Games PC MECHCOMMANDER 2 User Manual

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©
BattleMech, BattleTech, ’Mech, MechCommander and MechWarrior are trademarks or registered trademarks of FASA Corporation and Microsoft Corporation in the U.S. and/or other countries. Microsoft, Windows, DirectDraw, DirectPlay, DirectSound, DirectX, and MSN are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries/regions.
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their respective owners.
Commander, As requested, the upgrade to our command-and-control software
has been downloaded to this clamshell Tactical Data Display (TDD). The TDD’s tritium ion battery provides power for over three years.
The outer case is a carbon-fiber composite with titanium overlay that electromagnetically seals its electronics. A tactical nuke could go off near this thing and it’ll keep running. Just in case you do manage to break it, though, I’ve scratched a list of essential commands on the back for emergency reference.
Touch-sensitive menus and pop-up media supplement the text on­screen. Section icons, titles, and page numbers appear along the bottom of the TDD.
Sergeant Cash obtained this TDD from his usual supplier. If anyone asks you where it came from—say it fell off the back of an ar­mored personnel carrier.
In my opinion, this upgraded data came just in time. If half the reports about Carver V are true, we’ll need every advantage we can lay our hands on. Between the bandits, House Steiner ... and who knows what other factions are fighting over this rock, it’s going to turn into a real furball.
I guess if it were any other way there’d be no reason for us to be here. I mean, who wants a bunch of mercs around if there’s no war?
Profit and honor for us all—Lieutenant D.C. Diaz
!
Alert
These alert windows contain a few last-minute tips and reminders you might find useful.—Diaz
1
Table of Contents
Strategic Overview ............... 3
MechCommand er 2 So ftware
Installation ............................. 3
Main Menu............................... 5
Encyclopedia............................ 7
Logistics............................... 8
Mission Selection...................... 8
Mission Briefing ......................10
’Mech Bay...............................12
’Mech Purchasing.....................14
’Mech Lab...............................16
Pilot Ready Area......................19
’Mech Salvage .........................21
Pilot Status ............................23
Combat Interface ................ 26
Multifunction al Display.............29
Deployment T eam Bar...............35
Command P alette.....................36
Mission Objectives ...................38
Mission Results .......................39
Command and Control ......... 40
Selecting Units........................40
Movement Ord ers .....................42
Attack Orders ..........................48
Support Orders ........................53
’Mech Function Or d ers ..............58
Situational Awareness ......... 60
Battlefield Viewscreen ..............60
Camera Control........................61
Sensor Contact ........................62
Line of Sight...........................63
’Mech Pilots ....................... 65
Rank......................................65
Core Skills ..............................65
Specialty Skills ........................66
Tactics and Strategies ......... 70
Intelligen t U se o f Logistics .......70
Using Resource Points ..............72
Scouting ................................73
Weapons Ran ges......................74
Assaulting a Fortified Position ...77 Defending a Fortified
Installation ............................78
Retreating ..............................79
Multiplayer and
Solo Missions ...................... 80
Multiplayer .............................80
Solo Missions ..........................90
Appendices and Index ........... 91
Credits...................................91
Glossary .................................93
Index.....................................95
2
Strategic Overview
MechCommander 2 Software Installation
MechCommander™ 2 software requires a personal computer with the following minimum requirements:
266 MHz or higher processor; 400 MHz processor with MMX or 3D Now if no hardware 3D acceleration (Intel Pentium/Celeron family, AMD K6/Athlon/Duron family, or compatible processor).
Super VGA (SVGA) 2D video card with 8 MB of video RAM.
Microsoft® Windows® 98, Windows Me, or Windows 2000
operating system.
64 MB of system RAM.
400 MB of available hard disk space for a typical install;
additional 200 MB of hard disk space for a swap file.
Quad speed or faster CD-ROM drive.
DirectX® 8.0 or later API (included on the disc).
SVGA 16-bit color monitor.
16-bit sound card compatible with DirectX 8.0 or later.
Standard keyboard and mouse or compatible pointing device.
Speakers or headphones for audio.
The following are additional minimum requirements for multiplayer gameplay:
56-KBps modem or a local area network (LAN) with TCP/IP or IPX protocol.
Internet access for Internet play. Note: May require payment of a separate fee to an Internet service provider. Local and long-distance telephone toll charges may apply.
Strategic Overview
3
To install MechCommander 2 automatically on your computer 1 Insert the MechCommander 2 disc into your CD-ROM drive. 2 When the main Setup screen appears, click Install, and then
follow the instructions that appear on the screen.
To install MechCommander 2 manually on your computer
If your computer does not automatically install MechCommander 2 after the disc is inserted into the CD-ROM drive, install it manually.
1 On the Windows taskbar, click Start, and then click Run. 2 Type x:\setup, where x is the letter of your CD-ROM drive.
For example, if your CD-ROM drive letter is D, type d:\setup
3 Click Install, and then follow the instructions that appear on
the screen.
When Setup is complete, you can view the Readme file or click Play to start the game.
!
Video Cards
Update your video card driver s, Commander. Most technical problems with our command-and-control software are due to out-of-date video drivers.
4
Main Menu
After the software has been installed and launched you will see the Main Menu that accesses MechCommander 2. The Main Menu can also be opened during mission preparation by clicking the Main Menu button on any logistics screen ( A modified version of the Main Menu—the System Menu—may be accessed during combat missions by pressing the ESC key ( page 26, Combat Interf ace).
see page 8, Logistics).
see
Strategic Overview
5
New Campaign Either begin your first mission on Carver V or select the learning missions—virtual reality simulations that familiarize you with the new MechCommander 2 software.
Load Game Load a previously saved mission from the archives. Each mission is listed with a snapshot of its mission map and its current resource status. Saved missions may also be deleted here.
Save Game Save the current mission. Previously saved missions may be deleted here. Note that games are automatically saved at the end of every mission.
Multiplayer Interface with other MechCommanders for real-time combat (
Solo Mission Launch a simulated battle exercise. Each completed campaign mission is archived as a solo mission that can be replayed. Solo missions can also be created or modified with the MechCommander 2 Mission Editor. For more information, read the Mission Editor documentation, located in the Editor folder where you installed MechCommander 2 on your hard drive.
Options Customize MechCommander 2 graphics, audio, game, and hotkey settings. Options such as ’Mech color schemes, limited or unlimited ammunition, and difficulty levels can be selected.
see page 80, Multiplayer).
Encyclopedia Access a complete database of MechCommander 2 game information (
Return to Game Return to the previous screen. Exit Terminate MechCommander 2 software. Mission data will be
lost if not previously saved. i Access your product identification number.
!
Performance
You can increase your game performance and speed by turning off graphics settings in the Options screen.
see page 7, Encyclopedia).
6
Encyclopedia
The encyclopedia has information on military units, equipment, notable persons, and BattleTech® history.
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3
Chapters Click a button to view the individual entries of
1
each chapter in the encyclopedia.
Data Display An image of the selected entry as well as its
2
statistics and a summary.
Chapter Entries Click an entry to see its record in the data
3
display.
Strategic Overview
7
Logistics
Logistics is the procurement, distribution, maintenance, and replacement of military equipment and personnel. In the first two logistics screens, you will gather intelligence on long-term cam­paign goals and immediate mission objectives.
Mission Selection
Review data on your contracted duties here in the Mission Selec­tion screen, and then select which mission to carry out next. There may be one or several missions available at any given time.
1 2
5
6
3
4
8
VidCom A video briefing from your employer. Click the
1
controls along the right-hand side of the VidCom to play, pause, and stop the video.
C-Bills The running total of cash available to purchase and
2
customize ’Mechs and equipment. You are paid at the end of every successful mission. For more information, Mission Results.
Campaign Missions A satellite image of the planetary
3
campaign map. Click a mission on the map to access that mission’s video briefing and overview.
see page 39,
Main Menu Click this button to access the Main Menu (
4
page 5, Main Menu).
Mission Overview An overview of the mission briefing.
5
Rollover Help Text that explains the functions of command
6
surfaces as your cursor passes over them.
Click Next to proceed to a more detailed mission briefing.
!
Optional Missions
At certain points during the campaign, you may skip some missions. It is advisable , however, to complete every mission to maximize the number of C-bills earned and increase the combat experience of your pilots.
see
Logistics
9
Mission Briefing
Details of your selected mission appear in the Mission Briefing screen.
1
2
3
10
VidCom Mission Map A satellite reconnaissance photo
1
of the selected mission’s features and terrain. Numbered objectives are displayed in conjunction with the VidCom image. The MechCommander chevron indicates the mission start point.
Mission Objectives A list of your objectives, followed by
2
your employer’s briefing and your tactical officer’s notes. Mission objectives can be reviewed during a mission by clicking the Objectives button on the Command Palette
see page 26, Combat Interface), by pressing the F9 key,
( or by pressing the ESC key and then clicking Objectives on the System Menu.
VidCom A 3D view of your mission objectives.
3
Click Next to proceed to the ’Mech Bay, where you may purchase and modify ’Mechs for this mission.
!
Tactical Officer Notes
At the end of every briefing I’ll try to include any available intelligence on enemies spotted in the area, as well as suggestions on which ’Mechs and weapons to take.—Diaz
Logistics
11
In the next four logistics screens—’Mech Bay, ’Mech Purchasing, ’Mech Lab, and Pilot Ready Area—you will assemble your forces for the current mission. Many believe victory on the battlefield is largely determined here in these preparation phases.
’Mech Bay
In the ’Mech Bay, you select the ’Mechs to deploy on the mission.
1 2 3
4
5
6
12
Deployment Team ’Mechs selected for the mission and
1
awaiting pilot assignment. To move a ’Mech from the Deploy­ment Team area to ’Mech Storage, either double-click it, drag it to ’Mech Storage, or click it and then click the Remove
’Mech button. Team Weight Limit A display of the total weight of ’Mechs
2
in the Deployment Team area. You cannot add ’Mechs to the deployment team if the total drop weight exceeds the maximum. The maximum weight limit will vary from mission to mission.
’Mech Storage An inventory of your ’Mechs. To move a
3
’Mech from ’Mech Storage to the Deployment Team area, either double-click it, drag it to the Deployment Team area, or click it and then click the Add ’Mech button.
’Mech Data A display of a selected ’Mech’s statistics—
4
tonnage, optimal weapons range, armor, speed, and jump capability—as well as an image of the ’Mech and its current weapons loadout with rollover descriptions.
Modify ’Mech Click this button to transfer a selected ’Mech
5
to the ’Mech Lab for customization (
see page 16, ’Mech Lab).
Buy/Sell ’Mechs Click this button to access the ’Mech
6
Purchasing screen, where ’Mechs may be sold from the current inventory or bought and added to ’Mech Storage
see page 14, ’Mech Purchasing).
(
After you have selected and customized ’Mechs for the current mission, click Next to proceed to the Pilot Ready Area ( page 19), where you will assign pilots to your ’Mechs.
Logistics
see
13
’Mech Purchasing
Clicking the Buy/Sell ’Mechs button in the ’Mech Lab displays the ’Mech Purchasing screen. When you purchase or sell a ’Mech, your C-bill total (located at the top of the screen) is adjusted accord­ingly. ’Mechs that you cannot afford will appear dimmed and cannot be selected. There is no handling fee associated with buying and selling ’Mechs; you get full resale value.
1
2
3
14
’Mech Storage ’Mechs available in your inventory. To sell a
1
’Mech, either double-click it in ’Mech Storage, drag it to the Available ’Mechs list, or click it and then click the Sell ’Mech button. Your C-bill account will be credited.
Available ’Mechs A list of the ’Mechs ready for purchase.
2
To buy a ’Mech, either double-click it in the Available ’Mechs list, drag it to ’Mech Storage, or click it and then click the Buy ’Mech button. Its cost will be deducted from your C-bill account.
Available ’Mech Summary
’Mech icon
’Mech model/variant name
’Mech Data A display of a selected ’Mech’s statistics—
3
tonnage, optimal weapons range, armor, speed, and jump capability—as well as an image of the ’Mech and its current weapons loadout with rollover descriptions.
Click Cancel to erase all transactions, or click Accept to finalize your transactions. Either button returns you to the ’Mech Bay.
Weight (tons)
Cost (C-bills)
Logistics
15
’Mech Lab
In the ’Mech Lab, you can modify any ’Mech in your inventory, customizing its weapons, armor, and other equipment as you see fit for the current mission. You may also design and save your variants for future deployment.
1
5
2
6
3
7
8
4
Sensors A representation of the ’Mech’s sensors and elec-
1
tronic countermeasures (ECM). Although displayed in the interactive Payload Model, these systems are integral to the design of the ’Mech and cannot be added or removed. Only some ’Mechs have sensors.
16
Variants List A drop-down list of previously saved ’Mech
2
variants that can be applied to the ’Mech you are currently modifying. Only variants for the model of ’Mech being modified appear here. If, for example, a Mad Cat is being altered, you cannot apply a Shadow Cat variant.
Cost of Changes The running total of refunds for removing
3
components and/or costs for adding components. These refunds/costs are applied to your C-bill total only after you click the Accept button.
Available Components Review and purchase weapons and
4
other components here. Click a tab along the top to access a category: energy weapons; ballistic weapons; missiles; and non-weapon components such as armor, heat sinks, and jump jets. To add a component to a ’Mech, either double-click the component in the Available Components box, drag it to the Payload Model, or click it and then click the Add button.
Modifying components is restricted as follows:
The Payload Model must have enough free space to house an added component.
The heat generated by an added component cannot exceed the maximum heat capacity.
Additional armor cannot exceed the maximum allowed armor capacity.
Heat sinks cannot be removed if doing so exceeds the maximum heat capacity.
Payload Model A representation of the ’Mech’s weapons,
5
armor, heat sinks and, for some chassis, jump jets and sensors. To remove a component from the ’Mech, either double-click the component in the Payload Model, drag it to the Available Components box, or click it and then click the Remove button.
Logistics
17
Heat Capacity Indicator The amount of heat generated by
6
the ’Mech’s weapons and the maximum amount of heat the chassis can withstand.
Armor Indicator The ’Mech’s current armor value and the
7
maximum value its chassis can carry. Heavier ’Mechs have correspondingly larger allowed maximum armor values.
Component Data A display of a selected component’s
8
statistics, such as range, damage, rate of fire, and heat generated.
To finish modifying a ’Mech, click Accept. You must have enough C-bills to pay for the modifications. You must then name and save your design variant. To erase any changes and return to the ’Mech Bay, click Cancel.
!
Jump Jets
Jump jets only fit onto ’Mech chassis designed for them. Jump jets are represented in the Payload Model by unique space-fitting icons that reflect this restriction.
18
Pilot Ready Area
Review and assign pilots to the ’Mechs on your deployment team in the Pilot Ready Area. Selecting the right pilot for the right ’Mech is the key to your success. ’Mech pilots have diverse abili­ties—one that excels in piloting a Heavy ’Mech loaded with autocannons may not be the best choice to pilot a Light ’Mech with energy weapons.
1
2
3
Logistics
19
Deployment Team A list of ’Mechs ready to be launched on
1
the mission. Click an unmanned ’Mech to review its loadout. To remove a pilot from a ’Mech, either double-click the ’Mech in the Deployment Team area, drag the pilot to the Available Pilots list, or click the ’Mech and then click the Remove
Pilot button. Available Pilots A list of pilots ready to be assigned to the
2
’Mechs on the deployment team. To add a pilot to a ’Mech, select a ’Mech in the Deployment Team area, and then either double-click the pilot in the Available Pilots list or click the pilot and then click the Add Pilot button. Alternatively, simply drag the pilot to the desired ’Mech.
Pilot Record The military record of a selected pilot, includ-
3
ing rank, gunnery and piloting skills, number of kills, and any specialty skills (
After you have selected pilots for all ’Mechs on your deployment team, you may send your team on the mission by clicking Launch.
see page 65, ’Mech Pilots).
!
’Mech and Pilot Data
Click an empty ’Mech to display its data. Compare its components and your pilots’ capabilities for the best match of man and machine.
20
After every successful mission, you will enter the recovery portion of logistics. Here you will have an opportunity to salvage ’Mechs from the battlefield and review your ’Mech pilots.
’Mech Salvage
In the ’Mech Salvage screen you may recover disabled ’Mechs. In some instances, this is the only way to obtain newer ’Mechs not available from your employer.
1
2
Logistics
21
Salvage List A list of ’Mechs available for recovery. ’Mech
1
icons are color-coded to indicate the damage to each ’Mech part: blue indicates undamaged, yellow moderately damaged, red heavily damaged, and gray destroyed. Also shown are the ’Mech’s tonnage and the cost to recover it.
’Mech Data A display of a selected ’Mech’s statistics as well
2
as its current weapons loadout.
Click Done to proceed to the Pilot Status screen. Once you leave the ’Mech Salvage screen, you cannot return to it.
!
Costs
I’ve negotiated an extra clause into our standard mercenary contract. The repair costs for any damage done to our ’Mechs or damage to salvaged units are covered by our employer.—Diaz
22
Pilot Status
On the Pilot Status screens, you review whether your pilots increased their skills, received a promotion or commendation, or were wounded or killed in action.
Pilot Review
The Pilot Review screen allows you to review your pilots’ perfor­mance during the previous mission. Pilot and gunnery skills are displayed as well as any new medals awarded ( Pilots) and accumulated kill markers.
see page 65, ’Mech
Logistics
23
Kill markers show the type and number of enemy units destroyed or disabled over the course of successive missions. The following are sample markers awarded to ’Mech pilots.
’Mech Awarded when the pilot destroys an enemy ’Mech.
Combat Vehicle Awarded when the pilot destroys an enemy
armed vehicle.
Click Done to proceed to the next mission briefing.
!
Pilot Recruitment
Unlike ’Mechs, new pilots can’t be purchased. However, you may be able to win over new recruits during the campaign.
24
Pilot Promotion
Pilots on your deployment team who have done exceptionally well and increased their piloting and gunnery skills may receive a promotion to the next rank as well as obtain specialty skills training. For details on rank and specialty skills, ’Mech Pilots.
see page 65,
After reviewing promotions and assigning specialty skills, click Done to proceed to the Pilot Review screen.
!
Pilot Specialty Skill
Pilots receive only one specialty skill per rank promotion. The choice is permanent. Think carefully before choosing.
Logistics
25
Combat Interface
The Combat Interface enables you to efficiently issue orders to your deployment team.
1 5
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9
6
73
10
26
Battlefield A real-time satellite-relayed image of the
1
battlefield that also displays all sensor contacts. For informa­tion about how to alter the viewpoint and camera angles, see page 60, Situational Awareness.
Mission Objectives The goals of the current mission. New
2
objectives may appear as the mission progresses, and objec­tives are checked off as they are successfully completed. See page 38.
Compass A navigational orientation system. Toggle the
3
compass on and off by pressing the BACKSLASH (\) key. Status Bar A bar that appears over every unit and building
4
as your cursor passes over them or over selected units and buildings, indicating the object’s damage. As damage accu­mulates, the bar decreases until gone, at which point the object is destroyed.
Rollover Help Text that explains the functions of command
5
surfaces as your cursor passes over them.
Command Buttons The button panel over the Command
6
Palette that allows the MechCommander to access global software functions.
Objectives Click this button or press the F9 key to toggle the mission objectives.
Information Click this button or hold down the I key, and then click any unit to display its data
in the unit information display. See page 33. System Menu/Pause Click this button or press
the ESC key to toggle the System Menu and pause the battle.
See page 38.
Combat Interface 27
System Menu/Pause Click a button to access mission
7
objectives, save or load a mission, customize game options, or abort the current mission. When the System Menu appears, the battle pauses.
Multifunctional Display An interactive display that shows
8
the tactical map, support palette, or unit information dis­play, depending on the tab selected.
Tactical Map Click this tab to display a reconnais­sance photo of the battle area.
Support Palette Click this tab to display artillery, vehicle reinforcement, or other battlefield support commands. See page 30.
Unit Information Click this tab to display informa­tion on a selected unit.
Deployment Team Bar A graphical representation of the
9
condition of every unit on your deployment team. Click units here to select them. See page 35.
Command Palette Issue movement or fire commands from
10
this screen.
See page 36.
See page 33.
See page 29.
!
Pause
Although the battle itself may be paused, the MechCommander can still survey the latest sensor information and issue attack and movement orders accordingly.
28
Multifunctional Display
Select tabs along the top of the multifunctional display (MFD) to show the tactical map, support palette, or information on a selected unit. Alternatively, cycle through the displays by pressing the TAB key.
Tactical Map
The tactical map displays a compressed view of the entire battlefield.
Sensor Range Circles
1
represent the sensor range of ’Mechs, Sensor Towers, or Sensor Probes.
1 2 3
4
Sensor Traces Green
2
dots represent units on your deployment team, blue dots represent allies, and red dots represent hostile units. Selected units appear significantly brighter than unselected units.
Camera Angle The yellow trapezoid shows the camera
3
angle on the battlefield viewscreen ( Awareness).
Mission Objectives Numbers indicate specific primary
4
mission objectives, while letters indicate secondary objectives.
!
Tac Map View Command
To center the viewscreen on any location, click that region on the tactical map.
see page 60, Situational
Combat Interface 29
Support Palette
Use the support palette to summon support units and airstrikes during a mission. Each support option, however, costs resource points (RPs). RPs are a measurement of the tactical support your employers provide for a specific mission. You can obtain additional RPs by capturing resource buildings. If you do not have sufficient RPs to purchase a support unit, its icon will appear dimmed and cannot be selected.
4
321
30
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5
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Airstrike Click this button or press
1
the NUMPAD ASTERISK (*) key on the numeric keypad, and then click any region on the battlefield to bomb that area. After a delay (indicated by a countdown timer), a Shilone bomber will drop high-explosive charges in that region, inflicting heavy damage on all units and buildings within the area.
Fixed Artillery Click this button, and then click a location
2
on the battlefield to airdrop a stationary Long Tom artillery platform. These Fixed Artillery pieces cannot be moved once deployed. The artillery becomes a unit on your team. You may command the artillery to fire like any other unit on your deployment team, or you may issue a suppression fire com­mand (
Sensor Probe Click this button or press the NUMPAD
3
FORWARD SLASH (/) key on the numeric keypad, and then
click any region on the battlefield to airdrop a non-mobile sensor from high orbit. The probe can detect units otherwise beyond normal sensor range. It has a limited battery life, and its sensor range, which steadily decreases, is represented on the tactical map as a green circle.
see page 56).
Shilone Bomber
Repair Truck Click this button, and then click a location on
4
the battlefield to airdrop this vehicle. The Repair Truck can repair and resupply ammunition to any ’Mech on your team during the mission. The Repair Truck becomes a unit on your deployment team.
See page 54, Repair.
Combat Interface 31
Scout ’Copter Click this button, and
5
then click a location on the battlefield to dispatch this vehicle for aerial reconnaissance. The Scout ’Copter becomes a unit on your deployment team. Scout ’Copters have no sensors and rely on direct line of sight ( page 63) to spot enemies.
Minelayer Click this button, and then click a location on
6
the battlefield to airdrop a minelaying vehicle. The Minelayer becomes a unit on your deployment team. Lay Mines.
Salvage Craft Click this button, and then click any disabled
7
’Mech, even an enemy ’Mech, on the battlefield. The ’Mech is restored to minimal functioning capacity and a pilot is assigned to the unit.
Cancel Click this button to countermand the pending
8
support palette order. Once, however, support has been ordered (by clicking the battlefield or a unit), that order may not be rescinded nor are RPs refunded.
See page 57, Salvage.
see
Scout ’Copter
See page 55,
32
Unit Information
The unit information display shows complete data on a selected unit and, if applicable, on its pilot.
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3
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Basic Data The name of the unit, its tonnage, and whether
1
it is a ’Mech or a vehicle.
Status Bar A measurement of the unit’s damage. As damage
2
accumulates, the bar decreases until gone, at which point the unit is destroyed.
Combat Interface 33
Damage Display The front and back sections of the unit
3
and their color-coded damage states: blue indicates undam­aged, yellow moderately damaged, red heavily damaged, and gray destroyed. If a section containing weapons is suffi­ciently damaged, weapons housed within that section may be ruined, ammunition can explode, and pilots can be wounded or killed.
Payload The unit’s weapons organized by range, short to
4
long, as well as other equipment. If applicable, remaining ammunition is shown.
Pilot Information The pilot’s photo, name, and rank, as
5
well as skills. If the pilot is dead or has ejected, this section shows “No Pilot.”
!
Enemy and Disabled Unit Data
To display information on an enemy, click the Unit Information button on the Command Palette or hold down the I key, and then click an enemy unit. You can also check disabled ’Mechs in this way to see if they are worth salvaging.
34
Deployment Team Bar
The Deployment Team Bar allows you to quickly assess the strength of your deployment team and select or locate individual units. Every ’Mech and vehicle on the deployment team is represented on the Deployment Team Bar in individual unit cells. Video feed from ’Mech pilots appears within their cells.
Units acquired during a mission, such as a Repair Truck, a Mine­layer, or a salvaged ’Mech, are added to the Deployment Team Bar. If a Repair Truck exhausts its supplies, it is removed from the Deployment Team Bar.
Pilot or Unit Name
1
Status Bar An
2
indicator of the unit’s overall condition.
Armor Damage Level
3
The color-coded diagram of the unit’s armor sections: blue indicates undamaged, yellow moderately damaged, red heavily damaged, and gray destroyed.
Deployment Team Bar Unit Cell
1
3
2
4
5
Jump Jets An indicator showing whether or not the unit
4
has jump jets.
Pilot Photo
5
For information on selecting units or teams on the Deployment Team Bar,
see page 40, Selecting Units.
Combat Interface 35
Command Palette
The Command Palette contains buttons used to issue the most common orders to your units.
1
3
5
Run Click this button to order the selected unit to move
1
at its fastest possible speed.
Jump Click this button to order the selected ’Mech
2
equipped with jump jets to jump.
Guard Click this button to order the selected unit to guard
3
an object or area.
See page 53.
6
7
See page 42.
See page 43.
2
4
36
Stop/Hold Fire Click this button to countermand the
4
pending order.
Fire from Current Position Click this button to order the
5
selected unit to fire from its current location.
Hold Position Click this button to toggle the hold position
6
command on and off. When a selected unit is ordered to hold position, it will not move from its current location unless specifically given an order to do so.
Special Unit Command Click this button or press the V key
7
to order the selected special unit to execute its primary function.
Lay Mines Click this button to order the selected Minelayer to deposit mines.
Suppression Fire Click this button to order the selected Fixed Artillery to commence suppression fire. See page 56.
See page 49.
See page 50.
See page 44.
See page 55.
Combat Interface 37
Mission Objectives
There are two types of mission objectives, primary and secondary. Primary objectives must be completed to finish the mission. Your employer pays you for all the completed primary goals. Secondary objectives, listed beneath the primary objectives, are not required to finish the mission. Your employer, however, will pay you extra for every completed secondary objective.
Mission Objectives
38
Mission Results
If all primary objectives are accomplished during a mission, the mission ends and the Mission Results screen appears, overlaying the Combat Interface.
Mission Results
Each successfully completed objective is paid in C-bills by your employer. A running tally appears at the bottom of the objectives. You can use these C-bills to customize your ’Mechs or buy new ’Mechs for your next mission.
After the results of your successful mission have been displayed, you will be shown the ’Mech Salvage screen, where you may recover disabled ’Mechs from the battlefield.
If, however, all your units are destroyed during the course of a mission, you will fail the mission. The Mission Results screen does not appear, no C-bills are rewarded, and you will return to the Mission Briefing screen of the logistics interface to rethink your plan of attack.
Combat Interface 39
Command and Control
Orders are grouped into four categories: movement, attack, support, and ’Mech function.
To give an order, select one or more units on your deployment team, and then issue a command via the Command Palette or the key­board. Generally, your units wait for orders, but if fired upon they will defend themselves and even give chase to the enemy. At any time you can rescind your orders by clicking the Stop/Hold Fire button on the Command Palette or pressing the BA CKSPACE key.
Selecting Units
When a unit is selected, that unit appears on the battlefield within corner brackets. Fur­thermore, if you move your mouse cursor over a unit it is highlighted and its name appears. If the unit is a member of your deployment team, the pilot’s name appears below the unit as well. All selected units a re color-coded: green for friendly units, blue for allied units, and red for enemy units.
Selecting a Single Unit
Use the following techniques to select a single unit.
To directly select a unit, move your mouse cursor over the unit to be selected on the battlefield, and then click it.
To select a unit by dragging, move your mouse cursor near the unit to be selected on the battlefield, hold down the left mouse button, and then drag the mouse to draw a boundary around the unit.
To select a unit via the Deployment Team Bar, click its icon on the bar (
see page 35).
Direct Selection
40
Selecting Multiple Units
Use the following techniques to select more than one unit at a time.
To directly select multiple units, hold down the SHIFT key while clicking each unit.
To select multiple units by dragging, move your mouse cursor near the units to be selected on the battlefield, hold down the left mouse button, and then drag the mouse to draw a boundary around the units.
To select multiple units via the Deployment Team Bar, hold down the SHIFT key while clicking each unit’s icon on the bar.
To select all units on the deployment team, double-click any unit on the Deployment Team Bar.
To select all units in view on the battlefield, press the E key. Any selected units not in view will be deselected.
Forming Task Groups
To save time selecting units, assign units on your deployment team to task groups that may then be selected with a single key.
To form a task group, select one or more units, and then press CTRL+1 through 9.
The units in the task group may then be selected at any time by pressing the number key assigned to them.
Deselecting Units
Units may be deselected by selecting any other unit. If you need to deselect one unit from a group of selected units, hold down the SHIFT key while clicking that unit on the battlefield or on the Deployment Team Bar.
Command and Control 41
Movement Orders
To move a unit, select it, click a movement order on the Command Palette, and then click the destination on the battlefield.
Walk
Also known as a half-power move, the walk order is a midrange throttle setting and the default movement for units on your team.
To issue a walk order
Select a unit, and then click th e d estin ati on on the battlefield.
If a walk order is issued to a ’Mech attacking another unit, that ’Mech will continue to fire as it proceeds to the new location.
Run
Also known as a full-power move, the run order commands units to proceed to a location at maximum speed.
To issue a run order
Select a ’Mech, click th e Run button on the Command Palette or hold down the SPACEBAR, and then click the destination on the battlefi eld .
If you hold down the SPACEBAR while issuing the following orders—capture, repair, attack, and lay mines—your units will execute these orders at full speed instead of the default walk speed. For additional details, page 53, Support Orders.
Not all ’Mechs have the same run speeds. If a movement order is issued to a group, they may not arrive at the new location together.
see page 48, Attack Orders, and
42
Jump
Jumping Highlander
Only ’Mechs equipped with jump jets can perform the jump maneuver.
To issue a jump order
Select a ’Mech, click the Jump button on the Command Palette or hold down the J key, and then click the destin ation on the battlefield.
The jump order is only valid if the destination is within the ’Mech’s jump range, as indicated by the appearance of the jump cursor.
If a jump order is issued to a group, then the ’Mechs’ jump range is equal to the shortest jump range within the group. If one ’Mech in a selected group does not have jump jets, then none of the ’Mechs can jump.
Command and Control 43
Hold Position
A unit ordered to hold position remains at its current location until specifically ordered to move.
To issue a hold position order
Select a unit, and then either cli ck th e Hold Position button on the Command Palette or
press the H key.
Units holding position are denoted with a triangle above their image on the battlefield. Unlike other orders, the hold position order must be turned off; otherwise, the unit will hold its position indefinitely.
To release a unit from the hold position order, select the unit, and then click the Hold Position button or press the H key again.
If a movement or capture order is issued to a unit holding posi­tion, the unit will move to the new location and hold position there. If a unit holding its position is ordered to attack another unit, it will remain at its current location and fire its weapons if the target is within range.
!
Ambush Formation
Arrange ’Mechs on three sides of approaching enemies to generate firepower from several directions, and then issue the hold position order to prevent your ’Mechs from moving and disrupting this powerful formation.
44
Set Waypoints
Waypoints are predetermined points through which your units move. They are useful to direct units around difficult-to-navigate or dangerous enemy-held areas that a typical movement order would take units into.
Units may be ordered to walk, run, or jump from waypoint to waypoint in any order. Up to 16 waypoints are allowed.
If there is an obstruction between two waypoints, your units will go around it.
You may place waypoints in areas where you do not have sensor contact or line of sight (for more details, Awareness).
see page 60, Situational
To set a walk waypoint
Select one or more units, and then hold down the CTRL k ey while clicking the terr ain.
To set a run waypoint
Select one or more units , and then hold down CTRL+SPACEBAR while clicking the terr ain.
To set a jump waypoint
Select one or more units , and then hold down CTRL+J while cli ckin g the terrain.
Your units will not begin their movement until the CTRL key is released.
Command and Control 45
To view a waypoint path
Select a unit navigating th e waypoints, and then hold down the CTRL key.
Waypoint Path
To clear a waypoint path
Select the unit(s) navigatin g th e waypoin ts , and then either cli ck th e Stop/Hold Fire button on the Command Palette, press the BACKSPACE key, or issue any other movement ord er.
!
Controlling Movement
Units do not move exactly on waypoint paths; rather, they take the shortest route to each waypoint. For finer movement control, lay more waypoints.
46
Patrol
A patrol path is a modified waypoint route on which a unit will repeatedly travel.
To set a patrol path
To make a circular patrol path, select a ’M ech, lay d own a series of waypoints, and th en connect the last waypoint to the first.
To make a linear patrol path, select a ’Mech, lay down a series of waypoints, and th en cli ck th e selected ’Mech as the last waypoint.
To clear a patrol path
Select the unit(s) navigatin g the patr ol path, an d th en either click the Stop/Hold Fire button on the Command Palette, press the BACKSPACE key, or issue any other movement ord er.
Note that only individual units, not groups, may be placed on patrol paths.
Command and Control 47
Attack Orders
To order a ’Mech or group of ’Mechs to attack, select one or more ’Mechs, and then click a valid target on the battlefield. The mouse cursor will change to a corresponding attack cursor when it passes over any valid target. Valid targets are enemy ’Mechs, vehicles, infantry, turrets, and buildings.
’Mechs continue to attack until their target is destroyed, they receive new orders, or they are themselves destroyed.
’Mechs typically move toward targets using a half-powered move. To override that speed and make them run toward targets, press the SPACEBAR while clicking a valid target.
Ordering an Attack
!
Fire and Move
You may target an enemy and then order your ’Mechs to a new position. Your ’Mechs will continue to fire as they move.
48
Default Attack
’Mech pilots given the default attack order move to a range where their weapons can do the most damage.
To order an attack
Select a ’Mech, and then click a target on the battlefield. No command buttons or keys are r equired to issue this order.
Stop/Hold Fire
The stop/hold fire command orders a ’Mech to cease firing immedi­ately and halt its movement.
To issue a stop/hold fire order
Select a ’Mech, and then cli ck the Stop/Hold Fire button on the Command P alette or press the BACKSPACE key.
The ’Mech will remain static until a new order is given or it is fired upon, at which time it will move and defend itself.
Ammo Conservation
The ammo conservation command conserves missile and ballistic ammunition by forcing ’Mechs to fire only their energy weapons.
To order ammo conservation
Select a ’Mech, and then hold down the A key while clickin g a valid targ et.
Command and Control 49
Fire from Current Position
When the fire from current position command is issued, a ’Mech will stop moving and immediately fire from its current location.
To fire from current position
Select a ’Mech, click the Fir e from Current Position button on th e Command P alette or hold down the C key, and then click a valid target.
The ’Mech will continue to fire from that location until the target is destroyed or a new order is issued.
Short, Medium, or Long Range
A range command forces a ’Mech to fire from a specific distance. ’Mech pilots will attempt to maneuver to maintain the specified range from the target.
To order a ranged attack
Select a ’Mech, hold down either the S (short range), M (m edium range), or L ( long range) key, and then click a valid tar get.
!
Bogus Orders
Ordering ’Mech pilots to use short-range weapons when they have none is suicide. They will be unable to attack or defend themselves.
50
Force Fire
The force fire order allows ’Mechs to fire upon normally invalid targets such as disabled ’Mechs, terrain, unexposed camouflaged turrets, bridges, and even friendly units.
To order forced fire
Select a ’Mech, hold down the F key, and then click a targ et.
Disabled ’Mech Detonation
!
Disabled ’Mech Detonation
If a disabled ’Mech is destroyed, its fusion engine detonates, acting as a small area-effect weapon on nearby units. This action also prevents the destroyed ’Mech from being salvaged.
Command and Control 51
Called Shots
’Mech pilots can manually aim for specific sections of an enemy ’Mech. Using called shots, however, reduces the chance to hit successfully.
Selective targeting of a ’Mech’s head causes it to be disabled while remaining mostly intact (which is particularly useful for in-mission salvage). Targeting a ’Mech’s legs cripples the unit, significantly reducing its movement rate. Destruction of a ’Mech’s arms
Called Shots via NumPad
disables the weapon compo­nents housed therein.
8
To order a called shot
5
Select a ’Mech, make sur e NUMLOCK is toggled on, hold down NUMPAD 2, 5, or 8 on the numeric k eypad, and then click an enemy ’Mech.
2
52
Support Orders
Support orders provide assistance and tactical support to your team during a mission.
Guard
’Mechs can be ordered to guard buildings, sections of terrain, vehicles, or other ’Mechs.
To issue a guard order
Select a ’Mech, click the Guard button on the Command Palette or hold down the G key, and then click the object or terrain to guar d.
The guarding ’Mech moves a short distance away from the guarded object. If the guarded object moves, then the ’Mech moves with it to maintain its relative position.
If an enemy moves close enough to fire long-range weapons at the object, the guarding ’Mech moves to engage and fires upon the attacker. Once the threat is removed, the ’Mech returns to its original guard position.
A guard order can be cleared by selecting the guarding ’Mech and then clicking the Stop/Hold Fire button on the Command Palette, pressing the BACKSPACE key, or issuing any other order.
Capture
’Mechs can capture certain enemy vehicles and buildings. If a unit or building can be captured, the mouse cursor will change to a capture cursor as it passes over the item.
To issue a capture order
Select a ’Mech, and then cli ck a vehi cle or buildin g wh en th e captur e cursor appears.
Command and Control 53
If an enemy unit is near a building, it cannot be taken and the capture cursor will indicate this, becoming a no-capture cursor.
The effect of capturing a building varies. For more information, see individual encyclopedia entries on specific buildings and Using Resource Points.
Capturing buildings in enemy territory requires speed and stealth. Remember to hold down the SPACEBAR while executing this order so your ’Mechs move at full power.
Repair
Repair Trucks can be airdropped onto the battlefield ( page 31, Support Palette ). They supply ammunition and repair a ’Mech’s armor. They cannot replace destroyed weapons. The Repair Truck appears as a unit on your deployment team.
page 72,
see
No-Capture Cursor
Battlefield Repair and Resupply
To repair and resupply a ’Mech
Select a Repair Truck, an d th en click a ’Mech.
’Mechs are powered down while being repaired (see page 58). The Repair Truck has limited resupply capacity, as indicated by
its status bar. Once exhausted, the Repair Truck becomes nonfunc­tional.
54
Lay Mines
Minelayers can be airdropped onto the battlefield ( page 32, Support Palette). The Minelayer appears as a unit on the Deployment Team Bar.
see
Minelayer
To lay mines
Select a Minelayer , cli ck th e Lay Mines button on the Command Palette or press the V key, and then click the terr ain.
Minelayers have a limited number of mines, as indicated by their status bar. When a Minelayer has exhausted this supply, the unit becomes nonfunctional but may still be used as a scout or decoy.
Mines are always visible. They damage any units, friendly or enemy, if detonated. Units that weigh 35 tons or less will not set off mines.
Command and Control 55
Suppression Fire
Fixed Artillery ( other unit on your deployment team, or you may issue a suppres­sion fire order. Suppression fire is the continuous bombardment of an area. The bombardment lasts until the order is cleared, a new order is given, or the artillery runs out of ammunition.
see page 31, Support Palette) can be fired like any
Fixed Artillery
To order suppression fire
Select a Fixed Artillery piece , cli ck the Suppression Fire button on the Command Palette or press the V key, and then click the terrain to be bombar ded.
Fixed Artillery must have line of sight (see page 63) with the area to be bombarded. If line of sight is lost, then the suppression fire order is cleared.
56
Salvage
A salvage team ( disabled ’Mech on the battlefield to minimum functionality. A salvaged ’Mech becomes part of your deployment team, and the highest ranked pilot from your reserves is inserted into the recently restored ’Mech.
see page 32, Support Palette) can restore one
Karnov Salvage Aircraft
To salvage a ’Mech
Click the Salvage button on the support palette, and then click a disabled ’Mech on the battlefield .
A newly salvaged ’Mech may still have considerable damage. If you plan to immediately use the ’Mech on the current mission, have a Repair Truck standing by to repair and resupply it to full battle worthiness.
!
System Repairs
A salvaged ’Mech has its sensors fully restored. Destroyed weapons and lost limbs, however, cannot be replaced on the battlefield—even by a Repair Truck.
Command and Control 57
’Mech Function Orders
Power Down/Up
A ’Mech can power down its onboard fusion reactor. Powered-down ’Mechs do not appear as sensor contacts.
To power down a ’Mech
Select a ’Mech, and then press th e PAGE DOWN key.
The ’Mech will go limp, and its unit cell will appear dimmed on the Deployment Team Bar. If a powered-down ’Mech is hit by enemy fire, the pilot will power up and return fire.
To power up a ’Mech
Select a powered-down ’Mech, and then press the PAGE UP key or issue any order.
Powered Down
!
Power Down
A powered-down ’Mech cannot use its sensors and is extremely vulnerable.
58
Eject
Ejection is usually at the discretion of the ’Mech pilot. If, however, the situation is hopeless and the pilot is too stubborn, it may become neces­sary to override his judgment to save his life.
To issue an eject order
Hold down the END key, and then click the ’Mech whose pilot you want to eject.
The pilot is immediately propelled from the cockpit and off the battlefield to safety.
!
Human Resources
You can always buy a ‘Mech, but a good pilot is irreplaceable.
Command and Control 59
Situational Awareness
Knowing where you are and where your enemies are—this can be more important at times than having a loaded gun or armor on your ’Mech. Planning, tactics, and the perfect weapons loadout are useless if you cannot orient yourself in foreign environments and find your enemies … before they find you.
Battlefield Viewscreen
The main battlefield viewscreen is a real-time satellite-relayed image. There are three ways to change the coordinates of this display:
You can move your mouse cursor to the edge of the screen to scroll the viewscreen in that direction. Alternatively, you can use the arrow keys on your keyboard to move the viewscreen in the desired direction.
You can reorient your viewpoint by clicking any location on the tactical map. The viewscreen is instantly centered on that location.
You can also right-click any unit on the Deployment Team Bar to center the viewscreen on that unit.
60
Camera Control
In addition to changing the coordinates viewed on the battlefield, you can also change the direction and elevation of the camera. This field of view is always shown on the tactical map, represented by the yellow-shaded trapezoid (
To move the camera right or left and up or down
Hold down the right mouse button while moving the mouse.
To pan the camera right or left
Hold down the SHIFT key while pressing the RIGHT ARROW or LEFT ARROW key .
To tilt the camera up or down
Hold down the SHIFT k ey while pressing the DOWN ARRO W or UP ARROW key .
To zoom in or zoom out
Roll the mouse wheel, or press the PLUS or MINUS key .
see page 29).
To reset your camera to its standard viewpoint
Press the mouse wheel button or the HOME key.
Camera angles and zoom levels may be saved by pressing CTRL+F2 through F5. There­after, pressing F2 through F5 will recall those saved settings.
Zoomed In and Out
Situational Awareness 61
Sensor Contact
Intervening terrain and other environmental features may prevent you from seeing enemy units. Sensors detect enemy units before your pilots can visually sight them. The range of your sensors depends on the electronic detection equipment on your ’Mech. ’Mechs such as the Raven and Cyclops have superior sensors with correspondingly larger ranges. Sensor range is indicated on the tactical map by the diameter of green circles around units contain­ing sensors.
When minimal sensor contact occurs, a diamond-shaped wire frame is displayed on the battlefield viewscreen, denoting a unit. No information on the object will be available other than its location.
Pilots with special sensor training ( increase sensor contact quality as their rank increases. As contact quality improves, the generic diamond-shaped frame becomes either a cylinder, indicating a vehicle, or a cube, indicating a ’Mech. If the quality of sensor contact is further improved, the object’s weight class (Light, Medium, Heavy, or Assault) can be discerned and ultimately even the exact unit model.
Sensor Contact Types
!
Sensor Specialty Skill
Add a pilot with special sensor skills to your team. Sensor specialization gives you more data.
see page 69) automatically
62
Line of Sight
Even if an enemy unit is within visual range, it may be hidden by intervening terrain or buildings. Line of sight, or LOS, refers to direct visual contact of another unit (typically an enemy).
Units on your deployment team may be ordered to fire upon sensor contacts, and they will move to intercept. These attacking units, however, cannot fire upon enemy units until they have LOS.
No Line of Sight
Your command cursor indicates whether you have LOS in a particu­lar region.
If you mouse over a region on the battlefield and the command cursor is solid, then you have LOS there.
If you mouse over a region on the battlefield and the command cursor is outlined, then you do not have LOS there.
All support vehicles must be airdropped where you have LOS.
Situational Awareness 63
There is an exception to the LOS firing rule. If a ’Mech has an enemy sighted, other units on its team can obtain LOS via this “spotter” ’Mech. This allows units without LOS to use indirect-fire weapons, such as missiles, on an otherwise hidden target.
’Mechs Without LOS
’Mechs With LOS
64
’Mech Pilots
It is often said that picking the right pilot for the right ’Mech is key to success on the battlefield. But where do the “right” pilots come from? Qualified pilots are rare, and those with special expertise, talent, and a knack for survival are rarer still. Green recruits must be trained and promoted and given a chance to develop latent talents before they are transformed into combat­hardened Elite ’Mech pilots.
Rank
Rank is a measure of a pilot’s combat experience. Specifically, it is determined by a pilot’s core skills, which only increase by success­fully using them in combat. Once a pilot attains sufficient skills levels, promotions are automatically awarded. Ranks from lowest to highest are Green, Regular, Veteran, and Elite.
Rank Insignia
Green
Veteran
Regular
Elite
Core Skills
A pilot’s core skills are gunnery (accuracy with a ’Mech’s weapons) and piloting (adeptness at maneuvering a ’Mech). Every pilot has these skills, and every pilot who successfully uses them on a combat mission has a chance to increase in rank.
’Mech Pilots 65
Specialty Skills
Specialty skills represent many hours of rigorous training for pilots with the appropriate talents. A pilot is eligible for a new specialty skill after completing a mission in which he is promoted in rank. Green pilots have no specialty skills.
Pilots cannot train the same specialty skill twice. Certain advanced skills require expensive training and are not available to low­ranking pilots. Pilots of high rank, however, always have the option to train a lower-rank skill.
There are four categories of specialty skills: Chassis, Weapons, Range, and General.
Chassis Specialty Skills
Pilots with a Chassis specialty skill are experts in anticipat­ing and evading enemy weapon fire, making them harder to hit. This skill does not apply to airstrikes or exploding mines and fuel tanks.
A pilot must learn this skill specifically for one weight class of ’Mech: Light (30–35 tons), Medium (40–55 tons), Heavy (60–75 tons), or Assault (80–100 tons). Pilots may become specialized in more than one weight class.
Expertise varies by the weight class of the ’Mech piloted, but the evasion bonus is generally higher with lighter ’Mechs.
66
Weapons Specialty Skills
Pilots may specialize in a firing class of weapons, receiving a bonus to hit with those weapons. Bonuses are cumulative with the Range specialty skill (
see page 68).
Specialty Weapons Affected
Laser Laser , Lar ge Laser, Clan Heavy
Laser , Clan H eavy Lar ge Laser
Pulse Laser Pulse Laser , Large Pulse Laser,
Clan Pulse Laser , Clan Lar g e Pulse Laser
Extended-Rang e (ER) Laser ER Laser, ER Large Laser, Clan
ER Laser , Clan ER Large Laser
Light Autocann on (A C) Light AC, Ultr a Li gh t AC, Clan
Ultra Light AC
Medium AC Medium AC, Ultra Med AC, Clan
Ultra Med A C
Heavy AC Heavy AC, Ultra H eavy AC ,
Clan Ultra Heavy AC
Long-rang e missile (LRM) LRM Rack, Clan LRM Rack,
Swarm LRM Rack
Short-rang e missile (SRM) Streak SRM Pack, Clan Streak
SRM Pack
Particle Projection Cannon PPC, ER PPC, Clan ER PPC (PPC)
Small arms Machine Gun, Flamer Arr ay
’Mech Pilots 67
Range Specialty Skills
Pilots may receive specialized training in a specific range (short, medium, or long), resulting in a bonus to hit with any weapon to targets in that range.
Short range is 0–60 meters, medium range is 31–121 meters, and long range is 61–180 meters.
Pilots are permitted to specialize in more than one range category. If a target is in the overlap of two ranges that the pilot has specialized in, the bonuses to hit are cumulative. For example, if a pilot has both the short- and medium-range specialty skills and a target is 40 meters away, the pilot has double the bonus to hit that target.
68
General Specialty Skills
Specialized training is also available for pilots to enhance
scouting, sensors, jumping, and endurance. Scouting Pilot is trained to spot enemies better at extreme
distances. Visual range is significantly extended. Sensor Pilot receives advanced training in electronic detection
equipment, discerning more information from incoming sensor signals than normal pilots. Sensor contact quality automatically improves as the pilot is promoted in rank (
Jump Jet Pilot can maximize jump jet thrust and ’Mech frame articulation to extend the normal range of jet-assisted jumps.
Toughness Pilot receives endurance training to withstand punish­ment that would kill any normal person. If a ’Mech is disabled or destroyed with a pilot who has the toughness skill, that pilot has a greater chance to eject safely.
see page 62).
!
MechWarriors
Rumors exist of pilots beyond the rank of Elite … as well as a class of specialty skills that can be attained by these superhuman men and women.
’Mech Pilots 69
Tactics and Strategies
You are in command, and ultimately you are responsible for the success or failure of a mission. Your pilots may instinctively react to the dangers around them, but you must remain calm and make the decisions that get the job done.
Veteran MechCommanders have one thing in common—they never try to simply overpower their enemies … they strive to outthink them.
Intelligent Use of Logistics
Logistics is not merely the bookkeeping that occurs between battles. Within logistics are the clues and the secrets to success on the battlefield. Learn to read between the lines of the mission briefings. Study your enemies and your own forces.
Mission Briefings and Maps
What kind of enemies are you likely to face? Unorganized bandits? Or the lethally swift ’Mechs of House Liao? Both require vastly different preparation. Take notes during the briefing and refer to them while assembling your deployment team.
If islands or walled fortresses populate the map, consider deploy­ing a few jump jet–equipped ’Mechs should these regions be inaccessible.
If the map indicates many hills or buildings, make sure you have at least one ’Mech with sensor equipment to spot enemies. Also make sure that your deployment team has adequate short-range weapons for possible close-in fighting.
Conversely, if the terrain is flat and unobstructed, make sure your ’Mechs have adequate long-range weapons to disable your enemies from a distance.
70
’Mech Choice and Loadout
Should you select a handful of Assault ’Mechs or a platoon of smaller ’Mechs for a mission? Never assume you have discovered the “correct” formula for your deployment team in every situation. You must constantly rebalance your forces. Some missions require a highly specialized team, whereas others need a diverse set of skills and equipment to be successful.
Customizing individual ’Mechs is an art form unto itself. Extra armor may be required for long missions where resource points may not be available for repairs. You may wish to make a ’Mech that carries an exclusive array of short-range weapons to rush a larger ’Mech ( limited by your reserves of C-bills and your imagination.
’Mech Pilots
Choosing your pilots is perhaps the most critical selection to make in logistics. Consider that on any mission there is the possibility of losing a pilot. ’Mechs can be repaired, refitted, and salvaged from heaps of smoldering metal—your pilots cannot.
Naturally you should strive to match a pilot’s specialty skills with the appropriate ’Mech, but there is another factor to consider, namely, the long-term development of your team. Mix green pilots with veterans. If you constantly use the same pilots, your force will grow exceptionally strong but at the expense of having a diverse set of skills as well as adequate backup personnel.
see page 75, Rushing). Your choices and options are only
Tactics and Strategies 71
Using Resource Points
Resource points (RPs) are a measurement of the tactical support your employers provide for a mission. RPs cannot be saved from mission to mission. If you run out of RPs during a mission, search for enemy resource buildings to capture, which will supply addi­tional RPs to your deployment team.
Repairs
If you dispatch a Repair Truck when your forces are in good condition, it will have to follow your team—slowing them down and possibly exposing the Repair Truck to enemy fire. Ideally, the Repair Truck should be called when its capacity to provide repairs is equal to the repairs required by your team’s ’Mechs.
Salvage
It costs the same RPs to salvage a tiny Fire Ant ’Mech as it does to restore a behemoth Atlas ’Mech. Save your RPs until you find a worthy ’Mech to add to your team. If, however, you are close to successfully completing a mission, it may be wise to order the salvage of a ’Mech from the support palette. RPs do not accumu­late from mission to mission. If you wait to salvage a ’Mech until after the mission (from the ’Mech Salvage screen), you will have to spend your own C-bills rather than those of your employers.
72
Scouting
A common yet often overlooked tactic, scouting provides information on your enemy’s position and strengths.
The ideal scout has the following qualities and equipment: electronic countermeasures (ECM) to confuse enemy sensors, advanced sensors to detect units at extreme range, speed, extra armor, at least one good long­range weapon, and a pilot with the sensor specialty skill as well as a high core sensor skill rating. The Raven ’Mech is an especially good choice, but a Sensor Probe can also be considered.
Once sensor contact is made, watch the enemy carefully to see if they have spotted you as well. If so, be prepared to run out of their sensor range. If they do not spot your scout, move along the edge of their territory, noting the location of their units and any weaknesses in their defenses.
You may also reveal your scout on purpose to lure enemies away from sensitive areas. In the meantime, the balance of your deploy­ment team can move in for an easy kill.
Raven
!
Unit Info Hotkey
You can gather information while MechCommander software is paused—useful in the heat of combat or during a chase. Hold down the I key, and then select any unit.
Tactics and Strategies 73
Weapons Ranges
Every weapon has a minimum and maximum range. Outside that range, the weapon is ineffective and will not fire. Your pilots automatically move to the range where they will be the most effective. It may appear that a ’Mech ordered into combat is “running away” from its target—it’s not. It is moving to a position where it can maximize damage to that target.
Short range is 0–60 meters, medium range is 31–121 meters, and long range is 61–180 meters.
Short
Medium
Long
0 30 60 90 120 150 180
Short-range weapons cannot fire at long distances. Long-range weapons cannot fire at short distances. Medium-range weapons, however, can fire into some short and long ranges.
In logistics, consider whether you need ’Mechs with weapons of mixed ranges to handle all situations or ’Mechs specialized with long-range weapons that can obliterate your enemies before they reach you.
74
Rushing
While many ’Mechs are designed with a devastating array of long­and medium-range weapons, this ironically leaves them vulnerable to concentrated firepower at short range. If a ’Mech with short­range weapons can rush inside an enemy’s minimum weapons range, the enemy cannot return fire.
The ideal ’Mech for this “rushing” tactic has excellent short-range firepower, extra armor to withstand attacks as it closes, and adequate speed to maintain close range with the opponent.
Rushing ’Mech vs. LRM Carrier
!
Combat Range
Faster units determine the range of battle.
Tactics and Strategies 75
Ambushing
An alternative to head-to-head confrontation with your enemy (especially when they are entrenched in a fortified position or have superior firepower) is to set an ambush.
An ambush can be set along an enemy’s patrol path or, if they are not moving, they may have to be lured into the ambush. Fast ’Mechs suit this purpose best.
Ideally, position your ’Mechs at the longest range that they can effectively use their weapons. You may have to layer the ranges of fire; that is, position in front those ’Mechs with effective short­range weapons and behind them those that have effective medium- and then long­range weapons. As enemy units are lured into range, short-, medium-, and long-range weapons simultaneously fire for a devastating alpha strike. To retain this formation you may want to use the hold position command on your ’Mechs.
If you have several ’Mechs equipped with long-range missiles, position them behind intervening terrain or a building, and use the ’Mech luring your enemies as a line-of-sight spotter ( 63, Line of Sight). When the enemy units are within missile range, your ’Mechs can fire from relative safety.
Layered Range Attack
see page
76
Assaulting a Fortified Position
On many missions, your objective will be to capture or destroy a walled base or other fortified installation.
Gather intelligence first with scout ’Mechs, ’copters or Sensor Probes. Adjust your camera angles and zoom in to inspect the region in closer detail. You may not have line of sight, so consider the possible locations of hidden enemies.
Fortified bases often have automated turrets. Move your mouse cursor over turret control towers or turret power generators to highlight all connected turrets. If the turrets are powerful long­range weapons, consider using an airstrike on their generator to disable them. If the turrets are short-range weapons, you may destroy them from long range or capture the turret control building and then use these weapons against your enemies ( Capture).
Most fortified positions have walls and armored gates. Walls can prevent line of sight and leave you vulnerable to indirect fire. To get around walls, you may blast through them or send ’Mechs with jump jets over the walls to capture the gate control building.
see page 53,
Tactics and Strategies 77
Defending a Fortified Installation
Some missions require that you defend a fortified installation. Such installations are walled and have automated gates and weapon turrets to bolster their defense.
Prevent the capture of gate and turret control buildings. If they fall into enemy hands, the installation’s automated systems will be turned against you. Place a larger ’Mech next to turret and gate controls to prevent their capture. These guarding ’Mechs should have long-range weapons so they do not have to move to engage targets.
If your mission requires that a specific object within the installa­tion be defended, order a larger ’Mech to guard that object in case enemy units slip past your defenses.
With larger, slower ’Mechs defending critical installations, keep your lighter, faster ’Mechs free to intercept incoming enemies.
Use a Fixed Artillery piece’s supression fire on areas where enemy units gather. If a section of the installation’s wall is destroyed, call in an artillery piece to fill that breach. Your enemies will not only have to destroy the artillery to pass, but they will also have to face its tremendous firepower.
Mine regions in front of gates as well as places where attackers may perceive a weakness in your defense—such as areas that have no turrets. Note, however, that mines are indiscriminate; once placed they will detonate when any ’Mech passes over them. If you have heavily mined the parameter of your base, you may trap your ’Mechs inside.
78
Retreating
When left on their own, your ’Mech pilots may chase enemies in all directions. At best, this scatters their firepower; at worst, they may be lured into an ambush. When your deployment team be­comes dispersed, it is wise to select all units and issue a move­ment command to a central location ( Orders). Your units continue firing as they regroup and refocus their firepower.
Retreat is also useful when you can fall back to a previously captured fortified position (preferably with functional turrets and intact walls). As enemy units pursue your retreating team, they will find their own captured weapons firing at them.
The line-of-sight firing rules can be used to your advantage during a retreat. Put buildings and other obstructions between your team and the pursuing enemy so they lose LOS and cannot fire.
see page 42, Movement
!
Keeping Units Together
All ’Mechs have the same walk speed. Issuing a walk command to several ’Mechs keeps those units grouped together.
Tactics and Strategies 79
Multiplayer and Solo Missions
Multiplayer
Engage others in friendly wargames or duels to the death. Up to 8 MechCommanders may participate. You may host a game, control­ling the mission parameters, or you may choose to join a game. To start, click Multiplayer on the Main Menu.
Connection Type
You must first choose a connection type for a multiplayer game: the MSN™ Gaming Zone, a local area network, or the Internet.
Internet (Zone.com) Games are played on the Zone. If you select this connection type, MechCommander 2 software will close and your Internet browser will connect to the MechCommander 2 lobby on the Zone. You must have a Zone account, which is free.
Local Network Games are played over a local area network (LAN). You must have a LAN adapter and be connected to a LAN. You may either host a game or search for a game by clicking Go to LAN Browser. The LAN browser can sort games by name, number of players, map type, and ping (connection latency).
Internet (Direct TCP/IP) Games are played over the Internet. You must be connected to the Internet through an Internet service provider. To join a game, enter the specific Internet protocol (IP) address of the host, or select an IP address in the drop-down list of previous game addresses.
!
Internet Protocol Address
If you host an Internet game, make sure the joining players know your IP address. Your IP address is displayed in the Mission Parameters screen.
80
Mission Parameters
If you click Host Game, you will be prompted to enter a game name and then proceed to the Mission Parameters screen to customize the game. Non-host players will see this screen, too, but many functions are available only to the host.
1 2 3
5
6
7
8
4
9
Multiplayer and Solo Missions 81
Player Section The list of players, their insignia, and their
1
unit names. Players may select a team in the drop-down list. By default, players receive a team number in the order they join the game. If a player joins a team, his base unit color is replaced with the team’s color, but the player’s stripe color and unit insignia do not change.
Factions are also selected in a drop-down list in the Player section. Faction choice (Steiner, Davion, Liao, Clan) limits the ’Mechs and equipment the player may purchase. If the host selects All Tech, then all ’Mechs and equipment are available to all players.
Also in this section, the host can alter the cash available for each player.
When players are ready to start a game, they click the Ready check box. When selected, all controls related to that player are dimmed and cannot be changed. Deselecting the check box restores the controls. If the host changes any param­eters, all Ready check boxes become deselected.
Player Preferences Click this button to access the Player
2
Preferences screen.
See page 84.
Map Section To select a mission map from various sizes,
3
topographies, and mission types ( must click Load Map. Once selected, a tactical map of the battlefield is displayed for the players. Data on the map and mapmaker may be viewed by clicking Map Info.
Mission Parameters Controls that let the host set players’
4
drop weights, starting C-bills, and resource points, as well as the mission’s time limit. Note that C-bills can be individually customized, while resource points and drop weights must be the same value for every player.
see page 88), the host
82
Host Buttons Buttons that provide host control over
5
players.
Lock Game Allows the host to prevent others from joining the game.
Remove Player Allows the host to remove the selected player from the game. When a player is removed, all Ready check boxes are deselected.
Host IP Address
6
Chat Window A function in multiplayer logistics that allows
7
communications among team members or with combatants. See page 85.
Support Options Controls that let the host toggle support
8
palette features in the mission. The host may also enable unlimited ammunition, allow or forbid variant ’Mechs to be imported by players into logistics, and choose to have resource buildings appear on the map. The RP for ’Mechs option rewards players who destroy enemy ’Mechs with RPs proportional to the tonnage of the ’Mech. The All Tech option changes every player’s faction to All.
The Use Quickstart option accepts the default settings of the mission map. This locks the support options and mission parameters, as well as the factions and C-bills settings in the Player section. Players will bypass logistics and use the default ’Mechs assigned in the scenario.
Next/Launch Allows the host to start the game (only after
9
all players have selected their Ready check boxes). After the host clicks this button, all players proceed to logistics or, for a quickstart game, directly to the multiplayer mission.
Multiplayer and Solo Missions 83
Player Preferences
1 2 3
4
Player Name Enter your name (up to 24 characters) or use
1
the drop-down list to select a previous name. If a previous name is used, the unit name, unit insignia, and colors change to match that name’s previous settings.
Unit Name The player’s mercenary unit name.
2
Unit Insignia A drop-down list where you select your
3
insignia from the available BattleTech house, Clan, and Mercenary symbols. Insignia are automatically transferred among all members in a multiplayer game. Custom unit insignias must be in 32x32, 24-bit Targa (.tga) format and placed in the /Data/Multiplayer/Insignia directory.
Player Colors Select your colors by clicking the Base Color
4
or Stripe Color tab and then clicking a color in the palette. Your color selection is updated on the adjacent display. Only one team can have a specific base color at a time. You cannot change base colors once you have joined a team.
84
Multiplayer Chat
The Chat window appears in the multiplayer screens.
1 2 3
4
Chat Display Text is preceded by the sender’s name, which
1
is color-coded to match his team color.
Chat
2
and rollover display.
Maximize
3
minimize the Chat display.
4
Text Entry Area Click this box or press ENTER, type your message, and then press ENTER to send your message.
Team Only
5
chatting to only your teammates and all players. Chat to all players appears as green text. Chat to only teammates appears as white text.
In-Mission Chat
All chat text appears at the top of the main battlefield viewscreen. To chat during a mission, press ENTER, type your message, and then press ENTER again to send the text. To chat to only your teammates, press SHIFT+ENTER, type your message, and then press
ENTER to send the text.
/ Help Toggle Click to toggle between the Chat
/ Minimize Toggle Click to maximize or
/All Toggle Click to toggle between
5
Multiplayer and Solo Missions 85
Multiplayer Logistics
Multiplayer missions differ from campaign missions in several ways.
Number of ’Mechs
For the maximum number of ’Mechs allowed in a multiplayer game, refer to the Readme file.
Pilots
Pilots assigned in multiplayer logistics come with a variety of ranks and core and specialty skills. Pilots do not advance in skills or ranks after a successful multiplayer mission.
Launching from Logistics
After pilots have been hired, every player must click Launch. The system then announces when each player is ready in the Chat display. When the last player clicks Launch, the mission starts.
86
Multiplayer Gameplay
Dropped Players
If a player loses his connection, his ’Mech pilots eject, leaving their ’Mech salvageable by the remaining players. A system mes­sage will announce that the player has been dropped.
Losing All Units
If a player loses all of his units, all other units in the game are revealed, and the dead player may look anywhere on the map and follow the mission’s progress.
Pause
You cannot pause a multiplayer mission. Pressing the ESC key displays the System Menu (with the save and load options dimmed), but it does not actually pause the game.
Scoreboard
For some multiplayer missions, an in-game scoreboard replaces the objectives list. Press the F9 key to display the scoreboard.
Multiplayer and Solo Missions 87
Multiplayer Mission Types
Elimination
This is a deathmatch with a mercenary twist; every unit destroyed gives its opponent its salvage value in C-bills. The winner is the player or team with the most C-bills at the end of the mission.
King of the Hill
During the mission, the time each team controls an objective building is recorded. The winning team has the most accumulated time, even if all the units on that team are destroyed. If only one team has units remaining, the game is over and the surviving team automatically gets the time left on the clock.
Capture Base
Each team gets one Headquarters (HQ). When a team’s HQ is captured, their pilots eject from their ’Mechs, leaving them for the remaining players to salvage. The team with the most HQ captures wins—even if that team has had their own HQ captured.
Territories
There are HQ buildings on the map that are not aligned with any team. When a team captures an HQ, they get 1 point. If a team’s HQ is captured away from them, they lose 1 point. HQs may be repeatedly captured and recaptured. The team with the most points at the end of mission time wins.
88
Last Man Standing
The team with the most remaining units wins. Ties are possible.
Last Man on the Hill
This mission is won by controlling a Headquarters at the end of the mission time limit. If no team has controlled the HQ building at the end of the time limit, no one wins. If the HQ building is destroyed, no one wins. This mission type must have a time limit.
Complex Mission
Although this mission type has many variations, generally there are two teams: a defending team that protects structures from an offensive team. The defensive team wins if they destroy all of the offensive team’s units or if time runs out without the offensive team capturing its objectives. The offensive team wins if it cap­tures a specified number of structures or if it destroys all of the defending team’s units.
Multiplayer and Solo Missions 89
Solo Missions
A solo mission is a simulated battle. You may experiment with new tactics and ’Mech variants so they don’t have to be tested when the stakes are much higher. Note: No C-bills are awarded for mission success, and pilots are not advanced in rank. To start a solo mission, click Solo Mission on the Main Menu.
After you have selected a mission map, click Accept to proceed to the logistics for this mission.
Load Map
The Load Map screen allows you to select a solo mission.
1 2 3
Map List The solo mission maps available, including every
1
campaign mission that you have completed. You may also make solo mission maps with the MechCommander 2 Mission Editor.
Mission Tactical Map and Name
2
Mission Notes A brief description of the mission.
3
90
Credits
Producer
Mitch Gitelman
Development
Frank Savage—Lead Glenn Doren Heidi Gaertner Mike Hsieh
Additional Developers
Melody Litovkin Mike Lyons
Design
Mike Lee—Lead Derek Carroll David Fung Jeremy Hill Jason Janicki Erik Johnson Michael Turner
Additional Designer
Sage Merrill
Art
Leigh Kellogg—Lead Steve Allen Dorje Bellbrook Adam Crockett Charles Oines Greg Onychuk Steve Scott Patrick W atje
Additional Artists
David Choi Stuart Compton Mark Forrer Steve Hartley Brennan Priest
Additional Video Production
Vic Bonilla Carrillo Todd Lubsen
Audio
Duane Decker—Lead & Music
Sound Design
Soundelux DMG
Additional Sound Design
Digital Arts, NYC Pete Comley
Test
Kevin Fetters—Lead Rob Baldwin Mark Bartlett Sean Kellogg Steve Larson Aaron Ueland Marty Wright
Additional Testers
Paul Gradwohl (Confi g) Jaime Pirnie
(Multiplayer) Matthew Shimabuku
User Education
Eric Nylund—Lead Tom Brush Chris Burns Jeannie Davison Dana Fos Robert Sillence
Localization
US Team
Jennifer Bixler— Localization Program Manager (US)
Kazuyuki Shibuya
Korea
Han Baek Choi Kyoung Ho H an Jin Yon g J eong Ji Young Kim In Goo Kwon Joon Ho Lee
Ireland
Steve Belton Niamh Butler Darragh Canavan Julian Duffy Brian Fox Cillian Gibbons Cosmo Greco Fionnuala K eegan Sandro Magliocco Jason Shirley John O’Sullivan Greg Wa rd
Taiwan
Dupre Deng Christine Lin Tahli a Lin Andy Liu Ming-I Peng
Japan
Yutaka Hasegawa
GameOS
Andy Glaister Jim Reichert
The Zone
Matt Esget Neal Hallgarth
EBU Setup
Chris Hadden Randy Shedden
User Testing
Ramon Romero—Lead Ken Bachman Lance Davis Kyle Drexel Bill Fulton Jerome Hagen Kevin Keeker Fred Northup Randy P agulayan Jeff Perini Dina Suda
Beta Coordination
Matt Alderman
Technical Support
Steve Kastner
Product Planning
Jon Kimmich
Marketing
Rick Mehler—Produ ct Manager
Steve Fowler Andrew J enkins Justin Kirby
Legal
Jama Cantrell Sue Stickney Judy Weston
Pilots
Voice
Eric Adams—W orm Jennifer Allen—Shadow Steve Allen—Hammer Steve Alliston—Payback Lisa Ambler—Longshot Lang Beeck—Chopper Robbie Booth—
Claymore Erika Carlson—Jinx Derek Carroll—Liao
Operative Dana Fos—Wicked Mitch Gitelman—Scout
’Copter Robin Gitelman—
Dagger Matt Gradwohl—Mother Jeremy Hill—Ban dit
Leader Jason Janicki—Liao
Elite Guard Erik Johnson—Davion
Prisoner
Credits 91
Lori Johnson—Flash Matthew Johnson—
Partisan Leigh Kellogg—Cobra Sean Kellogg—Creep Steve Lacey—Nuke Sage Merrill—Rooster Duane Molitor—Twitch Mary Kay Omelina—
Ghost Charlie Peterson—
Psycho Mike Pondsmith—Steel Steve Robinson—
Palerider Steve Scott—Scooter Tom Steinke—M eat Michelle Gamboa
Stenson—Venom Lex Story—Air Traffi c
Controller Alison Stroll—Computer
Voice Aaron Ueland—Bubba Martin Wright—Stein er
Officer Meiji Yugawa—Hacksaw
Video
Steve Allen—Hammer Dorje Bellbrook—Worm Robbie Booth—
Claymore Melethia Campbell—
Flash Erika Carlson—Jinx Bob Crocco—Nuke Brenda Di az—Shadow Andrew Flavel—Psych o Dana Fos—Wicked Heidi Gaertner—Dagger Matt Gradwohl—Mother Mike Jones—Bubba Joe Kelsay—Chopper Brian Lemon—Twitch Melody Litovkin—Ghost James Mayo—Meat James McDaniel—
Rooster Mike Pondsmith—Steel Ty Robert—Paleri de r
Steven Robinson— Hacksaw
Prodipto Roy—Cobra Steve Scott—Scooter Jonathan Sposato—
Payback Michelle Gamboa
Stenson—Ven om Jeff Stevens—Creep Yvette Wagn er—
Longshot
Bright Pictures— In-Mission Cinemas
Tarquin Car don a— Director
Rudy Callegari— Producer
Bob Fagan—Producer Linda Påhlman—Head
of Produ ction Taylor Lawren ce—Line
Producer/AD Tarquin Car don a—
Director of Photography Gretchen Godd ard—
Production Manager Toy Newkirk—
Coordinator Susan Tyler—Casting Vincent Pacier a—A.C. Andy Rawson—Gaffer Allen Compton—Best
Boy Brad Boyer—Key Grip Rod Farley—Best Boy Eric Sedorovitz—Swin g Doug Shulman—Sound Peter Thor en—
Playback/VTR Britta Martinez—Script Sean Aldridge—
Telepromter Michael Budge —
Production Desi gner David Loitz—Prop
Master Brad Morrison—Props Shira Harten—Stylist Sal Salamone—
Assistant Stylist
Miriam Vukich—Hair/ Make-up
Elif Girgin—Assistant Hair/Make-up
Linda Påhlman—Second Assistant Director
Shawn Carson— Producti on Assistan t
Wic Coleman— Producti on Assistan t
Clarence Elie—Craft Service
Post-Production
Bob Fagan—Producer Joel Avila—Sound
Engineer Mix Magic Post Soun d —
Sound Mix Studio Leo Collen—Editor Arc Video—Edit House
Cast
Rick Deats—Colonel Renard
Corinne Chooey— Ambassador Yee
Marian Lee Stryker— Mandrissa Cho
Derrick Blanton— Captain Jason Cho
Trisha Kara—M ajor Susan Kelly
Kenneth Dixon—Baxter Trisha Mann—T acti cal
Officer Diaz Joe Sabatino—W eapons
Officer Cash Amanda Collins—
Archon Katrina Stein er Peter Moore—
McLaughlin Richard Ransbottom—
Barnes Brett Stimely—
Commentator 1 Aashna Patel—
Commentator 2 Toy Newkirk—
Commentator 3 Jim Miller—Reporter 1 Rick Reardon—
Reporter 2 Sue Ulu—Reporter 3
Sheila Scott— Reporter 4
Extras
Melanie Jayne Ian Ellis Martin Robert Carlson Gretchen Godda rd Taylor Lawr en ce Kane Ng William W. Ryan III Joanna Tisell Sita Verma Linda Påhlman Sal Salamone Rudy Callegari
Management
Stuart Moulder— General Manager
Matt Gradwohl (Test) Craig Henry (Develop-
ment) Douglas Herring
(Creative Content) Yasmine Nelson
(Localization) Eric Straub (Studi o X) Jo Tyo (User Ed u cati on) Edward Ven tura
(Business Development) Joanne Williams (Prin t
Production)
Special Thanks
Randall Bills Bryan Nystul Jordan W eism an Mort Weism an Jule Zuccotti Our Fans
92
Glossary
C-bill The unit of money used in the BattleTech universe for the purchase of ’Mech s, weapons, and equipment.
chassis The physical fr ame of a ’Mech. Clans (C) A group of factions that challenged the Star League for
control of the Inner Sphere. Combat Interface The overall M echCommander display that provides all
the controls and maps necessary to command a deployment team during a mission.
core skills A pilot’s gunnery and piloting skills that, when combined, determine a pilot’s rank.
Command Palette Located at th e lower-right of the Combat Interface, this display provides th e controls for commanding a deploymen t team.
deployment team The group of pilots, their ’Mechs, and vehicles that partake in a mission.
Deployment Team Bar The graphical r epresentation of the units on a deployment team.
drop weight (aka team weight) The total weight of a deployment team.
drop zone The area on the ground where a deployment team or other equipment is dropped from the air.
electronic countermeasures (ECM) A system that jams enemy sensors. extended-range (ER) A vari ant of the basic energy weapons with
increased firin g rang e . extraction marker A specified location on the battlefield that si gn als
the completion o f th e missi on when units reach that location. Inner Sphere (IS) A region of colonized solar systems, first ruled by the
Star League and now divid ed among facti on s. Jump Jets The plasma-fueled componen ts on a ’Mech that enable it to
jump over terrain and objects. line of sight (LOS) The line of vision from a person’s eye to the point
being viewed .
Glossary 93
loadout The weapons and equipm en t configuration of a ’M ech or vehi cle. logistics The procurem en t, distribution, maintenan ce, and replacement
of military equipment an d personn el. long-range missiles (LRMs) Provided as a rack, missiles that fire
between 61 and 180 meters. With a spotter, these missiles can arc over intervening terrain and hit tar g ets outside line of sight.
machine gun (MG) A short-range ballistic weapon that is inexpensive and efficien t.
’Mech Bay The logistics screen wh ere ’Mechs are prepar ed f or a d eploy­ment team.
’Mech Lab The logistics screen wh er e ’Mechs are customized with weapons and equipmen t.
multifunctional display (MFD) Located at the lower-left of the Combat Interface , this display pr ovi des the tactical map, the support palette, and detailed unit informati on.
navigation marker A specified location on the battlefield that signals the completion o f an objective when units reach that location.
Particle Projection Cannon (PPC) A weapon that fires high-energy particle bolts.
resource point (RP) A unit of tactical support provided by an employer to order artillery, vehicle, and other support.
short-range missiles (SRMs) Provid ed as a pack, missiles that fire between 0 and 60 meters.
specialty skills Skills chosen by pilots upon being promoted in rank: chassis, weapons, r an g e , an d g ener al.
spotter A unit that provides direct visual contact of a target for indir ect firing weapons such as lon g-r an g e missiles .
support palette Located on the MFD, the display that pr ovides access to artillery, vehicle, and other support commands .
tactical map (T acMap) Located on th e MFD, an in teractive reconnais­sance photo of the battle area.
variant A customized ’Mech. VidCom A display that shows campaign and missi on briefings from your
employer as well as satellite photos and maps.
94
Index
Airstrikes, 31
ambushing, 44, 76
ammo conservation, 49
armor, 18
assaulting, 77
assigning pilots, 19
attack orders, 48
bases
assaulting, 77 defending, 78
battlefield
described, 26 viewscreen, 60
briefings
reviewing, 10 strategies, 70
buying ’Mechs, 14
called shots, 52
camera control, 61
canceling orders, 15
capture, 53
C-bills, earning, 38
chat, multiplayer, 85
Combat Interface, 26
Command Palette, 36
commands
compass, 27
components, selecting, 16
connection types, 80
core skills, 65
costs
See
orders
repair, 72 salvage, 22, 72
damage, viewing, 34, 35
defending, 78
deployment team
monitoring, 51 preparing, 13, 20
deselecting units, 41
drop weight, 13
dropped player, multiplayer, 87
ejecting, 59
encyclopedia, 7
fire from current position, 50
Fixed Artillery
deploying, 31 suppression fire, 56
Force Bar
described, 35 selecting units, 41
force fire, 51
forming a task group, 41
fortified positions
assaulting, 77 defending, 78
game speed, troubleshooting, 6
guard, 53
heat capacity, 18
hold position, 44
installing, 4
Internet, playing over the, 80
jump, 43
jump jets, 18
kill markers, 24
laying mines, 55
line of sight, 63
loading a game, 6
loadout
customizing, 16 strategies, 71
local area network, playing
over a, 80
logistics
defined, 8 multiplayer, 86 strategies, 70
Main Menu, 5
maps
multiplayer, 82 solo missions, 90 strategies, 70 tactical, 29
’Mech Bay, 12
’Mech Lab, 16
’Mechs
modifying, 16 powering down/up, 58 purchasing, 14 salvaging post-mission, 21 selecting, 40 viewing damage, 34 weight class, 66
Microsoft Product Support
Services, 97
Minelayer
deploying, 32 ordering, 55
mines, laying, 55
mission briefings
reviewing, 10 strategies, 70
mission objectives, 38
Index 95
mission parameters,
multiplayer, 81
mission results, 39
mission types, multiplayer, 88
modifying ’Mechs, 16
movement orders, 42
MSN Gaming Zone, 80
multifunctional display, 29
options screen
in-mission, 28 pre-mission, 6
ordering support, 30
orders
ammo conservation, 49 attack, 49 called shots, 52 capture, 53 eject, 59 fire from current
position, 50 force fire, 51 guard, 53 hold position, 44 jump, 43 lay mines, 55 movement, 42 patrol, 47 power down/up, 58 range, 50 rescinding, 49 run, 42 stop/hold fire, 49 suppression fire, 56 walk, 42 waypoint, 45
panning the camera, 61
patrolling, 47
payload, customizing, 17
pilot performance, 23
pilot promotion, 25
pilots
assigning, 19 ejecting, 59 rank, 65 specialty skills, 66 strategies, 71
power down/up, 58
product support, 97
purchasing ’Mechs, 14
Quickstart, multiplayer, 83
range orders, 50
ranges
sensors, 16, 62 weapons, 74
rank, 65
Repair Truck
deploying, 31 ordering, 54
repairing
cost of, 72 ’Mechs, 54
resetting the camera, 61
resource points, 72
resupplying, 54
retreating, 79
run, 42
rushing, 75
Salvage Craft
deploying, 32 ordering, 57
salvaging
cost of, 22, 72 in-mission, 57 post-mission, 21
saving a game, 6
scoreboard, multiplayer, 87
Scout ’Copter, deploying, 32
scouting, 73
selecting
components, 16 missions, 8 task groups, 41 units, 40 weapons, 16
sensor contact, 16, 62
Sensor Probe, deploying, 31
sensors, 16, 62
setting waypoints, 45
specialty skills, 66
stop/hold fire, 49
support palette, 30
suppression fire, 56
tactical map, 29
task groups, 41
team weight, 13
tilting the camera, 61
unit information, 33
units
monitoring, 33, 35 selecting, 40
variants, 17
video cards, troubleshooting, 4
viewscreen, 60
walk, 42
waypoints, 45
weapons
ranges, 74 selecting, 16
weight class, ‘Mechs, 66
Zone, the, 80
zooming the camera, 61
96
Microsoft Product Support Services
The services and prices listed h er e are available in th e United States an d Can ada only. Support outside the United States and Canada may vary. Microsoft’s support services are subject to Microso ft’s then-curre nt pri ces, term s, an d conditions, whi ch are subject to chan g e without noti ce .
Self-Help Help yourself with Microso ft Person al Online Support—d esi gned specifi cally for hom e users an d
individu als! Go online and g et th e m ost up-to-date an swers. You can use simple self-help tools or search a variety of technical information. If you still n eed help, P erson al Online Support pr ovid es an easy way to submit support inci de nts directly to Microso ft via the W eb . Conn ect to Person al Online Support at h ttp://support.micr osoft.com/.
Assisted Support No-Charge Assisted P ersonal Support: If you acquired this product as a stand-alone retail
product, you are eli gible for unlimited no-char ge assisted P ersonal Support for this pr odu ct durin g regular business hours. Y ou can r eceive no-char g e P ersonal Support vi a th e W eb or th e telephon e . Wh en submittin g inci d ents , be prepared to provi de your Pr oduct ID (PID) number. For Applications, th e PID is a 20-di git n umber that you can find by clicking the i button on the M ain M en u. Paid Assisted Personal Support: If you need help after hours, or if you have used up or are not eligible for no-charge Personal Support, you can use Pay-Per-Incident Support via the W eb on P erson al Online Support or th e teleph one . Support fees are billed to your VISA, M asterCard , or Am erican Expr ess card . In th e U.S.: $35 U.S. per inci de nt. In Canada: $45 CDN + tax per incid en t. Both are available 24 h ours a da y, 7 days a week, including holidays. Note: If your Microsoft pr odu ct was prein stalled or distributed with your personal computer or dedi cated system (Windows CE–based device), or provi ded by an In tern et service provi der (I SP), and your PID con tain s the letters “OEM” after the first five digits, you ar e welcome to use th e m an y online no-char g e self-help or paid assisted support o fferin gs provided by Mic rosoft. N o-charge assisted support f or OEM li censes is n ot provid ed by Mic rosoft. Con tact th e personal computer manufacturer, device/system manufactur er, or ISP directly for more informati on regar ding their n o-charg e and paid offerings f or support of your pr odu ct. Please ch eck the docum entati on that came with your person al computer or check our list of man ufacturer pho ne numbers at http://support.mi crosoft.com/support/webr esponse/pid/oem.asp.
Retail versions of Mic rosoft so ftware ar e those stand-alon e packag ed produ cts purchased at r etail stores , mail-ord er resellers, and online r esellers. Mi crosoft pr odu cts preinstalled or distributed with your person al computer or dedi cated system (Windows CE–based device), pr ovid ed by an ISP, or purchased through a volume licensing pr ogr am such as Select, Open, or License P acks receive all Mi croso ft support privileges , exclu ding n o-charge assisted support.
Getting Assisted Support When you contact Product Support Services , you should be at your computer an d have
the following inform ation at han d:
• The version of your Mi croso ft pro duct.
• The type of hardw are , in clu din g network har dwa re , if appli cable .
• The operating system (e.g., DOS, Windows 98, Windows NT , and so on).
• The exact wordin g of an y inform ation al or err or messag es that appeared on your scr een.
• A description of what happened an d what you were d oin g wh en th e pr oblem occurre d.
• A description of how you tri ed to solve th e pr oblem.
Via the W eb W eb-based support on Mi c roso ft’s Personal Online Support is available 24 hours a day, 7 d ays a week.
Via the Web , you can submit a n o-charg e or pai d in ci den t to a Mic roso ft Support Pr o fession al any tim e day or ni ght. You will receive notification fr om Micr oso ft that your solution is available and your an swers ar e read y durin g regular business hours. Connect to P ersonal Onlin e Support at http://support.mic rosoft.com/.
Via the Phone No-Charge In the U.S.: Games & Multim edia: (425) 637-9308. Regular busin ess hours for no-
charge assisted Person al Support ar e 5 AM to 9 PM Pacific time Mon d ay through Frid ay an d 9 AM to 3 PM Pacific time Saturday, excluding holidays. This n umber is based in Redm on d, Washington, so your phone company may charge you for your call. Contact your long-distance pr ovid er for r ate informati on. In Canada: Games & Multimedia: (905) 568-3503. Regular busin ess hours f or n o-charg e assisted Person al Support ar e 8 AM to 11 PM Eastern time Monday through Fri day an d 10 AM to 6 PM Eastern tim e Saturd ay, excluding holidays. This number is based in Mississauga, Ontario, so your pho ne compan y m ay charg e you f or your call. Contact your lon g­distance provider f or rate inform ation.
Via the Phone Paid In the U.S.: (800) 936-5700. A vailable 24 h ours a da y, 7 days a week, including holid ays .
In Canada: (800) 668-7975. Available 8 AM to 11 PM Mond ay through Fri d ay Eastern tim e an d 10 AM to 6 PM Eastern
time Saturday .
Text Telephone For the d eaf or har d-of-hearing using a TTY/TDD modem: (800) 892-5234.
97
BASICSBASICS
BASICS
BASICSBASICS
ACCESS SYSTEM MENU ACCESS OBJECTIVES ACCESS HOTKEYS CYCLE MFD RESCIND ORDER
UNIT SELECTIONUNIT SELECTION
UNIT SELECTION
UNIT SELECTIONUNIT SELECTION
SELECT MULTIPLE UNITS SELECT ALL UNITS ON-SCREEN FORM TASK GROUP SELECT UNITS, THEN SELECT TASK GROUP
ESCESC
ESC OR
ESCESC FF
F
FF FF
F
FF TABTAB
TAB
TABTAB BACKSPACEBACKSPACE
BACKSPACE
BACKSPACEBACKSPACE
SHIFTSHIFT
SHIFT
SHIFTSHIFT EE
E
EE
11
1–
11
99
9
99 11
1
11
+
99
9
99
PAUSEPAUSE
PAUSE
PAUSEPAUSE
CLICK UNITS
CTRLCTRL
CTRL
CTRLCTRL
11
99
+
1–
9
11
99
MOVEMENT ORDERSMOVEMENT ORDERS
MOVEMENT ORDERS
MOVEMENT ORDERSMOVEMENT ORDERS
WALK CLICK DESTINATION RUN JUMP HOLD POSITION (TOGGLE) SET WAYPOINT SET RUN WAYPOINT SET JUMP WAYPOINT
ATTACK ORDERSATTACK ORDERS
ATTACK ORDERS
ATTACK ORDERSATTACK ORDERS
DEFAULT ATTACK CLICK TARGET FIRE FROM CURRENT POSITION SHORT-RANGE ATTACK MEDIUM-RANGE ATTACK LONG-RANGE ATTACK FORCE FIRE AMMO CONSERVATION
SUPPORT ORDERSSUPPORT ORDERS
SUPPORT ORDERS
SUPPORT ORDERSSUPPORT ORDERS
AIRSTRIKE SENSOR PROBE
SITUATIONAL AWARENESSSITUATIONAL AWARENESS
SITUATIONAL AWARENESS
SITUATIONAL AWARENESSSITUATIONAL AWARENESS
ADJUST CAMERA RIGHT-CLICK
ZOOM SET CAMERA SETTING USE CAMERA SETTING RESET CAMERA TOGGLE COMPASS
SELECT UNITS THEN
SPACEBARSPACEBAR
SPACEBAR
SPACEBARSPACEBAR JJ
J
+ CLICK DESTINATION
JJ HH
H
HH CTRLCTRL
CTRL
CTRLCTRL CTRLCTRL
CTRL
CTRLCTRL CTRLCTRL
CTRL
CTRLCTRL
SELECT UNITS THEN
CC
C
+ CLICK TARGET
CC SS
S
+ CLICK TARGET
SS MM
M
+ CLICK TARGET
MM LL
L
+ CLICK TARGET
LL FF
F
+ CLICK TARGET
FF AA
A
+ CLICK TARGET
AA
NUMPAD ASTERISKNUMPAD ASTERISK
NUMPAD ASTERISK (
NUMPAD ASTERISKNUMPAD ASTERISK NUMPAD FORWARD SLASH NUMPAD FORWARD SLASH
NUMPAD FORWARD SLASH (
NUMPAD FORWARD SLASH NUMPAD FORWARD SLASH
SHIFTSHIFT
SHIFT
SHIFTSHIFT PLUSPLUS
PLUS/
PLUSPLUS CTRLCTRL
CTRL
CTRLCTRL FF
22
F
2
FF
22
HOME HOME
HOME OR CLICK MOUSE WHEEL
HOME HOME BACKSLASHBACKSLASH
BACKSLASH (
BACKSLASHBACKSLASH
+ CLICK DESTINATION
+ CLICK POINT
SPACEBARSPACEBAR
+
SPACEBAR
SPACEBARSPACEBAR
JJ
+
J
+ CLICK POINT
JJ
ARROWARROW
+
ARROW KEYS
ARROWARROW
MINUS MINUS
MINUS OR ROLL MOUSE WHEEL
MINUS MINUS
FF
22
+
F
2
FF
22
FF
55
F
5
FF
55
+ CLICK POINT
+ MOVE MOUSE OR
FF
55
F
5
FF
55
\\
\)
\\
)
**
*
**
/)
//
//
X08-10906
M
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