 0.60; T 0.70; CT 1.00; RT 0.40; L 1.10 Standard Maximum Speed: 100 kph Standard Weapon Loadout: 1 NARC Beacon (LA), 1 LRM 15 (RT), 1 Small Laser (RA), 2 Small Pulse Lasers (RT, LT) Standard Equipment Loadout: Active Probe, ECM Suite Beam Bays and location: RA (2 slots), RT (1 slot), LT (1 slot) Ballistic Bays and location: none Missile Bays and location: RT (2 slots), LT (1 slot) Omni Bays and location: none Maximum Armor Points per Location: H 0.30; A 0.60; T 0.80; CT 1.10; RT 0.50; L 1.20 Engine Ratings and Tonnage: 90, 95 (0.25), 100.01 (0.5), 105.01 (0.75), 110.02 (1), 115.02 (1.25), 120.02 (1.5) Additional Equipment: Active Probe, ECM Suite, LAMS, IFF Jammer, Advanced Gyro (1 ton) Standard Cost: 3'026'619 Per-Cycle Maintenance Cost: 43'049 The Raven was built by the Capellan Confederation as an advanced scout light 'Mech with extended EW capabilities. Normally, Ravens use Active Probes and ECM Suites to protect themselves and their companions, but recent upgrades saw the introdcution of the advanced IFF Jammer in its list of supported electronics. As a scout, the Raven relies more on speed and EW meausers to survive on the battlefield. The most powerful weapon system, an LRM 15 rack, is also the only long-range weapon on the 'Mech, the rest are close-range standard and pulse lasers which provide only minimal protection during close-range combat; not enough, the LRM 15 rack is little effective against 'Mech mounting LAMS. The last weapon system mounted on the Raven is a NARC Beacon, used to give friendly units a faster and more solid lock on on a single target. The NARC hasn't the range of LRMs, so the Raven must close to the enemy to use this special missile, which can prove quite a problem if the enemy outclass the poorly defended 'Mech. Presence of only two large bays, one dedicated to missiles and one tho beam weapons, somewhat limits the Raven customization possibilities. However, it is possible to drop the small lasers to upgrade them to medium Lasers by reducing the LRM rack size. Speed, armor protection and, above all, EW Suites must be kept the same to grant some lifespan and usefulness of the Raven. WOLFHOUND Mass: 35 tons Internal Structure Type: standard Torso Twist: 120 degrees Standard Armor Type: Reflective Location Points: H 0.40; A 0.90; T 1.10; CT 1.90; RT 0.70; L 1.50 Standard Maximum Speed: 100.01 kph Standard Weapon Loadout: 1 Large X-Pulse Laser (RA), 2 Medium Pulse Lasers (RT, LT) Standard Equipment Loadout: none Beam Bays and location: RT (2 slots), LT (2 slots), RA (3 slots), CT (1 slot), LA (1 slot) Ballistic Bays and location: none Missile Bays and location: none Omni Bays and location: none Maximum Armor Points per Location: H 0.40; A 0.90; T 1.20; CT 2.40; RT 0.70; L 1.80 Engine Ratings and Tonnage: 90, 95 (0.25), 100.01 (0.5), 105.01 (0.75), 110.02 (1), 115.02 (1.25), 120.02 (1.5) Additional Equipment: ECM Suite, LAMS, IFF Jammer Standard Cost: 3'223'987 Per-Cycle Maintenance Cost: 40'249 When introduced, the Wolfhound was almost a concept 'Mech: built for combat rather than scouting and armed only with energy weapons, the Wolfhound was an impressively aggressive light 'Mech that could have outgunned almost every other 'Mech in its class. Wolfhounds mount only energy weapons in their standard configuration, and can accept only these kinds of weapons; considering that this makes the Wolfhound operative as long its pilot is alive or it has enough armor to withstand enemy fire and that energy weapons have the best firepower/weight/space ratio for light 'Mechs, this is not considered a problem, and the Wolfhound is capable of carrying any kind of laser or PPC. It is also reasonabily fast and has a good protection, plus the ability to mount relatively advanecd secondary equipment such as ECM Suites and IFF Jammers. Its low maintenance costs make it also well suited for starting mercenary units. The standard Wolfhound is armed for close-range combat, with twin Medium Pulse Lasers and a single Large X-Pulse Laser that can reach medium ranges with a decent punch. Wolfhound customizations often include removal of Reflective armor for standard Ferro Fibrous compunds, addition of an LAMS and replacement of the X-Pulse Laser with an ER Large Laser or a PPC. Those weapons, backed up with two or three Medium Lasers, lack the sam cycle rate of the original weaponry, but give an extra punch at medium ranges, giving the Wolfhound the ability to strike at long ranges. CHIMERA Mass: 40 tons Internal Structure Type: Endo Steel Torso Twist: 120 degrees Standard Armor Type: Reflective Location Points: H 0.40; A 0.80; T 1.00; CT 1.20; RT 0.60; L 1.60 Standard Maximum Speed: 102.02 kph Standard Weapon Loadout: 1 Large Laser (LA), 1 Medium Laser (LA), 1 MRM 20 (RT), 1 Machine Gun Array (RA) Standard Equipment Loadout: Jump Jets Beam Bays and location: LA (3 slots) Ballistic Bays and location: RA (3 slots) Missile Bays and location: RT (3 slots) Omni Bays and location: none Maximum Armor Points per Location: H 0.40; A 0.90; T 1.50; CT 1.90; RT 0.60; L 2.10 Engine Ratings and Tonnage: 82.01, 87.01 (0.25), 92.02 (0.5), 97.02 (0.75), 102.02 (1), 107.03 (1.25), 112.03 (1.5) Additional Equipment: LAMS, Advanced Gyro (2 tons), Jump Jets (3 tons) Standard Cost: 4'120'404 Per-Cycle Maintenance Cost: 59'199 Built as a multi-role 'Mech, the Chimera doesn't excel in anything, but can be configured to serve in almost every role required by the modern battlefield. The 'Mech mounts three large bays, each for one weapon type that can favor the pilot's own style of combat or mission requirements. Chimeras can become incredibly fast and agile and a very stable fire-support platform thanks to the Advanced Gyro, but is generally a poor choice as a recon 'Mech for its lack of Active Probe and ECM Suite. The construction of the 'Mech emphasizes different weapons loadout, as it is not possible to mount only one kind of large weapons; this can make ammunition shortages a problem, as two thirds of the Chimera's firepower could come from missile and ballistic bays. HELLSPAWN Mass: 45 tons Internal Structure Type: Endo Steel Torso Twist: 120 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.30; A 0.80; T 0.90; CT 1.20; RT 0.50; L 1.30 Standard Maximum Speed: 106.06 kph Standard Weapon Loadout: 3 Medium Pulse Lasers (RA, LA, RT), 2 SRM 6s (Missile Rack, LT) Standard Equipment Loadout: Jump Jets, ECM Suite Beam Bays and location: RA (1 slot), LA (1 slot), RT (1 slot) Ballistic Bays and location: RA (1 slot), LA (1 slot), RT (1 slot) Missile Bays and location: LT (3 slots), Missile Rack (RT, 2 slots) Omni Bays and location: none Maximum Armor Points per Location: H 0.30; A 0.80; T 1.00; CT 1.40; RT 0.60; L 1.60 Engine Ratings and Tonnage: 82.01, 88.02 (0.5), 94.03 (1), 100.04 (2), 106.06 (3), 112.07 (4) Additional Equipment: ECM Suite, LAMS, IFF Jammer, Jump Jets (3 tons) Standard Cost: 5'525'611 Per-Cycle Maintenance Cost: 78'299 A fast recon 'Mech with some serious short-range firepower. Not built for stand-up fights, the Hellspawn is very proficent in hit-and-run tactics; its exceptional speed, plus its Jump Jets allows it to escape from whatever it cannot outgun and the ECM Suite not only masks it from long range sensors but also increases time for weapon lock-on. Though the 'Mech has a good number of all standard weapon bays, only the missile ones are able to support large weapons and unfortunately Hellspawns do not support Active Probes. UZIEL Mass: 50 tons Internal Structure Type: Endo Steel Torso Twist: 120 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.30; A 0.90; T 1.00; CT 1.50; RT 0.60; L 0.90 Standard Maximum Speed: 95 kph Standard Weapon Loadout: 2 PPCs (LA, RA), 1 SRM 6 (Missile Rack), 2 Machine Gun Arrays (LT, RT) Standard Equipment Loadout: Jump Jets Beam Bays and location: LA (3 slots), RA (3 slots) Ballistic Bays and location: LT (2 slots), RT (2 slots) Missile Bays and location: Missile Rack (CT, 2 slots) Omni Bays and location: none Maximum Armor Points per Location: H 0.30; A 1.00; T 1.20; CT 1.50; RT 0.70; L 1.60 Engine Ratings and Tonnage: 83.02, 89.03 (0.5), 95.04 (1), 101.05 (1.5), 107.06 (2) Additional Equipment: Jump Jets (3 tons), Active Probe, LAMS Standard Cost: 6'331'634 Per-Cycle Maintenance Cost: 92'999 An aggressive Medium-sized 'Mech. The Uziel has twin PPCs as main weapons which provide a good punch at all ranges and a single SRM 6 rack for close-range works. As the 'Mech tends to have heat problems, two Machine Gun Arrays were installed in the lateral torsos, allowing the 'Mech to lay down at least suppressive fire while cooling down. The Uziel also boast a good armor protection and exceptional agility thanks to its relatively highly-rated engine and Jump jets. The main bays of the Uziel are configured to accept beam weapons, and uninstalling the PPCs to smaller beam weapons or to fully exploit the Active Probe it can mount with a large LRM rack is not suggested, as the 'Mech will loose its partial independecy to ammunition. Dropping the Machine Gun Arrays or the SRM 6 for more heat sinks and armor protection can be a good customization, though the 'Mech will lose some backup firepower. BUSHWACKER Mass: 55 tons Internal Structure Type: standard Torso Twist: 120 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.30; A 0.80; T 1.20; CT 1.70; RT 0.50; L 1.00 Standard Maximum Speed: 84.96 kph Standard Weapon Loadout: 2 Medium Pulse Lasers (CT), 1 LRM 5(LA), 1 LRM 10 (Missile Rack, LT), 1 AC 10 (RA) Standard Equipment Loadout: none Beam Bays and location: CT (2 slots) Ballistic Bays and location: RA (3 slots), CT (2 slots) Missile Bays and location: LA (3 slots) Missile Rack (LT, 2 slots) Omni Bays and location: none Maximum Armor Points per Location: H 0.30; A 1.00; T 1.40; CT 1.70; RT 0.70; L 1.80 Engine Ratings and Tonnage: 64.01, 70.99 (0.5), 77.98 (1), 84.96 (1.5), 91.94 (2), 98.93 (2.5), 105.91 (3) Additional Equipment: Active Probe, LAMS, IFF Jammer, Advanced Gyro (2 tons) Standard Cost: 5'996'343 Per-Cycle Maintenance Cost: 91'299 Built as medium-weight fire-support 'Mech for all but the heaviest or fastest Lances, the Bushwacker centers its task with two LRM systems, backed up by a standard AutoCannon 10 and twin Medium Pulse Lasers for medium and close range engagements. However, though this weapon loadout, the Bushwacker is seldom considered to serve in its intended role, as almost every Clan 'Mech can outgun in both range and firepower the Bushwacker and heavier Inner Sphere 'Mechs pack more long-range punch that this 'Mech does. However, the Bushwacker is a good all-around 'Mech that can fulfill a good variety of roles, from sniping (thanks to its large bays of all types) to recon, as it can accept an Active Probe. ARGUS Mass: 60 tons Internal Structure Type: Endo Steel Torso Twist: 120 degrees Standard Armor Type: Reflective Location Points: H 0.90; A 1.20; T 1.50; CT 2.00; RT 0.90; L 1.40 Standard Maximum Speed: 81 kph Standard Weapon Loadout: 1 LRM 10 (LA), 1 Machine Gun Array (RA), 2 Ultra AC/5s (RA), 2 Medium Lasers (RT, LT) Standard Equipment Loadout: none Beam Bays and location: RT (2 slots), LT (2 slots) Ballistic Bays and location: RA (5 slots) Missile Bays and location: LA (3 slots) Omni Bays and location: none Maximum Armor Points per Location: H 0.90; A 1.30; T 1.60; CT 2.00; RT 0.90; L 1.50 Engine Ratings and Tonnage: 73.01, 77 (0.5), 81 (1), 85 (1,5), 88.99 (2), 92.99 (2.5) Additional Equipment: none Standard Cost: 6'174'159 Per-Cycle Maintenance Cost: 97'799 The most distinctive feature of the Argus is the total lack of additional equipment, including LAMS. This partially justifies its low maintenance cost, but total lack of dedicated equipment makes the 'Mech totally unsuited for recon or stealth duties. In fact, this is only a minor problem, as the Argus was designed as a support for larger 'Mechs during assaults. Standard configuration is indeed a good combination of speed, armor and firepower that favors long-range fights: twin Ultra AC/5s provide a good punch over all vehicles and their high rate of fire can be destructive even against more armored machines, and the LRM 10 launcher can give an accurate punch at all ranges. 2 Medium lasers and a single Machine Gun Array protects the Argus in close fights. With such a weaponry the Argus can engage at any ranges, but it is ammunition limited and somehow lacks the punch that an Heavy 'Mech needs. Argus customizations can vary a lot, as it features all bay types, and all large enough to accomodate all but the largest weapon. Twin Large standard or Pulse Laser backed up by LRMs or close-range ACs can give the Argus the punch that its standard version lacks. CATAPULT Mass: 65 tons Internal Structure Type: standard Torso Twist: 100 degrees Standard Armor Type: Reactive Location Points: H 0.90; A 1.50; T 1.40; CT 2.20; RT 0.60; L 1.50 Standard Maximum Speed: 75.96 kph Standard Weapon Loadout: 1 Small Pulse Laser (CT), 1 Large Laser (RT), 2 LRM 20s (RA, LA) Standard Equipment Loadout: Active Probe, Jump Jets Beam Bays and location: LT (2 slots), CT (2 slots), RT (2 slots) Ballistic Bays and location: none Missile Bays and location: LA (4 slots), RA (4 slots) Omni Bays and location: none Maximum Armor Points per Location: H 0.90; A 1.80; T 2.40; CT 3.00; RT 1.20; L 3.00 Engine Ratings and Tonnage: 61.99, 68.98 (0.5), 75.96 (1), 82.94 (1.5), 89.93 (2), 96.91 (2.5), 103.90 (3.5) Additional Equipment: Active Probe, LAMS, Advanced Gyro (3 tons), Jump Jets (4 tons) Standard Cost: 8'096'913 Per-Cycle Maintenance Cost: 122'199 The Catapult is often referred has the Archer's or the Longbow's little brother, as all 'Mechs are built for accurate long-range fire-support. However the Catapult is lighter, support less armor and weapons than the other 'Mechs, but it is more agile thanks to its Jump Jets and wider options for engine ratings. Also, the presence of an Active Probe in the standard configuration makes the Catapult's LRM lock-on faster. This 'Mech totally lacks ballistic bays, but has beam bays larg enough to support 3 Large Lasers and small missile launchers, if ammunition shortages can be a problem during mission. However, to fully exploit the Catapult, is almost obliged to mount the largest missile racks available with the Active Prove. Jump Jets can be sacrificed, but can come in handy in any situation. BLACK KNIGHT Mass: 75 tons Internal Structure Type: standard Torso Twist: 120 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.60; A 1.30; T 1.70; CT 1.90; RT 0.90; L 1.80 Standard Maximum Speed: 75.02 kph Standard Weapon Loadout: 2 Large Lasers, 2 PPCs, 1 Medium Laser Standard Equipment Loadout: none Beam Bays and location: H (1 slot), RT (3 slots), LT (3 slots) Ballistic Bays and location: LA (2 slots) Missile Bays and location: none Omni Bays and location: RA (3 slots), LA (3 slots) Maximum Armor Points per Location: H 0.60; A 1.40; T 1.80; CT 2.10; RT 0.90; L 2.2 Engine Ratings and Tonnage: 63, 69.01 (1), 75.02 (2), 81.04 (3), 87.05 (4), 93.06 (5), 99.07 (6) Additional Equipment: ECM Suite, Active Probe, LAMS, Jump Jets (4 tons) Standard Cost: 12'807'404 Per-Cycle Maintenance Cost: 198'749 The Black Knight is a venerable Star League design intended to operated as long as it can away from supply lines: that's why it mounts only energy weapons and it is incredibly sturdy for a 'Mech of its class. The modern-day Black Knights have also been updated with Omni bays and other equipment, that makes it one of the favourite Heavy 'Mechs in small mercenary units, as it can fulfill a large variety of roles. Black Knights, due to the nature of their weaponry, tend to have problems with heat management if the Lasers and the PPCs are constantly fired together. They also have a very large frontal Center Torso which can be exploited to make fast kills. Black Knights lack Missile Bays, but as Omni Bays can accept all kind of weapons, this is little problem. Note: the original Black Knight was not an OmniMech. as an other 'Mech in this game, the Hellhound (Conjurer), I'm not really sure that designers took care of reproducing the designs and invented brand-new ones. THANATOS Mass: 75 tons Internal Structure Type: Endo Steel Torso Twist: 360 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.60; A 1.30; T 1.70; CT 1.90; RT 0.90; L 1.80 Standard Maximum Speed: 75.02 kph Standard Weapon Loadout: 1 LB-X 20, 1 MRM 20, 3 Medium Pulse Lasers Standard Equipment Loadout: ECM Suite, Jump Jets Beam Bays and location: RT (2 slots), LA (2 slots) Ballistic Bays and location: RT (2 slots), LA (4 slots) Missile Bays and location: RA (3 slots) Omni Bays and location: none Maximum Armor Points per Location: H 0.60; A 1.40; T 1.80; CT 2.10; RT 0.90; L 2.20 Engine Ratings and Tonnage: 63, 69.01 (1), 75.02 (2), 81.04 (3), 87.05 (4), 93.06 (5), 99.07 (6) Additional Equipment: ECM Suite, LAMS, IFF Jammer, Jump Jets (4 tons) Standard Cost: 9'972'535 Per-Cycle Maintenance Cost: 148'499 The Thanatos was built for being an OmniMech, but when StarCorp had ready the first prototypes, nor the LAAF nor the AFFC, were interested in an other heavy OmniMech; StarCorp reenginered the Thanatos blueprints and downgraded it to a standard BattleMech, so that the Thanatos could find its place among both armies, replacing aging Quickdraws. StarCorp engineers use the Clan Thor as a basis for this 'Mech, and both 'Mech have the same use and features: the Thanatos can mount a vast range of electronics, plus Jump Jets and LAMS. Its weapons main weapons are for close-range combat and for brute firepower, as the huge LB-X 20 AC testifies. The MRM-20, though inaccurate, packs quite a punch, which can augmented if the three Medium Pulse Lasers are fired together. The presence of an ECM Suite in its standard configuration makes the Thanatos a nasty opponent at these close ranges, as it can pass unnoticed until the target is within fire range. The 'Mech has large ballistic bays, plus some missile and beam bays able to accept medium-sized weapons; Thanatoses cannot use Active Probes, so they are slightly ineffective as missile boats. The relatively small beam bays, also, forces to mix up other kinds of weapons it they are going to be occupied by two standard or Pulse Large Lasers. Due to its wide torso twist, Thanatoses can be configured to be good brawlers. AWESOME Mass: 80 tons Internal Structure Type: standard Torso Twist: 80 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.90; A 1.40; T 1.90; CT 2.20; RT 0.90; L 2.2 Standard Maximum Speed: 70.02 kph Standard Weapon Loadout: 3 PPCs (RT, LT, RA), 1 SRM 4 (CT), 2 Medium Lasers (LA) Standard Equipment Loadout: none Beam Bays and location: LA (3 slots), LT (3 slots), RT (3 slots), RA (2 slots) Ballistic Bays and location: none Missile Bays and location: CT (2 slots) Omni Bays and location: none Maximum Armor Points per Location: H 0.90; A 1.40; T 2.00; CT 2.20; RT 1.60; L 2.4 Engine Ratings and Tonnage: 65.02, 70.02 (1), 80.03 (3), 85.03 (4), 90.04 (5) Additional Equipment: LAMS, Advanced Gyro (4 tons) Standard Cost: 8'159'059 Per-Cycle Maintenance Cost: 119'119 As the original Awesome's profile says, "the only way to counter an Awesome is with an other Awesome". 3 PPCs and 15 tons of Ferro-Fibrous armor make this 'Mech a very powerful enemy in any environment: deadly at long range thanks to its PPCs and decent at close ranges due to the Medium Lasers and SRM rack. Its top speed, 70 kph, is also an above average top speed for an Assault 'Mech. The Awesome true weakness is that it has to be configured as an energy-dependant 'Mech to fully exploit its payload, has the single missile bay is too small to accept large racks and has no Ballistic bays. Dependency on energy weapons leads to non existent ammunition problems, but also demands a large number of heat sinks or a careful heat managment from the pilot, which is often forgiven in the midst of a battle. VICTOR Mass: 80 tons Internal Structure Type: standard Torso Twist: 100 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.80; A 1.50; T 2.00; CT 2.30; RT 0.80; L 2.30 Standard Maximum Speed: 72 kph Standard Weapon Loadout: 2 Medium Pulse Lasers (RT, LT), 1 SRM 4 (LT), 1 Gauss Rifle (LA), 1 Heavy Gauss Rifle (RA) Standard Equipment Loadout: LAMS Beam Bays and location: RT (2 slots), LT (2 slots), LA (3 slots) Ballistic Bays and location: LA (3 slots), RA (4 slots) Missile Bays and location: RT (2 slots), LT (2 slots) Omni Bays and location: none Maximum Armor Points per Location: H 0.90; A 1.60; T 2.00; CT 2.30; RT 0.90; L 2.40 Engine Ratings and Tonnage: 61.99, 67 (1), 72 (2), 77 (3), 82.01 (4), 87.01 (5), 92.02 (6) Additional Equipment: ECM Suite, LAMS, Advanced Gyro (4 tons) Jump Jets (4 tons) Standard Cost: 11'424'694 Per-Cycle Maintenance Cost: 175'199 An old workhorse in the Davion militaries, the Victor was one of the few Assault 'Mechs to mount Jump Jets. It was priarly built for close-range combat, but after 3050 it was refitted with Gauss Rifles. Now that the Lyran Alliance developed Heavy Gauss technology, Davion engineer combined the long-range firepower of the standard Gauss with the heavy firepower of the new Gauss Rifle. Adding firepower to this combination there are two Medium Pulse Lasers and a single SRM 4 rack that makes the Victor a nasty opponent at close range. This configuration does not mount the typical Jump jets, however, but maximizes protection with extra armor and a LAMS. Victors have a good number of various type of weapon bays, allowing them to carry almost any weapon designed up-to-date, with the preference of ballistic weapons. This feature can give birth at a good number of modified Victors. A close-range variant can feature an ECM Suite and Jump Jets in addiction to the standard LAMS, with a single Ultra AC/20 and Medium Pulse Lasers; spare tonnage can be devoted to additional ammo for the AC/20. LONGBOW Mass: 85 tons Internal Structure Type: standard Torso Twist: 80 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.80; A 1.70; T 2.00; CT 2.40; RT 0.80; L 2.30 Standard Maximum Speed: 69.01 kph Standard Weapon Loadout: 3 Medium Lasers (RT, 2x LT), 1 LRM 10 (LT), 1 LRM 15 (RT), 2 LRM 20s (RA, LA) Standard Equipment Loadout: Active Probe, LAMS Beam Bays and location: RT (2 slots), LT (2 slots) Ballistic Bays and location: none Missile Bays and location: RA (4 slots), LA (4 slots), RT (2 slots), LT (2 slots) Omni Bays and location: none Maximum Armor Points per Location: H 0.90; A 1.80; T 2.00; CT 2.40; RT 0.80; L 2.60 Engine Ratings and Tonnage: 56.99, 63 (1), 69.01 (2), 75.02 (3), 81.04 (4), 87.05 (5), 93.06 (6) Additional Equipment: Active Probe, LAMS Standard Cost: 11'453'066 Per-Cycle Maintenance Cost: 179'349 Mainly produced in the Free Worlds League, the Longbow reached other House armies thanks to a technological exchange plan set after the Clan invasion. This fire-support 'Mech found its way into the Lyran army thanks to its heavy weight and rude but accurate firepower, thanks to its four LRM racks; as expected by a missile-oriented 'Mech, it mounts an Active Probe to reduce lock-on time and Medium Lasers to protect itself at medium and close ranges. Its armor is heavy, and protection is augmented by LAMS, used even in its standard configuration. However, it lacks ECM support, which could have turned this 'Mech into an effective sniper. With such a weaponry, it is natural that Longbows have large missile bays and medium-sized beam weapons, and no Omni and ballistic bays at all. To fully use these bays, it is possible to downgrade the two LRM 20 racks to LRM 15s. This will decrease firepower a bit, but will allow to upgrade the LRM 10 to an other LRM 15 rack and will also make ammunition last a bit longer. Free tonnage can also be used to increase the number of Medium Lasers or uninstall them for a single Large Laser. TEMPLAR Mass: 85 tons Internal Structure Type: standard Torso Twist: 100 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.80; A 1.40; T 1.50; CT 2.30; RT 0.70; L 1.70 Standard Maximum Speed: 68.90 kph Standard Weapon Loadout: 2 Large X-Pulse Lasers (RA, LA), 2 Light Gauss Rifles (RA, LA) Standard Equipment Loadout: LAMS Beam Bays and location: RA (2 slots), LA (2 slots) Ballistic Bays and location: LT (2 slots), RT (2 slots) Missile Bays and location: RT (2 slots) Omni Bays and location: RA (3 slots), LA (3 slots) Maximum Armor Points per Location: H 0.90; A 1.80; T 2.00; CT 2.30; RT 0.90; L 2.50 Engine Ratings and Tonnage: 64.01, 69.01 (1), 74.02 (2), 79.02 (3), 84.02 (4), 89.03 (5), 94.03 (6) Additional Equipment: LAMS, Advanced Gyro (4 tons) Jump Jets 5 tons) Standard Cost: 13'393'589 Per-Cycle Maintenance Cost: 206'549 Kallon Industries' first attempt in Omni technology. And from how the Templar performs on the battlefield, looks like they always built Assault OmniMechs. Though the main configuration of the Templar might look a bit undergunned for its tonnage, the twin Light Gauss Rifles provides good firepower at even extreme ranges and the two Large X Pulse Lasers can be them up within an acceptable range envelop. Also, the Templar packs a respectable amount of armor and LAMS; combined with a good top speed, the Templar is one of the most versatile Assault 'Mechs in the battlefield. Costumizing a Templar is only a matter of tastes; the two large Omni bays can accept nearly any kind of weapon and the Templar has plenty of specialized bays to mount different weapon systems that won't limit the usefulness of the 'Mech; other equipment include Jump Jets and an Advanged Gyro. If you can freely access Clan technology, twin ER PPCs, four ER Medium Lasers and a single LB-X 10 AC backed up by a Streak SRM system and maximum armor can turn the 'Mech into an heavy brawler at any range. MAULER Mass: 90 tons Internal Structure Type: standard Torso Twist: 80 degrees Standard Armor Type: Reactive Location Points: H 1.10; A 1.20; T 1.60; CT 2.70; RT 0.80; L 1.40 Standard Maximum Speed: 65.02 kph Standard Weapon Loadout:4 Medium Lasers (2x RA, 2x LA), 4 Ultra AC/2s (2x RT, 2x LT), 2 LRM 10s (RT, LT) Standard Equipment Loadout: none Beam Bays and location: RA (2 slots), LA (2 slots) Ballistic Bays and location: RT (3 slots), LT (3 slots) Missile Bays and location: RT (3 slots), LT (3 slots) Omni Bays and location: none Maximum Armor Points per Location: H 1.30; A 2.70; T 3.30; CT 3.60; RT 1.50; L 3.90 Engine Ratings and Tonnage: 55.01, 60.01 (1), 65.02 (2), 70.02 (3), 75.02 (4), 80.03 (5), 85.03 (6) Additional Equipment: Active Probe, LAMS, Advanced Gyro (4 tons) Standard Cost: 10'755'457 Per-Cycle Maintenance Cost: 172'799 An other Assault 'Mech built by the Draconis Combine and then exchanged with other Houses after the Clan invasion. The Mauler, though its versatility is not so widespread as it could be, probably because it is somewhat undergunned for a 90-ton 'Mech: the two LRM 10s provide accurate long-range firepower and are among the most ammo-efficient LRM racks currently in use, but lacks concentrated punch; the four Ultra AC/2s provide a long-range, fast-cycle backup to the LRM racks, but, again, they aren't enough against other Assault 'Mechs. However, armor protection is good, especially if considered that the armor is Reactive type. Maulers have large ballistic and missile bays, with medium-sized beam weapons. Removal of the Ultra AutoCannons for long-range beam weapons and upgrade of LRM racks is recomended, as well as mounting an Active Probe. SUNDER Mass: 90 tons Internal Structure Type: Endo Steel Torso Twist: 120 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.90; A 1.60; T 2.00; CT 2.40; RT 1.00; L 2.50 Standard Maximum Speed: 68.90 kph Standard Weapon Loadout: 4 Large Lasers (2x RA, RT, LT), 2 Medium Lasers (RT, LT), 1 LB-X 20 (LA) Standard Equipment Loadout: none Beam Bays and location: RT (3 slots), LT (3 slots), RA (4 slots) Ballistic Bays and location: none Missile Bays and location: CT (3 slots) Omni Bays and location: LA (4 slots) Maximum Armor Points per Location: H 0.90; A 1.80; T 2.20; CT 2.40; RT 1.00; L 2.60 Engine Ratings and Tonnage: 55.01, 61.96 (1), 68.90 (2), 75.85 (3), 82.80 (4), 89.75 (5) Additional Equipment: ECM Suite, LAMS Standard Cost: 16'915'266 Per-Cycle Maintenance Cost: 249'699 The first Assault OmniMech ever produced, the Sunder was first fielded by the Draconis Combine; technological exchanges with the then-Federated Commonwealth made this powerful 90-ton machine somewhat widespread in the AFFC militaries, but it sill remains a 'Mech prevalently used by the DCMS. Its roomy chassis supports large bays, but only one of them is an Omni type, the rest are devoted to missile and beam weapons. This one of the peculiarities of this chassis, which has also a wide torso twist, which gives it an edge in close-range fights; the standard engine, strangely large for an Assault 'Mech, gives it unparalled top speed, that is unparalleled in the Assault class. Weapons on the Sunder are mostly medium-ranged weapons, with 4 Large Lasers and twin Medium Lasers and one single LB-X 20 AC for close-range works. There's not much to do for costumizing a Sunder. Replacing Inner Sphere weapons with Clan weapons of the same type will give the 'Mech an extra punch and ability to reach long-range with a powerful salvo. Spare tonnage can be devoted to LAMS or ECM Suite. Increasing the already highly-rated armor is not suggested, but moving points around, from legs to lateral torsos or arms, is recomended. HAUPTMANN Mass: 95 tons Internal Structure Type: standard Torso Twist: 80 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.90; A 1.90; T 2.20; CT 2.50; RT 0.90; L 2.80 (Left Leg has 2.70) Standard Maximum Speed: 58.03 kph Standard Weapon Loadout: 2 Large Lasers (RA, LA), 1 Small Laser (CT), 2 Medium Pulse Lasers (RA, LA), 1 LRM 15 (RT), 1 LB-X 20 (Gun Rack, RT) Standard Equipment Loadout: LAMS Beam Bays and location: CT (2 slots), LT (3 slots) Ballistic Bays and location: H (1 slot), Gun Rack (RT, 4 slots) Missile Bays and location: RT (3 slots) Omni Bays and location: LA (3 slots), RA (3 slots) Maximum Armor Points per Location: H 0.90; A 2.00; T 2.20; CT 2.50; RT 0.90; L 3.00 Engine Ratings and Tonnage: 46.01, 52.02 (1), 58.03 (2), 64.04 (3), 70.06 (4), 76.07 (5) Additional Equipment: LAMS, Advanced Gyro (4 tons) Standard Cost: 16'225'254 Per-Cycle Maintenance Cost: 245'099 The Hauptmann was the first attempt by Steiner military to built and OmniMech. This 'Mech is dedicated to all hauptmanns, which are the most numerous officials in the Steiner military. This Assault 'Mech has numerous and large bays able to accomodate various types of weapon systems, with no real prevalence of a weapon type. In its standard configuration, the Hauptmann is a deadly in-fighter, with a single LB-X 20 AC, twin Pulse Lasers and Large Lasers; a single LRM 15 rack allows the 'Mech to engage at long-ranges, but it is clearly not suited for stand-up fights at long range, thought its heavy armor and resistant internal structure allows it to withstand heavy damage. The Hauptmann large and various weapon bays, including its two large Omni bays in the arms, allows a great number of modifications, all depending on your imagination. ATLAS Mass: 100 tons Internal Structure Type: standard Torso Twist: 80 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.90; A 1.80; T 2.40 (Right Torso has 2.30); CT 2.60; RT 1.00; L 2.6 Standard Maximum Speed: 51.01 kph Standard Weapon Loadout: 3 Small Lasers (RA, LA, H), 2 PPCs (LA, RA) , LRM 15 (RT), Gauss Rifle (Gun Rack, RT) Standard Equipment Loadout: ECM Suite, IFF Jammer, LAMS Beam Bays and location: H (1 slot), RA (4 slots), LA (4 slots) Ballistic Bays and location: LA (2 slots), Gun Rack (RT, 4 slots) Missile Bays and location: RT (2 slots), LT (2 slots) Omni Bays and location: none Maximum Armor Points per Location: H 0.90; A 2.20; T 1.90; CT 2.20; RT 0.90; L 3.0 Engine Ratings and Tonnage: 45, 51.01 (1), 57.02 (2), 63.04 (3), 69.05 (4), 75.06 (5) Additional Equipment: ECM Suite, IFF Jammer, LAMS, Active Probe, Advanced Gyro (4 tons) Standard Cost: 15'337'890 Per-Cycle Maintenance Cost: 245'999 The Atlas, or "death-head", as the skull painted over its cockpit shows. It is basically a good all around 'Mech, capable of accepting nearly any kind of weapon. In its standard config the Atlas is slow but features a number of offensive long-range weapons, close-range weapons and LAMS and IFF Jammer that makes it a decent EW fighter. It possible to mount two PPCs and one (Light) Gauss Rifle or Ultra ACs combined with missiles plus a ECM Suite for maximizing its role as sniper. FAFNIR Mass: 100 tons Internal Structure Type: standard Torso Twist: 80 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.90; A 1.80; T 2.40; CT 2.50; RT 1.00; L 2.60 Standard Maximum Speed: 52.99 kph Standard Weapon Loadout: 2 Large Lasers (LA, RA), 3 Medium Lasers (RT, LT, CT), 2 Heavy Gauss Rifles (LT, RT) Standard Equipment Loadout: none Beam Bays and location: RA (3 slots), LA (3 slots), CT (2 slots) Ballistic Bays and location: RT (4 slots), LT (4 slots) Missile Bays and location: none Omni Bays and location: none Maximum Armor Points per Location: H 0.90; A 2.20; T 2.40; CT 2.60; RT 1.00; L 3.00 Engine Ratings and Tonnage: 42.88, 47.99 (1), 52.99 (2), 58 (3), 63 (4), 68 (5), 73.01 (6) Additional Equipment: ECM Suite, LAMS Standard Cost: 16'433'758 Per-Cycle Maintenance Cost: 247'999 The Fafnir is Defiance Industries' showcase 'Mech. After the previous intended showcase 'Mech, the Defiance, proved to be full of flaws, engineers went back to the drawing board and built a pure Assault 'Mech, lacking any grace or style in both lines and design that is well suited for Steiner's tendency of brutal assaults. Capable of mounting only Beam or Ballistic weapons, the Fafnir is usually configured with twin Heavy Gauss Rifles, twin Large Lasers and 3 Medium Lasers, making it a deadly opposition at medium and close ranges. Armor values are surprisingly high even in the standard config, but the realtively slowness of the 'Mech and large profile makes it an easy target. Customizing Fafnirs is relatively easy: large caliber ballistic guns backed up by beam long-range weapons; twin Clan Ultra AC/20s plus ER Medium Lasers fired together can destroy even a Longbow in a single shot if you aim the Center Torso; 2 ER Large Lasers are a good weaponry for long-range fightings. --------------- --CLAN 'MECHS-- --------------- ULLER (KIT FOX) Mass: 30 tons Internal Structure Type: Endo Steel Torso Twist: 140 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.30; A 0.40; T 0.50; CT 1.10; RT 0.30; L 0.50 Standard Maximum Speed: 126.40 kph Standard Weapon Loadout: 2 Clan LRM 10 (RT, LT), 1 Clan ER Large Laser (RA), 1 Clan ER Medium Laser (RA) Standard Equipment Loadout: ECM Suite Beam Bays and location: RA (2 slots) Ballistic Bays and location: none Missile Bays and location: RT (1 slot), LT (1 slot) Omni Bays and location: RA (1 slot), LA (1 slot) Maximum Armor Points per Location: H 0.30; A 0.40; T 0.60; CT 1.40; RT 0.40; L 1.00 Engine Ratings and Tonnage: 111.38, 116.39 (0.25), 121.39 (0.5), 126.40 (0.75) Additional Equipment: ECM Suite, LAMS Standard Cost: 3'785'300 Per-Cycle Maintenance Cost: 46'499 The lightest Clan 'Mech available in the game; the Uller is built more for speed than firepower, though it packs quite a long-range punch thanks to its twin LRM 10s and ER Large Laser. Armor protection is low, and its light frame makes the 'Mech very vulnerable to any kind of damage. The Uller can defend itself from vehicles and other 'Mechs, though the enemies must be at long-range and do not outweight (and consequentily outgun) it. Costumization is also limited, the Uller has two small Omni bays to accomodate weapons, and the other bays are too small to carry large specialized weapons; dropping LRM 10s for smaller racks to increase armor and mount LAMS is recomended. COUGAR Mass: 35 tons Internal Structure Type: Endo Steel Torso Twist: 140 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.30; A 0.50; T 0.50; CT 0.70; RT 0.30; L 0.60 Standard Maximum Speed: 96.95 kph Standard Weapon Loadout: 2 Can LRM 10s (RT, LT), 1 Clan ER Small Laser (LA), 1 Clan ER Medium Laser (LA), 1 Clan ER Large Laser (RA) Standard Equipment Loadout: Active Probe, Jump Jets Beam Bays and location: RA (2 slots), LA (2 slots) Ballistic Bays and location: none Missile Bays and location: RT (2 slots), LT (2 slots) Omni Bays and location: RA (1 slot), LA (1 slot) Maximum Armor Points per Location: H 0.30; A 0.60; T 0.80; CT 1.20; RT 0.70; L 1.20 Engine Ratings and Tonnage: 76, 82.98 (0.25), 89.96 (0.5), 96.95 (0.75), 103.93 (1), 110.92 (1.25), 117.90 (1.50), 124.88 (1.75), 131.87 (2) Additional Equipment: Active Probe, LAMS, Enhaced Optics, Jump Jets (2 tons) Standard Cost: 5'035'032 Per-Cycle Maintenance Cost: 67'199 Built by Clan Jade Falcon starting from the Puma chassis, the Cougar is mainly a fast-moving missile boat. The original version of the Cougar (in the boardgame)had twin LRM 10s and Large Pulse Lasers, a configuration impossible to recreate without decreasing the engine rating or the armor. The most notable characteristic is the total absence of Ballistic bays. There are two ways to costumize a Cougar: by enhacing its Beam or Missile capabilities (obviously). To maximize the Missile capabilities mount the Active Probe and remove the 2 Large Lasers, upgrade the Medium Laser to a Pulse version, add an other, remove the Small Laser and install twin LRM 20s with lots of ammunitions. The Laser boat can be created with two or three ER Large Lasers (the latter option will force you to remove any secondary weapon system) and installing enough heat sinks to manage the heat generated by these weapons. PUMA (ADDER) Mass: 35 tons Internal Structure Type: Ferro Fibrous Torso Twist: 90 degrees Standard Armor Type: Endo Steel Location Points: H 0.30; A 0.60; T 0.80; CT 1.10; RT 0.40; L 1.20 Standard Maximum Speed: 83.05 kph Standard Weapon Loadout: 2 Clan ER PPCs (LA, RA) Standard Equipment Loadout: none Beam Bays and location: RT (1 slot), LT (1 slot) Ballistic Bays and location: CT (1 slot) Missile Bays and location: none Omni Bays and location: RA (3 slots), LA (3 slots) Maximum Armor Points per Location: H 0.30; A 0.60; T 0.80; CT 1.20; RT 0.40; L 1.20 Engine Ratings and Tonnage: 65.02, 71.03 (0.25), 77.04 (0.5), 83.05 (0.75), 89.06 (1), 95.08 (1.25) Additional Equipment: LAMS Standard Cost: 5'171'832 Per-Cycle Maintenance Cost: 67'899 Both Clan and Inner Sphere designations suggest an incredible ferocity from this 'Mech. And that's true. The Puma is small and light, reasonably fast and packs a tremendous punch thanks to its twin Clan ER PPCs. When first appeared in the Inner Sphere, the Puma packed a punch that greatly outgunned all know Light and many Medium 'Mechs, rivaling even with the lightest of the Heavies. It is no wonder that Inner Sphere pilots began to fear such a 'Mech. However, the small 'Mech leaves little space to modifications: the 0Mech's main bays are omni and other bays are small and for almost only energy weapons and its light frame doesn't allow to too much freedom in mounting large ballistic and missile weapons, as they will be dangerously low in maximum ammunition load. It is highly reccomended to keep the twin ER PPCs has weapons, as exchanging them for Pulse or ER Lasers will decrease range and punch too much, though it will mitigate heat problems; howeverm if you downgrade the engine a bit and increase only few points of armor, you should be able to mount extra heat sinks. The Puma is clearly the best light 'Mech in the game. SHADOW CAT Mass: 45 tons Internal Structure Type: Endo Steel Torso Twist: 120 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.30; A 0.80; T 1.00; CT 1.40; RT 0.50; L 1.60 Standard Maximum Speed: 102.02 kph Standard Weapon Loadout: 1 Clan ER Large Laser (LA), 3 Clan ER Medium Lasers (2x RA, RT), Clan Machine Gun Arrays (RT), 1 Clan Streak SRM 6 (LT) Standard Equipment Loadout: Jump Jets, LAMS Beam Bays and location: RA (2 slots), RT (2 slots) Ballistic Bays and location: RT (2 slots) Missile Bays and location: LT (3 slos) Omni Bays and location: LA (3 slots) Maximum Armor Points per Location: H 0.30; A 0.80; T 1.00; CT 1.40; RT 0.60; L 1.60 Engine Ratings and Tonnage: 77, 82.01 (0.25), 87.01 (0.5), 92.02 (0.75), 97.02 (1), 102.02 (1.25), 107.03 (1.5), 107.03 (1.75), 112.03 (2) Additional Equipment: Enhaced Optics, Active Probe, LAMS, Jump Jets (2 tons) Standard Cost: 7'044'716 Per-Cycle Maintenance Cost: 98'999 The Shadow Cat, first fielded by Clan Smoke Jaguar, has become as (in)famous as the Mad Cat. Agile, armored and with and with a decent firepower at all ranges, Shadow Cats are highly regarded by all armies, as it can perform an impressive variety of roles, from spinging to scouting, passing by raiding duties. Its maintanance cost is high, though. The version proposed by MW4: Mercs of the Shadow Cat is a reworking of the A version of the original boardgame, though it has less firepower (one ER Large Laser in place of two). The bays offered by these 'Mechs, however, allows a good number of customizations: it is possible to recreate the boardgame Primary variant by removing some weapons and installing a Gauss Rifle, though this forces to reduce engine rating. A configuration that allows to keep speed unaltered mounts a single ER PPC and four ER Medium Lasers. HELLHOUND (CONJURER) Mass: 50 tons Internal Structure Type: standard Torso Twist: 120 degrees Standard Armor Type: Ferro-Fibrous Location Points: H 0.30; A 0.80; T 1.20; CT 1.70; RT 0.50; L 1.00 Standard Maximum Speed: 98.03 kph Standard Weapon Loadout: 1 Clan LB-X 10 AC (RA), 2 Clan ER Large Lasers (RT, LA), 1 Clan Streak SRM 6 (LT) Standard Equipment Loadout: none Beam Bays and location: RT (2 slots) Ballistic Bays and location: RT (2 slots), RA (2 slots) Missile Bays and location: LT (2 slots) Omni Bays and location: LA (2 slots) Maximum Armor Points per Location: H 0.30; A 1.00; T 1.20; CT 1.70; RT 0.50; L 1.80 Engine Ratings and Tonnage: 79.99, 86.99 (0.5), 92.02 (1), 98.03 (1.5), 104.04 (2), 110.05 (2.5), 116.06 (3) Additional Equipment: ECM Suite, LAMS Standard Cost: 7'347'613 Per-Cycle Maintenance Cost: 94'999 Conjurers are fast-moving, hard-hitting medium 'Mechs that clearly show the Clan superior martial skills. Able to striking at any ranges, Conjurers are often used as raiders as their speed and firepower allows them to outgun or outrun all 'Mechs on a modern battlefield. Twin ER Large Lasers give the Hellhound its long-range punch. An LB-X 10 AC can deal some serious damages at medium ranges and the Streak SRMs are deadly accurate at close ranges. The Hellhound also clearly reflects the Clans' way of fighting: the ammunition carried by the Hellhound are good enough only for relavitely short, but fast and deadly battles. Though the two ER Large Lasers can still deal some damage alone, the lack of fast-recycling weapons in close-range duels might pose the Hellhound in a disadvantage. In most cases, this forces the pilot to use the 'Mech superior speed to retreat and engage from afar. Configuring Hellhounds is almost useless, the primary config is very flexible; possible modifications, however, could result in reduction of engine tonnage for more armor, a LAMS and more ammo, or all three things. Note: this 'Mech is quite strange. There is an Hellhound/Conjurer in a BattleTech manual, Technical Readout 3055. It's a fast 50-ton Medium standard 'Mech with really no resemblance to this Hellhound...and it isn't an OmniMech. RYOKEN (STORMCROW) Mass: 55 tons Internal Structure Type: Endo Steel Torso Twist: 140 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.30; A 0.80; T 1.20; CT 1.70; RT 0.50; L 1.00 Standard Maximum Speed: 84.96 kph Standard Weapon Loadout: 2 Clan ER Large Lasers (RA, LA), 2 Clan ER Medium Lasers (RA, LA), 2 Clan LRM 15 (RT, LT) Standard Equipment Loadout: Active Probe Beam Bays and location: RA (2 slots), LA (2 slots) Ballistic Bays and location: none Missile Bays and location: RT (2 slots), LT (2 slots) Omni Bays and location: RA (2 slots), LA (2 slots) Maximum Armor Points per Location: H 0.30; A 1.00; T 1.40; CT 1.70; RT 0.70; L 1.80 Engine Ratings and Tonnage: 64.01, 70.99 (0.5), 77.98 (1), 84.96 (1.5), 91.94 (2), 98.93 (2.5), 105.91 (3) Additional Equipment: Active Probe, LAMS, Enhaced Optics, Jump Jets (3 tons) Standard Cost: 9'248'305 Per-Cycle Maintenance Cost: 125'399 When first deployed by Clan Smoke Jaguar against the Draconis Combine in the first wave in 3050, the Ryoken was a shocking surprise. The Inner Sphere was not (a probably is still not) able to field or reply to a fast moving medium 'Mech with enough armor and firepower that could cripple even Assault machines. Times changes, though, and the Ryoken is not as dangerous as it was before: Inner Sphere weapons can roughly match Clans' own tech and, though heavier and bulkier, advanced equipment found their way into all armies. However, the Ryoken is still a formidable opponent: twin LRM 15s and ER Large Lasers can waste enemies at long ranges, and the two ER Medium Lasers are enough to protect the 'Mech from close-range threats. It exceptional speed and armor protection do the rest. As with other medium 'Mechs, costumizing Ryokens is only a matter of taste. Removal of LRM racks and the Active Probe for Streak SRM racks, a LAMS and more armor can be a good trade-off, though the 'Mech can be turned into a sniper thanks to enhaced optics and enough bays large enough to accomodate additional ER Large Lasers or LRM racks. VULTURE (MAD DOG) Mass: 60 tons Internal Structure Type: Endo Steel Torso Twist: 360 degrees Standard Armor Type: Reactive Location Points: H 0.90; A 0.90; T 1.80; CT 2.40; RT 0.50; L 1.40 Standard Maximum Speed: 80.03 kph Standard Weapon Loadout: 4 Clan ER Medium Pulse Lasers (2x Omni Rack, RA, LA), 2 Clan LRM 20 (RT, LT)s Standard Equipment Loadout: none Beam Bays and location: RA (3 slots), LA (3 slots) Ballistic Bays and location: none Missile Bays and location: RT (4 slots), LT (4 slots) Omni Bays and location: Omni Rack (CT, 2 slots) Maximum Armor Points per Location: H 0.90; A 1.80; T 2.40; CT 2.80; RT 1.00; L 2.70 Engine Ratings and Tonnage: 65.02, 70.02 (0.5), 75.02 (1), 80.03 (1.5), 85.03 (2), 90.04 (2.5), 95.04 (3), 100.04 (3.5) Additional Equipment: ECM Suite, Enhaced Optics, LAMS Standard Cost: 8'971'798 Per-Cycle Maintenance Cost: 122'399 The Mad Dog was one of the few 'Mechs that acquired the same codename from two Inner Sphere states: Hagetaka in the Draconis Combine and Vulture in the Free Rasalhague Republic (hagetaka, in japanese means vulture), for its protunding torso and bird-like legs. It is one of the few specialized 'Mechs the Clans field: it sports two large missile bays in the lateral sections of the torso, with medium-sized energy bays in the arms and a single, small Omni bay in a turret positioned underneath the Cente Torso. The most particular thing of this 'Mech is that it lacks support for Active Probes, which can greatly enhaces the missile capabilities, and the presence of Enhaced Optics, which are useful for long-range energy or ballistic snipers. The LRM racks on the Vulture can be devastating, but they carry limited ammo supplies; four Medium Pulse Lasers back them up. Reconfiguring Vultures can be done in the same way of a Cougar: maximizing armor, adding an ECM Suite and Enhaced Optics and replacing all weapons with twin PPCs or Large Lasers somewaht makes the 'Mech undergunned for an Heavy 'Mech, but increases its battlefield lifespan and flexibility for covert ops. LOKI (HELLBRINGER) Mass: 65 tons Internal Structure Type: standard Torso Twist: 140 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.60; A 0.80; T 1.00; CT 1.70; RT 0.80; L 1.40 Standard Maximum Speed: 82.98 kph Standard Weapon Loadout: 2 Clan LB-X 10s (RA, LA), 1 Clan Streak SRM 6 (Missile Rack, RT), 4 Clan ER Medium Lasers (2x RA, 2x LA) Standard Equipment Loadout: ECM Suite, LAMS Beam Bays and location: LT (2 slots) Ballistic Bays and location: RA (2 slots), LA (2 slots) Missile Bays and location: Missile Rack (RT, 2 slots) Omni Bays and location: RA (3 slots), LA (3 slots) Maximum Armor Points per Location: H 0.60; A 1.20; T 1.60; CT 2.00; RT 0.80; L 2.00 Engine Ratings and Tonnage: 69.01, 76 (1), 82.98 (2), 89.96 (3), 96.95 (4), 103.93 (5), 110.92 (6), 117.90 (7) Additional Equipment: ECM Suite, LAMS, Ative Probe Standard Cost: 10'876'432 Per-Cycle Maintenance Cost: 156'649 The Loki was named so beacuse it had an "utterly mad weapon configuration". In fact, twin LB-X ACs, four Lasers and a single SRM pack, plus LAMS and an ECM Suite, were very strange for the first Inner Sphere MechWarriors that engage it in the Inner Sphere. The Loki is primarly used by Clan Jade Falcon in conjuction of Thors as a fast-assault force. Thors provide most of the firepower, Lokis ECM coverage and additional striking power. As with the Thor, the Loki is ammo dependent, though LB-Xs consume ammo slower than Ultra ACs and Streak SRMs should minimized wasted shots; anyway, four ER Medium Lasers are barely adeguate for an Heavy 'Mech as self-defense. An other feature that Lokis share with Thors are the various and large bays that can turn make both 'Mechs adeguate for all fighting styles. NOVA CAT Mass: 70 tons Internal Structure Type: Endo Steel Torso Twist: 100 degrees Standard Armor Type: Reflective Location Points: H 0.90; A 1.70; T 1.60; CT 1.90; RT 1.00; L 1.80 Standard Maximum Speed: 68 kph Standard Weapon Loadout: 3 Clan ER Large Lasers (LA), 2 Clan ER PPCs (RA) Standard Equipment Loadout: none Beam Bays and location: LT (2 slots), LA (3 slots), RA (6 slots) Ballistic Bays and location: none Missile Bays and location: none Omni Bays and location: LA (4 slots) Maximum Armor Points per Location: H 0.90; A 2.10; T 2.70; CT 3.10; RT 1.30; L 3.00 Engine Ratings and Tonnage: 68, 72 (0.5), 76 (1), 79.99 (1.5), 83.99 (2), 87.99 (2.5), 91.98 (3), 95.98 (3.5) Additional Equipment: Active Probe, LAMS Standard Cost: 11'493'053 Per-Cycle Maintenance Cost: 153'299 Built by the Nova Cats, this OmniMech clearly makes of energy weapons its main weaponry. The Nova Cat has an incredible long-range firepower which has only one drawback: heat. Firing all weapons together taxes in an incredible way the 'Mech's heat sinks, making shutdown only a matter of seconds. Also, all weapons tend to have a relatively high recycle rate, which makes all-out attacks dangerous, especially when facing large number of opponents. Costumizing a Nova Cat is almost straight forward, three of four ER Large Lasers or PPCs mitigates heat problems without reducing firepower too much, though the presence of a large Omni bay can be exploited in several ways, starting from mounting missile racks, as the 'Mech can mount an Active Probe. THOR (SUMMONER) Mass: 70 tons Internal Structure Type: standard Torso Twist: 360 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.60; A 1.10; T 1.20; CT 1.90; RT 0.60; L 1.40 Standard Maximum Speed: 85.03 kph Standard Weapon Loadout: 2 Clan Ultra AC/5s (RA, LA), 4 Clan ER Medium Lasers (RA, LA, 2x RT), 1 Clan LRM 15 (Missile Rack, LT) Standard Equipment Loadout: Jump Jets Beam Bays and location: RT (2 slots) Ballistic Bays and location: RT (2 slots) Missile Bays and location: Missile Rack (LT, 2 slots) Omni Bays and location: RA (3 slots), LA (3 slots) Maximum Armor Points per Location: H 0.60; A 1.40; T 1.80; CT 2.10; RT 0.90; L 2.00 Engine Ratings and Tonnage: 60.98, 67 (0.5), 73.01 (1), 79.02 (1.5), 85.03 (2), 91.04 (2.5), 97.06 (3), 103.07 (3.5) Additional Equipment: ECM Suite, Enhaced Optics, LAMS, Jump Jets (4 tons) Standard Cost: 9'487'759 Per-Cycle Maintenance Cost: 144'199 The Thor is an all-around 'Mech. It mounts jump jets, can use the most advanced Clan equipment and has enough large bays to accomodate almost any kind of weapon. In its standard configuration the Thor is long/medium range fighter, though some MechWarriors might complain the lack of hard-hitting punch of missiles and small-caliber Ultra ACs. In fact, the 'Mech's secondary weapons, four ER Medium Lasers are barely adeguate for self-defense if ammunition of both Ultra AC and LRM systems run out; a very likely occasion, though. Thors are one of the few 'Mechs capable of completely twist their torsoes, which can make them an ideal 'Mech for urban, or more generally, close-range fights; the presence of two large Omni bays in its arms, can turn the Thor into a good AC boat, though presence of at least the standard ER Medium Lasers is always recomended. MAD CAT (TIMBERWOLF) Mass: 75 tons Internal Structure Type: Endo Steel Torso Twist: 100 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.60; A 1.10; T 1.40; CT 2.00; RT 0.90; L 1.50 Standard Maximum Speed: 80.03 kph Standard Weapon Loadout: 2 Clan ER Large Lasers (RA, LA), 2 Clan ER Medium Pulse Lasers (RT, LT), 2 Clan LRM 10s (Missile Rack RT, Missile Rack LT), 2 Clan Machine Gun Arrays (RT, LT) Standard Equipment Loadout: none Beam Bays and location: RA (4 slots), LA (4 slots) Ballistic Bays and location: none Missile Bays and location: Missile Rack (RT, 3 slots), Missile Rack (LT, 3 slots) Omni Bays and location: RT (2 slots), LT (2 slots) Maximum Armor Points per Location: H 0.60; A 1.40; T 1.80; CT 2.10; RT 0.90; L 2.20 Engine Ratings and Tonnage: 65.02, 70.02 (1), 75.02 (2), 80.03 (3), 85.03 (4), 90.04 (5), 95.04 (6) Additional Equipment: Active Probe, LAMS, Enhaced Optics Standard Cost: 13'817'595 Per-Cycle Maintenance Cost: 196'499 The Timber Wolf, or Mad Cat, as the Inner Sphere codenamed it, quickly became the symbol of Clans' superior technology. It is fast, armore and armed to engage anything on the battlefield with relative ease. The Mad Cat was named so by Comstar as it sports twin Missile Racks as the Catapult (production code "cat") does and has the same torso of the Marauder (production code "mad); it also packs the same punch of both 'Mechs, if not superior: twin LRM 20s and ER Large Lasers gave the Mad Cat an awesome long-range firepower that rivals some Assault 'Mechs, and can freely engage at medium and close ranges thanks to twin Machine Gun Arrays and Medium Pulse Lasers; though the Mad Cat mounts ammunition weapons, it won't be outgunned when they all supply are fired, granting it a respectable battlefield life, enhaced by armor protection and an exceptional speed for a 'Mech of its class. The presence of all kind of bays on the Mad Cat makes it relatively easy to modify, and the presence of Enhaced Optics and Active Probe in its equipment list can turn the 'Mech in an exceptional sniper. GLADIATOR (EXECUTIONER) Mass: 90 tons Internal Structure Type: standard Torso Twist: 90 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.90; A 1.90; T 2.20; CT 2.50; RT 0.90; L 2.80 (Left Leg has 2.70) Standard Maximum Speed: 57.02 kph Standard Weapon Loadout:1 Clan ER Large Laser (RT), 2 Clan ER Medium Lasers (LT), 1 Clan ER PPC (RA), 1 Clan Ultra AC/20 (LA) Standard Equipment Loadout: ECM Suite, Jump jets Beam Bays and location: RA (3 slots), RT (3 slots), LT (2 slots) Ballistic Bays and location: RT (3 slots) Missile Bays and location: none Omni Bays and location: LA (4 slots), RA (3 slots) Maximum Armor Points per Location: H 0.90; A 2.00; T 2.20; CT 2.50; RT 0.90; L 3.00 Engine Ratings and Tonnage: 45, 51.01 (1), 57.02 (2), 63.04 (3), 69.05 (4), 75.06 (5), 81.07 (6) Additional Equipment: ECM, LAMS, Jump Jets (6 tons) Standard Cost: 17'621'628 Per-Cycle Maintenance Cost: 270'749 One of the most pleased addition to the game 'Mechs completement is the Executioner, or Gladiator as the Inner Sphere armies call it. As both names suggest, the 'Mech is capable of taking on every 'Mech lumbering on the battlefield. Its weapons tend to be configured for ranged combat, as every Clan 'Mech, but the huge Ultra AC can be a nasty surprise for any 'Mech trying to close too much with the Gladiator. Also, the 'Mech is incredibly agile, with Jump Jets and high top speed. The 'Mech can also be equipped with advanced electronic equipment, which augments the tactical flexibility of the 'Mech. An obliged acquisition for any unit. Having so large Omni bays, backed up with fairly large standard bays, makes customizing the Gladiator only a matter of tastes, though the presence of so many beam slots might turn the 'Mech into an ER Medium Laser boat, deadly at medium and close range, without ammunition dependecy but heat must be managed carefully. Sly_Adventure" (hajile@edsamail.com.ph) submits this (he says that he doesn't use this 'Mech, and the configuration isn't exactly my combat style and to me looks very strange that this pup cannot destroy a Daishi with a single volley...still has to test it, I'll do as soon as I have the 'Mech Expansion Packs): ------------------------------------------------------------------- I was playing mercenaries online and a couple of players were arguing about a bug exploitation. Basically, it allows a mech to control his shutdown and allowed the Gladiator mech to fire his PPCs continiously. I got curious so i went offline and tried a few things until i figured out the bug they were talking about. The gladiator is the cheapest mech in the game afterall!!! Here's how i did it. Comments are welcome. Try not to do this though. Playing a game in a way that was not intended by the developers is technically cheating. Bugs included. ****************** How to make a cheap mech ****************** Get a Gladiator. Take out *ALL* the heat sinks. Loadup on 4 ERPPC's and a Clan Gauss Rifle. Fill up the rest with Large and Medium ER Lasers. Link them *ALL* together. You now have the single most powerful ranged mech in the game I can take out an elite Daishi in two shots with this monster. The first shot will make his torso blink red, and a fellow light mech can finish him off while you powerdown. ****************** Now here's the bug ****************** Change your Shutdown Override button to "O" so you can shut down with just one key. When you fire, the heat bar will go past red and force you to shutdown. Hit "O" repeatedly to keep from shutting down and press "S" to manually shutdown before you explode. Keep hitting "O". As soon as you shut down press "S" again to immediately powerup. You can then stop pressing "O". You'll have a total shutdown (Powerdown/up) time of 3 seconds tops! As soon as your PPC's recharge, fire again! Then hit "O" repeatedly and do it all over again. ****************** Explanation ****************** I think it's a bug in the heat meter. When heat goes *past* 100%, you automatically shut down. When you fire everything in this mech, your heat goes past 200%. If this was MechWarrior3 you'd instantly go nuclear (Anyone who tried loading up on lasers in MW3 would know this ^_^ ). Now when you do the above maneuver, the heat meter gets shaved down to 100% even *without* heatsinks. Since you're not *over* 100%, you won't shut down. ****************** Drawbacks ****************** The main drawbacks is that you need constant timing. Press "S" too late and you'll blow. The other drawback is since that you'll always be in the red, your max speed goes down. Solution Use jumpjets. Since you can kill pretty much any mech in two shots, the three second powerdowns won't really matter much since you can fire again before they can get anywhere close enough to fire back. ERPPC's have really long range. ------------------------------------------------------------------- MAD CAT MarkII Mass: 90 tons Internal Structure Type: Endo Steel Torso Twist: 80 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.90; A 1.30; T 1.60; CT 2.30; RT 0.90; L 1.80 Standard Maximum Speed: 68 kph Standard Weapon Loadout: 2 Clan Gauss Rifles (LA, RA), 2 Clan LRM 10s (Missile Rack LT, Missile Rack RT), 4 Clan ER Medium Lasers (2x RT, 2x LT) Standard Equipment Loadout: Jump Jets Beam Bays and location: RT (2 slots) Ballistic Bays and location: RA (3 slots), LA (3 slots), LT (2 slots) Missile Bays and location: Missile Rack (RT, 3 slots), Missile Rack (LT, 3 slots) Omni Bays and location: RT (2 slots), LT (2 slots) Maximum Armor Points per Location: H 0.90; A 1.80; T 2.20; CT 2.40; RT 1.00; L 2.60 Engine Ratings and Tonnage: 47.99, 52.99 (1), 58 (2), 63 (3), 68 (4), 73.01 (5), 78.01 (6), 83.02 (7), 88.02 (8) Additional Equipment: Active Probe, LAMS, Jump Jets (6 tons) Standard Cost: 15'981'170 Per-Cycle Maintenance Cost: 247'499 Built by Clan Diamond Shark with this very name in the first place, the Mad Cat Mk.II is an Assault 'Mech with incredible long-range firepower and mobility. By adding 15 tons to the original Timber Wolf chassis Diamond Shark engineers were able to mount more armor and larger weapons in expense of maximum top speed, though the presence of Jump jets partially mitigates this drawback. The Mad Cat Mk.II (it is unknown why the Sharks chosed this designation, based on the Inner Sphere codename of the Timber Wolf) founds itself confortable in ranged combat, where its twin Gauss Rifles and LRM racks can a devastating barrage. At close ranges the 'Mech has four ER Medium Lasers, enough for self-defense, but clearly insufficient when both Rifles and LRMs run out of ammunition; and, considering that the Gauss Rifles have at their disposal one one ton of ammunition each, this is a very likely case in extended missions. Having the largest bays configured to accept only ballistic weapons poses a great limit to the Mad Cat Mk.II configuration possibilities. It has two fairly large omni bays and a third beam bay for energy weapons, which can reduce the dependency on munitions, but this makes the Mad Cat Mk.II a bit undergunned by other Assault 'Mechs. It possible to mount AC 20s of various kinds thanks to the large ballistic bays in the arms, though mounting two of them might require the removal of Jump Jets (the real advantage of this 'Mech) or reduction of engine rating, or even both. DAISHI (DIRE WOLF) Mass: 100 tons Internal Structure Type: standard Torso Twist: 80 degrees Standard Armor Type: Ferro Fibrous Location Points: H 0.90; A 1.40; T 1.90; CT 2.40; RT 0.80; L 1.90 Standard Maximum Speed: 51 kph Standard Weapon Loadout: 4 Clan ER Large Lasers (2x LA, 2x RA), 2 Clan Ultra AC/5s (RT, LT), 1 Clan LRM 20 (Missile Rack/LT) Standard Equipment Loadout: LAMS Beam Bays and location: LA (2 slots), RA (2 slots) Ballistic Bays and location: LT (3 slots), RT (3 slots) Missile Bays and location: Missile Rack/RT (2 slots) Omni Bays and location: LA (2 slots), CT (4 slots), RA (2 slots) Maximum Armor Points per Location: H 0.90; A 2.20; T 2.40; CT 2.50; RT 1.10; L 3.00 Engine Ratings and Tonnage: 41, 46.01 (1), 51.01 (2), 56.02 (2), 61.02 (3), 66.02 (4), 71.03 (5) Additional Equipment: LAMS Standard Cost: 17'860'770 Per-Cycle Maintenance Cost: 265'999 Daishi. In Japanese this term could be translated as "Great Death". The Dire Wolf is fast (mhmm...slow) as an Atlas, but Clan technology almost double to space where to mount weapons. The 4 ER Large Lasers can alone destroy any enemy a Dire Wolf encounters, but this impressive firepower is supplemented by 4 Medium Pulse Lasers and 2 Clan Ultra AC/5. The LRM 10 provides also some indirect-fire capability and the MG Arrays can be used when heat reaches unbearable levels. The simplest way to costumize a Dire Wolf is to remove all except the Large Lasers, add extra heat sinks and increasing the engine rating, at least to 60 kph. The Dire Wolf is primary a laser-dependent 'Mech, though the Omni bays can be used for large caliber ballistic weapons. Or, you can mount 6 Clan ER Large Lasers, maximizing armor and installing LAMS to have a very powerful sniper. The Dire Wolf can mount only Laser AMS as extra. ************************************ 7-VEHICLES and MISC ENEMIES BRIEFING ************************************ Unlike all other MW games (mhmm...MechCommander and MechCommander 2 excluded, IMO) MW4 has a large variety of vehicles, including ground, water and air threats; there are also DropShips there... For Ground vehicles: tracked and wheeled vehicles cannot cross water and their speed is reduced when climbing hills, but they gain a bonus when travelling on concrete. Hovercrafts, on the other hand, can cross any kind of water and do not lose speed when climbing, but they do not gain any bonus when on concrete. Of course, air targets ignore the underlying terrain. VTOLs and spheroid Dropships can hover. Vessels cannot travel on land. ------------------- --GROUND VEHICLES-- ------------------- BULLDOG Type: tracked Turret constitution value: 10 Body constitution value: 10 Maximum Speed: 18 kph Weapons: 1 SRM 4, 1 Large Laser The most common vehicle. Fast and decently armored, Bulldogs will often act in groups to swarm a single target. They prefer to use their Large Lasers instead of the SRMs. CONDOR Type: hover Turret constitution value: 4 Body constitution value: 4 Maximum Speed: 24 kph Weapons: 1 Medium Laser, 1 AC/5 Not as fast as an Harasser, but clearly superior. It features a good armor protection with a good complement of a single long range weapon and a medium-range laser. HARASSER Type: hover Turret constitution value: 1 Body constitution value: 1 Maximum Speed: 27 kph Weapons: SRM 6 Faster than the heavier Condor, but less armored and armed, though its firepower is superior to the Condor's in close quarters. SCUD LAUNCHER Type: tracked Turret constitution value: 10 Body constitution value: 10 Maximum Speed: 15 kph Weapons: SKUD missile A large caterpillar vehicle carrying a big artillery missile. It needs to stop in order to fire and expect at least one Artillery Loader along with it. Totally defenseless, the Scud Launcher (and the Artillery Loader, which has the same stats of the Scud Launcher) is often guarded by other units. ARTILLERY TANK Type: tracked Turret constitution value: 10 Body constitution value: 10 Maximum Speed: 15 kph Weapons: 1 Logn Tom cannon A large caterpillar vehicle with a full-sized Long Tom cannon for artillery use. Totally undefended at close ranges. ARTILLERY LOADER Type: tracked Turret constitution value: 10 Body constitution value: 10 Maximum Speed: 15 kph Weapons: none A large tracked vehicle carrying ammunition for the SKUD launcher. Totally defenseless and slow-moving. LRM CARRIER Type: tracked Turret constitution value: 1 Body constitution value: 1 Maximum Speed: 15 kph Weapons: 2 LRM 20s The LRM Carrier and its short-range cousin, the SRM Carrier are tanks especially designed to fire barrages of missiles. Probably the LRM Carrier is the deadlier of the two because it usually sits on ridges or behind obstacles and start hammering you and your allies with accurate LRM fire. The best way to deal with them is to close or take out from long range before the rain starts. SRM CARRIER Type: tracked Turret constitution value: 1 Body constitution value: 1 Maximum Speed: 15 kph Weapons: 3 SRM 6s Basically it's a LRM Carrier with SRM Racks instead of the LRM ones. Usually deployed in cities or on broken terrains to support 'Mechs with additional short-range punch. VEDETTE Type: tracked Turret constitution value: 4 Body constitution value: 4 Maximum Speed: 23 kph Weapons: 1 AC/5, 1 Machine Gun A blocky and sturdy tank with a long-range, small-caliber gun. In groups can pose a threat. More a nuissance than a threat if alone or in couple, though the tick armor might be irritating. MAGI Type: tracked Turret constitution value: 2 (approx) Body constitution value: 2 (approx) Maximum Speed: 27 kph (approx) Weapons: 2 Large Lasers, 2 Machine Gun Arrays. A very rare vehicle. It can be considered a threat at close ranges, if you want (Magis generally...do nothing, they just go around firing at trees or at animals). QUAD PANZER Type: tracked Turret constitution value: 27 kph (approx) Body constitution value: 27 kph (approx) Maximum Speed: 27 kph (approx) Weapons: 4 Large Pulse Lasers Relatively rare, the Quad Panzer is a fast, lightly armored vehicle with some medium-range firepower thanks to its pulse lasers. Not really a threat, but they tend to swarm a single target. MYRMIDONS Type: tracked Turret constitution value: 4 (approx) Body constitution value: 4 (approx) Maximum Speed: 27 kph (approx) Weapons: 1 PPC A medium tank, well armored and built for medium range fire-support. Its PPC can deal some damage even to evey 'Mech, and Myrmidons usually attacks in groups of four. DEMOLISHER II Type: tracked Turret constitution value: 8 (approx) Body constitution value: 8 (approx) Maximum Speed: 15 kph (approx) Weapons: 1 LB-X 20 AC, 1 AC/20, 1 Machine Gun Array The Demoslisher is slow and have a tremendous firepower at close range, plus a good armor protection that makes them the most dangerous vehicle on the battlefield. However, they totally lack long-range weapons, and they are no match for even medium-sized 'Mechs with one long-range weapon. Demolishers tend to attack in couples. SWIFTWIND Type: wheeled Turret constitution value: none Body constitution value: 1 Maximum Speed: about 50 kph Weapons: none A fast wheeled vehicle with a radar transciever on its back used for reconaissance. Totally unarmed and very easy to take down. HUMVEE Type: wheeled Turret Constitution value: none Body constitution value: 1 Maximum Speed: about 30 kph Weapons: none The littler brother of the Swiftwind. APC Type: wheeled Turret constitution value: none Body constitution value: 4 Maximum Speed: about 30 kph Weapons: 2 Medium Lasers or 2 Machine Gun Arrays Though it is an APC, you won't see men coming out from it, though its double Machine Gun Arrays or Medium Lasers might pose a threat to light 'Mechs if there are more than 5 APCs in the area. MOBILE TURRET CONTROL Type: tracked Turret constitution value: none Body constitution value: 2 Maximum Speed: about 30 kph Weapons: none Mobile Turret Controls are used to control Mobile Turrets (see below). Totalyy unarmed and poorly armored. Once destroyed, all Mobile Turrets under its control will immediately shut down. FUEL TRUCK Type: wheeled Turret Constitution value: none Body constitution value: 1 Maximum Speed: about 30 kph Weapons: none When struck by fire, this truck will explode, so pay attention. ---------------- --AIR VEHICLES-- ---------------- SHILONE Type: airplane Turret constitution value: none Body constitution value: 1 Maximum Speed: 55 kph Weapons: bombs I know, the manual says Chippewa, but the game says Shilone, so for me is a Shilone (though Shilones are usually employed by house Kurita and Chippewas by house Steiner)...in fact, nothing more than a sitting duck. Any average pilot should be able to destroy it with a single shot. Shilones tend to ignore you while they concentrate their bombs on targets you have to defend. All flying crafts when destroyed will crash to the ground. Even if one of them hits you on your head, it won't damage you, nor the small explosion will. NIGHTSHADE Type: VTOL airplane Turret constitution value: none Body constitution value: 1 Maximum Speed: 54 kph (exitameted) Weapons: LRM-10 In MW4:Mercs Nightshades are far more dangerous than in the original game. First, they are faster and have LRMs, and they use them as hit and run weapons: they come fast, they fire, they retreat and repeat this until shooted down. They are weak, but should not be underestimated, they can be nasty when backedup by other vehicles. STILETTO Type: airplane Turret constitution value: none Body constitution value: 1 Maximum Speed: 54 kph (exitameted) Weapons: Ultra AC/2 A very light and agile fighter with a single, small caliber weapon. Not a real threat, it is relatively hard to hit because of its small frontal section. It can also come equipped with bombs. TRANSPORT COPTER Type: helicopter Turret constitution value: none Body constitution value: 1 Maximum Speed: 35 kph Weapons: none A simple twin rotor transport copter; it has no weapons. PEREGRINE Type: helicopter Turret constitution value: none Body constitution value: 1 Maximum Speed: 35 kph Weapons: 1 SRM 4 A medium/light copter. Not a real threat. NIGHTWIND Type: helicopter Turret constitution value: none Body constitution value: 1 Maximum Speed: 35 kph Weapons: 2 LRM 5s, Medium Pulse Laser An heavy copter with some long-range punch. It usually attacks in groups, and this makes its missiles relatively dangerous. They do not use their Lasers too much. HROTHGAR class DROPSHIP Type: Spheroid DropShip Turret constitution value: unknown Body constitution value: unknown Maximum Speed: unknown Weapons: 4 PPCs, 4 Large Lasers, 4 Gauss Rifles A Spheroid dropship with lot of firepower. Hrothgar Dropships, aside of their unspellable names, tend to target you with Gauss Rifles and Lasers, keeping the PPCs for protection during lift-offs. The easiest way to destroy a Hrothgar is to target it from long range, on an elevated position, so that the DropShip won't be able to fire its guns, positioned in the middle of its chassis, or behind the gantry of the landing pad (if any). OVERLORD class DROPSHIP Type: Spheroid DropShip Turret constitution value: unknown Body constitution value: unknown Maximum Speed: unknown Weapons: 4 Light Gauss Rifles, 4 Gauss Rifles, various lasers A massive Dropship able to move 12 'Mechs within a star system. It has an impressive array of weapons, starting from various classes of Gauss Rifles for long-range firepower and various lasers (but no PPCs) for close-in works. It is more armored than a Hrothgar DropShip, and should be picked out with long-range weapons to avoid to have to deal with the lasers. TALON class DROPSHIP Type: Aerodyne DropShip Turret constitution value: unknown Body constitution value: unknown Maximum Speed: unknown Weapons: 4 Large Lasers, 4 ER Large Lasers, 3 LRM 10s Your Dropship. You won't have to engage one in combat. ------------------ --WATER VEHICLES-- ------------------ PATROL SHIP Type: small ship Turret constitution value: none Body constitution value: 2 Maximum Speed: about 40 kph Weapons: 1 Ultra AC/5 or Large Laser A small, fast boat armed with an Ultra AC/5 or a Large Laser. It won't pose a big problem, even if they engage in groups. DESTROYER Type: battleship Turret constitution value: none Body constitution value: 10 Maximum Speed: about 15 kph Weapons: 2 LRM 20s, 4 Long Toms Big, slow-moving, heavily armed and armored. If your 'Mech has an AMS/LAMS they won't be a big problem, especially if you keep circling around them. Though they have Long Toms, they prefer to fire LRMs; also, their shots with Long Toms are highly inaccurate, and often tend to target fixed targets with them. ----------- --TURRETS-- ----------- STRONG POINT DEFENSE Type: high-profile defense bunker Body constitution value: 15 (approx) Weapons: 2 LRM 10s, 1 Gauss Rifle, 2 Ultra AC 5s This bunker has been built to defend high-profile installations, and does it very well. All weapons in the bunker have a limited range of fire (approx 90 degress), but usually the back of this installation is protected by terrain, which makes them a very dangerous defensive position;the high armor rating makes them almost suicidal to approach stright-forward. The best way to engage is to use Long-range weapons like PPCs or Gauss Rifles. CALLIOPE TURRET Type: fixed heavy turret Body constitution value: 5 Weapons: 2 LRM 15s, 2 Clan ER Medium Pulse Laser The Calliope Turret is especially designed to take out threats at long range. It is heavily armored and pretty accurate when firing the LRMs. It is slightly less efficent with the Pulse Lasers, but it is still dangerous. Try to take out with massed long-range fire or quickly close distances, it tends to engage targets within a 800 meters radius or even less, due to LRM's locking time. All fixed turrets are controlled by buildings, a Turret Control and a Power Generator, though probably you'll notice this after the turrets are destroyed. Once one of those buildings is down, all turrets linked to them won't work anymore. LASER TURRET Type: fixed heavy turret Body constitution value: 10 Weapons: 2 Large Lasers or 2 Clan ER Large Lasers A very good armored heavy turret with twin Large Lasers. Should be took out from afar with PPCs or other long-range weapons. FIXED TURRET Type: fixed heavy turret Body constitution value: 3 Weapons: 2 Medium Lasers A small turret with a single or twin Medium Lasers. Dangerous at close range if there are many of them. As with Calliope Turrets, Laser Turrets are controlled by a Turret Control and a Power Generator. MISSILE TURRET Type: fixed heavy turret Body constitution value: 3 Weapons: 1 LRM 5 Just like the fixed turret, but has LRMs in place of Lasers. MOBILE TURRET