Walkthrough - Guide for Mech Commander 2

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MECHCOMMANDER 2 WALKTHROUGH
by Briareos Kerensky ([email protected], briareos_CWE), ver 1.2, 28/09/2001

Table of Contents
1-Update History
2-History Briefing
3-Houses Briefing
4-Weapons/Equipment Briefing
5-'Mechs Briefing
6-MechWarriors Briefing
7-Support Units
8-Vehicles Briefing
9-Turrets and Infantry Briefing
10-General Tactics
11-Multiplayer Tactics
12-How to costumize a 'Mech
13-How to balance your team
14-Walkthrough
15-FAQ Section (if you are looking for Minelayer infos, see this
                section! NdB)
16-Credits and misc

****************
1-UPDATE HISTORY
****************

28/09/2001-version 1.2. Corrected a stupid error in the first release date.
First two missions. 'Mech datas completed. Added descriptions to weapons,
'Mechs and vehicles. First two missions. Some other updates.

25/09/2000-version 1.0. First sections available.

******************
2-HISTORY BRIEFING
******************

Before the Inner Sphere known the atrocities of the Succession Wars, General
Alexandr Kerensky, leader of the Star League army, left the know space to seek
a place where men and women could live without racial or ideological hatreds.
After hundres of years from its departure, the Inner Sphere, now divided
between fighting Lords, gradually degenerated due to continue wars that these
Lords unleashed to take control of the whole Inner Sphere. In 3049 this endless
war seemed to its end, however, the Clans, the descendants of Kerensy returned
to the Inner Sphere with one intention: conquer it.
The Battle of Tukayyid, in 3052, momentarly stopped the Clans, but now, in 3060
the truce broguht by that battle was ending, so the Inner Sphere laucnhed a
massive attack against of of the most ferocious and bloodlust Clans, the Clan
Smoke Jaguar: led by Prince Ian Victor of the Federated Commonwealth the
spherian task force, composed by troops from all the Inner Sphere, annihilated
the Clan.
But at their return in the Inner Spere Ian Davion found a totally different
scenario...

*****************
3-HOUSES BRIEFING
*****************

HOUSE DAVION: ruler of the Federated Commonwealth, led by Archon Prince Victor
Ian Steiner-Davion, also the commander of Task Force Serpent, which annihilated
Clan Smoke Jaguar. The Federated Commonwealth born in 3028, when the rulers of
the Federated Suns and the Lyran Commonwealth married. However, during the
fight against Clan Smoke Jaguar Katrina Steiner, sister of Victor, took control
of the Lyran part of the Commonwealth, declared it independent and formed the
Lyran Alliance.
As Victor returned from Clan space, he took a large portion of salvaged 'Mechs

HOUSE STEINER: ruler of the Lyran Alliance, former part of the Federated
Commonwealth, led by Archon Princess Katrina (born Katherine, she renamed
herself after the creation of the Alliance)Steiner-Davion. During the Clan
invasion the Lyran part of the Commonwealth was under attack by Jade Falcon
Clan, and most Commonwealth units were sent to protect it; however, after the
separation of the two parts, the troops loyal to Victor returned in Federated
space.
House Steiner 'Mechs are configured for close-range assault; Steiner commanders
often deploy heavy and assault-class 'Mechs.

HOUSE LIAO: ruler of the Capellan Confederation and part of the St.Ives
Compact, led by Sun Tzu Liao. House Liao was well known for its previous
leaders and their strange (if not mad) behaviors toward their territory. The
creation of the Federated Commonwealth deprived the Confederation by most of
its industrial worlds, and until Sun Tuz rise to leader the Capellan
Confederation was the least-powerful realm of the Inner Sphere, both militarly
and economically. However Sun Tzu is not mad as his parents, and showed great
skills in the political arena and as a military commander: he reconquered part
of the St.Ives Compact (the Compact declared itself independent and built a
strong friendship with the Federated Commonwealth)and other territories lost to
other houses.
Their 'Mechs are primary fast and agile light and medium 'Mechs with ECM suites
and specialized in reconaissance missions; Liao heavy 'Mechs tend to be
somewhat faster than other 'Mechs, but they still pack a punch.

CLANS: the Clans are the creation of Alexandr and Nicholas (Alexandr's son)
Kerensky. There were 20 different Clans, but now only 14 Clans exists; two were
absorbed by other Clans, one was annihilated by Clan Wolf, Clan Smoke Jaguar
was annihilated by Inner Sphere troops, Clan Nova Cat left their homeworlds to
become one with the Inner Sphere after the Jaguar annihilation. Not enough,
part of Clan Wolf travelled to Arc-Royal (Lyran space)after the Refusal War
(MW2 anyone?) and now CLan Wolf is divided into two factions. Currently, there
are two lines of though within the Clans: the Wardens think they have to
protect the Inner Sphere from outside and the Crusaders want to conquer it.
Only the Jade Falcons, the Crusader part of the Wolves and the Ghost Bears
conquered worlds in the Inner Sphere; other Clans (Hell's Horses have a small
zone in the Wolf spherian territory as the Wolves lend that part) have no
access to Inner Sphere goods if not by commerce.
Clans are not present in this game as a "real" present force, only their 'Mechs
(and weapons) are present ;_; (I want an other game where you can play as a
Clanner! A Clan Wolf Clanner!)

BANDITS: there are several bandits in the Inner Sphere, fighting for their
independence from the other Houses.
They do not have too much 'Mechs, and most 'Mechs they have are light ones;
they heavily rely on vehicles.

****************************
4-WEAPONS/EQUIPMENT BRIEFING
****************************

-----------------------
--SHORT RANGE WEAPONS--
-----------------------

Short Range weapons are effective from 0 to 60 meters and are the only category
that can fire within 0/30 meters. Any 'Mech should carry at least two of these
weapons: like the first MechCommander, battle ranges decrease quickly, and
long-range-only 'Mechs will find themselves overwhelmed.

Type: CLAN HEAVY LASER
Technology: Clan
Sub-Type: energy
Damage: 5
Rate Of Fire: 2.0
Heat: 7
Cost: 4700
Criticals Occupied: 1*1
BattleTech Equivalent: Clan Light/Medium Heavy Laser

Awesome firepower for such a small weapon, but greatly offset by the large
amount of heat generated.

Type: CLAN PULSE LASER
Technology: Clan
Sub-type: energy
Damage: 2
Rate Of Fire: 4.0
Heat: 4
Cost: 2400
Criticals Occupied: 1*1
BattleTech Equivalent: Clan Light/Medium Pulse Laser

Pulse Lasers fires more constantly than standard lasers, effectively increasing
the amount of damage that 'Mech can inflict; only slighlty hotter than standar
lasers.

Type: CLAN STREAK SRM PACK
Technology: Clan
Sub-type: missile
Damage: 2
Rate Of Fire: 3.2
Heat: 2
Ammo: 73
Cost: 2200
Criticals Occupied: 1*1
BattleTech Equivalent: Clan Streak SRM 2

SRMs do not have the range of LRMs, but they cause more damage. This Clan
variant has more salvos than the Inner Spere variant and has a slightly higher
rate of fire.

Type: CLAN ULTRA HEAVY AC
Technology: Clan
Sub-type: balistic
Damage: 12
Rate Of Fire: 2.7
Heat: 8
Ammo: 61
Cost: 14200
Criticals Occupied: 2*4
BattleTech Equivalent: Clan Ultra AC/20

Awesome firepower at close ranges. This weapon has the third highest damage
value of the game. The Clan version holds more ammo than the IS version.

Type: FLAMER ARRAY
Technology: both
Sub-type: energy
Damage: 3
Rate Of Fire: 1.7
Heat: 7
Cost: 1800
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere or Clan Flamer

A cluster of flamers grouped together. Lasers are more effective, though it's
better than the Machine Gun Array. However, it's cheap.

Type: HEAVY AC
Technology: Inner Sphere
Sub-type: balistic
Damage: 12
Rate Of Fire: 1.7
Heat: 7
Ammo: 38
Cost: 7100
Criticals Occupied: 2*4
BattleTech Equivalent: Inner Sphere AC/20

The Ultra Heavy AC is derived from this weapon. All standard ACs are slower
than Ultra ACs, but costs less. They also hold less ammmo.

Type: LASER
Technology: Inner Sphere
Sub-type: energy
Damage: 2
Rate Of Fire: 2.4
Heat: 3
Cost: 1700
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere Light/Medium Laser

Basic short-range weapon. Each 'Mech should always carry two of them.

Type: MACHINE GUN ARRAY
Technology: Inner Sphere
Sub-type: balistic
Damage: 1
Rate Of Fire: 4.0
Heat: 0
Cost: 900
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere of Clan Machine Gun

Like the Flamer Array, the Machine Gun Array is composed by a group of machine
guns. They even cost less that the Flamer Array, but are less effective as a
Machine Gun Array has a lower rate of fire and damge value.

Type: PULSE LASER
Technology: Inner Sphere
Sub-type: energy
Damage: 2
Rate Of Fire: 3.5
Heat: 4
Cost: 2000
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere Light/Medium Pulse Laser

More effective than the standard Laser, but also more expensive.

Type: STREAK SRM PACK
Technology: Inner Sphere
Sub-type: missile
Damage: 2
Rate Of Fire: 3.0
Heat: 2
Ammo: 68
Cost: 2000
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere Streak SRM 2

This Inner Sphere variant of the Streak SRM Pack holds less ammunition but
fires more frequently and creates less heat.

Type: ULTRA HEAVY AC
Technology: Inner Sphere
Sub-type: balistic
Damage: 12
Rate Of Fire: 2.4
Heat: 8
Ammo: 54
Cost: 11800
Criticals Occupied: 2*4
BattleTech Equivalent: Inner Sphere Ultra AC/20

Inner Sphere equivalent of the Clan Ultra Heavy AC. It has less ammo but fires
slightly faster.

------------------------
--MEDIUM RANGE WEAPONS--
------------------------

Medium Weapons are effective from 31 to 121 meters; most non-advanced Inner
Sphere weapons (Large Lasers, Medium ACs, PPCs) belongs to this category, like
most Clan ER variants of short range weapons.

Type: CLAN ER LASER
Technology: Clan
Sub-type: energy
Damage: 2
Rate Of Fire: 3.0
Heat: 5
Cost: 4500
Criticals Occupied: 1*1
BattleTech Equivalent: Clan ER Medium Laser

The Clans took the basic Laser and upgreded it to a Medium-Range weapon. As
Clan 'Mechs have devastating long-range weapons are usually regarded as
close-defense weapons, but it might be safer to mount at least one Streak SRM
Pack or an other light close-range weapon.

Type: CLAN LARGE HEAVY LASER
Technology: Clan
Sub-type: energy
Damage: 9
Rate Of Fire: 1.8
Heat: 18
Cost: 15000
Criticals Occupied: 1*2
BattleTech Equivalent: Clan Large Heavy Laser

Bigger version of the Heavy Laser: more range and more damage, but it generates
an incredible amount of heat; it might substitute Heavy and Medium ACs in
extended missions.

Type: CLAN LARGE PULSE LASER
Technology: Clan
Sub-type: energy
Damage: 2
Rate Of Fire: 6.2
Heat: 10
Cost: 6000
Criticals Occupied: 1*2
BattleTech Equivalent: Clan Large Pulse Laser

The ultimate Medium-Range weapon: low damage compensated by an high rate of
fire and bearable heat.

Type: CLAN ULTRA MEDIUM AC
Technology: Clan
Sub-type: balistic
Damage: 6
Rate Of Fire: 2.8
Heat: 3
Ammo: 64
Cost: 10200
Criticals Occupied: 2*3
BattleTech Equivalent: Clan Ultra AC/10

A long-range version of the Ultra Heavy AC, but with less damage potential.
Holds more ammo too.

Type: ER LASER
Technology: Inner Sphere
Sub-type: energy
Damage: 2
Rate Of Fire: 2.4
Heat: 5
Cost: 3000
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere ER Medium Laser

The Inner Sphere equivalent of the Clan ER Medium Laser.

Type: LARGE LASER
Technology: Inner Sphere
Sub-type: energy
Damage: 4
Rate Of Fire: 2.0
Heat: 8
Cost: 3800
Criticals Occupied: 1*2
BattleTech Equivalent: Inner Sphere Large Laser

The main weapon of non-upgraded units, the Large Laser packs quite a punch at
decent range. It is relatively cheap and has a good heat value for such weapon.

Type: LARGE PULSE LASER
Technology: Inner Sphere
Sub-type: energy
Damage: 2
Rate Of Fire: 5.6
Heat: 10
Cost: 5000
Criticals Occupied: 1*2
BattleTech Equivalent: Inner Sphere Large Pulse Laser

Pulse version of the above weapon. Less damage, but with an higher rate of
fire. More expensive and heat sink-taxing, but really efficent.

Type: MEDIUM AC
Technology: Inner Sphere
Sub-type: balistic
Damage: 6
Rate Of Fire: 1.8
Heat: 2
Ammo: 39
Cost: 5300
Criticals Occupied: 2*3
BattleTech Equivalent: Inner Sphere AC/10

Balistic version of the Large Laser. Higher damage value but ammo dependent.

Type: PPC
Technology: Inner Sphere
Sub-type: energy
Damage: 7
Rate Of Fire: 1.5
Heat: 10
Cost: 5700
Criticals Occupied: 1*3
BattleTech Equivalent: Inner Sphere PPC

The PPC, what a wonderful weapon. Expensive and relatively rare, but really
effective.

Type: THUNDERBOLT MISSILE
Technology: Inner Sphere
Sub-type: missile
Damage: 13
Rate Of Fire: 1.7
Heat: 8
Ammo: 30
Cost: 16400
Criticals Occupied: 2*4
BattleTech Equivalent: Thunderbolt 15

One of the most destructive weapons in the game, the Thunderbolt is  a single
missile with awesome firepower. Bulky and expensive, but powerful.

Type: ULTRA MEDIUM AC
Technology: Inner Sphere
Sub-type: balistic
Damage: 6
Rate Of Fire: 2.5
Heat: 4
Ammo: 56
Cost: 8000
Criticals Occupied: 2*3
BattleTech Equivalent: Inner Sphere Ultra AC/10

A faster (speaking about Rate Of Fore) version of the Medium AC. Carries more
ammo, but creates more heat.

----------------------
--LONG RANGE WEAPONS--
----------------------

Long range weapons include LRMs, ER weapons and Light ACs and can fire up to
180, but cannot aim anything under 61 meters. Heavy and Assault 'Mechs, of both
technologies, carry at least one of these weapons, usually powerful, not just
Ligh ACs.

Type: CLAN ER LARGE LASER
Technology: Clan
Sub-type: energy
Damage: 4
Rate Of Fire: 2.5
Heat: 12
Cost: 7700
Criticals Occupied: 1*2
BattleTech Equivalent: Clan ER Large Laser

Cheaper version (in all fields) of the Clan ER PPC. Still highly recomended,
however.

Type: CLAN ER PPC
Technology: Clan
Sub-type: energy
Damage: 7
Rate Of Fire: 2.2
Heat: 15
Cost: 14900
Criticals Occupied: 1*3
BattleTech Equivalent: Clan ER PPC

The ultimate weapon, though the Clan Gauss Rifle can be a good equivalent. High
heat values compensated by it limited bulkiness, long range and high damage
value.

Type: CLAN GAUSS RIFLE
Technology: Clan
Sub-type: balistic
Damage: 10
Rate Of Fire: 1.6
Heat:1
Ammo: 36
Cost: 18500
Criticals Occupied: 2*4
BattleTech Equivalent: Clan Gauss Rifle

The only weapon that can be considered equal to the PPC. Its low heat values
and high damage values are compensated by its bulkiness and its balistic
nature.

Type: CLAN LRM RACK
Technology: Clan
Sub-type: missile
Damage: 3
Rate Of Fire: 2.1
Heat: 4
Ammo: 47
Cost: 4500
Criticals Occupied: 1*1
BattleTech Equivalent: Clan LRM 5

Holds more rounds than the Inner Sphere variant and has the same damage value,
but it has a lower Rate Of Fire and produces more heat.

Type: CLAN ULTRA LIGHT AC
Technology: Clan
Sub-type: balistic
Damage: 2
Rate Of Fire: 5.6
Ammo: 125
Heat: 1
Cost: 7500
Criticals Occupied: 2*2
BattleTech Equivalent: Clan Ultra AC/2 or /5

Small caliber AC with excellent range capabilities. Optimum for light 'Mechs
designed for fast raid actions.

Type: ER LARGE LASER
Technology: Inner Sphere
Sub-type: energy
Damage: 4
Rate Of Fire: 2.0
Heat: 12
Cost: 5300
Criticals Occupied: 1*2
BattleTech Equivalent: Inner Sphere ER Large Laser

Cheaper than the Clan counterpart. Lower Rate Of Fire

Type: ER PPC
Technology: Inner Sphere
Sub-type: energy
Damage: 7
Rate Of Fire: 1.5
Heat: 15
Cost: 8000
Criticals Occupied: 1*3
BattleTech Equivalent: Inner Sphere ER PPC

Inner Sphere version of the Clan ER PPC; cheaper, but has a lower Rate Of Fire

Type: GAUSS RIFLE
Technology: Inner Sphere
Sub-type: balistic
Damage: 10
Rate Of Fire: 1.4
Heat: 1
Ammo: 32
Cost:  15300
Criticals Occupied: 2*4
BattleTech Equivalent: Inner Sphere Gauss Rifle

Holds less ammo and has a lower Rate Of Fire than the Clan version.

Type: LIGHT AC
Technology: Inner Sphere
Sub-type: balistic
Damage: 2
Rate Of Fire: 3.3
Heat: 1
Ammo: 75
Cost: 3500
Criticals Occupied: 2*2
BattleTech Equivalent: Inner Sphere AC/2 or /5

Inner Sphere version of the Clan Light Ultra AC. Lower Rate Of Fire and holds
less ammo.

Type: LIGHT GAUSS RIFLE
Technology: Inner Sphere
Sub-type: balistic
Damage: 6
Rate Of Fire: 1.5
Heat: 1
Ammo: 34
Cost: 7200
Criticals Occupied: 2*3
BattleTech Equivalent: Inner Sphere Light Gauss Rifle

Less bulky than the Gauss Rifle, holds more ammunition (though they produce
less damage and are always less than the Clan version) and has an higher Rate
Of Fire.

Type: LONG TOM CANNON
Technology: Inner Sphere
Sub-type: balistic
Damage: 15
Rate Of Fire: 1.4
Heat: 20
Ammo: 50
Cost: 29300
Criticals Occupied: 2*5
BattleTech Equivalent: Long Tom Cannon, snub-nosed variant (Level 3)

The most destructive weapon in the game; the Long Tom allocates 15 Damage
Points to the target and the impact between the shell and the target creates a
small explosion that can hit nearby unit. Bulky and expensive; to be used with
intelligence.

Type: LRM RACK
Technology: Inner Sphere
Sub-type: missile
Damage: 3
Rate Of Fire: 1.1
Heat: 2
Ammo: 24
Cost: 1700
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere LRM 5

Holds less ammo and fire less frequently than the Clan counterpart, but
generates less heat.

Type: SWARM LRM RACK
Technology: Inner Sphere
Sub-type: missile
Damage: 3
Rate Of Fire: 1.1
Heat: 2
Ammo: 24
Cost: 2600
Criticals Occupied: 1*1
BattleTech Equivalent: Inner Sphere LRM 5 with Swarm munitions

Identical to the standard LRM Rack, but it carries Swarm missiles, useful to
destroy units in tight formations.

Type: ULTRA LIGHT AC
Technology: Inner Sphere
Sub-type: balistic
Damage: 2
Rate Of Fire: 4.5
Heat: 1
Ammo: 102
Cost: 5500
Criticals Occupied: 2*2
BattleTech Equivalent: Inner Sphere Ultra AC/2 or /5

Inner Sphere version of the Clan Ultra AC.

-------------
--EQUIPMENT--
-------------

Heat Sinks, ECM suites, armor variants and everything else that do not allocate
damage are listed here.

Type: HEAT SINK
Heat: 0
Cost: 2000
Criticals Occupied: 1*1
Effect: increases Heat Capacity by 4 points.

Type: ARMOR
Heat: 0
Cost: 3000
Criticals Occupied: 1*1.
Effect: adds 32 armor points

Type: JUMP JETS
Heat: 7
Cost: 6000
Criticals Occupied: all special Jump Jet Criticals.
Effect: gives the ability to jump to carrying 'Mech

Type: Mk I ECM SUITE
Heat: 0
Cost: 0
Criticals Occupied: none; only compatible 'Mechs can use ECM suites and cannot
remove them.
Effect: jams enemy sensors, by reducing by half their range.

Type: SENSORS - BASIC
Heat: 0
Cost: 0
Criticals Occupied: none; all 'Mechs come equipped with these Sensors
Effect: standard Sensor suites; cannot detect units out of LOS and have no
appreciable effect.

Type: SENSORS - INTERMEDIATE
Heat: 0
Cost: 0
Criticals Occupied: none; only compatible 'Mechs can use Sensors and cannot
remove them.
Effect: sensor suite with improved capabilities. Can detect units outside LOS
but cannot detect what kind of contact is shown.

Type: SENSORS - ADVANCED
Heat: 0
Cost: 0
Criticals Occupied: none; only compatible 'Mechs can use Sensors and cannot
remove them
Effect: sensors with great range, that passes even before the range of the
Intermediate Sensor Suite. Pilots with Sensor skill and this suite can
determine the type of contact they detect.

*****************
5-'MECHS BRIEFING
*****************

There are two kinds of technology. In the 'Mech area, Clan 'Mechs tend to have
te same or even more amounts of armor at the same or even less weight than
Inner Sphere 'Mechs and, in general, deadlier. As Clan weapons, Clan 'Mechs
have to be salvaged from the battlefield. Not enough, Clan 'Mechs are modular
(not all, only front-line 'Mechs; modular 'Mechs are referred as OmniMechs-this
doesn't mean too much in the game -unfortunately- but background infos are
always welcome, right? ;), meaning that they can switch weapon loads without
being reprogrammed; the Inner Sphere posseses this technology but due to
OmniMechs' high costs only few models are in service.

-----------------------
--INNER SPHERE 'MECHS--
-----------------------

Model: ANUBIS
Primary user: House Liao
Weight: 30 tons
Armor: light, 80
Internal Structure: 64
Total Protection Value: 144
Maximum Speed: 130 km/h
Weapons: 1 Large Laser
         4 LRM Racks
Special Equipment: Jump Jets (125 meters)
                   Sensor - Intermediate
Jump Capacity: yes
Heat Generated: 19
Heat Capacity: 22
Short Range Damage: 0
Medium Range Damage: 4
Long Range Damage: 12
Base Armor Value: 96
Base Heat Capacity: 26
Cost: 41600
Critical Space: 2*3

A small 'Mech dedicated to fire support. It is also agile and ideal for
scouting missions thanks to its Jump Jets and Sensors, but leaves little space
for modifications, which will mostly include energy weapons or small caliber
ACs.

Model: FIRE ANT
Primary user: Bandits
Weight: 30 tons
Armor: very light, 80
Internal Structure: 32
Total Protection Value: 112
Maximum Speed: 97 km/h
Weapons: 3 Flamer Arrays
         3 Machine Gun Arrays
Special Equipment: none
Jump Capacity: no
Heat Generated: 21
Heat Capacity: 22
Short Range Damage: 12
Medium Range Damage: 0
Long Range Damage: 0
Base Armor Value: 80
Base Heat Capacity: 22
Cost: 24600
Critical Space: 3*2

Agile and powerful at close range, but poorly armed. The Fire Ant is not suited
for reconaissance as it lacks Jump Jets and Sensor support. Can support
small-caliber ACs and medium to heavy lasers.

Model: RAZORBACK
Primary user: House Steiner
Weight: 30 tons
Armor: very light, 112
Internal Structure: 32
Total Protection Value: 144
Maximum Speed: 97 km/h
Weapons: 2 Streak SRMs
         3 Machine Gun Arrays
         1 Large Laser
Special Equipment: Jump Jets (125 meters)
                   1 Armor
                   Sensor - Intermediate
Jump Capacity: yes
Heat Generated: 19
Heat Capacity: 22
Short Range Damage: 7
Medium Range Damage: 4
Long Range Damage: 0
Base Armor Value: 80
Base Heat Capacity: 22
Cost: 41750
Critical Space: 4*2

The first 'Mech you'll command with both Jump Jets and Sensors, and still packs
quite a punch thanks to its close range weapons and the single Large Laser. The
primary version of the Razorback is a good 'Mech, it doesn't really need
alterations, thoughs excahanging Machine Guns for other Streak SRMs plus heat
sinks may increase short-range firepower.

Model: URBANMECH
Primary user: Bandits
Weight: 30 tons
Armor: very light, 80
Internal Structure: 64
Total Protection Value: 144
Maximum Speed: 54 km/h
Weapons: 2 Lasers
         1 Medium AC
Special Equipment: Jump Jets (125 meters)
Jump Capacity: yes
Heat Generated: 15
Heat Capacity: 22
Short Range Damage: 4
Medium Range Damage: 6
Long Range Damage: 0
Base Armor Value: 80
Base Heat Capacity: 22
Cost: 33700
Critical Space: 2*4

An other 30 ton 'Mech, this time totally unsuited for reconaissance due to its
lack of Sensors, though it supports Jump Jets. The Urbanmech was built for
firepower, so it supports a Medium AC; this weapon might be limited by its ammo
supplies but it does more damage than other medium-range weapons like the IS
Large Laser.
The UrbanMech is relatively difficult to costumize: LRM or SRM carriers can be
a good choice if combined with additional armor platings, though the 'Mech will
lose most of its value. A PPC or ER PPC will be the best, though it might be a
waste mounting such a weapon on this 'Mech.

Model: HOLLANDER
Primary user: House Steiner
Weight: 35 tons
Armor: very light, 96
Internal Structure: 64
Total Protection Value: 160
Maximum Speed: 86 km/h
Weapons: 1 Gauss Rifle
Special Equipment: none
Jump Capacity: no
Heat Generated: 1
Heat Capacity: 22
Short Range Damage: 0
Medium Range Damage: 0
Long Range Damage: 10
Base Armor Value: 96
Base Heat Capacity: 22
Cost: 36300
Critical Space: 2*4

One of the few 'Mechs that passed the BT->MC2 conversion intact, the Hollander
was designed around the massive Gauss Rifle. Fast, but not jump capable, the
Hollander is commonly used as a long range fire support 'Mech on relatively
flat terrains.
PPCs or Large Laser plus some medium or close range weapons for self defense
can be a good modification, though wùyou will eventually lose some firepower.
Ultra Heavy ACs IMO are not good for this 'Mech because it has a very limited
space available and low base armor.

Model: WOLFHOUND
Primary user: House Davion
Weight: 35 tons
Armor: very light, 112
Internal Structure: 64
Total Protection Value: 176
Maximum Speed: 97 km/h
Weapons: 3 Lasers
         3 Machine Gun Arrays
         1 ER Large Laser
Special Equipment: Jump Jets (125 meters)
                   1 Armor
Jump Capacity: yes
Heat Generated: 28
Heat Capacity: 28
Short Range Damage: 9
Medium Range Damage: 0
Long Range Damage: 4
Base Armor Value: 80
Base Heat Capacity: 28
Cost: 46850
Critical Space: 3*3

A light 'Mech built for firepower rather than reconaissance. The Wolfhound can
easily destroy the other light 'Mechs  at any range (well, except for the
Hollander at long rane) and support heavier 'Mechs in combat. The Wolfhound is
also jump capable, and its lack of Sensor capability is not a great drawback
for a 'Mech intended for combat rather intelligence gathering.

Model: RAVEN
Primary user: House Liao
Weight: 35 tons
Armor: light, 96
Internal Structure: 64
Total Protection Value: 160
Maximum Speed: 97 km/h
Weapons: 3 Streak SRM Packs
         3 ER Lasers
Special Equipment: Sensors - Advanced
                   Mk I ECM Suite
Jump Capacity: no
Heat Generated: 21
Heat Capacity: 24
Short Range Damage: 6
Medium Range Damage: 6
Long Range Damage: 0
Base Armor Value: 96
Base Heat Capacity: 24
Cost: 37500
Critical Space: 3*2

If the Wolfhound was designed for combat, the Raven is clearly designed for
reconaissance, with its advanced sensors and ECM suite. Its moderatley high
speed is not increased by jump jets and its armor is low, but the Raven is not
designed for combat, though it will be able to defend itself against other
light 'Mechs in close comabt.

Model: SHA YU
Primary user: House Liao
Weight: 40 tons
Armor: light, 112
Internal Structure: 64
Total Protection Value: 176
Maximum Speed: 119 km/h
Weapons: 1 Pulse Laser
         1 Medium AC
         1 Large Laser
Special Equipment: Jump Jets (125 meters)
                   Sensor - Intermediate
Jump Capacity: yes
Heat Generated: 21
Heat Capacity: 28
Short Range Damage: 2
Medium Range Damage: 10
Long Range Damage: 0
Base Armor Value: 112
Base Heat Capacity: 28
Cost: 46850
Critical Space: 3*3

Originally, the Sha Yu was designed to carry the new Stealth Armor, but in MC2
there's no such kind of weapon, so designers gave him Sensors and jump Jets.
The Sha Yu is a fast and agile 'Mech, with good armor protection and awesome
firepower at close ranges.
Modifications can include ER Large Lasers in place of its medium range weapons
and one othr Pulse Laser.

Model: ENFIELD
Primary user: House Davion
Weight: 50 tons
Armor: very light, 176
Internal Structure: 64
Total Protection Value: 240
Maximum Speed: 65 km/h
Weapons: 2 Lasers
         1 Ultra Medium AC
         1 Large Pulse Laser
Special Equipment: 2 Armors
Jump Capacity: no
Heat Generated: 20
Heat Capacity: 30
Short Range Damage: 4
Medium Range Damage: 8
Long Range Damage: 0
Base Armor Value: 112
Base Heat Capacity: 30
Cost: 50400
Critical Space: 4*3

The first of the three 'Mechs belonging to the 50 tons weight class, suited for
medium range attacks, but still able to defend itself at short ranges. Not a
big 'Mech, however, as it doesn't support Jump Jets, thing that the other
'Mechs do, though its basic armor protection is good.

Model: HUNCHBACK
Primary user: House Steiner
Weight: 50 tons
Armor: very light, 144
Internal Structure: 96
Total Protection Value: 240
Maximum Speed: 65 km/h
Weapons: 1 Heavy AC
         2 Lasers
Special Equipment: Jump Jets (125 meters)
                   2 Armors
Jump Capacity: yes
Heat Generated: 20
Heat Capacity: 24
Short Range Damage: 16
Medium Range Damage: 0
Long Range Damage: 0
Base Armor Value: 80
Base Heat Capacity: 24
Cost: 46750
Critical Space: 3*4

The Hunchback is clearly a close range fighter, armed only with three weapons,
but these weapons have a devastating effect on every enemy that dares to close
with a fully operational Hunchback.
Has with the Hollander, the Hunchback can easily accept most balistic weapons
with ease; Gauss Rifles and Thunderbolts can be a good choice for
customizations.

Model: STARSLAYER
Primary user: House Liao
Weight: 50 tons
Armor: light, 176
Internal Structure: 64
Total Protection Value: 240
Maximum Speed: 86 km/h
Weapons: 3 Lasers
         3 Streak SRM Packs
         2 Large Lasers
Special Equipment: Jump Jets (125 meters)
                   2 Armors
Jump Capacity: yes
Heat Generated: 38
Heat Capacity: 42
Short Range Damage: 12
Medium Range Damage: 8
Long Range Damage: 0
Base Armor Value: 112
Base Heat Capacity: 42
Cost: 64450
Critical Space: 4*3

The third 'Mech of the 50 ton group, and probably the best, though it still
doesn't have standard long-range weapons. The Starslayer main weapons are its
lasers, that can hit at short and medium ranges.
The Starslayer basic chassis allows you to use ER Large Lasers or a single ER
PPC plus LRMs in place of the Large Lasers. Jump Jets can also be removed to
make room for more heat-intesive weapons, thoug this will lower the 'Mech
usefulness.

Model: BUSHWACKER
Primary user: House Steiner
Weight: 55 tons
Armor: light, 144
Internal Structure: 128
Total Protection Value: 272
Maximum Speed: 86 km/h
Weapons: 3 Machine Gun Arrays
         1 Medium AC
         1 PPC
         3 LRM Racks
Special Equipment: 1 Armor
Jump Capacity: no
Heat Generated: 18
Heat Capacity: 27
Short Range Damage: 3
Medium Range Damage: 11
Long Range Damage: 9
Base Armor Value: 112
Base Heat Capacity: 27
Cost: 56550
Critical Space: 4*3

I really do not understand why the Bushwacker is so used in videogames as the
main Inner Sphere medium 'Mech (give me a Centurion!). However, stupid
questions aside, the Bushwacker is a good fighter especially at medium range
thanks to its PPC and Medium AC, but also capable of some long-range firepower
thanks to its LRM Racks.
Two of my favoutite alternate configurations consist in dropping the Medium ACs
for an additional PPC or dropping the Medium AC and the PPC for a Large Laser 
and additional LRM Racks.

Model: MEN SHEN
Primary user: House Liao
Weight: 55 tons
Armor: very light, 176
Internal Structure: 96
Total Protection Value: 272
Maximum Speed: 97 km/h
Weapons: 4 Pulse Lasers
         5 LRM Racks
Special Equipment: 3 Armors
                   Sensors - Advanced
                   Mk I ECM Suite
Jump Capacity: no
Heat Generated: 26
Heat Capacity: 29
Short Range Damage: 8
Medium Range Damage: 0
Long Range Damage: 15
Base Armor Value: 80
Base Heat Capacity: 29
Cost: 56550
Critical Space: 6*2

An other scout 'Mech, always from House Liao, but this time beloning to the
medium-weight class. Fast, agile, with Sensors and ECM suite but really
difficultto costumized with anything different from Large or smaller Lasers or
missile launchers due to its chassis.

Model: CATAPULT
Primary user: House Liao
Weight: 65 tons
Armor: very light, 176
Internal Structure: 96
Total Protection Value: 272
Maximum Speed: 65 km/h
Weapons: 3 Lasers
         10 LRM Racks
Special Equipment: Jump Jets (125 meters)
                   3 Armors
Jump Capacity: yes
Heat Generated: 36
Heat Capacity: 40
Short Range Damage: 6
Medium Range Damage: 0
Long Range Damage: 30
Base Armor Value: 80
Base Heat Capacity: 40
Cost: 71350
Critical Space: 4*4

The Inner Sphere version of the Mad Dog, and probably the grandparent of the
Clan 'Mech, the Catapult is pure long-range fire-support 'Mech, but agile has a
close range 'Mech thanks to its Jump Jets.
Twin Large Lasers or PPCs or a single Gauss Rifle will increase the 'Mech
firepower but will lower its usefulness in sieges.

Model: JAGERMECH
Primary user: House Davion
Weight: 65 tons
Armor: medium, 130
Internal Structure: 160
Total Protection Value: 290
Maximum Speed: 65 km/h
Weapons: 4 Ultra Light ACs
Special Equipment: Jump Jets (125 meters)
Jump Capacity: yes
Heat Generated: 11
Heat Capacity: 27
Short Range Damage: 0
Medium Range Damage: 0
Long Range Damage: 8
Base Armor Value: 130
Base Heat Capacity: 27
Cost: 61000
Critical Space: 4*4

An other long-range fire-support 'Mech, this time armed with four fast firing,
small caliber Ultra ACs, but no close or medium range weapons.
The Jagermech has the same chassis of the Catapult, but instead of heat sinks
it offers major basic armor protection, and both have Jump Jets.

Model: SHOOTIST
Primary user: House Steiner
Weight: 70 tons
Armor: medium, 226
Internal Structure: 64
Total Protection Value: 290
Maximum Speed: 65 km/h
Weapons: 1 Heavy AC
         3 Lasers
         2 Machine Gun Arrays
         1 Large Lasers
Special Equipment: 3 Armors
Jump Capacity: no
Heat Generated: 24
Heat Capacity: 30
Short Range Damage: 20
Medium Range Damage: 4
Long Range Damage: 0
Base Armor Value: 130
Base Heat Capacity: 30
Cost: 63550
Critical Space: 3*6

The Shootists' was designed in the Star League period and survived to modern
days in the Comstar army. Desgined for rude close-range firepower the Shootist
is not well suited for long-range battles as it completely lacks those weapons,
but has enough armor to close with the enemy.
The Shootist basic chassis makes it well suited for balistic weapons.

Model: LAO HU
Primary user: House Liao
Weight: 75 tons
Armor: medium, 194
Internal Structure: 96
Total Protection Value: 290
Maximum Speed: 86 km/h
Weapons: 1 Ultra Heavy AC
         2 Streak SRM Packs
         2 Large Pulse Lasers
Special Equipment: Jump Jets (125 meters)
                   2 Armors
Jump Capacity: yes
Heat Generated: 39
Heat Capacity: 60
Short Range Damage: 16
Medium Range Damage: 4
Long Range Damage: 0
Base Armor Value: 130
Base Heat Capacity: 60
Cost: 84300
Critical Space: 5*4

The Lao Hu has been designed to quickly close with the enemy and destroy it at
close ranges thanks to its massive Ultra Heavy AC and Streak SRM Packs. The Lao
Hu is also capable of dealing some medium-range damage but totally ineffective
against long range 'Mechs.
Gauss Rifles and other bulky long-range weapons will fit really good into the
Lao Hu chassis in place of the Heavy AC.

Model: ZEUS
Primary user: House Steiner
Weight: 80 tons
Armor: medium, 194
Internal Structure: 64
Total Protection Value: 258
Maximum Speed: 65 km/h
Weapons: 3 Pulse Lasers
         2 PPCs
         2 Large Lasers
         5 LRM Racks
Special Equipment: 2 Armors
Jump Capacity: no
Heat Generated: 58
Heat Capacity: 72
Short Range Damage: 6
Medium Range Damage: 24
Long Range Damage: 15
Base Armor Value: 130
Base Heat Capacity: 72
Cost: 87500
Critical Space: 5*4

An impressive assault 'Mech. Its reactor allows the Zeus to reach a respectable
speed for an assault 'Mech but it doesn't support neither jump jets nor sensors
suites, which is not so bad for a pure assault 'Mech. Extremely destructive at
long and medium ranges and capable of defending itself at close ranges;
excellent heat capacity and armor protection.
You can use the Zeus' heat dissipation rates to mount twin ER PPCs in place of
the standard Particle Cannons or even install four PPCs, two standard range and
two ER versions, sacrificing LRM Racks or Pulse Lasers.

Model: CYCLOPS
Primary user: House Liao
Weight: 90 tons
Armor: medium, 272
Internal Structure: 32
Total Protection Value: 304
Maximum Speed: 65 km/h
Weapons: 2 Streak SRM Packs
         2 ER Lasers
         1 Gauss Rifle
         4 LRM Racks
Special Equipment: 4 Armors
                   Sensors- Advanced
Jump Capacity: no
Heat Generated: 23
Heat Capacity: 29
Short Range Damage: 6
Medium Range Damage: 4
Long Range Damage: 22
Base Armor Value: 144
Base Heat Capacity: 29
Cost: 80100
Critical Space: 4*5

Impressive 'Mech the Cyclops. It is able to deal significat damage especially
at long range and it is able to detect enemies thanks to its advanced Sensor
suite, making it ideal for solo mission. Unfortunately most of the Cyclops
weapons are ammunition-dependant, and this might limits its usefulness in
prolonged combats.
In place of the Gauss Rifle you can install an ER PPC or twin ER Large Lasers,
though this will oblige you to install extra heat sinks or unistall the ER
Lasers.

Model: HIGHLANDER
Primary user: House Steiner
Weight: 90 tons
Armor: medium, 276
Internal Structure: 96
Total Protection Value: 372
Maximum Speed: 54 km/h
Weapons: 3 Streak SRM Packs
         3 Lasers
         2 Machine Gun Arrays
         1 Guass Rifle
         5 LRM Racks
Special Equipment: Jump Jets (125 meters)
                   4 Armors
Jump Capacity: yes
Heat Generated: 33
Heat Capacity: 37
Short Range Damage: 14
Medium Range Damage: 0
Long Range Damage: 25
Base Armor Value: 148
Base Heat Capacity: 37
Cost: 100950
Critical Space: 5*5

Similar to the Cyclops for the weaponry, but extremely different role. The
Highlander is a pure assault 'Mech, with Jump Jets, good basic armor protection
and excellent heat dissipation. The Highlander is extremel distructive at long
and close ranges but totally ineffective at medium ranges.
IMO, the Highlander is already effective with this configuration and does not
need any upgrade.

Model: ATLAS
Primary user: House Steiner
Weight: 100 tons
Armor: very light, 304
Internal Structure: 304
Total Protection Value: 432
Maximum Speed: 54 km/h
Weapons: 1 Heavy AC
         4 Streak SRM Racks
         3 Machine Gun Array
         4 ER Lasers
         4 LRM Racks
Special Equipment: 7 Armors
Jump Capacity: no
Heat Generated: 43
Heat Capacity: 43
Short Range Damage: 23
Medium Range Damage: 8
Long Range Damage: 12
Base Armor Value: 80
Base Heat Capacity: 43
Cost: 106600
Critical Space: 6*5

An excellent clos and long range 'Mech that can say its own at medium range.
This firepower reduced overall speed and prohibited the Atlas to mount Jump
Jets or Sensors suite, but the Atlas is clearly a fighting machine.
It chassis is the larger in the game, with excellent heat dissipation
capabilities but with only a very small amount of basic armor that will force
you to include additional armor platings for most variants, though a long-range
fire-support 'Mech may sacrifice them for more LRMs or additional weapons,
though this is extremely discouraged as the Atlas chassis is expensive and
losing one for few lucky Critical hits would be a shame.

---------------
--CLAN 'MECHS--
---------------

Model: KIT FOX (ULLER)
Primary user: Clan Jade Falcon (House Davion)
Weight: 30 tons
Armor: light, 96
Internal Structure: 32
Total Protection Value: 128
Maximum Speed: 97 km/h
Weapons: 1 Clan Pulse Laser
         1 Clan Streak SRM Pack
         1 Clan Ultra Light AC
         1 Clan ER Large Laser
Special Equipment: Sensor - Intermediate
Jump Capacity: no
Heat Generated: 19
Heat Capacity: 22
Short Range Damage: 4
Medium Range Damage: 0
Long Range Damage: 6
Base Armor Value: 80
Base Heat Capacity: 22
Cost: 41300
Critical Space: 4*2

Probably my favourite light Clan OmniMech. In MechCommander 2 the Kit Fox is an
excellent all around 'Mech capable of scout mission thanks to its speed and
Sensor Suite (noticeable that the Kit Fox is the only Clan 'Mech carrying
sensors) and still capable of deliver serious damage at long and close ranges.
Drawbacks? It is a light 'Mech, so it has limited Critical space and armor
protection and it is not compatible with jump jets.
IMO the Kit Fox is already a good 'Mech, though replacing the Ultra AC with
some medium-range weapons might be a good modification.

Model: COUGAR
Primary user: Clan Jade Falcon (House Davion)
Weight: 35 tons
Armor: light, 96
Internal Structure: 64
Total Protection Value: 160
Maximum Speed: 86 km/h
Weapons: 2 Clan Large Pulse Lasers
         4 Clan LRM Racks
Special Equipment: none
Jump Capacity: no
Heat Generated: 36
Heat Capacity: 36
Short Range Damage: 0
Medium Range Damage: 4
Long Range Damage: 12
Base Armor Value: 96
Base Heat Capacity: 36
Cost: 56000
Critical Space: 4*2

Small long range 'Mech that, in groups, can substitute the Mad Dog. Totally
inefficent at close range and barely effective at medium range.

Model: SHADOW CAT
Primary user: Clan Smoke Jaguar (House Davion)
Weight: 45 tons
Armor: light, 112
Internal Structure: 96
Total Protection Value: 208
Maximum Speed: 97 km/h
Weapons: 2 Clan ER Lasers
         1 Clan Gauss Rifle
Special Equipment: Jump Jets (125 meters)
Jump Capacity: yes
Heat Generated: 18
Heat Capacity: 24
Short Range Damage: 0
Medium Range Damage: 4
Long Range Damage: 10
Base Armor Value: 112
Base Heat Capacity: 24
Cost: 6300
Critical Space: 2*5

Fast medium 'Mech with lot of long range firepower thanks to it s Gauss Rifle.
Totally inefficent at close range and barely capable of defending itself at
medium ranges. Replacing the Gauss Rifle with an ER PPC or an ER Large Laser
will somewhat reduce firepower but will elimiante the needing of munitions.

Model: STORMCROW (RYOKEN)
Primary user: Clan Smoke Jaguar (House Davion)
Weight: 55 tons
Armor: light, 208
Internal Structure: 32
Total Protection Value: 240
Maximum Speed: 97 km/h
Weapons: 2 Clan Streak SRM Packs
         2 Clan Large Pulse Laser
         2 Clan ER Laser
         2 Clan LRM Racks
Special Equipment: 3 Armors
                   2 Heat Sinks
Jump Capacity: no
Heat Generated: 42
Heat Capacity: 46
Short Range Damage: 4
Medium Range Damage: 14
Long Range Damage: 6
Base Armor Value: 112
Base Heat Capacity: 38
Cost: 84400
Critical Space: 5*3

The Storm Crow, a medium 'Mech surprisingly agile (however not jump capable)
and powerful, and still capable of firing all of its weapons without
overheating. Excellent at medium range thanks to its Large Pulse Lasers and
capable of indirect fire at long ranges. Good armor protection at excellent
heat dissipation capabilities.
Using ER Large Lasers in place of the Pulse Lasers might transform the 'Mech
into an excellent ranged fighter.

Model: MAD DOG (VULTURE)
Primary user: Clan Ghost Bear(House Davion)
Weight: 60 tons
Armor: medium, 162
Internal Structure: 128
Total Protection Value: 290
Maximum Speed: 86 km/h
Weapons: 2 Clan Pulse Lasers
         2 Machine Gun Arrays
         2 Clan Large Pulse Lasers
         6 Clan LRM Racks
Special Equipment: 1 Armor
Jump Capacity: no
Heat Generated: 52
Heat Capacity: 52
Short Range Damage: 6
Medium Range Damage: 4
Long Range Damage: 18
Base Armor Value: 130
Base Heat Capacity: 52
Cost: 88350
Critical Space: 3*5

Long range, fire support 'Mech, but still capable of defending itself at close
range, though it will be destroyed by brawlers like the Hunchback (if they
escape the missile fire, however). Well suited for eneryg weapons.

Model: SUMMONER (THOR)
Primary user: Clan Jade Falcon (House Davion)
Weight: 70 tons
Armor: medium, 194
Internal Structure: 96
Total Protection Value: 290
Maximum Speed: 86 km/h
Weapons: 1 Clan Ultra Heavy AC
         3 Clan Streak SRM Packs
         3 Clan ER Lasers
         1 Clan ER PPC
Special Equipment: Jump Jets (125 meters)
Jump Capacity: yes
Heat Generated: 46
Heat Capacity: 46
Short Range Damage: 18
Medium Range Damage: 6
Long Range Damage: 7
Base Armor Value: 130
Base Heat Capacity: 46
Cost: 100700
Critical Space: 3*6

One of the few jump capable Clan 'Mechs and the only heavy or assault 'Mech
capable of this. It is a good 'Mech at any range, especially at close ranges
thanks to its Ultra AC that can easily trouble heavier 'Mechs. As usual for
Clan 'Mechs the basic armor and heat values are above the average.

Model: TIMBER WOLF (MAD CAT)
Primary user: Clan Wolf (House Davion)
Weight: 75 tons
Armor: medium, 226
Internal Structure: 96
Total Protection Value: 322
Maximum Speed: 86 km/h
Weapons: 4 Machine Gun Arrays
         2 Clan ER Lasers
         2 Clan ER PPCs
         4 Clan LRM Racks
Special Equipment: 3 Armors
Jump Capacity: no
Heat Generated: 61
Heat Capacity: 61
Short Range Damage: 4
Medium Range Damage: 4
Long Range Damage: 38
Cost: 121650
Critical Space: 5*4

I think that there will no MW/MC game without a Timber Wolf. It is the main
heavy 'Mech of Clan Wolf, and it prefectly describes the superior technology of
the Clans. Excellent at long range and with some capabilities at shorter
ranges. It has an excellent armor protection and it's a shame that it is not
jump capable.
Replacing the Machine Gun Arrays with normal Lasers or Flamers plus the
adeguate amount of heat sinks is suggested, though Streak SRM Packs will still
be a good addition to close range firepower with less need of additional heat
sinks.

Model: BLOOD ASP
Primary user: Clan Star Adder(House Davion)
Weight: 90 tons
Armor: heavy, 240
Internal Structure:
Total Protection Value: 368
Maximum Speed: 65 km/h
Weapons: 2 Clan Heavy Lasers
         3 Clan Streak SRM Racks
         2 Clan Heavy Large Lasers
         2 Gauss Rifles
Special Equipment: none
Jump Capacity: no
Heat Generated: 58
Heat Capacity: 64
Short Range Damage: 16
Medium Range Damage: 18
Long Range Damage: 20
Base Armor Value: 240
Base Heat Capacity: 64
Cost: 132250
Critical Space: 5*5

The Blood Asp. Aaaah, the Blood Asp; the most powerful 'Mech in the game,
thanks to its 90 tons of pure Clan technology, it is also the cover 'Mech of
the game. Good at any range but especially at medium range thanks to its Heavy
Lasers. Its chassis is very roomy and has a good base armor and heat values. A
Bloos Asp can easily support 4 Clan ER PPCs plus four Lasers and additional
armor platings. With such a configuration a PPC Specialist is a must and can
spearhead  assault to most enemy positions. If supported by adeguate
intelligence this Blood Asp can destroy anything with few salvos.

***********************
6-MECHWARRIORS BRIEFING
***********************

Name: FLASH
Initial Rank: green
Initial Gunnery Skill: 45
Initial Piloting Skill: 54
Initial Special Skills: none
From: op1m1

Name: HACSAW
Initial Rank: green
Initial Gunnery Skill: 48
Initial Piloting Skill: 49
Initial Special Skills: none
From: op1m1

Name: LONGSHOT
Initial Rank: green
Initial Gunnery Skill: 55
Initial Piloting Skill: 39
Initial Special Skills: none
From: op1m1

Name: MEAT
Initial Rank: regular
Initial Gunnery Skill: 56
Initial Piloting Skill: 47
Initial Special Skills: Medium AC
From: op1m1 (I got him during the mission)

Name: TWITCH
Initial Rank: regular
Initial Gunnery Skill: 54
Initial Piloting Skill: 47
Initial Special Skills: Laser
From: op1m1 (I got him during the mission)

Name: PALERIDER
Initial Rank: regular
Initial Gunnery Skill: 51
Initial Piloting Skill: 51
Initial Special Skills: Sensor
From: op1m2

Name: WORM
Initial Rank: regular
Initial Gunnery Skill: 50
Initial Piloting Skill: 53
Initial Special Skills: Sensor
From: op1m2

Name: PSYCHO
Initial Rank: green
Initial Gunnery Skill: 54
Initial Piloting Skill: 40
Initial Special Skills: none
From: op1m2

Name: HAMMER
Initial Rank: green
Initial Gunnery Skill: 53
Initial Piloting Skill: 41
Initial Special Skills: none
From: op1m2

Name: CHOPPER
Initial Rank: green
Initial Gunnery Skill: 51
Initial Piloting Skill: 45
Initial Special Skills: none
From: op1m2

Name: DAGGER
Initial Rank: green
Initial Gunnery Skill: 50
Initial Piloting Skill: 48
Initial Special Skills: none
From: op1m2

Name: GREEN
Initial Rank: green
Initial Gunnery Skill: 49
Initial Piloting Skill: 50
Initial Special Skills: none
From: op1m2

Name: SHADOW
Initial Rank: green
Initial Gunnery Skill: 49
Initial Piloting Skill: 48
Initial Special Skills: none
From: op1m2

Name: CREEP
Initial Rank: green
Initial Gunnery Skill: 46
Initial Piloting Skill: 52
Initial Special Skills: none
From: op1m2

Name: JINX
Initial Rank: green
Initial Gunnery Skill: 44
Initial Piloting Skill: 55
Initial Special Skills: none
From: op1m2

Name:
Initial Rank:
Initial Gunnery Skill:
Initial Piloting Skill:
Initial Special Skills:
From:

***************
7-SUPPORT UNITS
***************

Support Units are ordere through the Support Palette, and even if they survive
a mission, you won't have them at the start of the next.
If you want to know how the Minelayer is used, read the appropriate section.

AIRSTRIKE
Executed by: Shilone Bomber
RP Cost: 7000
Effect: after having selected the zone a maker will be shown, indicating how
many seconds remains before the attack; after the countdown is finished a
Shilone will saturate the small zone with its bombs. It is one of the only two
Support Attacks that can be issued everywhere on the map, regardless of LOS.

FIXED ARTILLERY
Executed by: Planelifter plane (well, at least I think it is MC2 Planelifter
version)
RP Cost: 8000
Effect: a Planlifter will deploy a fixed Long Tom gun. Note that this is not
like the first MC artillery, this Long Tom is equal to the Long Tom Cannon you
can use on 'Mechs, though it is fixed.

SENSOR PROBE
Executed by: probe
RP Cost: 2000
Effect: like the Air Strike you do not need direct line of sight for placing a
Sensor Probe. The probe will provide sensor coverage roughly equal to a
Advanced Sensor suite, but not forever. Graudally the Probe range will
decrease, about 5 meters every 2/3 seconds.

REPAIR TRUCK
Executed by: Planelifter plane
RP Cost: 6000
Effect: a Planelifter will deploy a fully operational Repair Truck.

SCOUT 'COPTER
Executed by: Planelifter plane
RP Cost: 2000
Effect: a Planelifter will deploy a Scout 'Copter on the battlefield. It will
become a comandable unit.

MINELAYER
Executed by: Planelifter plane
RP Cost: 4000
Effect: drops a Minelayer on the battlefield.

SALVAGE CRAFT
Executed by: Karnov UR
RP Cost: 10000
Effect: the Karnov will hover over (¬_¬...) a destroyed 'Mech (its reactor must
be intact; 'Mechs without a working reactor cannot be salvaged) and will deploy
a MechWarrior. The 'Mech will then become active, though the Karnov will NOT
repair its armor or replenish its ammo bins. Note that even if the 'Mechs you
salvaged exceed the Weight Limit of the mission you'll have to purchase them at
the end of the mission. Unexploded and unsalvaged 'Mechs will NOT be available
for any kind of salvage, however.

CANCEL
Executed by: you
RP Cost: none
Effect: restores your normal cursor.

*******************
8-VEHICLES BRIEFING
*******************

Little note about the Movement Type voice: hovercrafts can travel on water and
terrain, while tracked and wheeled vehicles only on land. Tracked vehicles tend
to be a little faster on rough terrains and wheeled more maneuverable. VTOLs
(Vertical Take Off Landig) and airplanes can travel wherever they want, with no
terrain restrcition. VTLOs can hover due to their construction (they are
helicpoters or special planes like the existing V-22 Osprey).

Model: AERO SPOTTER
Weight: 20 tons
Movement Type: tracked
Armor: medium, 170
Maximum Speed: 54 km/h
Weapons: 1 Large Laser

The old MechCommander Aero Spotter. What does it do? It calls Shilone attacks,
how delightful. And in MC2 it has a Large Laser, too. Seek and destroy.

Model: APC
Weight: 15 tons
Movement Type: wheeled
Armor: very light, 50
Maximum Speed: 86 km/h
Weapons: none

Though unarmed the APC carries infantry men.

Model: ARMORED CAR
Weight: 5 tons
Movement Type: wheeled
Armor: very light, 20
Maximum Speed: 65 km/h
Weapons: 1 Machine Gun Array

Nothing more than a Jeep with a Machine Gun.

Model: ATTACK 'COPTER
Weight: 35 tons
Movement Type: VTOL
Armor: very light, 77
Maximum Speed: 86 km/h
Weapons: 1 Medium AC

It might not be as powerful as the Heavy 'Copter, but this VTOl is still a
dangerous opponent, especially for light 'Mechs.

Model: CENTIPEDE
Weight: 15 tons
Movement Type: hovercraft
Armor: very light, 35
Maximum Speed: 97 km/h
Weapons: 1 Large Laser

The cheapest and smallest hovercraft you'll encounter in the game. Take it out
with long range weapons, though it won't be a great threat even at medium and
close ranges.

Model: DRILLSON
Weight: 50 tons
Movement Type: hovercraft
Armor: light, 108
Maximum Speed: 65 km/h
Weapons: 8 Streak SRM Packs

A moderately fast and well armored hovercraft with a tremendous punch at close
range.

Model: HARASSER
Weight: 20 tons
Movement Type: hovercraft
Armor: very light, 33
Maximum Speed: 86 km/h
Weapons: 2 Streak SRM Packs

Lighter, faster but less powerful version of the Drillson. As the previous
vehicle, it should be took out from long range.

Model: HEAVY 'COPTER
Weight: 50 tons
Movement Type: VTOL
Armor: medium, 135
Maximum Speed: 65 km/h
Weapons: 4 Streak SRM Packs
         2 Pulse Lasers

Here's the only 50 tons VTOL existing in the whole BT universe (note: in
BattleTech VTOLs over 30 tons do not exists). Maybe not so fast, but well
armored and has some serious medium and short range damage capabilities.

Model: HETZER
Weight: 40 tons
Movement Type: wheeled
Armor: very light, 50
Maximum Speed: 54 km/h
Weapons: 1 Heavy AC

Ooooh, the Hetzer...in Battletech is a very useless vehicle, but here has some
usefulness...do not close with it, pick it out with long range weapons.

Model: HUNTER
Weight: 25 tons
Movement Type: tracked
Armor: very light, 38
Maximum Speed: 86 km/h
Weapons: 3 LRM Racks

Faster and more armored than the LRM Carrier, but it may be less dangerous as
it carries only 3 LRM Racks. Closing with Hunters with heavy and Assault 'Mechs
might be difficult due to the Hunter's high top speed.

Model: JEEP
Weight: 5 tons
Movement Type: wheeled
Armor: very light, 10
Maximum Speed: 65 km/h
Weapons: none

Destroy these vehicles only if they are going to call reinforcments or when
they are too much to walk on the terrain.

Model: LRM CARRIER
Weight: 50 tons
Movement Type: wheeled
Armor: very light, 32
Maximum Speed: 54 km/h
Weapons: 5 LRM Racks

Slow and lightly armored the LRM Carrier is designed to provide cheap but
powerful long range support to any kind of unit. Dangerous, especially when
sieging bases or in defense positions behind an heavy wall.

Model: MINELAYER
Weight: 30 tons
Movement Type: tracked
Armor: heavy, 225
Maximum Speed: 54 km/h
Weapons: mines

The Minelayer wou'll get wehn ordered. Not so slow and heavily armored.

Model: PARTISAN
Weight: 80 tons
Movement Type: tracked
Armor: medium, 137
Maximum Speed: 54 km/h
Weapons: 4 Light ACs

The Partisan should be the BT equivalent of the ZSU-23-4, a dedicated
anti-aircraft tank. In fact, the upgraded 3058 version is powerful against
aircrafts and 'Mechs.
However, this version is armed only with 4 Light ACs and it doesn't pose a real
threat to anything weighting more than 40 tons, especially if you close with
the tank.

Model: SCIMITAR
Weight: 25 tons
Movement Type: hovercraft
Armor: very light, 45
Maximum Speed: 86 km/h
Weapons: 2 Flamer Arrays

Take it out at long range; lightly armored but decently fast.

Model: SCOUT 'COPTER
Weight: 5 tons
Movement Type: VTOL
Armor: very light, 40
Maximum Speed: 119 km/h
Weapons: 1 Machine Gun Array

A small VTOL use for reconaissance. Fast and lightly armored and armed.

Model: STORM
Weight: 60 tons
Movement Type: tracked
Armor: light, 111
Maximum Speed: 54 km/h
Weapons: 2 PPCs

A smaller version of the Shreck PPC Carrier. This tank is armed with twin PPC,
is decently armored and is reasonabily fast. A threat even for medium 'Mechs.
Take it out at long range with missiles, coverign behind a wall.

Model: SWARM LRM CARRIER
Weight: 50 tons
Movement Type: wheeled
Armor: very light, 32
Maximum Speed: 54 km/h
Weapons: 5 Swarm LRM Racks

An LRM Carrier armed with Swarm munitions. Can be more deadly than its cousin,
however.

Model: TROOP CARRIER
Weight: 25 tons
Movement Type: tracked
Armor: very light, 65
Maximum Speed: 54 km/h
Weapons: none

Heavier and more armored version of the APC. This vehicle can carry standard
infantrymen and Powered Armors.

Model: VEDETTE
Weight: 50 tons
Movement Type: tracked
Armor: very light, 54
Maximum Speed: 65 km/h
Weapons: 1 Light AC

A long range, direct-fire support vehicle. You can take out a Vedette by
rushing into close range or with heavy long range weapons if you are commanding
medium to assault 'Mechs.

Model: SHILONE BOMBER
Weight: 10 tons
Movement Type: airplane
Armor: very light, 15 tons
Maximum Speed: 54 km/h
Weapons: bombs

Shilone bombers are used when you issue an Air Strike attack from the Support
Palette. Virtually immune to decetion, it is not so fast and lightly armored.

Model: CARGO TRUCK
Weight: 25 tons
Movement Type: wheeled
Armor: very light, 15
Maximum Speed: 54 km/h
Weapons: none

A truck with a container. Not armed and lightly armored.

Model: FUEL TRUCK
Weight: 20 tons
Movement Type: wheeled
Armor: very light, 20
Maximum Speed: 54 km/h
Weapons: none

Just like the Cargo Truck, only that it carries volatile fuel that explodes
when the vehicle is destroyed, generating a small explosion.

Model: REPAIR TRUCK
Weight: 20 tons
Movement Type: tracked
Armor: very light, 65
Maximum Speed: 54 km/h
Weapons: none

I do not know why the MFBs in MW3 had such a success, but, here they are
again...an heavy truck that will repair your armor and replenish the ammo bins,
but will NOT replace lost limbs.

Model: RESOURCE TRUCK
Weight: 20 tons
Movement Type: wheeled
Armor: very light, 20
Maximum Speed: 54 km/h
Weapons: none

Like the Fuel and the Cargo Truck, only that this truck can be captured, and
when it is captured it will give you some RPs.

*******************************
9-TURRETS AND INFANTRY BRIEFING
*******************************

Model: AC TURRET
Type: fixed turret
Structure Points: 25
Weapons: 2 Medium ACs

Similar to the Large Pulse Laser turret, though it packs more punch.

Model: GAUSS TURRET
Type: fixed turret
Structure Points: 25
Weapons: 1 Gauss Rifle

Exceptional at long ranges, but can be easily destroyed by rushing light
'Mechs.

Model: LARGE PULSE LASER TURRET
Type: fixed turret
Structure Points: 25
Weapons: 3 Large Pulse Lasers

Take them away with long range weapons: the Pulse Lasers have an high rate of
fire and any 'Mech trying to close with it will suffer severe damage before
destroying the turret.

Model: LONG TOM TURRET
Type: fixed turret
Structure Points: 30
Weapons: 1 Long Tom Cannon

Deadly. Usually positioned near high-value targets. The Log Tom produces a
small explosion that can damage units near the target.

Model: LRM TURRET
Type: fixed turret
Structure Points: 25
Weapons: 4 LRM Racks

They are armed with LRMs, so they can fire over heavy walls. Very dangerous,
especially when you are commanding light 'Mechs. Try to close with them ASAP.

Model: SRM TURRET
Type: fixed turret
Structure Points: 25
Weapons: 3 Streak SRM Packs

The most common turret; it can be easily destroyed by long and medium range
weapons. Pop Up turrets may pose a threat.

Model: INFANTRY MAN
Type: conventional infantry
Armor: very light, 18
Maximum Speed: 17 km/h
Weapons: 1 Machine Gun

Single, unarmored man. It wear only a light protection suit, but it is little
and can still allocate damage to 'Mechs or vehicles if they engage in groups.
Take them away with long range weapons.

Model: POWERED ARMOR
Type: armored infantry
Armor: very light, 20
Maximum Speed: 34 km/h
Weapons: 1 Laser
         1 Streak SRM Pack

Single man wearing a battlearmor. It is jump capable, small as a man and packs
quite a punch. Mya pose threat to light 'Mechs.

******************
10-GENERAL TACTICS
******************

The first thing to say is the difference between C-Bills and Resource Points
(RPs).
You accumulate C-Bills by succesfully complete a mission and are used to buy
things BEFORE the mission begins (the so-called Logistic Phase) and the C-Bills
you won't spend will remain for the next mission.
Resource Points (or RPs) are collected directly on the battlefield by capturing
Resource Bunkers or Resource Trucks; these points can be used to call Support
Units (see the appropriate section) and if you do not spend them during the
mission, you won't have  them for the next mission.
Note that your employer will always pay you all repairs and ammo reloads (BTW,
these repairs would have been dne with C-Bills).
To capture weapons you have to capture Weapon Buildings or to salvage 'Mechs. A
'Mech can be salvaged only if its reactor does not explode. If the reactor
explodes it damages all units nearby, so always keep your 'Mechs away from
fallen 'Mechs (usually, a 'Mech explodes within 30 seconds from its
destructions).

**********************
11-MULTIPLAYER TACTICS
**********************

I hope that the game won't result too unstable to play on the net a bit...just
wait and hope for this section, it may be online some day.

***************************
12-HOW TO COSTUMIZE A 'MECH
***************************

***************************
13-HOW TO BALANCE YOUR TEAM
***************************

**************
14-WALKTHROUGH
**************

You start the game with 2 Bushwackers and one Razorback, piloted by Hacsaw,
Longshot (Bushwackers) and Flash (Razorback).

----------------------------
--FIRST CAMPAIGN: CARVER V--
----------------------------

Mission 1: SCOUTING PATROL

Primary Objectives:
+ Investigate abandoned airfield (4000 C-Bills)
+ Destroy hangar (7500 C-Bills)
+ Destroy bandit patrol (11000 C-Bills)
+ Repair and reload, then proceed to the extraction point (6500 C-    Bills)
+ Locate and destroy all bandits (11000 C-Bills)
+ Move all 'Mechs to extraction point (3000 C-Bills)

Weight Limit: 190 tons

Intial RPs: 22000

Map description: there are four islands you can explore, plus three islands at
the edges of the map, which are inacessible (and you won't need to go there,
BTW). These four islands describe a (very) rough circle. You'll land in the
east isle and the extraction marker is in the west. The airfield is near your
starting position. You'll need to pass through all islands. The northern island
contains a small wooded area.

Logistic Phase: nothing much to say here.

Command Phase: so, here's your first mission. I reccomend you to play the
tutorial if you're new to the MechCommander universe, though this mission will
be a decent training.
Move all your 'Mechs into the airfield (do not bother yourself in destroying
the fences or order your 'Mechs to pass through the entrance, just oreder them
to enter, and they will step on the fences) and destroy the only hangar still
intact.
After you've done this an infantry unit will enter the airfield; they won't be
a match for your 'Mechs, just like the two Centipedes.
Now proceed to the northern island and destroy all vehicles you'll find (only
few LRM Carriers and other Centipedes).
At the west-most edge of the north isle there is a small wooded area and beyond
this area there are 2 Urbanmechs and two Harassers; try to take out the
Harassers first and then concentrate on the two Urbanmechs. You should be able
to salvage at least one of these 'Mechs, but you'll may want to wait to spend
your RPs for later.
It is now time to go to the extraction point, on the west isle.
As soon as you land on the isle 3 LRM Carriers, 2 Harassers and one Starslayer
will powerup, engaging at close range. Destroy the LRM Carriers first, then
concentrate on the Starslayer (I had enough luck to salvage this 'Mech, though
it downed one of my Bushwackers. If this happen, salvage the Starslayer and the
Bushwacker and ignore the previous Urbanmechs) and finally on the Harasser.
Now reach the extraction marker.

Mission 2: REACQUISITION: BASE GEMINI

Primary Objectives:
+ Capture Resource Building
+ Destroy all units occupying Base Gemeni
+ Capture Steiner Sensor Control
+ Destroy all bandits in Base Gemini South
+ Capture Steiner HQ
+ Destroy all units occupying Base Gemeni North

Weight Limit: 170 tons

Initial RPs: 6000

Map Description: Base Gemini is divided into two smaller bases: Base Gemini
South is at the center of the map, on a small hill, sorrounded by smaller
independent bases devoted to its defense and contains the Sensor Control
building. Base Gemini North is in the upper part of the map and supports the
Steiner HQ and it has full automated defenses. Always in the north there are
several islands with some Resource Buildings.
The remaining terrain is mainly composed by rolling hills.
The two bases are linked by a small terrain strip. The whole map is covered by
Sensor Towers.

Logistic Phase: If you managed to capture the Starslayer and other 'Mechs and
any of your 'Mechs have been destroyed deploy one Razorback (for sensors and
jump jets) and two Bushwackers, though I reccomend one Bushwacker and one
Starslayer. Choose at least one pilot with the Sensor Specialist skill and two
other MechWarriors with high Gunnery Skills; if they have Laser or Medium 'Mech
specialist is better.

Command Phase: You will start in the east and directly in front of you there is
a Resource Building (10000 RPS), which is also the first mission objective.
Capture it and proceed toward the center of the map. Before you encounter the
east defense station, the Razorback's sensors will detect one or two vehicle
contacts. As soon as you close with them, a Fire Ant will power up. Use the
Razorback to destroy the two vehicles (an LRM Carrier and one Harasser) while
the other two 'Mechs destroy the Fire Ant. For now, wait to salvage the 'Mech.
Now you should be able to see the first defense station; there are three
different stations, each with its Power Generator and Turret Control; the first
is placed to the east, the second to the west (directly opposite to the east
one) and the last to the north-west, few meters above the west station.
Use your Razorback to quickly circle the east defense station and enter it from
the west, where there isn't any wall section and capture the Turret Control;
alternatively you can use a Bushwacker and its LRM to destroy the Power
Generator.
Now destroy one wall section of Base Gemini South: some vehicles will try to
intercept you and an LRM Carrier will probably start to fire. Enter the base,
take out the LRM carrier and destroy all other vehicles present (two Centipedes
and one Armored Car) and engage the Urbanmech that will power up and one other
that will enter from the west. Just like the previous Fire Ant, do not salvage
them now.
Capture the Base Sensor Control and you'll notice several contacs showing up on
your map; at the extreme north some hovercrafts are patrolling the zone, like
the contacts in the north-west sector; Base Gemini North has several contacts.
All other contacts are civilian Cargo Trucks.
Your 'Mechs should be damaged, but there is no real need to call a Repair
Truck; use your Razorback to locate two other Resource buildings in the
west/south-west of the map; each contains 10000 RPs, enough to call Karnovs to
salvage all 'Mechs downed so far, though it is better to ignore this
possibility for now. Once the buildings are your control, move all your 'Mechs
at the beginning of the strip of terrain that leads to Base Gemini North; an
UrbaMech should power up on the nearest island and will immediately jump near
you. No better chance to destroy it. A Centipede will also reach you, but it
will be no match. Now use your Razorback or a Starslayer to jump from one
island to the other; scattered across these isles there are two Resource
Buildings, one guarded by and LRM Carrier and the second very near to the Base
perimeter. If you used the Starslayer you should be able to destroy the wall
section in front of the Power Generator and the Generator itslef from the
island containg the Resource Building. Do not try to jump in the base as all
'Mechs and vehicles in it will attack you and you won't be able to capture the
Turret Control because enemies are too near.
Once the Turret Control is gone, regroup you 'Mechs; Base Gemini's gate is
protected by a Partisan and two LRM Carriers, and the Base itself has two other
Fire Ants inside, but are shutted down.
Now the choice is yours: you can call an Air Strike or a Long Tom to help you
in the siege or to use your 'Mechs to break all defenses; I usually choose the
latter because the defenses are not too strong.
Each 'Mech should take care of one vehicle at the gate, in order to dispatch
them quickly enough that at least one 'Mech is free to engage the first Fire
Ant that will inevitably come.
Once all vehicles and 'Mechs are gone, you can salvage all salvageable 'Mechs
you downed before taking control of the Steiner HQ.

Mission :

Primary Objectives:
+   (00 C-Bills)
Secondary Objectives:
+

Weight Limit:  tons

Initial RPs:

Map Description:

Logistic Phase:

Command Phase:

**************
15-FAQ SECTION
**************

If you are wondering why, and how, a document at its first release has a FAQ
section, I just reply that I'm bored of all the mails I recieve for how using
the Minelayer in MechCommander (the first); MC2 has a Minleayer and probably it
will be useful in some missions, so...

Question - Where's the Minelayer?
Answer - There is no way to buy a Minelayer before the mission starts. It can
be only purchased from the Support Palette. It will be airdropped where you
want.

Q - Then?
A - You have a working Minelayer, with a full load of mines and brand-new
armor.

Q - But the Minelayer doesn't lay mines!
A - This vehicle will lay mines only if you order it to do so. Normal move
order will make the vehicle move. To lay mines, see p.55 of the MC2 instruction
booklet.

Q - Hey! You described the entire sequence! It's not fair!
A - OK...just press V and click where you want those mines

Q - But the mines don't work...
A - Only units weighting more than 35 tons will set off mines

Q - Just tell me why the Minelayer lays only some mines!
A - Because it has a limited supply of mines. After the Minelayer expended its
cargo it can still be moved and used as a scout.

*******************
16-CREDITS and MISC
*******************

First credit? To Fasa for the old BattleTech continuum (I prefer to see how
WizKid will manage to "evolve" BT with the new timeline before thanking
them...especially because most of the things I've seen weren't good -IMO-),
then to M...Mic...Micrrrr...hell...I'm not able to thank M....$..t, even for
this game; and last, but not least (absolutely not) the third credit goes to me
for this document!
(that's the last time I write something at 3:42 in the morning, this paragraph
is getting totally senseless...)
Here's the list of the sites currently showing my document with my permission.
1) The Clans Hall (my site; it's BT-related and currently down but it will be
always allowed to show my FAQs ;)
2) GameFAQs (http://www.gamefaqs.com)
3) GameSpot (http://www.gamespot.com)
4) Cheat Code Central (http://www.cheatcc.com)
5) Gaming Planet (http://www.gamingplanet.com)
If someone sees a site with my document (or part of it) on a site listed above,
let me know.
Special thanks to:
All italian MW/MC/BT/BF2/AT2 players, Thanatos (my PC)and whoever for letting
the game run on my computer (I think the lead programmer, or the beta testers
and the QA people in general...damned MW4, too unstable, and I want to finish
it at least once...) and Lionhead for Black&White; well, I'd like to thank
FireGlow and CDV for Sudden Strike and Gundam Century to exist, but these are
other stories...
So far no one (25/09/2001) posted mails of any kind, so there's no one to
thank...however, I've already prepared the beginning of the list so that this
paragraph will need only their names and e-mail addresses.
Many thanks to:
1)
To ask permission to post this document, send a mail gently asking permission
and with the URL. To contact me, write at [email protected]; ICQ UIN is
40534369; Odigo ID is 264286, though you won't recieve answer to such messages
(I'm just bored of all the ICQ crap and Odigo's tendency of cutting to half
your effective speed 'cause it has to check if the world is still working) .
Write only about this FAQ or if you have a cute (female)friend/sister to
introduce.

Copyright (c) Briareos Kerensky 2000/2001. Reproduction  and translation of
this document (as a whole or parts of its) in any mode without permission is
strictly forbidden.
All names and marks are proprieties of respective owners.


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