Games PC MECHCOMMANDER-GOLD User Manual

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A
SUPPLEMENTAL
BRIEFING
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****CLASSIFIED COMMUNIQUE****
Commander, as I stated in the vidcom, I am canceling your orders to return home. I know this is very tough on morale—you and your men deserve some R&R after your distinguished service in the attacks on the Clan Homeworlds. But I know that you understand the need to finish the job: to eliminate this threat to the Inner Sphere once and for all. On a positive note, Battalion has sent some new ’Mechs and weapons your way that should help bolster spirits some.
Three new Inner Sphere ’Mechs and the specifications for three new Clan ’Mechs.
Six new vehicles.
Five new weapons.
The waypoint feature.
The ammo conservation fire command.
Difficulty level settings.
Fire support mission hotkeys (for large and small artillery, sensor probes,
and camera drones).
In addition, Commander, keep your troops at combat readiness with Mission Editor. Create new solo or multiplayer missions on either Port Arthur or the latest battlefield, Cermak. Mission Editor includes:
Terrain, overlay, and building palettes for maximum geographic and structural flexibility.
Toolbars that allow you to manipulate your map in a variety of ways.
Unit and vehicle palettes through which you can detail variants, orders, speed, and colors,
to name a few.
Objectives tools through which you can mastermind a scenario and play it out.
Good Luck and Good Hunting,
Colonel Reese
©1999 Microsoft Corp. Developed by Microsoft Corporation. Published by Hasbro Interactive, Inc. BattleTech, MechCommander, MechWarrior, BattleMech and 'Mech are trademarks or registered trademarks of FASA Corporation and Microsoft Corporation. Microsoft, MS, Windows, and the Windows logo are either registered trademarks or trademarks of Microsoft Corporation in the US and/or other countries. BattleTech material ©1998-1999 FASA Corporation. Used under license. MicroProse is a trademark of Hasbro Interactive or its affiliates. All other trademarks are the property of their respective holders.
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MECHCOMMANDER DESPERATE MEASURES 1
GETTING STARTED
Please follow the instructions below to install MechCommander Gold. References in the manual to “MechCommander Desperate Measures” should be read to mean “MechCommander Gold.”
MECHCOMMANDER DESPERATE MEASURES SYSTEM REQUIREMENTS
MechCommander Desperate Measures requires the following minimum system requirements:
133MHz Pentium
Windows
®
95 or Windows®98
32MB RAM
Super VGA graphics (640 x 480 x 256 colors)
Quad-speed CD-ROM drive
Hard drive (210MB free)
DirectX-compatible sound card
The following system requirements are recommended:
166MHz Pentium
64MB RAM
8x-speed CD-ROM drive
Hard drive (620MB free)
The following system requirements are required for multiplayer:
Null-modem serial cable;
or
Windows-compatible 28.8kps modem or faster;
or
Local area network using IPX or TCP/IP;
or
Internet play requires a true TCP/IP connection
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2 MECHCOMMANDER DESPERATE MEASURES
INSTALLING MECHCOMMANDER DESPERATE MEASURES
You do
not
need to have the original MechCommander game installed on your computer in
order to install MechCommander Desperate Measures.
To install MechCommander Desperate Measures
Place the MechCommander Desperate Measures disc into your CD-ROM drive. If AutoPlay is enabled, click Install MechCommander Desperate Measures, and then follow
the instructions that appear on the screen. –or– If AutoPlay is disabled, double-click the My Computer icon on your desktop, double-click
the icon for your CD-ROM drive, and then double-click the MechCommander Desperate
Measures icon. When the Setup screen appears, click Install MechCommander Desperate Measures, and then follow the instructions that appear on the screen.
When asked which files you would like to install, be sure to check the box for “Install Required Files.” If you wish to create your own missions, check the box for “Install Mission Editor.”
STARTING MECHCOMMANDER DESPERATE MEASURES
To start a MechCommander Desperate Measures campaign
If the MechCommander Desperate Measures disc is already in your CD-ROM drive, click Start, point to Programs, point to MicroProse, point to MechCommander Desperate Measures, and then click MechCommander Desperate Measures.
You can skip the opening cinematics by pressing ESC. On the main menu, click Expansion Campaign.
Notes
If you are playing a multiplayer mission, all MechCommander participants must use the same
software, either the original MechCommander or MechCommander Desperate Measures.
You can play a number of precreated missions or missions created by your friends and con-
verted by you by choosing the Solo Missions and Multiplayer commands on the main menu.
To set the difficulty level
On the MechCommander main menu, click Preferences. Under Difficulty, click Easy, Regular, or Hard.
At the Easy level, your units’ hit and damage points are significantly increased.
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MECHCOMMANDER DESPERATE MEASURES 3
THE MISSION EDITOR
The Mission Editor lets you design your own MechCommander missions. Place buildings, set mission objectives, landscape the terrain—you control everything. After you’re finished creating your mission, share missions with friends or play theirs.
INSTALLING THE MISSION EDITOR
If you did not install the Mission Editor when you installed the game, you will need to install the Mission Editor manually.
Insert the MechCommander Desperate Measures disc into your CD-ROM drive. Open Windows Explorer and click the icon for your CD-ROM drive (usually D:). Double-click the Mcedsetp folder. Double-click the Disk1 folder. Double-click the Setup.exe file. Follow the instructions onscreen to install the Mission Editor.
STARTING THE MISSION EDITOR
To start the Mission Editor, if the MechCommander Desperate Measures disc is already in your CD-ROM drive, click Start, point to Programs, point to MicroProse, point to MechCommander Desperate Measures, and then click Mission Editor.
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4 MECHCOMMANDER DESPERATE MEASURES
CREATING A NEW MISSION
When creating a mission, keep the following in mind
Make the objectives fun and create multiple ways to achieve each objective
Compartmentalize battles so they don’t run into each other
Create terrain that assists and challenges the commander, such as mountains, cliffs,
bridges, etc.
Create choke points (geography that constrains movement) for tactical maneuvers such as
ambushes or blowing up a bridge
In a multiplayer game, provide only just enough resources for one team
To create a new mission
Choose either Multiplayer Mission Editor or Solo Mission Editor at the first dialog box. Select New Mission at the next dialog box. Select a locale (Port Arthur or Cermak) and Terrain at the next dialog box. Then use the
slider bars to specify Water, Forest and Hill Coverage. Note that water coverage is mutually exclusive with forest and hill coverage. Click the OK button to continue.
After the Mission Editor loads, apply your terrains, overlays and buildings. If you want to place walls, runways, etc. where they normally cannot go, use the Force palette to force them onto the map.
From the Units palette, select the classes, teams and variants for the computer­controlled units. You have a total of 45 ’Mechs and vehicles to allocate between
Allied and Enemy teams.
To make changes to a unit’s settings, double-click that unit.
To set mission objectives, select Objectives from the Mission menu. If you are creating a multiplayer mission, set objectives for both Team 1 and then Team 2.
To set mission parametres such as resource points and drop weight, select Settings from the Mission menu. Type in a briefing for the mission by clicking the Player Briefing button. If you are creating a multiplayer mission, select Settings and create Player Briefings for both Team 1 and Team 2.
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MECHCOMMANDER DESPERATE MEASURES 5
To place at least one Drop Zone for your units, select Drop Zones from the Mission menu. If you are creating a multiplayer mission, place three Drop Zones each for Team 1 and Team 2.
To save your mission, select Save from the File menu and type a name for your mission no longer than eight characters.
For more information about how to use the Mission Editor, select Help Topics from the Help menu. The Help topics include design tips, keyboard shortcuts, troubleshooting tips and explanations of error messages. You can also right-click on an object (such as a unit) and then select Help from the pop-up menu.
Creating a Map
You can customize the terrain for your mission. The Tactical Map gives you an overall view of the mission map. Select Tactical Map from the View menu. Click anywhere on the Tactical Map to zoom to that spot on the regular map. To view the gridlines on the map, select Gridlines from the View menu. To zoom the map in, select Zoom In from the View menu or press the PLUS key. To zoom out, select Zoom Out or press MINUS.
The Map Features Palette lets you add various elements to the map: Terrains, Overlays, Force, Buildings and Units. Select Map Features palette from the View menu. Click on a palette tab, click on an item on that palette and then click on the map to place that palette item. If a map tile is already selected, clicking a palette item will place that object on the selected map tile. Drag an element along the map to create a path of that item. The Terrains palette offers different terrain types such as Grass and Dirt. The Overlays palette adds elements such as Forest and Roads. Use the Force palette to break the normal map rules. Choose from the various buildings from the Buildings palette. Select ’Mechs and vehicles from the Units palette. For more information about the palettes, see the Help file.
The Main Toolbar and Tools Menu
Use the Main Toolbar and Tools menu to make changes to the map.
Select selects a single map tile. Click a grid on the map and then either click a toolbar
button or a palette tile.
Select Area selects a map area for large-scale changes such as Erase or applying terrain.
The selected area must include at least one vertex and three tiles on each side of the vertex.
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6 MECHCOMMANDER DESPERATE MEASURES
Drag View moves the map as you drag the cursor.
Zoom In magnifies the map.
Zoom Out reduces the map view.
Spray Trees randomly places assorted trees in a 9-tile area.
Erase deletes objects on the map. It does not delete map objects that were placed from
the Terrains palette. The cursor will look like an eraser when placed over an object it can erase. If the object cannot be erased, the eraser will be all red.
Rotate changes the selected object’s orientation. Click the object to cycle through the rotation.
Raise Vertex raises the height of the selected vertex for two cells along its axis. Each
click raises the vertex and the transition area by one level. Use Raise Vertex to create mountain ranges.
Lower Vertex lowers the height of the selected vertex for two cells along its axis. Use
Lower Vertex to create troughs. You can lower the slope to sea level (0 height) and it will be filled with water.
Make Hilly randomly changes the slope of the selected area.
Flatten flattens the slope of the selected level by one level in height.
Link Buildings connects structures so that a control structure, such as a gate control,
commands all of its linked structures. For example, if a gate control is linked to a series of gates, an enemy that captures the gate control gains commands of all the gates linked to that gate control.
Controlling Structure Controlled Structure
Main or Auxiliary Power Turret Control Turret Control Turret Sensor Control Sensor Gate Control Gate
Make sure that controlling structures, such as a gate control, are set to the correct align­ment (Allied, Enemy or Neutral) in order for the controlled structures, such as gates, to react correctly to units.
Unlink Buildings breaks a selected link between a control and controlled structure.
Damage damages overlays and structures for a more realistic, war-torn environment.
Damaging a turret, for example, renders it inoperative.
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MECHCOMMANDER DESPERATE MEASURES 7
Repair fixes damaged overlays and structures.
The Standard Toolbar
Display Grid either shows or hides the gridlines on the map.
Undo reverses the last command you made or deletes the last item you placed on the
map. Click Undo repeatedly to undo to the point of the file’s last save.
Redo reverses the Undo command.
Set Height adjusts the height of a selected map area. First, select an area on the map
by clicking the Select Area button on the toolbar. Then click the Set Height button, type in a height and click the OK button. Click the Apply button to look at the height before accepting the change.
Unit Settings
The Unit Settings dialog box is only available for solo missions. To set a unit’s settings, double-click a unit on the map and the dialog box below will appear.
Allied or Enemy selects which side the unit belongs to.
Variant determines which variant of the ’Mech it is.
Color specifies the color scheme for the unit.
Pilot determines which pilot is assigned to the unit.
Orders sets the specific orders for the unit. An explanation
of the order appears to the right when you select an order from the drop-down list.
Engage Radius sets the active radius for the unit. Short is 150 metres (12.5 tiles),
Medium is 350 metres (28 tiles) and Long is 650 metres (52 tiles).
Tactic sets the tactic for the unit. For more information about each type of tactic, see
Unit settings dialog box in the Help file.
Move Speed sets the movement rate for the unit: Walk or Run.
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8 MECHCOMMANDER DESPERATE MEASURES
Mission Objectives
In order to successfully complete the mission you design, players must complete the objectives you set. Select Objectives from the Mission menu to set up to four primar y objectives, each with up to three parametres.
Select an objective, such as Move to Area. In the Description box, type an explanation of the task for the player (such as “Move to
compound centre”). If the objective must be completed for the mission to be successful, check the Primary box. If you want a marker to be displayed for this objective in the Campaign Data box and the
tactical map, check the Marker box. If the primary objective prior to one must be completed before this objective is started,
check the Complete Previous box. To select a particular objective, click the Selection icon. The dialog box will disappear and
your icon will change to cross hairs. The cross hairs will turn white to indicate a valid target. Click on the desired objective on the map.
To delete a mission objective, select it and press ESC.
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5
6
Selection icon
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MECHCOMMANDER DESPERATE MEASURES 9
Mission Settings
Select Settings from the Mission menu to adjust the following settings for your mission:
Small Artillery is the maximum number of small artillery per
mission (5 is the maximum).
Sensor Probes is the maximum number of sensor probes per
mission (5 is the maximum).
Time Limit sets the time limit to complete a mission
(3 minutes is the minimum and zero means no limit).
Camera Drones is the maximum number of camera drones available per solo mission
(5 is the maximum).
Large Artillery is the maximum number of large artillery available per mission
(5 is the maximum).
Resource Points set the resource points given to the player at the start of the mission
(100000 is the default and 9999999 is the maximum).
Drop Weight sets the maximum drop weight, in pounds, for a mission (990 is the default,
1200 is the maximum and 5 is the minimum).
Technology Base determines which side you are playing during a solo mission: Inner
Sphere (the default) or Clan.
Player Briefing
Click on the Player Briefing button in the Settings dialog box to write the text for your own mission briefings.
Mission Title provides a brief title for the mission.
Objectives lists the objectives in the order in which they
must be completed.
Description describes the overall mission.
Tactical Warnings provides intelligence reports and other
critical information.
Tactical Notices provides information about unit and
weapon strengths.
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10 MECHCOMMANDER DESPERATE MEASURES
Drop Zones
Select Drop Zones from the Mission menu to display the Drop Zones cursor. Then click on the map to set landing points for each player’s or team’s forces. Solo missions must contain at least one Drop Zone. Multiplayer missions must contain three Drop Zones per team. A solo mission or Team 1 Drop Zone is indicated by a green and yellow icon. A Team 2 Drop Zone is indicated by an orange and red icon.
Your Mission File
Use the File menu to create, open, save and compress your mission file.
New creates a new solo or multiplayer mission file.
Open loads a previously saved mission or map.
Save saves your current map, including its mission data. The file is saved to your
C:\Program Files\MicroProse\MCX\Data\Terrain folder.
Save As lets you save your map and mission data under a new file name.
Write Distribution File (DPK) compresses an already saved map and mission data into a
DPK file, which you can then share with other players. Missions you create with the Mission Editor are displayed in the Select Mission list. Missions created by other people or on other computers must be converted from a DPK file to be displayed in the Select Mission list. For information on how to convert a DPK file, refer to Using DPK files to Share Missions in the Help file.
Save Map Only saves just the map without any mission data.
Exit exits the Mission Editor.
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MECHCOMMANDER DESPERATE MEASURES 11
NEW ’MECHS
ComStar’s intelligence has done its work and obtained the specs for three new Clan ’Mechs. BattleMech manufacturing concerns throughout the Inner Sphere have independently responded with three new Inner Sphere ’Mechs. Get to know these specs: You’ll need them.
Payload capacity is the total tonnage available for components (including weaponr y). Reminder: Sensors, active probes, and electronic measurement systems are limited one per ’Mech.
Class encapsulates ’Mech tonnage, maneuverability, armour, and standard armaments to describe the combat role of the ’Mech: Light, Medium (Med), Heavy (Hvy), and Assault.
Structure indicates how much damage a ’Mech can withstand: Light, Moderate (Mod), Heavy (Hvy), and Very Heavy (V Hvy).
****TACTICAL NOTICE****
During a mission, to reallocate units and vehicles among Force Groups, select the units, press CTRL+F1, CTRL+F2, CTRL+F3, or CTRL+F4 (where F<
n
> indicates the Force Group number to
which you want to assign the selected units), and then click a unit to make it the leader.
Inner Sphere ’Mechs Clan ’Mechs
Stiletto Shadow Cat Bushwacker Nova Cat Mauler Turkina
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12 MECHCOMMANDER DESPERATE MEASURES
The fastest ’Mech in the Inner Sphere arsenal carries an Intermediate Sensor for advance warning of opponents near range. Its speed gives it unparalleled ability to evade combat with sufficient weaponry to extract itself from a skirmish while damaging opponents. A good unit for scouting or recon missions, the
Stiletto
may be the Inner Sphere’s answer
to the Clan’s
Uller
, although its reliance on ammo-based weapon systems make it susceptible to resupply failures.
Version Manufacturer:
Coventry Metal Works
Armour Source: Unknown Communication System: Unknown Targeting and Tracking System: Unknown
i STILETTO
BUSHWACKER MAULER SHADOW CAT NOVA CAT TURKINA
ARMOUR
1 Streak SRM Pack,
22420 35 Tons Light 36m/sec Mod Mod Long 3 LRM Racks,
1 Sensor—Intermediate 1 Large Pulse Laser,
22070 35 Tons Light 36m/sec Light Mod Long 2 LRM Racks,
1 Sensor—Intermediate 1 Streak SRM Pack,
26780 35 Tons Light 36m/sec Light Mod Long 3 LRM Racks,
1 Sensor—Intermediate
WEAPON
JUMP
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP Basic Armament
INNER SPHERE LIGHT 35 TONS
PAYLOAD CAPACITY VARIANT A/J: 17.5 VARIANT W: 20.5
STILETTO
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MECHCOMMANDER DESPERATE MEASURES 13
Built with flexibility in mind, the
Bushwacker
’s default weapons mix is quite lethal against Inner Sphere opponents, although comparable Clan weapon systems out-range the
Bushwacker
by up to 50%. A fast, maneuverable ’Mech with a versatile design, use
Bushwacker
s with Autocannons to attack Clan units at close range through difficult terrain.
Version Manufacturer:
TharHes Industries
Armour Source: Unknown Communication System:
TharHes Euterpe HM-14
Targeting and Tracking System:
TharHes Ares-8a
ARMOUR
1 Laser, 1 SRM Pack,
34680 55 Tons Med 24m/sec Mod Hvy Short 1 LB-X Autocannon, 2 LRM Racks,
1 Sensor—Basic 2 Lasers, 1 SRM Pack,
33260 55 Tons Med 24m/sec Mod Hvy Short 1 LB-X Autocannon, 2 LRM Racks,
1 Sensor—Basic 1 Laser, 1 SRM Pack,
35950 55 Tons Med 24m/sec Mod Hvy Short 1 LB-X Autocannon, 2 LRM Racks,
1 Sensor—Basic
WEAPON
JUMP
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP Basic Armament
PAYLOAD CAPACITY VARIANT A/J: 29.5 VARIANT W: 33.5
INNER SPHERE
MEDIUM 55 TONS
STILETTO
i BUSHWACKER
MAULER SHADOW CAT NOVA CAT TURKINA
BUSHWACKER
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14 MECHCOMMANDER DESPERATE MEASURES
An assault-class ’Mech produced under high security by the Draconis Combine, the
Mauler
is proportionally smaller than
the
Atlas
, its 100-ton cousin. The
Mauler
delivers a high volume of armour-shredding firepower at a long range, due to the LB-X Autocannons found in each variant.
Version Manufacturer:
Luthien Armour Works
Armour Source: New Samarkand Royal Communication System:
Sipher Security Plus
Targeting and Tracking System:
Matabushi Sentinel
STILETTO BUSHWACKER
i MAULER
SHADOW CAT NOVA CAT TURKINA
ARMOUR
1 Large Laser, 2 LRM Racks,
60740 90 Tons Assault 15m/sec Hvy V Hvy Short 2 Light LB-X Autocannons, 2 Light
Gauss Rifles, 1 Sensor—Basic 2 Heavy LB-X Autocannons, 1 Large Laser,
66170 90 Tons Assault 15m/sec Mod V Hvy Short 1 Large ER Laser, 1 Light LB-X Autocannon,
2 Light Gauss Rifles, 1 Sensor—Basic 1 Large Laser, 2 LRM Racks,
65220 90 Tons Assault 15m/sec Mod V Hvy Short 2 Light LB-X Autocannons, 2 Light
Gauss Rifles, 1 Sensor—Basic
WEAPON
JUMP
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP Basic Armament
INNER SPHERE VERY HEAVY 90 TONS
PAYLOAD CAPACITY VARIANT A/J: 63.5 VARIANT W: 76.5
MAULER
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MECHCOMMANDER DESPERATE MEASURES 15
Inner Sphere ’Mech Comparison Chart
ARMOUR 22420 35 Tons Light 36m/sec Mod Mod Long WEAPON 22070 35 Tons Light 36m/sec Light Mod Long JUMP 26780 35 Tons Light 36m/sec Light Mod Long
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP
STILETTO
BattleMech
Weight
(tons)
Speed
(m/sec)
ARMOUR 60740 90 Tons Assault 15m/sec Hvy V Hvy Short WEAPON 66170 90 Tons Assault 15m/sec Mod V Hvy Short JUMP 65220 90 Tons Assault 15m/sec Mod V Hvy Short
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP
MAULER
ARMOUR 34680 55 Tons Med 24m/sec Mod Hvy Short WEAPON 33260 55 Tons Med 24m/sec Mod Hvy Short JUMP 35950 55 Tons Med 24m/sec Mod Hvy Short
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP
BUSHWACKER
Commando
25 27
Firestarter
30 27
Raven
35 27
Stiletto
35 36
Hollander II
45 24
Centurion
55 18
Bushwacker
55 24
Catapult
65 18
Jagermech
70 18
Awesome
80 18
Mauler
90 15
Atlas
100 15
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16 MECHCOMMANDER DESPERATE MEASURES
Technically a heavy scout, the
Shadow Cat
is well armed and armoured—ideal for hazardous recon missions teamed with other light- or medium-class ’Mechs as part of a command Star. The Clan Nova Cat’s apparent response to the Wolf Clan’s
Fenris
’Mech, it accelerates to top speed at an astonishing rate and was used to overwhelm the forward observation posts at Luthien as they relayed reports of oncoming enemy. Its default configuration leaves it vulnerable to indirect fire.
Version Manufacturer: Unknown Armour Source: Unknown Communication System: Unknown Targeting and Tracking System: Unknown
STILETTO BUSHWACKER MAULER
i SHADOW CAT
NOVA CAT TURKINA
ARMOUR
2 Clan ER Lasers,
39650 45 Tons Med 27m/sec Mod Mod Med 2 Clan Large Pulse Lasers,
1 Clan Sensor—Basic 1 Clan ER Laser,
42000 45 Tons Med 27m/sec Light Mod Med 3 Clan Large Pulse Lasers,
1 Clan Sensor—Basic 2 Clan ER Lasers,
40870 45 Tons Med 27m/sec Light Mod Med 2 Clan Large Pulse Lasers,
1 Clan Sensor—Basic
WEAPON
JUMP
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP Basic Armament
CLAN MEDIUM 45 TONS
PAYLOAD CAPACITY VARIANT A/J: 29.0 VARIANT W: 36.5
SHADOW CAT
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MECHCOMMANDER DESPERATE MEASURES 17
A short-range killing machine, the
Nova
Cat
was designed to butcher anything that
gets too close. In 3059, the
Nova Cat
first saw battle against the Smoke Jaguars as part of Operation Bulldog. Here the
Nova
Cat
proved its awesome long-range fire-
power, but during the Operation several
Nova Cats
were captured by the Smoke Jaguar Clan. Periphery sources suggest that
Nova Cat
variations have been added
to Clan arsenals.
Version Manufacturer:
Barcella Alpha, Irece Alpha
Armour Source: Unknown Communication System:
JNE Integrated
Targeting and Tracking System:
Build 2 CAT TTS
ARMOUR
1 Clan Heavy Flamer, 3 Clan Pulse
61590 70 Tons Hvy 21m/sec Hvy Hvy Short Lasers, 2 Clan Heavy LB-X
Autocannons, 1 Clan Sensor—Basic 1 Clan Pulse Laser, 4 Clan Streak
57490 70 Tons Hvy 21m/sec Mod Hvy Short SRM Packs, 2 Clan Heavy LB-X
1 Clan Heavy Flamer, 3 Clan Pulse Lasers,
66210 70 Tons Hvy 21m/sec Mod Hvy Short 2 Clan Heavy LB-X Autocannons,
1 Clan Sensor—Basic
WEAPON
JUMP
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP Basic Armament
PAYLOAD CAPACITY VARIANT A/J: 54.0 VARIANT W: 58.0
CLAN
HEAVY
70 TONS
STILETTO BUSHWACKER MAULER SHADOW CAT
i NOVA CAT
TURKINA
NOVA CAT
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18 MECHCOMMANDER DESPERATE MEASURES
The Clan’s
Turkina
assault-class ’Mech
carries crippling long-range firepower
and can smash anything that gets too
close. The
Turkina
’s flexible weapon system packs exactly twice the punch packed by the primary configuration of the
Thor
, but it accomplishes this with only 40% more weight. The increased use of energy weapons in the
Turkina
is in direct response to the Clan’s defeats on Tukayyid, where ammo resupply efforts failed.
Version Manufacturer: Unknown Armour Source: Unknown Communication System: Unknown Targeting and Tracking System: Unknown
STILETTO BUSHWACKER MAULER SHADOW CAT NOVA CAT
i TURKINA
ARMOUR
1 Clan Pulse Laser, 2 Clan LB-X Autocannons,
84110 95 Tons Assault 15m/sec V Hvy V Hvy Short 2 Clan Lg ER Lasers, 2 Clan LR Missile Packs,
2 Clan Lt LB-X ACs, 1 Clan Sensor–Basic 1 Clan Pulse Laser, 2 Clan LB-X Autocannons,
104710 95 Tons Assault 15m/sec Hvy V Hvy Short 2 Clan ER PCCs, 2 Clan LR Missile Packs,
2 Clan Lt LB-X ACs, 1 Clan Sensor–Basic 1 Clan Pulse Laser, 2 Clan LB-X Autocannons,
90190 95 Tons Assault 15m/sec Hvy V Hvy Short 2 Clan Lg ER Lasers, 2 Clan LR Missile Packs,
2 Clan Lt LB-X ACs, 1 Clan Sensor–Basic
WEAPON
JUMP
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP Basic Armament
CLAN HEAVY 95 TONS
PAYLOAD CAPACITY VARIANT A/J: 74.5 VARIANT W: 81.0
TURKINA
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MECHCOMMANDER DESPERATE MEASURES 19
Clan ’Mech Comparison Chart
ARMOUR 39650 45 Tons Med 27m/sec Mod Mod Med WEAPON 42000 45 Tons Med 27m/sec Light Mod Med JUMP 40870 45 Tons Med 27m/sec Light Mod Med
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP
SHADOW CAT
BattleMech
Weight
(tons)
Speed
(m/sec)
ARMOUR 84110 95 Tons Assault 15m/sec V Hvy V Hvy Short WEAPON 104710 95 Tons Assault 15m/sec Hvy V Hvy Short JUMP 90190 95 Tons Assault 15m/sec Hvy V Hvy Short
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP
TURKINA
ARMOUR 61590 70 Tons Hvy 21m/sec Hvy Hvy Short WEAPON 57490 70 Tons Hvy 21m/sec Mod Hvy Short JUMP 66210 70 Tons Hvy 21m/sec Mod Hvy Short
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP
NOVA CAT
Uller
30 27
Cougar
35 27
Shadow Cat
45 27
Hunchback IIC
50 18
Vulture
60 24
Loki
65 24
Thor
70 24
Nova Cat
70 21
Mad Cat
75 24
Masakari
85 18
Turkina
95 15
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20 MECHCOMMANDER DESPERATE MEASURES
NEW WEAPONS
As I mentioned earlier, we have new weapons for your forces. FedCom engineers continue to refine weaponry to replace aging Inner Sphere weapon systems in all three armament types: ballistic, energy, and missile. Field modification kits have been issued and the new weapons are available from regimental inventory.
Ammo conservation mode software has been retrofitted in all deployed ’Mechs. For informa­tion on mode use, review the Tactics technical information.
This launcher fires one medium-range, ’Mech-crippling missile over obstacles. It cannot arm itself at targets within 50 metres. It is not available in the Battalion Inventory and must be obtained through battlefield salvage. It carries limited ammo. (32 shots)
COST Salvage LOAD VAL 21 RECYCLE 6 sec (slow)
DAMAGE 12 (very heavy)
RANGE Medium
HEAVY THUNDERBOLT
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MECHCOMMANDER DESPERATE MEASURES 21
The light version of the LB-X Autocannon fires at a faster rate than the Light Autocannon. The heavy version fires a massive short-range, shotgun-like round capable of striking multiple armour sections simultaneously. All variations carry limited ammo. (Light: 260 shots; Medium: 90; Heavy: 35)
Light Medium Heavy
COST 3560 8480 12850 LOAD VAL 9.5 14.5 19.5 RECYCLE 1.75 sec (v fast) 4 sec 6 sec
DAMAGE 0.5 (v light) 2 5
RANGE Long Medium Short
LB-X AUTOCANNONS
(Light: 260 shots; Medium: 90; Heavy: 35)
Light Medium Heavy
COST 3560 8480 12850 LOAD VAL 8.5 13.5 17.5 RECYCLE 1.75 sec (v fast) 4 sec 6 sec
DAMAGE 0.5 (v light) 2 5
RANGE Long Medium Short
CLAN LB-X AUTOCANNONS
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22 MECHCOMMANDER DESPERATE MEASURES
This rapid-firing energy weapon has the fastest recycle rate of any component available and is capable of striking targets at long range.
COST 19570 LOAD VAL 13 RECYCLE .075 sec (very fast)
DAMAGE 1.5 (light)
RANGE Long
LARGE X-PULSE LASER
This new Inner Sphere design fires a smaller slug out to long range. It carries limited ammo. (50 shots)
COST 7110 LOAD VAL 13.5 RECYCLE 5 sec (slow)
DAMAGE 5 (heavy)
RANGE Long
LIGHT GAUSS RIFLE
Long Tom shells deliver 8 points of damage to the target and an additional 8 points of damage to everything in its explosion radius. It carries limited ammo. (25 shots)
COST 33840 LOAD VAL 34 RECYCLE 7.5 sec (slow)
DAMAGE 8 (very heavy)
RANGE Long
LONG TOM CANNON
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MECHCOMMANDER DESPERATE MEASURES 23
NEW VEHICLES
Military research and development BattleMech advancements have yielded upgraded support vehicles: five new combat vehicles and one new utility vehicle. Vehicle manufacturers have readily adopted BattleMech power plant and ferro-fibrous armour improvements. Don’t underestimate the effectiveness of vehicles at the front: The Battle of Tukayyid demonstrated the cost effectiveness of fielding support vehicles in combination with ’Mechs.
Note: In the Expansion Campaign, vehicles are aligned with the Clan, but in the wargames you can deploy vehicles aligned with your units.
This swift and agile tank carries a massive Gauss Rifle capable of devastating most targets with one or two shots and can use its speed to bring that weapon to bear on weak rear ’Mech armour. Its design provides
long-range, medium-weight firepower. It should not be underestimated.
REGULATOR HOVER TANK
COST 17250
WEIGHT 45 Tons
TYPE Med Tank
SPEED 21m/sec
ARMOUR Light
WEAP/COMP 1 Gauss Rifle
Originally planned as a highly maneuverable replace­ment for the Inner Sphere’s Skulker, this fast and heavily armed recon car is ideal for deep penetration missions requiring more than a minimum level of
firepower. The Centipede is highly susceptible to sustained fire.
CENTIPEDE SCOUT CAR
COST 8580
WEIGHT 15 Tons
TYPE Lt Scout
SPEED 21m/sec
ARMOUR Light
WEAP/COMP 1 lg Laser
1 advanced Vehicle Sensor 1 guardian ECM
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24 MECHCOMMANDER DESPERATE MEASURES
This version of the Pilum Heavy Tank trades some of its firepower for a larger power plant, making it faster than any vehicle in its weight class. Its impressive flanking speed of 65kph makes it the fastest of the heavy tanks,
yet it is still able to take significant damage and maneuver. Its firepower is limited, however.
PILUM HEAVY TANK
COST 12560
WEIGHT 70 Tons
TYPE Hvy Tank
SPEED 18m/sec
ARMOUR Mod
WEAP/COMP 6 LRMRocks
First issued to the Lyran Royal Guard units, the Manticore has seen combat throughout the Inner Sphere. It is an impressive heavy tank, affording excellent armour protection and effective, accurate firepower. Long regarded as a powerful infantry weapon, the Manticore provides medium-
range armoured firepower with excellent fields of fire from the missile packs’ location in the turret.
MANTICORE HEAVY TANK
COST 13870
WEIGHT 60 Tons
TYPE Hvy Tank
SPEED 15m/sec
ARMOUR Mod
WEAP/COMP
1 Particle Projector Cannon 1 Large Pulse Laser 2 SRM Packs
A Star League–era design first deployed in the Periphery, General Aleksandr Kerensky took hundreds of Alacorns with him at the time of his Exodus. The Alacorn packs reasonable speed, superior armour, and a terrifying punch into one
sleek package with three Gauss Rifles mounted on a rotary turret that provides a full 360-degree firing arc.
ALACORN MK VII HEAVY TANK
COST 47450
WEIGHT 95 Tons
TYPE Assault
SPEED 12m/sec
ARMOUR Hvy
WEAP/COMP 3 Gauss Rfls
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MECHCOMMANDER DESPERATE MEASURES 25
The Ammo Truck is a small, reasonably fast, vulnerable vehicle capable of replacing a ’Mech’s ammunition on the battlefield. Deploy it as you would the Refit Truck; move it near a ’Mech until the Repair Icon (a wrench) appears, and then click that ’Mech to reload its ammunition. Clever MechCommanders have used its combustible payload as an offensive weapon. If the vehicle is destroyed, the
ordnance it carries will explode, damaging everything within the blast radius.
AMMO TRUCK
COST 1500
WEIGHT 10 Tons
TYPE Light
SPEED 18m/sec
ARMOUR Light
WEAP/COMP None
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26 MECHCOMMANDER DESPERATE MEASURES
TACTICS
Lastly, Commander, you have no doubt seen the media’s recent focus on the evolution of modern military tactics. As hinted in the reports, Inner Sphere military establishments developed strategies that enable frontline commanders, such as yourself, to more effectively deploy forces and resources under their command.
WAYPOINTS
Waypoints give a commander greater control over his units’ movement by setting a specific series of points for them to automatically follow, thus freeing up the commander’s attention for other units. There are four different types of waypoints—walk, run, jump, and minelayer—and you can place a total of 16 waypoints in any order.
Units traverse waypoints by the shortest possible
move
path. For example, if cliffs are directly between two waypoints, the units must move around the cliffs. Therefore, by placing more waypoints, you gain more control of the move path. For example, you may have a jump-capable unit walk to the first waypoint, run to the second, jump to the third, and run to the fourth.
To create waypoints
To create a
walk
waypoint, press and hold CTRL, or F9, while you click the waypoint location
on the main screen. –or– To create a
run
waypoint, press and hold CTRL+SPACEBAR, or F10, while you click the
waypoint location on the main screen. –or– To create a
jump
waypoint, press and hold CTRL+J, or F11, while you click the waypoint
location on the main screen. –or–
1
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MECHCOMMANDER DESPERATE MEASURES 27
To create a minelayer waypoint (mines are laid as the vehicle follows the move path), press and hold CTRL+F while you click the waypoint location on the main screen.
Repeat step 1 as necessary for each waypoint you want.
Notes
You can assign a move path to any number of
units at one time, using the standard selection methods. If a group of units is selected, the lead unit will move to the waypoints first.
You can view a unit’s move path lines by
pressing and holding CTRL.
You can add waypoints to an existing move
path at any time. The new waypoints are added to the end of the orders queue.
You can clear a unit’s move path by selecting
that unit and pressing BACKSPACE.
Waypoints may be placed in unrevealed terrain;
they appear above the black background, similar to sensor traces.
You can place waypoint markers while the mission is paused. Once a waypoint marker is
laid, it cannot be moved. Units will begin following their move paths when the mission is resumed. This is helpful in organizing simultaneous movement.
Once a waypoint marker is laid, it cannot be moved.
While CTRL is pressed, you cannot assign targets or capture a unit.
If a unit following a move path receives a new order, movement, or attack, the move path
and its waypoints are cancelled.
If attacked while executing a walk waypoint, the units behave identically to units walking in
MechCommander. They will stray off their move path until the combat is resolved.
If a unit cannot reach a given waypoint, it will behave identically to a unit that cannot
handle a move order.
To set a move path through burned forest, place waypoints just before the burned forest,
just after the burned forest, and then toward your final destination.
You may play the original MechCommander campaign using waypoints.
2
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28 MECHCOMMANDER DESPERATE MEASURES
AMMO CONSERVATION MODE
To give the commander greater control over his resources in combat, he can order units to fire energy weapons only, conserving precious ammunition until it is truly needed.
Energy weapons are those with an unlimited supply of shots—for example, Pulse Lasers, Heavy Flamers, and Particle Projector Cannons. Ammo weapons are those that fire a limited supply of shots or salvos—for example, Gauss Rifles, Autocannons, and Missile Packs.
To order ammo conservation mode
Hold down A and then, on the main screen, click the enemy you want to hit with energy weapons only. The cross hairs will appear orange.
Notes
To clear all orders, including ammo conservation mode, press BACKSPACE.
If a unit in ammo conservation mode receives a new attack order, ammo conservation
mode is cancelled and the unit will fire all of its weapons.
If a unit has only ammo weapons and is given the ammo conservation mode order, that
unit will not fire (as if it were out of weapons).
A commander orders a group of units to use ammo conservation mode in the same
manner he would make any other order. If one of the units in the group has only ammo weapons, then that unit will not fire (as if it were out of weapons).
You may play the original MechCommander campaign using ammo conservation mode.
DIFFICULTY LEVELS
MechCommander Desperate Measures offers three levels of gameplay: easy, regular, and hard. These levels can also be used to play the original MechCommander missions.
To set the difficulty level
On the MechCommander Desperate Measures main menu, click Preferences. Under Difficulty, click Easy, Regular, or Hard.
Note: You can change level difficulty before you start a mission or between missions. If a mission proves to be too challenging, you can lower the difficulty setting, win the mission, and then return to the former difficulty setting for the next mission.
1
w
2
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MECHCOMMANDER DESPERATE MEASURES 29
KEYBOARD COMMANDS
Combat/Tactical
To Press
Assault from current location C+Left mouse button Assault from long range L+Left mouse button Assault from medium range M+Left mouse button Assault from short range S+Left mouse button Attack head 8+Left mouse button Attack left torso 7+Left mouse button Attack right torso 9+Left mouse button Attack centre torso 5+Left mouse button Attack left arm 4+Left mouse button Attack right arm 6+Left mouse button Attack left leg 1+Left mouse button Attack right leg 3+Left mouse button Order ammo conservation mode A+Left mouse button
Keyboard Commands continues . . .
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30 MECHCOMMANDER DESPERATE MEASURES
Fire Support
Fire support gives the commander greater control over his combat resources. Launch small artillery strikes, large artillery strikes, sensor probes, and camera drones by pressing a key on the keyboard (not the numeric keypad) and clicking the mouse on the target—no wasting time moving the cursor to the multifunctional display (MFD).
When a fire support hotkey is depressed, the corresponding button is highlighted on the MFD per the RUN, JUMP, and GUARD hotkeys in original MechCommander. The fire support cursor may be moved until it is deployed by clicking the left mouse button.
To Press
Drop small artillery strike at cursor 1+Left mouse button on target Drop large artillery strike at cursor 2+Left mouse button on target Drop sensor probe at cursor 3+Left mouse button on target Drop camera drone at cursor 4+Left mouse button on target
Note: You must press a number key each time you want to drop artillery and so forth. For example, to drop three small artillery strikes, you must press 1 and click the left mouse button once on each of the targets.
Orders
To Press
Hold fire/stop BACKSPACE Guard G+Left mouse click on target Capture Left mouse click context-sensitive cursor on item Repair/refit Left mouse click context-sensitive cursor on item Lay mines F+Left mouse button Power up PAGE UP Power down PAGE DOWN Eject HOME+Left mouse button
Page 33
MECHCOMMANDER DESPERATE MEASURES 31
Unit Control
To Press
Reassign Force Groups CTRL+F1 through F4 Select all units in battlefield view E Deselect all units Right mouse button on battlefield view Get information on unit I+Left mouse button
Moving Units
To Press
Move half-power Left mouse button Move full-power SPACEBAR+Left mouse button Jump (jump-enabled ’Mechs only) J+Left mouse button Create walk waypoint CTRL or F9 Create run waypoint CTRL+SPACEBAR or F10 Create jump waypoint CTRL+J or F11 Create minelayer waypoint CTRL+F
Battlefield View
The commands in this section can be triggered by pressing the appropriate key on either the keyboard or the numeric keypad.
To Press
Zoom view in PLUS SIGN Zoom view out MINUS SIGN Scroll down DOWN ARROW Scroll up UP ARROW Scroll left LEFT ARROW Scroll right RIGHT ARROW
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32 MECHCOMMANDER DESPERATE MEASURES
Multifunctional Display (MFD)
To Press
Open/close MFD ALT Open MFD (Briefing Active) ALT+B Open MFD (Information/ ALT+D
Briefing Active) Open MFD (Map Active) ALT+M Open MFD (Salvage Active) ALT+S Open MFD (Chat Active) ALT+C
(multiplayer missions only) Open/close MFD (Command Palette) TAB
Tactical Map
To Press
Scroll down CTRL+DOWN ARROW Scroll up CTRL+UP ARROW Scroll left CTRL+LEFT ARROW Scroll right CTRL+RIGHT ARROW Zoom in CTRL+PLUS SIGN Zoom out CTRL+MINUS SIGN
System Commands
To Press
Pause game ESC or PAUSE Enter chat mode (multiplayer) ENTER
Page 35
MECHCOMMANDER DESPERATE MEASURES 33
Producer
Mitch Gitelman
Lead Developer
Frank Savage
Lead Designer
Mike Lee
Lead Artist
Tom Burlington
Product Planner
Jon Kimmich
Technical Art Director
Jamie Marshall
Composer/Sound Designer
Duane Decker
Programming
Glenn Doren Heidi Gaertner Jon Marcus Frank Savage
Design
Mitch Gitelman Mike Lee Denny Thorley
John Whitmore TJ Wagner Jordan Weisman
Mission Design
David Abzug Mike Lee Rob Nicholls Joe Sislow
Multiplayer Mission Design
David Abzug Derek Carroll Terry Cokenour John Howard “Evil” John Moreland
Art
Vic Bonilla Tom Burlington Andrew Hura Todd Labonte Jamie Marshall Larry Mast Duane Molitor Allen Nunis Charles Oines Steve Scott Lex Story
Quality Assurance
Michael Horn Michel Lowrance Mark McNulty Todd Squire Harris Thurmond TJ Wagner
Documentation
Vic Bonilla Tom Burlington Mark Duncan Dana Fos Mitch Gitelman Chris Lassen Daj Oberg Heinz Schuller Lex Story Jordan Weisman
Special thanks:
To Mort Weisman, Bryan Nystul, and the entire staff of FASA Corporation. Also to PaleRider, Mishima, and the Hardcorps Online who advised, encouraged, and flamed
CREDITS
FASA Interactive/Microsoft
Page 36
34 MECHCOMMANDER DESPERATE MEASURES
CUSTOMER SERVICES
If you have problems and require assistance you can contact our Customer Services:
Phone: +44 (0) 1454 893900 Hours of operation: 0900-1730 GMT/BST, Monday to Friday Fax: +44 (0) 1454 894296
Note: Phoning this number costs the same as a standard rate call no matter where you call from in the UK. If you do telephone the Technical Support line, if possible please be sitting in-front of your computer and have a pen and paper at the ready. Before contacting our Technical Support Hotline, please try to have the following information ready so that we may help you more efficiently: The name of the game, the make and model of your computer, the processor and it's speed, peripherials, graphics card with it's driver date and version, sound card with it's driver date and version, which version of Windows you are using, total memory installed, exact error message (if any) version of DirectX installed, type of CD-ROM drive, total system resources free before running the program and finally the name of any programs running in the background.
EMAIL
Alternatively you can email our Technical Support operators:
uksupport@hiuk.com WEBSITE
http://www.hasbrointeractive.com
To ensure a prompt reply please summarise your issues as concisely as you can, giving details, as above, of the game, the problem or error, any circumstances that you feel relevant and your particular computer system. We will endeavour to return your mail within the day.
All letters should be addressed to: Hasbro Interactive (Europe) Customer Support The Ridge, Chipping Sodbury South Gloucestershire BS37 6BN England, UK
CUSTOMER SERVICES - AUSTRALIA If you have problems and require assistance you can contact our Customer Services:
Phone: 1902 262 667
(calls charged at $1.50 per minute, a higher rate applies to mobile and public phones).
Page 37
MECHCOMMANDER DESPERATE MEASURES 35
NOTICE/WARRANTY
1. LICENCE
The software and all images, photography, animations, video, audio, music and text contained on the enclosed CD-ROM and this manual, (together, 'the Product') are protected by copyright and other intellectual property rights which are owned by or licensed to Hasbro Interactive Limited of 2 Roundwood Avenue, Stockley Park, Uxbridge, UB11 1AZ ('Hasbro').
Hasbro grants to you as the original purchaser of this Product a non-transferable right to use the Product for your own personal and private use and not in connection with any business activity. Unless otherwise permitted by law, no part of this Product may be copied, reproduced, translated, modified, decompiled or reduced into any electronic or other form without the prior written consent of Hasbro. You may not rent or lease, or sell or transfer copies of the Product or any part of it.
2. WARRANTY
Hasbro warrants to you only that for a period of ninety days from purchase the Product will perform substantially in accordance with the specifications set out in this manual and that the original CD-ROM disk itself will be free from defects in materials and workmanship.
During this period the Product, if defective, will be replaced free of charge if returned to Hasbro at Caswell Way, Newport, Gwent, NP9 0YH, together with a dated proof of purchase, a brief description of the defect and the address to which it is to be returned. Any replacement will be warranted for a further 90 day period. This warranty does not affect your statutory rights in any way.
This warranty does not apply to defects caused by misuse, neglect, incorrect installation, damage, alteration, repair or excessive wear.
3. LIABILITY
Except as stated at 2 above, all conditions, warranties, terms, representations and undertakings express or implied, statutory or otherwise, in respect of the Product are expressly excluded.
Hasbro's liability to you shall under no circumstances exceed the original retail price of the Product and Hasbro does not accept liability for any indirect or consequential damage or loss (even if it is aware that the possibility of such damage or loss) including lost profits or revenues, or for any damages, costs or loss incurred as a result of loss of time or data or from any other cause.
Nothing set out above shall limit or exclude the Hasbro's liability to you for death or personal injury resulting from its own negligence or any other liability not capable of exclusion or limitation by law.
If you do not agree to be bound by these terms, you should immediately return the Product to Hasbro at Caswell Way, Newport, Gwent, NP9 OYH, together with a dated proof of purchase, for a full refund.
Page 38
HASBRO INTERACTIVE’S WEB SITES
Hasbro Interactive has exciting, full and active web sites dedicated to ensure you get the most out of your new games. You can visit us at:
http://www.hasbro-interactive.com
Technical Support
Hints and Tips
Software Upgrades
Demos
Interaction
Inter views
Competitions
and much more. We are constantly updating our web sites so stop by and visit us frequently. With events and
new additions planned, you won’t want to miss out.
36 MECHCOMMANDER DESPERATE MEASURES
Page 39
NOTES
MECHCOMMANDER DESPERATE MEASURES 37
Page 40
A
SUPPLEMENTAL BRIEFING
MECHCOMMANDER
KEYBOARD
FUNCTION
CHART
i COMBAT/TACTICAL
Assault from current location C+Left mouse button Assault from long range L+Left mouse button Assault from medium range M+Left mouse button Assault from short range S+Left mouse button Attack head 8+Left mouse button Attack left torso 7+Left mouse button Attack right torso 9+Left mouse button Attack centre torso 5+Left mouse button Attack left arm 4+Left mouse button Attack right arm 6+Left mouse button Attack left leg 1+Left mouse button Attack right leg 3+Left mouse button Order ammo conservation mode A+Left mouse button
i FIRE SUPPORT
Drop small artillery strike 1+Left mouse button Drop large artillery strike 2+Left mouse button Drop sensor probe 3+Left mouse button Drop camera drone 4+Left mouse button
i ORDERS
Hold fire/stop BACKSPACE Guard G+Left mouse click on target Capture Left mouse click context-sensitive cursor on item Repair/refit Left mouse click context-sensitive cursor on item Lay mines F+Left mouse button click Power up PAGE UP Power down PAGE DOWN Eject pilot HOME+Left mouse button on unit
i UNIT CONTROL
Reassign Force Groups CTRL+F1 through F4 Select all units in view E Deselect all units Right mouse button on battlefield view Get information on unit I+Left mouse button on unit
i MOVING UNITS
Move half-power Left mouse button Move full-power SPACEBAR+Left mouse button Jump (jump-enabled ’Mechs only) J+Left mouse button Create walk waypoint CTRL or F9 Create run waypoint CTRL+SPACEBAR or F10 Create jump waypoint CTRL+J or F11 Create minelayer waypoint CTRL+F
i BATTLEFIELD VIEW
Zoom view in PLUS SIGN Zoom view out MINUS SIGN Scroll down DOWN ARROW Scroll up UP ARROW Scroll left LEFT ARROW Scroll right RIGHT ARROW
i MULTIFUNCTIONAL DISPLAY (MFD)
Open/close MFD ALT Open/close MFD (Command Palette) TAB
i SYSTEM COMMANDS
Pause game ESC or PAUSE Enter chat mode (multiplayer) ENTER
i COMBAT/TACTICAL
Assault from current location C+Left mouse button Assault from long range L+Left mouse button Assault from medium range M+Left mouse button Assault from short range S+Left mouse button Attack head 8+Left mouse button Attack left torso 7+Left mouse button Attack right torso 9+Left mouse button Attack centre torso 5+Left mouse button Attack left arm 4+Left mouse button Attack right arm 6+Left mouse button Attack left leg 1+Left mouse button Attack right leg 3+Left mouse button Order ammo conservation mode A+Left mouse button
i FIRE SUPPORT
Drop small artillery strike 1+Left mouse button Drop large artillery strike 2+Left mouse button Drop sensor probe 3+Left mouse button Drop camera drone 4+Left mouse button
i ORDERS
Hold fire/stop BACKSPACE Guard G+Left mouse click on target Capture Left mouse click context-sensitive cursor on item Repair/refit Left mouse click context-sensitive cursor on item Lay mines F+Left mouse button click Power up PAGE UP Power down PAGE DOWN Eject pilot HOME+Left mouse button on unit
i UNIT CONTROL
Reassign Force Groups CTRL+F1 through F4 Select all units in view E Deselect all units Right mouse button on battlefield view Get information on unit I+Left mouse button on unit
i MOVING UNITS
Move half-power Left mouse button Move full-power SPACEBAR+Left mouse button Jump (jump-enabled ’Mechs only) J+Left mouse button Create walk waypoint CTRL or F9 Create run waypoint CTRL+SPACEBAR or F10 Create jump waypoint CTRL+J or F11 Create minelayer waypoint CTRL+F
i BATTLEFIELD VIEW
Zoom view in PLUS SIGN Zoom view out MINUS SIGN Scroll down DOWN ARROW Scroll up UP ARROW Scroll left LEFT ARROW Scroll right RIGHT ARROW
i MULTIFUNCTIONAL DISPLAY (MFD)
Open/close MFD ALT Open/close MFD (Command Palette) TAB
i SYSTEM COMMANDS
Pause game ESC or PAUSE Enter chat mode (multiplayer) ENTER
MECHCOMMANDER
KEYBOARD
FUNCTION
CHART
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