на главную
об игре

Mechwarrior 4: Vengeance Walkthrough (English)

by Briareos Kerensky (briareos@inwind.it, briareos_CWE), ver 2.1 9/1/2002



Table of Contents

1-Disclaimer

2-Update History

3-History Briefing

4-Weapons Briefing

5-'Mechs Briefing

6-Vehicles and Misc Enemies Briefing

7-Lancemates briefing

8-How to costumize a 'Mech

9-General Tactics

10-Multiplayer Tactics

11-Walkthrough

12-Cheats

13-Patches

14-Custom 'Mechs

15-Differences between MechWarrior 4 and BattleTech

16-Credits and misc



************

1-DISCLAIMER

************



All names and marks are property of their respective owners; this document is

copyright of Briareos Kerensky: unauthorized reproduction of this document as

it is or in part is forbidden; to ask authorization send a mail to me

(briareos@inwind.it). Do not send mails asking CD keys or other personal codes

which changes with every CD package: every softhouse has its own way to use

these keys, and I won't deny myself the possibility to play online a game only

because someone has "lost the package" or "the package is corrupted".

If some sections have cheats in them which includes alteration of hex codes,

renaming files, creation of new ones, I will not answer of HD formatting, lost

datas, World Wars, nuclear explosions, invocation of demons of any kind or any

other damage derived from those operations.

I'm Italian, so do not pay attention to the many mistakes I'll do in spelling,

grammar construction and so on.

Now have fun.



****************

2-UPDATE HISTORY

****************



9/1/2002-version 2.1. Added Custom 'Mechs section, for everyone wanting to

submit his or her Configs.



9/12/2001-version 2.0a. Final version (this one's the real). Some corrections

throughout the document. I want MW4:Black Knight.



30/11/2001-version 2.0. Final version. All uncompleted sections completed (most

notably walkthrough, with the final mission and General Tactics).



14/11/2001-version 1.6. Operation 6 completed. Other sections started and/or

completed.



12/11/2001-version 1.4. Operation 3, 4 and 5 completed. How to Costumize your

'Mech section started and completed. Some revisions throughout the document.

Added Operation names (hoping that they're right translations). 100 Kbs reached

and passed.



9/11/2001-version 1.2. Corrected some mistakes, other sections started and

walkthrough continued up to Operation 3.



8/11/2001-version 1.0. Finally the game is out here too! Leader moved the

publication of MW4 after X'mas and I had to buy a PC powerful enough...History,

'Mech, other basic sections on line plus operation one.

In fact, the game was out well before the publication of this document (I

completed the MechCommander 2 walktrhough even before starting this one!), but

stability problems kept me away from the game...BTW, here it is, my MW4

walkthrough!



******************

3-HISTORY BRIEFING

******************



In 3028 Prince Hanse Davion, ruler of the Federated Suns marries Melissa

Steiner, Archon of the Lyran Commonwealth; as gift, Hanse Davion promises the

Capellan Confederation, starting the Fourth Succession War; the Capellan

Confederation will lose most of its territories, and the newly formed Federated

Commonwealth is now the most powerful Successor State.

After this war the Inner Sphere lives a moment of realtve peace, only when in

3050 the Clan arrives to conquer the Inner Sphere. In 3052 Comstar won the

Battle of Tukayyid, giving to the Inner Sphere a peace long 15 years. However

internal contrasts are hard to die; in 3052 Hanse Davion dies of an heart

attack, and in 3055 Melissa Steiner is assasinated.

In 3056 Victor Steiner-Davion moves to rule the Federated Commonwealth as the

Archon-Prince; his sister, Katherine Steiner Davion decides that the old Lyran

Commonwealth will no longer be part of the Federated Commonwealth, changes her

name to Katrina and secedes for his borther's realm.

Victor Davion is busy in recreating the Star League, to defeat the Clans; to

show the new League power, the Inner Sphere leaders plan the annihilation of

the Smoke Jaguars; in months the Clan is annihilated by Clan rules; the Clans

are astonished, though hostilities would propably restart soon. In the Lyran

part of the Federated Commonwealth Victor loyalists are subverted or killed,

including the Dresari family...you are Ian Dresari, the only surviving member

of this noble family and decide to move revenge against Katrina Steiner for

this secession.



*********************

4-WEAPONS TECHNOLOGY

*********************



Before the description of every single weapon and equipment, here is a brief

description of the categories.

MW4 introduces the concept of weapon bays: a certain weapon bay can accept only

determinated types of weapons (energy bays=energy weapons only and so on),

though Omni bays can accept every kind of weapon. Note that these bays are also

limited by dimensions, so not all weapons will fit in a given type of

hardpoint. This makes the configuration of "official" 'Mechs somewhat different

from how are knew by BT player.

+ Energy weapons (red): energy weapons uses massive amounts of electricty

produced by the 'Mech's reactor, and they can be fired without ammunition

problems. This advantage is balanced by the large amounts of waste heat that

they produce: the only way to dissipate this heat is to mount extra heat sinks,

which compensates for their relatively light mass and compactness. Range are

firepower increases in proportion.

+ Balistic weapons (yellow): these weapons must be fed by ammunition: this

limits the times the weapon can be fired, and ammunitions explode when struck

by weapon fire. They do not produce large amounts of heat, but are bulky and

weight a lot. Lighter models have a longer range but less firepower; heavier

models have more firepower than range, and carries less ammo.

+ Missile weapons (green): like balistic weapons they use ammunitions, and each

launcher fire a specified number of missiles in a single salvo.

Missiles are explosive, and they produce moderate amounts of heat. Damage is

spread among the whole target, and not concentrated like other weapons.

+ Equipment: this category contains the larger variety of accessories a 'Mech

can mount. They include alternative type of armors, heat sinks and EW

(Electronic Warfare) suites.



------------------

--ENERGY WEAPONS--

------------------



STANDARD/ER LASER: Lasers fire a beam of coherent light, producing damage

through the extreme temperatures that the beam reaches; standard lasers have a

medium/short range but the ER version has longer ranges, especially in their

Clan versions; in fact, the Clan ER Medium Lasers have a range value roughly

equivalent to the Inner Sphere standard Large Laser; ER versions have a greater

heat value but maintain the same damage values; Medium and ER Medium are good

back up weapons for every kind of 'Mech.



Name: LARGE LASER

Technology: Inner Sphere

Range: 600 meters

Damage: 7,5

Heat: 5

Recycle rate: 5

Size: 2

Weight: 5 tons



Name: MEDIUM LASER

Technology: Inner Sphere

Range: 300 meters

Damage: 1,2

Heat: 0,6

Recycle rate: 3

Size: 1

Weight: 1 tons



Name: SMALL LASER

Technology: Inner Sphere

Range: 150 meters

Damage: 0,30

Heat: 0,10

Recycle rate: 1

Size: 1

Weight: 0,5 tons



Name: ER LARGE LASER

Technology: Clan

Range: 800 meters

Damage: 8

Heat: 8

Recycle rate: 5

Size: 2

Weight: 4 tons



Name: ER MEDIUM LASER

Technology: Clan

Range: 400 meters

Damage: 1,5

Heat: 1,2

Recycle rate: 3

Size: 1

Weight: 1 tons



Name: ER SMALL LASER

Technology: Clan

Range: 200 meters

Damage: 0,35

Heat: 0,2

Recycle rate: 1

Size: 1

Weight: 0,5 tons



PULSE LASER: Pulse Lasers fire a stream of four laser beams instead of the

single one of standard and ER lasers; they produce more heat than standard

lasers but the amount generated is equivalent to ER lasers (both versions); it

is possible to "walk" this prolonged beam, making hitting a single target

easier, and have a very low recharge time, making them efficient at close

range. Clan versions have a longer range, roughly the 50% more of Inner Sphere

versions.



Name: LARGE PULSE LASER

Technology: Inner Sphere

Range: 600 meters

Damage: 2,62

Heat: 1,75

Recycle rate: 1,25

Size: 2

Weight: 7 tons



Name: MEDIUM PULSE LASER

Technology: Inner Sphere

Range: 300 meters

Damage: 0,60

Heat: 0,30

Recycle rate: 0,75

Size: 1

Weight: 2 tons



Name: SMALL PULSE LASER

Technology: Inner Sphere

Range: 150 meters

Damage: 0,15

Heat: 0,05

Recycle rate: 0,25

Size: 1

Weight: 1 tons



Name: ER LARGE PULSE LASER

Technology: Clan

Range: 800 meters

Damage: 3

Heat: 3

Recycle rate: 1,25

Size: 2

Weight: 6 tons



Name: ER MEDIUM PULSE LASER

Technology: Clan

Range: 400 meters

Damage: 0,75

Heat: 0,60

Recycle rate: 0,75

Size: 1

Weight: 2 tons



Name: ER SMALL PULSE LASER

Technology: Clan

Range: 200 meters

Damage: 0,27

Heat: 0,12

Recycle rate: 0,25

Size: 1

Weight: 1,5 tons



STANDARD/ER PPC: the PPC fires particles. Both versions produces high amounts

of heat, and and among the most powerful weapons (in fact, the Clan version is

the most powerful weapon in this game) in this game; the "projectiles" are

fast, but slower the laser ones; they pass AC shells and missiles and matches

Gauss' ones, however. They are extremely bulky though the Clan version is

lighter. The standard version (available only to Inner Sphere units) has a

shorter range but produces less heat. Recharge times are long, but it is highly

recomended. When hit by PPC fire, a 'Mech will suffer a limited short-circuit.



Name: PPC

Technology: Inner Sphere

Range: 750 meters

Damage: 10

Heat: 10

Recycle rate: 6

Size: 3

Weight: 7 tons



Name: ER PPC

Technology: Clan

Range: 900 meters

Damage: 14

Heat: 15

Recycle rate: 8

Size: 3

Weight: 6 tons



FLAMER: the flamer taps hot gases directly from the reactor, creating an hot

stream of flames; the flamer do not produce too much heat and when the stream

hits the target, its heat level will increase, plus creating light damage. If

hit, the target will catch fire for about 5 seconds, and it will be illuminated

for this period of time; a basically useless weapon, but good if you want to do

picnics.



Name: FLAMER

Technology: Inner Sphere

Range: 150 meters

Damage: 1

Heat: 4

Recycle rate: 4

Size: 2

Weight: 1 tons



Name: FLAMER

Technology: Clan

Range: 150 meters

Damage: 1

Heat: 4

Recycle rate: 4

Size: 2

Weight: 0,5 tons



BOMBAST LASER: a new Inner Sphere weapon. The Bombast Laser produces lots of

heat and weights a lot, and has a dubious firing mechanism:

when you press the first time your trigger, the Bombast Laser will begin to

charge. A second pression of the trigger will fire the laser. Longer the Laser

will charge, more powerful (and more heat-intensive) the beam will be. When

fully charged, the Laser will automatically fire.



Name: BOMBAST LASER

Technology: Inner Sphere

Range: 500 meters

Damage: 10 (maximum) - 1 (minimum)

Heat: 8 (maximum) - 1 (minimum)

Recycle rate: 4

Size: 2

Weight: 7 tons



---------------------

--BALLISTIC WEAPONS--

---------------------



MACHINE GUNS ARRAY (MG ARRAY): a series of machine guns packed together. The

Inner Sphere variant packs three guns while the Clan one four, with the same

weight of its Inner Sphere counterpart. They do not do much damage, but have a

fast rate of fire and I take a perverse pleasure in firing groups of them. Not

worth the weight, however.



Name: MACHINE GUN ARRAY

Technology: Inner Sphere

Range: 150 meters

Damage: 0,2

Heat: 0,00

Recycle rate: 0,30

Size: 1

Weight: 2 tons

Ammo per ton: 450



Name: MACHINE GUN ARRAY

Technology: Clan

Range: 200 meters

Damage: 0,3

Heat: 0,00

Recycle rate: 0,3

Size: 1

Weight: 2 tons

Ammo per ton: 600



STANDARD AUTOCANNON (AC): ACs fire a stream of high-velocity projectiles toward

a single target. In MW4 standard ACs come only in 5 and 10 types: the 5 model

has a good range sacrificing firepower, while the 10 model has twice the punch

of its smaller brother but keeps a decent range. The 5 model holds 120 rounds

in a single ton and the 10 model only 36. The Clans use Ultra and LB-X ACs,

they do not have standard ACs.



Name: AC/2

Technology: Inner Sphere

Range: 900 meters

Damage: 2

Heat: 0,1

Recycle rate: 1

Size: 1

Weight: 8 tons

Ammo per ton: 240



Name: AC/5

Technology: Inner Sphere

Range: 600 meters

Damage: 5

Heat: 0,2

Recycle rate: 1,5

Size: 1

Weight: 8 tons

Ammo per ton: 120



Name: AC/10

Technology: Inner Sphere

Range: 400 meters

Damage: 9

Heat: 0,60

Recycle rate: 4

Size: 2

Weight: 13 tons

Ammo per ton: 36



LB-X SCATTERSHOT: shotgun-like ACs: rather than directing a single stream of

projectile toward a single area of the target, an LB-X rounds will reproduce a

cluster effect on the whole enemy, maximizing the possibility to score head or

critical hits. Not enough, the damage increases as the target closes range; the

damage value is indicated after the AC type (LB 20-X: 20 damage points) and

it's the damage the AC will allocate if it strikes at close range. Inner Sphere

units haven't access to LB-X technology; Clan ACs come in 10 and 20 models.



Name: LBX AC 10

Technology: Inner Sphere

Range: 450 meters

Damage: 14 (maximum)

Heat: 1

Recycle rate: 4

Size: 2

Weight: 12 tons

Ammo per ton: 36



Name: LBX AC 20

Technology: Inner Sphere

Range: 300 meters

Damage: 24 (maximum)

Heat: 2

Recycle rate: 6

Size: 3

Weight: 15 tons

Ammo per ton: 20



Name: LBX AC 10

Technology: Clan

Range: 450 meters

Damage: 14

Heat: 1

Recycle rate: 4

Size: 2

Weight: 10 tons

Ammo per ton: 36



Name: LBX AC 20

Technology: Clan

Range: 300 meters

Damage: 24

Heat: 2

Recycle rate: 6

Size: 3

Weight: 12 tons

Ammo per ton: 20



ULTRA AUTOCANNON: the Ultra ACs do not fire special rounds like the LB-X ACs,

but can fire a stream of projectiles roughly comparable to two standard ACs'

ones. This doubles the damage of the stream, but also eats ammunition in a

faster rate. Ultra ACs are in use in both factions, in two models: 2 (with 240

ammunitions per ton) and 5 (120 ammunitions per ton).



Name: Ultra AC/5

Technology: Inner Sphere

Range: 600 meters

Damage: 4

Heat: 0,15

Recycle rate: 1,5

Size: 1

Weight: 10 tons

Ammo per ton: 120



Name: Ultra AC/2

Technology: Clan

Range: 900 meters

Damage: 2

Heat: 0,11

Recycle rate: 1

Size: 1

Weight: 6 tons

Ammo per ton: 240



Name: Ultra AC/5

Technology: Clan

Range: 600 meters

Damage:4

Heat: 0,15

Recycle rate: 1,5

Size: 1

Weight: 8 tons

Ammo per ton: 120



LIGHT/STANDARD GAUSS RIFLE: a ballistic version of the PPC; with this

translation the Gauss got lower temperatures and limited ammo supplies, but

kept its high damage value. The Inner Sphere version of the Rifle is heavier

but has the same damage and range values of the Clan version.

The projectile is fast and reliable, and has average reciclying capabilities. A

good choice as ballistic for Omni 'Mech's main weapon.



Name: GAUSS RIFLE

Technology: Inner Sphere

Range: 800 meters

Damage: 17

Heat: 1

Recycle rate: 8

Size: 3

Weight: 16 tons

Ammo per ton: 24



Name: GAUSS RIFLE

Technology: Clan

Range: 800 meters

Damage: 17

Heat: 1

Recycle rate: 8

Size: 3

Weight: 13 tons

Ammo per ton: 24



Name: LIGHT GAUSS RIFLE

Technology: Inner Sphere

Range: 1200 meters

Damage: 12

Heat: 0,8

Recycle rate: 6

Size: 2

Weight: 13 tons

Ammo per ton: 30



LONG TOM: this Long Tom is not the famous artillery cannon, but a smaller

version, uselful at shorter ranges; I do not like this weapon as it weights too

much and its effects what you expect from a (small) artillery weapon, though it

acts like it. The projectile is relatively slow, and describes an arched

trajectory and when hits the ground, it explodes with a relatively large

strike; the projectile's slowness make difficult to target fast-moving enemies.

Better to use Gauss Rifles or PPCs.



Name: LONG TOM

Technology: Inner Sphere

Range: 700 meters

Damage: 25

Heat: 25

Recycle rate: 7

Size: 3

Weight: 20 tons

Ammo per ton: 18



-------------------

--MISSILE WEAPONS--

-------------------



LONG RANGE MISSILE (LRM): Long Range Missiles are the only missile type

requiring a lock-on onto the target. Well, they do not REQUIRE it, but it is

better to wait for the lock or the salvo will likely be wasted. When combined

to an active NARC beacon, the LRMs will follow the selected target, eventually

increasing their maneuverability. LRM racks come in 4 types: 5, 10, 15 or 20

missiles per salvo. All missiles (except Thunderbolts) tend to spread damage

along the whole target rather than inflicting a single, devastating blow; also,

missiles tend to hit in salvos, so most times not all missiles from a salvo

will hit the target. Each ton of ammunition holds 240 missiles.



Name: LRM 5

Technology: Inner Sphere

Range: 1000 meters

Damage: 4

Heat: 1,2

Recycle rate: 6

Size: 1

Weight: 3 tons

Ammo per ton: 240 (48 salvos)



Name: LRM 10

Technology: Inner Sphere

Range: 1000 meters

Damage: 8

Heat: 2,4

Recycle rate: 6

Size: 1

Weight: 6 tons

Ammo per ton: 240 (24 salvos)



Name: LRM 15

Technology: Inner Sphere

Range: 1000 meters

Damage: 12

Heat: 3

Recycle rate: 6

Size: 2

Weight: 8 tons

Ammo per ton: 240 (16 salvos)



Name: LRM 20

Technology: Inner Sphere

Range: 1000 meters

Damage: 16

Heat: 3,6

Recycle rate: 6

Size:2

Weight: 11 tons

Ammo per ton: 240 (12 salvos)



Name: LRM 5

Technology: Clan

Range: 1000 meters

Damage: 4

Heat: 1,2

Recycle rate: 6

Size: 1

Weight: 2 tons

Ammo per ton: 240 (48 salvos)



Name: LRM 10

Technology: Clan

Range: 1000 meters

Damage: 8

Heat: 2,4

Recycle rate: 6

Size: 1

Weight: 3,5 tons

Ammo per ton: 240 (24 salvos)



Name: LRM 15

Technology: Clan

Range: 1000 meters

Damage: 12

Heat: 3

Recycle rate: 6

Size: 2

Weight: 4,5 tons

Ammo per ton: 240 (16 salvos)



Name: LRM 20

Technology: Clan

Range: 1000 meters

Damage: 16

Heat: 3,6

Recycle rate: 6

Size: 2

Weight: 6 tons

Ammo per ton: 240 (12 salvos)



SHORT RANGE MISSILE (SRM): these missiles are totally unguided and should be

used in WVR (Within Visual Range) combat; they are pretty useless against

fast-moving targets if you are not good in anticipating its movements. SRMs

come in 3 type: 2, 4 and 6 missiles per salvo. Each ton of ammunition holds 120

missiles. When compared to LRMs, SRMs have twice their firepower but half the

range. They are also lighter than LRM launchers.



Name: SRM 2

Technology: Inner Sphere

Range: 250 meters

Damage: 2

Heat: 0,4

Recycle rate: 2

Size: 1

Weight: 2 tons

Ammo per ton: 120 (60 salvos)



Name: SRM 4

Technology: Inner Sphere

Range: 250 meters

Damage: 4

Heat: 0,6

Recycle rate: 2

Size: 1

Weight: 3 tons

Ammo per ton: 120 (30 salvos)



Name: SRM 6

Technology: Inner Sphere

Range: 250 meters

Damage: 6

Heat: 0,8

Recycle rate: 2

Size: 2

Weight: 4 tons

Ammo per ton: 120 (20 salvos)



STREAK SRM: Streak SRMs are used by Clan only. The Streak SRMs are guided, like

LRMs, but do not require a target: when fired the Streak SRMs will search the

nearest target and will follow it until they score an hit; when used with

active NARC beacons, the Streak SRMs will go toward the nearest active beacon.

As standard SRMs, this advanced version comes in 2, 4 or 6 missiles pack. Each

ton of ammunition holds 120 missiles.



Name: STREAK SRM 2

Technology: Clan

Range: 250 meters

Damage: 2,4

Heat: 0,6

Recycle rate: 3

Size: 1

Weight: 2 tons

Ammo per ton: 120 (60 salvos)



Name: STREAK SRM 4

Technology: Clan

Range: 250 meters

Damage: 4,8

Heat: 0,9

Recycle rate: 3

Size: 1

Weight: 3 tons

Ammo per ton: 120 (30 salvos)



Name: STREAK SRM 6

Technology: Clan

Range: 250 meters

Damage: 7,2

Heat: 1,2

Recycle rate: 3

Size: 2

Weight: 4 tons

Ammo per ton: 120 (20 salvos)



MEDIUM RANGE MISSILE (MRM): MRMs are fired like SRMs, but are a retrofit

version of LRMs: by removing steering thrusters and guidance systems engineers

were able to increase the missile/salvo ratio and the ammunition load for

single launchers; when compared to LRMs, a MRM bin contains twice the missiles.

MRMs are fired in 10, 20, 30 or 40 missiles per salvo: the sheer number of

missiles is balanced by a relatively slowness of the missiles and the relative

difficulty in hitting a mobile target with such weapons. MRMs are not

NARC-compatible. Each ton of ammunition holds 240 missiles.



Name: MRM 10

Technology: Inner Sphere

Range: 400 meters

Damage: 8

Heat: 2,4

Recycle rate: 5

Size: 1

Weight: 5 tons

Ammo per ton: 240 (24 salvos)



Name: MRM 20

Technology: Inner Sohere

Range: 400 meters

Damage: 16

Heat: 4,8

Recycle rate: 5

Size: 2

Weight: 8 tons

Ammo per ton: (12 salvos)



Name: MRM 30

Technology: Inner Sphere

Range: 400 meters

Damage: 24

Heat: 6

Recycle rate: 5

Size: 2

Weight: 11 tons

Ammo per ton: 240 (8 salvos)



Name: MRM 40

Technology: Inner Sphere

Range: 400 meters

Damage: 32

Heat: 7,2

Recycle rate: 5

Size: 3

Weight: 13 tons

Ammo per ton: 240 (6 salvos)



NARC MISSILE BEACON: The Narc fires an heavily modified missile that delivers

special emitters that helps firendly missiles in locking target for a short

period of time. Each time that the "Narced" enemy is damaged, the Narc can

expire before its time runs out. When locked, it will allows faster lock-on

capabilities and improved to-hit chances for LRMs and Streak SRMs. Note that

ALL firendly units with Narc-capable missiles will benefit from a "Narced"

enemy.



Name: NARC

Technology: Inner Sphere

Range: 450 meters

Damage: 0,00

Heat: 1

Recycle rate: 3

Size: 1

Weight: 4 tons

Ammo per ton: 6



Name: NARC

Technology: Clan

Range: 600 meters

Damage: 0,00

Heat: 1

Recycle rate: 3

Size: 1

Weight: 2 tons

Ammo per ton: 6



THUNDERBOLT MISSILE (THDRBLT): Unlike all other missiles, the Thunderbolt is a

single, powerful missile. It cannot be shooted down by any kind of AMS, and a

single missile is more powerful than an LB-20X or than a Clan ER PPC shot. The

main drawback of this weapon is its scarce ammunition per ton ratio, and it is

nearly impossible to fight extended battles with the Thunderbolt as main

weapon. Thunderbolts are not guided.



Name: THUNDERBOLT

Technology: Inner Sphere

Range: 1000 meters

Damage: 28

Heat: 7

Recycle rate: 8

Size: 3

Weight: 14 tons

Ammo per ton: 15



FLARE (FLARE): I don't know why the flare is under the missile section...as its

name suggests, the flare is used to enlight places with a small white light; if

you hit a moving target with a flare, the flare will continue burning even if

this enemy moves in water, but will expire in about 15 seconds; also, if you

try to launch a Flare when someone (even you) has the Light Amplification of, a

single Flare will produce so much light that the Amplification will white-out

due to the excessive light in the area; pretty useless, however.



Name: FLARE

Technology: Inner Sphere

Range: 360 meters

Damage: 0

Heat: 2

Recycle rate: 2

Size: 1

Weight: 1 tons

Ammo per ton: 10



HIGH EXPLOSIVE (EXPLSV): When triggered, the High Explosive will make the

'Mechs reactor collapse. The result will be an explosion augmented by the

Explosive's own charge, enough to heavily damage even Assault 'Mechs if

triggered at short ranges. Useless in single player, might result useful in

multiplayer for suicide tactics.



Name: HIGH EXPLOSIVE

Technology: Inner Sphere

Range: 30 meters

Damage: 100

Heat: 0,00

Recycle rate: 2,5 (useless, but it has @_@)

Size: 2

Weight: 2 tons

Ammo per ton: 1



ARTILLERY BEACON (ARTLRY): Used to signal where the artillery pieces (far, far

away from where you are) have to fire. Useless in multiplayer and used only

once in single player.



Name: ARTILLERY BEACON

Technology: Inner Sphere

Range: 360 meters

Damage: 40

Heat: 5

Recycle rate: 6

Size: 1

Weight: 5 tons

Ammo per ton: 2



-------------

--EQUIPMENT--

-------------



FERRO FIBROUS ARMOR: Ferro Fibrous armor is the standard armor compound in MW4.

When compared to standard or other compounds, the Ferro Fibrous offer more

points per ton (30) and weight less. Ferro Fibrous armor absorbs all kind of

damages normally, without bonuses on any kind of weapon.



REFLECTIVE ARMOR: Reflective armor is designed to mitigate effects of energy

weapons, roughly halving the damage of lasers and PPCs. It provides 20 points

per ton; it sufferes a small malus when countering balistic and missile

weapons.



REACTIVE ARMOR: designed to halve damage of missile weapons, the Reactive armor

provides 20 points per tons; it counters balistic weapons in the same way as

Ferro-Fibrous and has a small malus against energy weapons.



STANDARD INTERNAL STRUCTURE: types of internal structure cannot be changed and

are automatically assigned with a specific 'Mech. The standard compound for

Internal Structures absorbs damage in the same way of Ferro-Fibrous armor,

without any malus but also without any bonus on weight or whatsoever.



ENDO STEEL INTERNAL STRUCTURE: Endo Steel compound weights half than a standard

compound, but is more prone to recieve damage.



ECM and GUARDIAN ECM SUITES: this electronic package is designed to reduce

ranges of enemies' sensors. A unit affected by enemy ECM suites (Guardian is

the Inner Sphere codename, while the Clans use no particular codenames) will be

able to detect units only within 500 meters. One of its side effects is to

decrease slightly missiles' lock time. 'Mechs with heat above the 50% will be

always detected, even if within friendly ECM radius.

Both Suites wieght 1 ton and do not occupy any critical.



ACTIVE and BEAGLE ACTIVE PROBES: the Active Probe (Beagle for the Inner Sphere

and without codenames for the Clans) is designed to enhace the standard 'Mech

sensors. It is capable to greatly decrease missiles' lock time, and capable of

partially breaking ECM "bubble". If ECMs and Active Probes are combined

togheter, the missiles' lock is about 4 seconds. It also increases radar's

maximum range by 200 meters (for a total of 1200 meters).

BAPs are capable of detecting shutdown 'Mechs within 100 meters (or at least

Matthew Shane says this; he also wrote that he tried with one of his

lancemates; I'll have some tests ASAP).

Both Probes wieght 1 ton and do not occupy any critical.



LIGHT AMPLIFICATION: as you might know, night greatly limits visibility. 'Mechs

carry external lights to illuminate the sorrounding environment, but the light

also makes them visible and illuminates only a small area in front of the

'Mech. If a 'Mech mounts Light Amplification equipment it can use it to see

night-shrouded environments without turning on external lights. Useless in any

other kind of condition.

There's no difference between Clan and Inner Sphere Amplification equipment:

both weight 1 ton and do not occupy any critical.



AMS and LASER AMS: AMS stands for Anti Missile System; this sytem will try to

shoot down any incoming missile (Thunderbolt excluded). Standard AMS is in use

in Inner Sphere units and carries a limited supply of rounds, limiting its

effectivness in prolonged battles. Clans developed Laser AMS, a modified Small

Pulse Laser with the tracking equipment of the AMS. Though it doesn't expend

ammo, it generates large amounts of heat; this system is slightly superior to

its Inner Sphere counterpart in shooting down missiles.

Note that the AMSes will shoot down only missiles that have a solid lock on

you, ignoring all other missiles.

Both Systems weight 1.5 tons.



JUMP JETS: though 'Mechs have a relatively humanoid shape and are capable of

entering terrains otherwise impossible for standard vehicles, environments like

cities or mountains can limit their agility. Jump Jets were created to provide

this extra mobility the 'Mechs needed: jump jets can be used to pass buildings,

climb over high, otherwise impossible to reach, surface and to make a more

difficult target during battle. Nearly any light and medium 'Mech has the

possibility to mount jump jets, though only the Mad Cat MkII can mount them in

the assault class.

Jump Jets weight varies from chassis to chassis.



*****************

5-'MECHS BRIEFING

*****************



Just a little note: looks like the designer who did the new 'Mechs enjoyed

ancient gods, monsters and angels names. Specs are referrng to 'Mech's original

configs. For guidelines to costumizes them, refer to the appropriate section

and under the appropriate 'Mech.



-----------------------

--INNER SPHERE 'MECHS--

-----------------------



OSIRIS



Mass: 30 tons

Internal Structure: Endo Steel

Torso Twist: 90 degrees

Armor Type and Tonnage: Ferro Fibrous, 5 tons

Maximum Speed: 130 kph

Jump Jets: yes

Weapons: 1 SRM-6, 5 Medium Lasers, 1 MG Array

Equipment: none

Bays: 3 Beams (2/2/1 Slots), 1 Ballistic (1 Slot), 1 Missile (2 Slots)

Additional Equipment: Light Amplification, Jump Jets (2 tons), AMS



The faster 'Mech in the game, the 30-ton Osiris still packs a good close-range

punch thanks to 5 Medium Lasers, MG Array and a single, but powerful SRM-6

pack. Though its speed will make it suiteable for reconaissance jobs, the lack

of support to ECM and Active Probes will limit its usefulness. A good

fast-response 'Mech, however.



RAVEN



Mass: 35 tons

Internal Structure: standard

Torso Twist: 360 degrees

Armor Type and Tonnage: Ferro Fibrous, 6.5 tons

Maximum Speed: 100 kph

Jump Jets: none

Weapons: 1 NARC Beacon, 2 Small Pulse Laser, 1 Small Laser, 1 LRM 15

Equipment: Beagle Active Probe, Guardian ECM Suite, Light Amplification

Bays: 3 Beams (2/1/1 slots), 2 Missile (2/1 slots)

Additional Equipment: Guardian ECM Suite, Beagle Active Probe, Light

Amplification, AMS



Slightly slower than the Osiris, the Raven weights five tons more and supports

all electronic equipment of the game, thoughs it doesn't have Jump Jets. The

Raven is intended as a recon and support 'Mech: the NARC beacon is useful to

direct friendly missile fire.



CHIMERA



Mass: 40 tons

Internal Structure: Endo Steel

Torso Twist: 120 degrees

Armor Type and Tonnage: Reflective, 9 tons

Maximum Speed: 102 kph

Jump Jets: yes

Weapons: 1 Large Laser, 1 Medium Laser, 1 MRM 20, 1 MG Array

Equipment: none

Bays: 1 Balistic (3 slots), 1 Missile (3 slots), 1 Beam (3 slots)

Additional Equipment: Light Amplification, Jump Jets (3 tons), AMS



A good medium-sized, all-around 'Mech the Chimera. Its weapon bays can accept

all but the bulkiest kind of weapon, making it good enough for both

reconaissance (though it lacks the dedicated equipment) and combat. The main

configuration has its main drawback in the limited ammo supply and accurancy of

the MRM 20, probably the Chimera main weapon and relative lack of other

hard-hitting weapons.



HELLSPAWN



Mass: 45 tons

Internal Structure: Endo Steel

Torso Twist: 120 degrees

Armor Type and Tonnage: Ferro Fibrous, 8 tons

Maximum Speed: 106 kph

Jump Jets: yes

Weapons: 3 Medium Pulse Lasers, 2 LRM 10s

Equipment: Guardian ECM Suite

Bays: 2 Missiles (2/3 slots), 3 Beams (1/1/1 slot), 3 Ballistic (1/1/1 slot)

Additional Equipment: Guardian ECM Suite, Light Amplification, Jump Jets (3

tons), AMS



I think the Hellspawn is well suited for close-range fightings, though the

presence of a Guardian ECM Suite may turn it into a good sniper, especially

with missiles.

One of te best costumizations I've ever done was a close-range 'Mech, with

three SRM racks and 3 Medium Pulse Lasers.



UZIEL



Mass: 50 tons

Internal Structure: Endo Steel

Torso Twist: 120 degrees

Armor Type and Tonnage: Ferro Fibrous, 8 tons

Maximum Speed: 95 kph

Jump Jets: yes

Weapons: 1 SRM-6, 2 PPCs, 2 MG Array

Equipment: none

Bays: 1 Missile (2 slots), 2 Balistics (2/2 slots), 2 Beam (3/3 slots)

Additional Equipment: Beagle Active Probe, Light Amplification, Jump Jets (3

tons), AMS



The cover 'Mech. The Uziel is ideal as a raider thanks to its impressive speed

and manueverability, plus its main weapons, two PPCs.

The backup weapons, a SRM-6 and two MG Array should be removed for more heat

sinks or additional armor.

Upgrading the Uziel is simple: Clan ER PPC, Clan Streak SRM-6, maximum armor

and additional heat sinks in place of the Machine Gun Arrays.



BUSHWACKER



Mass: 55 tons

Internal Structure: standard

Torso Twist: 120 degrees

Armor Type and Tonnage: Ferro Fibrous, 8.5 tons

Maximum Speed: 85 kph

Jump Jets: none

Weapons: 2 Medium Pulse Lasers, 1 LRM 5, 1 LRM 10, 1 AC/10

Equipment: none

Bays: 2 Balistic (3/2 slots), 1 Beam (2 slots), 2 Missile (2/3 slots)

Additional Equipment: Beagle Active Probe, Light Amplification, AMS



Realtive rare in this game, the Bushwacker is a medium-weight BattleMech

designed as a fire-support boat for any kind of formation. Twin LRM launchers

and a single AC/10 are enough to produce an hard-hitting rain of long-range

fire that most Inner Sphere 'Mechs could not withstand. However, against the

superior Clan technology the Bushwacker isn't so effective.



ARGUS



Mass: 60 tons

Internal Structure: Endo Steel

Torso Twist: 120 degrees

Armor Type and Tonnage: Reflective, 12 tons

Maximum Speed: 81 kph

Jump Jets: none

Weapons: 1 LRM 10, 1 MG Array, 2 Ultra AC/5s, 2 Medium Lasers

Equipment: none

Bays: 1 Missile (3), 2 Beam (2/2), 1 Balistic (5)

Additional Equipment: Light Amplification



The Argus is different from all other 'Mechs: it is the only to lack any kind

of additional equipment (including AMS) except for the nearly useless Light

Amplification. It is decently fast and protected by a tick Reflective armor,

and can host most beam and missile weapons thanks to its large bays, but the

main weapon of the Argus should be one or two large-bore balistic weapon, as it

can certainly support thanks to it huge balistic port.



CATAPULT



Mass: 65 tons

Internal Structure: Endo Steel

Torso Twist: 100 degrees

Armor Type and Tonnage: Reactive, 12.5 tons

Maximum Speed: 76 kph

Jump Jets: yes

Weapons: 1 Small Pulse Laser, 2 LRM 20s, 1 Large Laser

Equipment: Light Amplification

Bays: 2 Missile (4/4), 3 Beam (2/2/2)

Additional Equipment: Beagle Active Probe, Light Amplification, Jump Jets (4

tons), AMS



Where the Argus is prevalently a balistic-based 'Mech and the Awesome an

energy-only machine, the Catapult was especially designed to sport huge missile

bays to carry any launcher existing. This old design also serves in the

Capellan Confederation as fire-support unit were Archers or more expensive

'Mechs lack or are to valuable and probably served as basis for the Clan Mad

Dog OmniMech.

A Catapuilt should be always configured as a long-range fighter, with one ER

Large Laser or equivalent, smaller LRM launchers to support AMS and Active

Probe equipment and Medium/Small Pulse Lasers for close defense.



THANATOS



Mass: 75 tons

Internal Structure: Endo Steel

Torso Twist: 360 degrees

Armor Type and Tonnage: Ferro Fibrous, 12 tons

Maximum Speed: 73 kph

Jump Jets: yes

Weapons: 1 LB 20-X Scattershot, 4 Medium Pulse Laserss, 1 MRM 40

Equipment: none

Bays: 2 Balistics (2/4 slots), 1 Missile (3 slots), 2 Beams (2/2 slots)

Additional Equipment: Guardian ECM, Light Amplification, Jump Jets (4 tons),

AMS



The most distinctive feature of the Thanatos is its capability to twist its

torso in 360 degrees. Though this isn't genereally used, it may become useful

in situation where you'll have to run away from enemies; in its standard congif

the Thanatos is a good medium and short range fighter.

Good complement of optional equipment (ECM and Jump Jets over all) and mix of

bays; the best way to modify a Thanatos is to mount a Gauss Rifle, some lasers

(groups Medium Pulse or standard/ER Medium, or a single standard/ER Large

Laser), one pack of Streak SRM (LRMs if you mounted the Medium Lasers), ECM

Suite and Jump Jets.



AWESOME



Mass: 80 tons

Internal Structure: standard

Torso Twist: 80

Armor Type and Tonnage: Ferro Fibrous, 15 tons

Maximum Speed: 75 kph

Jump Jets: none

Weapons: 2 SMR 2s, 3 Medium Pulse Lasers, 3 PPCs

Equipment: none

Bays: 4 Beam (3/3/3/2), 1 Missile (2)

Additional Equipment: Light Amplification, AMS



As the original Awesome's profile says, "the only way to counter an Awesome is

with an other Awesome". 3 PPCs and 15 tons of Ferro-Fibrous armor make this

'Mech a very powerful enemy in any environment: deadly at long range thanks to

its PPCs and decent at close ranges due to the Medium Pulse Lasers and SRM

racks. It is also a reasonably fast 'Mech, with a top speed of 75 kph.

The Awesome is well suited for energy weapons: triple ER PPCs, Large Pulse

Lasers or ER Large Lasers, maximum armor, AMS and enough heat sinks to

withstand the extreme temperatures that most variants will produce are the most

obvious choice.



MAULER



Mass: 90 tons

Internal Structure: standard

Torso Twist: 80 degrees

Armor Type and Tonnage: Reactive, 13 tons

Maximum Speed: 65 kph

Jump Jets: none

Weapons: 4 Medium Lasers, 4 Ultra AC/2s, 2 LRM-10s

Equipment: none

Bays: 2 Ballistics (3/3/3), 2 Missiles (3/3), 2 Beams (2/2)

Additional Equipment: Beagle Active Probe, Light Amplification, AMS



The Mauler is an assault 'Mech particulary good at long range, with its four

Ultra ACs and LRM launchers; the main problem with this configuration is

ammunition dependent: fighting with only 4 Medium Lasers is pretty hard, if not

impossible.

You can costumize a Mauler in this way: remove all ACs and Lasers and install

two Large Lasers or PPCs, install a Beagle Active Probe and upgrading the LRM

racks. An other possible variantion is to remove the LRM racks, upgrade the

Ultra ACs to a /5 variant and installing two large-caliber laser weapons with

enough heat sinks to handle them.



ATLAS



Mass: 100 tons

Internal Structure: standard

Torso Twist: 80 degrees

Armor Type and Tonnage: Ferro Fibrous, 18 tons

Maximum Speed: 57 kph

Jump Jets: none

Weapons: 3 Small Lasers, 1 Medium Laser, 1 Small Pulse Laser, 1 AMS, 2 PPCs, 2

LRM 10s, 1 Gauss Rifle

Equipment: AMS

Bays: 4 Beam (1/2/4/4 slots), 2 Balistics (4/2 slots), 2 Missiles (2/2 slots)

Additional Equipment: Guardian ECM, Light Amplification, AMS



Aah, the Atlas, or "death-head", as the skull painted over its cockpit shows.

In fact, the Atlas is one of the worst redrawings in this game, though it is a

good all around 'Mech, capable of accepting nearly any kind of weapon. In its

standard config the Atlas is slow but features a number of offensive long-range

weapons plus one AMS and close-range weapons. You can put two PPCs and one

(Light) Gauss Rifle or Ultra ACs combined with missiles plus a Guardian ECM

Suite for maximizing its role as sniper.



---------------

--CLAN 'MECHS--

---------------



COUGAR



Mass: 35 tons

Internal Structure: Endo Steel

Torso Twist: 140 degrees

Armor Type and Tonnage: Ferro Fibrous, 4.5 tons

Maximum Speed: 97 kph

Jump Jets: yes

Weapons: 2 Clan ER Large Laser, 2 Clan LRM-10, 1 Clan ER Small Laser, 1 Clan ER

Medium Laser

Equipment: Active Probe

Bays: 2 Beams (2/2 slots), 1 Omni (2 slots), 2 Missiles (2/2 slots)

Additional Equipment: Beagle Active Probe, Light Amplification, LAMS



The lighest of the Clan 'Mechs, the Cougar is mainly a fast-moving missile

boat. The original version of the Cougar had twin LRM 10s and Large Pulse

Lasers, a configuration impossible to recreate without decrease the engine

rating or the armor.

The most notable characteristic is the total absence of Ballistic bays. There

are two ways to costumize a Cougar: by enhacing its Beam or Missile

capabilities. To maximize the Missile capabilities mount the Active Probe and

remove the 2 Large Lasers, upgrade the Medium Laser to a Pulse version, add an

other, remove the Small Laser and install twin LRM 20s with lots of

ammunitions. The Laser boat can be created with two or three ER Large Lasers

(the latter option will force you to remove any secondary weapon system) and

installing enough heat sinks to manage the heat generated by these weapons.



SHADOW CAT



Mass: 45 tons

Internal Structure: Endo Steel

Torso Twist: 120 degrees

Armor Type and Tonnage: Ferro Fibrous, 9 tons

Maximum Speed: 102 kph

Jump Jets: yes

Weapons: 1 Clan ER Large Laser, 3 Clan Medium Pulse Lasers, 1 Clan ER Small

Laser, 2 Clan MG Arrays, 1 Clan Strek SRM-6

Equipment: Jump Jets

Bays: 1 Omni (3 slots), 2 Beams (2/2 slots), 1 Ballistic (2 slots), 1 Missile

(3 slots)

Additional Equipment: Beagle Active Probe, Light Amplification, Jump Jets (2

tons), LAMS



The (in)famaous Shadow Cat. Unfortunately the standard version proposed here is

a modified version of A configuration in the BattleTech boardgame. From the

boardgame this Shadow Cat lost one ER Large Laser but gained 2 MG Arrays and

some short and medium range lasers. The main advantage of this configuration is

that it isn't affected by ammo shortages and its incredible agility.

The Shadow Cat has a large Omni bay in its right arm; though this placement is

relatively fragile, the bay can hold almost any Clan weapon, including ER PPCs

and Gauss Rifles. It is also possible to recreate a missile carrier by adding

ECM Suite, Active Probe and two missile launchers to its Omni and Missile bay.

Maximizing its armor it is also a recomended step when configuring a Shadow

Cat.



VULTURE (MAD DOG)



Mass: 60 tons

Internal Structure: standard

Torso Twist: 360 degrees

Armor Type and Tonnage: Reactive, 10 tons

Maximum Speed: 85 kph

Jump Jets: none

Weapons: 2 Clan Medium Pulse Lasers, 2 Clan LRM 20s, 2 Clan Large Pulse Lasers

Equipment: none

Bays: 2 Missiles (4/4 slots), 2 Beams (3/3 slots), 1 Omni (2 slots)

Additional Equipment: ECM Suite, Light Amplification, LAMS



The Vulture is a fire support 'Mech, and it is one of the few 'Mechs with an

intact weapons load (though with different armor and an awful new aspect). The

accurancy of a Vulture is renowed, thanks to its Pulse Lasers and advanced Clan

launchers.

The best way to costumize a Vulture is to fully use its missile boat

capabilities, though it might be used as energy weapons boat, by using ECM

Suite and twin LRM 20s (or Thunderbolt launchers) with extra ammo. Downgrading

the LRM launchers and installing PPCs in place of Large and Medium Pulse Lasers

plus extra heat sinks is also suggested.



LOKI (HELLBRINGER)



Mass: 65 tons

Internal Structure: standard

Torso Twist: 140 degrees

Armor Type and Tonnage: Ferro Fibrous, 9.5 tons

Maximum Speed: 83 kph

Jump Jets: none

Weapons: 2 Clan ER Medium Lasers, 2 Clan Medium Pulse Lasers, 2 Clan ER Medium

Lasers, 2 Clan LB 10-Xs, 1 Clan Streak SRM-6

Equipment: ECM Suite, Active Probe, LAMS

Bays: 2 Ballistics (2 slots), 2 Omnis (3/3 slots), 1 Beam (2 slots), 1 Missile

(2 slots)

Additional Equipment: ECM Suite, Active Probe, Light Amplification, LAMS



The sister 'Mech of the heavier Thor, the Loki is a similar 'Mech, though it is

lighter, more additional equipment but no jump jets to mount. It also has

larger Omni bays, all capable to host a Clan ER PPC. In its standard config the

Loki is probably the best all around 'Mech in this game.

The only restriction to costumizing a Loki is your imagination: with three

large Omni bays and other specialized slots, full complement of electronics the

Loki can be costumized as you want.



NOVA CAT



Mass: 70 tons

Internal Structure: Endo Steel

Torso Twist: 100 degrees

Armor Type and Tonnage: Reflective, 14 tons

Maximum Speed: 73 kph

Jump Jets: none

Weapons: 3 Clan ER Large Lasers, 2 Clan ER PPCs, 1 Clan Small Pulse Laser

Equipment: none

Bays: 4 Beams (3/2/6 slots), 1 Omni (4 slots)

Additional Equipment: Active Probe, Light Amplification, LAMS



Currently the last OmniMech created by Clan Nova Cat and probably its deadlier

invention. MW4's Nova Cat is pratically unchanged from the board-game version,

though it gained one Small Pulse Laser. Costumizing the Nova Cat is relatively

hard, as it can accept nearly only energy weapons, though it has a large Omni

bay in its torso which can be used for large LRM racks to fully use the Active

Probe.

You can mount 3 large energy weapons (ER PPCs, Pulse and ER Lasers), increasing

its speed a bit and maximizing its armor or using its Omni port to create some

surprises (which can be nasty: you know that you are going to fight a Nova Cat,

so you mount reflective armor, but the Nova Cat engages you with an LB 20-X or

with a rain of missiles...).



THOR (SUMMONER)



Mass: 70 tons

Internal Structure: standard

Torso Twist: 360 degrees

Armor Type and Tonnage: Ferro Fibrous, 10.5 tons

Maximum Speed: 85 kph

Jump Jets: yes

Weapons: 2 Clan Ultra AC/5, 4 Clan ER Medium Lasers, 1 Clan MG Array, 1 Clan

LRM 15

Equipment: Light Amplification, Jump Jets

Bays: 3 Omnis (3/1/3 slots), 2 Missile (2/2 slots), 1 Beam (2 slots) and 2

Ballistic (2/2 slots)

Additional Equipment: ECM Suite, Light Amplification, Jump Jets (4 tons), LAMS



The Summoner (or

Комментарии: 0
Ваш комментарий