Hold [Ctrl] + [Alt] + [Shift] and type one of the following codes to activate 

the following cheat function:

 

Results:                          Cheat Code:

invincibility                     superfunkicalifragisexy 

unlimited ammo                    iseenfireandiseenrain 

heat tracking                     ooohhhlllaaalllaaa 

Nuke current target               itsdabooomb 

Destroy current target            redjackandtikruls 

Jump jets                         inmybeautifulballoon 

Unlimited jump jet juice          crazysexycool 

End mission successfully          likethecomstarbaby 

Free-eye mode                     beholdmyglory 

Enable time compression code      ontimeeverytime 

Time expansion activated          antijolt 

Display bounding spheres          bubbleboy 

Enable auto-grouping              flashyflashy 

Enable leading recticle           walkthisway 

Display Credits                   wediditagain 

 

Note: The "Enable leading recticle" code forces enemies to follow the targeting 

crosshairs towards your mech.

MECHWARRIOR 4: MERCENARIES WALKTHROUGH

by Briareos Kerensky (This email address is being protected from spambots. You need JavaScript enabled to view it., briareos_CWE), ver 1.0 01/12/2002

 

Table of Contents

1-Disclaimer

2-Update History

3-History Briefing

4-Mercenary Units Briefing

5-Weapons Briefing

6-'Mechs Briefing

7-Vehicles and Misc Enemies Briefing

8-Lancemates briefing

9-How to costumize a 'Mech

10-General Tactics

11-Multiplayer Tactics

12-Walkthrough

13-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

(This email address is being protected from spambots. You need JavaScript enabled to view 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

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

 

01/12/2002-version 1.0. First sections only, the document is still in first

phases but has few infos on the new things.

 

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

3-HISTORY BRIEFING

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

 

When Victor Ian Steiner-Davion returned after having defeated Clan Smoke

Jaguar, he found himself in a dangerous position: his sister Katherine, seceded

the Lyran part of the Federated Commonwealth, causing a massive civil war to

disrupt propbably the most powerful of the Successor States. Now the two

warring factions are calling for whatever support they need, including

Mercenaries.

You, a young MechWarrior who applied to the MRBC (Mercenary Reviews and Bonging

Commission), found offers from four of the most poweful mercenary units in the

Inner Sphere, the Kell Hounds, the Wolf Dragoon's, the Gray Death's Legion and

the Northwind Highlanders. They offer you a independent command with the abiity

to chose which contracts, 'Mechs, personnel and even loyalities take. Make your

choice, now.

 

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

4-MERCENRAY UNITS BRIEFING

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

 

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

--KELL HOUNDS--

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

 

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

--WOLF'S DRAGOONS--

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

 

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

--GRAY DEATH LEGION--

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

 

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

--NORTHWIND HIGLANDERS--

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

 

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

5-WEAPONS TECHNOLOGY

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

 

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

description of the categories.

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

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

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

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

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

from how are knew by BT player.

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

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

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

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

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

firepower increases in proportion.

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

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

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

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

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

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

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

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

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

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

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

(Electronic Warfare) suites.

 

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

--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 2, 5 and 10 types: the 5

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

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

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

ACs, they do not have standard ACs.

 

Name: AC/2

Technology: Inner Sphere

Range: 900 meters

Damage: 2

Heat: 0,1

Recycle rate: 1

Size: 1

Weight: 8 tons

Ammo per ton: 240

 

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.

 

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.

 

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.

Heavy Gauss Rifles have very high damge values but generates lots of heat point

(for Gauss Rifles), and their projectiles are more powerful as the target is

closer to the firing unit.

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

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

 

Name: GAUSS RIFLE

Technology: Inner Sphere

Range: 800 meters

Damage: 17

Heat: 1

Recycle rate: 8

Size: 3

Weight: 16 tons

Ammo per ton: 24

 

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

 

Name: HEAVY GAUSS RIFLE

Technology: Inner Sphere

Range:  meters

Damage:

Heat:

Recycle rate:

Size:

Weight:  tons

Ammo per ton:

 

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 stricktly require it,

but it is better to wait for the lock or the salvo will likely be wasted. When

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

eventually increasing their maneuverability. LRM racks come in 4 types: 5, 10,

15 or 20 missiles per salvo. All missiles (except Thunderbolts) tend to spread

damage along the whole target rather than inflicting a single, devastating

blow; also, missiles tend to hit in salvos, so most times not all missiles from

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

 

Name: LRM 5

Technology: Inner Sphere

Range: 1000 meters

Damage: 4

Heat: 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 Clans only. The Streak SRMs are guided,

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

the nearest target and will follow it until they score an hit; note that if you

have a terget under your targeting reticule, the missiles will home on it, as

well as if you have a locked target; when used with active NARC beacons, the

Streak SRMs will go toward the nearest active beacon. As standard SRMs, this

advanced version comes in 2, 4 or 6 missiles pack. Each ton of ammunition holds

120 missiles.

 

Name: STREAK SRM 2

Technology: Clan

Range: 250 meters

Damage: 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 standard SRMs, but are a

retrofitted version of LRMs: by removing steering thrusters and guidance

systems engineers were able to increase the missile/salvo ratio and the

ammunition load for single launchers; when compared to LRMs, a MRM bin contains

twice as much the missiles. MRMs are fired in 10, 20, 30 or 40 missiles per

salvo: the sheer number of missiles is balanced by a relatively slowness of the

missiles and the relative difficulty in hitting a mobile target with such

weapons. MRMs are not NARC-compatible. Each ton of ammunition holds 240

missiles.

 

Name: MRM 10

Technology: Inner Sphere

Range: 400 meters

Damage: 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)

 

STREAK MRM: A Clan invention, the Streak MRMs uses the searching warhead of

Streak SRMs but the missiles and racks are those of the MRMs.

 

Name: STREAK MRM 10

Technology: Clan

Range:  meters

Damage:

Heat:

Recycle rate:

Size:

Weight:  tons

Ammo per ton:  ( salvos)

 

Name: STREAK MRM 20

Technology: Clan

Range:  meters

Damage:

Heat:

Recycle rate:

Size:

Weight:  tons

Ammo per ton:  ( salvos)

 

Name: STREAK MRM 30

Technology: Clan

Range:  meters

Damage:

Heat:

Recycle rate:

Size:

Weight:  tons

Ammo per ton:  ( salvos)

 

Name: STREAK MRM 40

Technology: Clan

Range:  meters

Damage:

Heat:

Recycle rate:

Size:

Weight:  tons

Ammo per ton:  ( 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 friendly 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 (Narc excluded), 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

 

ARROW IV: scaled-down version of the massive Arrow IV artillery missile. This

version has less range and firepower than the original system, but can be

easily identified as the most powerful weapon on the battlefield, with higher

damage values of a Thunderbolt missile. Like the Thunderbolt, the Arrow IV

system fires a single missile and has a low ammo per ton ratio. Standard Arrow

IV missiles concentrate all their firepower in a single location, while Cluster

munitions have a larger payload, but spread them among submunitions to maximize

splash damage.

 

Name: ARROW IV

Technology: Inner Sphere

Range:  meters

Damage:

Heat:

Recycle rate:

Size:

Weight:  tons

Ammo per ton:

 

Name: ARROW IV CLUSTER

Technology: Inner Sphere

Range:  meters

Damage:

Heat:

Recycle rate:

Size:

Weight:  tons

Ammo per ton:

 

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

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

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

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

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

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

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

 

Name: FLARE

Technology: Inner Sphere

Range: 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.

 

ADVANCED GYRO: in MW4:Mercs it is relatively easier to knock down 'Mechs, and

the terrain often poses a greater challenge for normal gyros. The Advanced Gyro

solves the problem, making the 'Mech more stable in every aspect. It is

pratically useless in single-player games, where the enemies prefer to take you

out instead of knocking you down, but can be useful in multiplayer against

players paking twin AC-20s.

 

IFF JAMMER: this particular piece of equipment can wreak havoc in multiplayer

games: all hostile units within an hundreds of meters have their IFF (Identify

Friend or Foe, as device dedicated to assign the neutrality, hostility or

alliance with other vehicles) jammed, making hostile units look like neutral on

all HUD informations. No appreciable effects have been observed in

single-player mode.

 

ENHACED OPTICS:

 

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

6-'MECHS BRIEFING

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

 

Note: Mercenaries includes all 'Mechs that appeared in MW4 and its expansions

(Vengeance, Black Knight, Clan and Inner Sphere 'Mech packs). However, only

'Mechs coming from Vengeance, Black Knight and this Mercenaries are playable.

'Mechs like the Zeus or the Masakari, which come from the Inner Sphere and Clan

'Mech packs, respectively, can only be purchased if the expasion pack is

installed; however, if the pack is not installed, the 'Mechs from these

expansion will appear as enemies. You can destroy them, but not salvage.

Unfortunately I have yet to find time and money to buy both packs, so the

'Mechs are listed here without many important informations. For those having

money for the packs, they are language-free: they work on any language version

of the game with no restictions.

 

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

--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.

 

BLACK KNIGHT

 

Mass: 90 tons

Internal Structure:

Torso Twist:  degrees

Armor Type and Tonnage: Ferro Fibrous, 13.0 tons

Maximum Speed:  kph

Jump Jets: no

Weapons: 2 Large Lasers, Medium Laser, 2 PPCs

Equipment:

Bays:

Additional Equipment:

 

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.

 

SUNDER

 

Mass: 80 tons

Internal Structure:

Torso Twist:  degrees

Armor Type and Tonnage: Ferro Fibrous, 15.5 tons

Maximum Speed:  kph

Jump Jets: no

Weapons: 2 Medium Pulse Lasers, SRM 4, Gauss Rifle, Heavy Gauss Rifle

Equipment: LAMS

Bays:

Additional Equipment: LAMS

 

LONGBOW

 

Mass: 85 tons

Internal Structure:

Torso Twist:  degrees

Armor Type and Tonnage: Ferro Fibrous, 16 tons

Maximum Speed:  kph

Jump Jets: no

Weapons: 3 Medium Lasers, LRM-10, LRM-15, 2 LRM-20s

Equipment: Beagle Active Probe, LAMS

Bays:

Additional Equipment: Beagle Active Probe, LAMS

 

TEMPLAR

 

Mass: 85 tons

Internal Structure:

Torso Twist:  degrees

Armor Type and Tonnage: Ferro Fibrous, 13 tons

Maximum Speed:  kph

Jump Jets: no

Weapons: 2 Large X-Pulse Lasers, 2 Light Gauss Rifles

Equipment: LAMS

Bays:

Additional Equipment: LAMS

 

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.

 

SUNDER

 

Mass: 90 tons

Internal Structure:

Torso Twist:  degrees

Armor Type and Tonnage: Ferro Fibrous, 16.5 tons

Maximum Speed:  kph

Jump Jets: no

Weapons: 4 Large Lasers, 2 Medium Lasers, LB-X AC 20

Equipment:

Bays:

Additional Equipment:

 

HAUPTMANN

 

Mass: 95 tons

Internal Structure:

Torso Twist:  degrees

Armor Type and Tonnage: Ferro Fibrous, 18 tons

Maximum Speed:  kph

Jump Jets: no

Weapons: 2 Large Lasers, Small Laser, 2 Medium Pulse Lasers, LRM-15, LB-X AC 20

Equipment: LAMS

Bays:

Additional Equipment: LAMS

 

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.

 

FAFNIR

 

Mass: 100 tons

Internal Structure: standard

Torso Twist: degrees

Armor Type and Tonnage: Ferro Fibrous, 18 tons

Maximum Speed:

Jump Jets: none

Weapons: 2 Large Lasers, 3 Medium Lasers, 2 Heavy Gauss Rifles

Equipment: none

Bays:

Additional Equipment:  LAMS

 

Welcome the Fafnir, a pure assault 'Mech built by Stenier forces to take an

edge over the overwhelming Davion forces. The massive and blocky Fafnir has

almost non-existent additional equipment, but has massive bays to mount mainly

energy and ballistic weapons. The 'Mech's primary configuration boast great

medium-range firepower, starting from the Large Lasers and ending with the

Heavy Gauss Rifles; with a single salvo from those weapons, Fafnirs are capable

of destroying almost everything but Heavy and Assault 'Mechs if they hit the

Center Torso.

Their weak spot, however, aside the realtively slow speed, comparable to the

one of most Assault 'Mechs, it's their huge center torso, but it is backed by

the maximum amount of armor available and an highly durable internal structure.

Customizing Fafnirs is relatively easy: large caliber ballistic guns backed up

by beam long-range weapons; twin Clan Ultra AC/20s plus ER Medium Lasers fired

together can destroy even a Longbow in a single shot if you aim the Center

Torso; 2 ER Large Lasers are a good weaponry for long-range fightings.

 

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

--CLAN 'MECHS--

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

 

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 Thor, as it is known in the Inner Sphere) is one of the most

verastile 'Mechs in this game. One of the few heavy 'Mechs able to carry jump

jets, it is also capable to mount a moderate array of optional equipment. It

has a large number of medium-sized Omni bays and a good array other standard

bays.

Two or three large-caliber weapons plus an ECM Suite, Jump Jets, LAMS(optional)

and enough heat sinks to handle the weaponry should change this 'Mech into a

real killing machine.

 

MAD CAT (TIMBERWOLF)

 

Mass: 75 tons

Internal Structure: Endo Steel

Torso Twist: 100 degrees

Armor Type and Tonnage: Ferro Fibrous, 11.5 tons

Maximum Speed: 85 kph

Jump Jets: none

Weapons: 2 Clan ER Large Lasers, 2 Clan ER Medium Lasers, 2 Clan LRM-20s, 2

Clan Medium Pulse Lasers, 2 Clan MG Arrays

Equipment: none

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

Additional Equipment: Active Probe, Light Amplification, LAMS

 

The (in)famous Timber Wolf, or Mad Cat, as the Inner Sphere codenamed it. This

'Mech is a formidable blend of speed and firepower, and it is a nasty opponent

for every kind of 'Mech; in its primary config the Mad Cat provides serious

long-range firepower with its twin ER Large Lasers and LRM 20s; its firepower

is supplemented at medium ranges with a powerful array of twin ER and Pulse

Medium Lasers. As these weapons produce large amounts of heat, the two MG

Arrays can be used to discourage enemies until the heat sinks flush the

excessive heat.

The TimberWolf can be turned in a missile boat thanks to its missile ports and

the possibility to use an Active Probe; other configs I like features twin ER

PPCs and four Clan Medium Pulse Lasers or ER Medium Lasers with enough heat

sinks to use this weaponry.

The MechCommander/MechCommander 2 version of the Timber Wolf, with twin PPCs

and large LRM racks is also deadly at long ranges. Active Probes will be a fine

addition for such a variant.

Unfortunately it is impossible to mount jump jets.

 

MAD CAT MarkII (BLACK WOLF)

 

Mass: 90 tons

Internal Structure: Endo Steel

Torso Twist: 80 degrees

Armor Type and Tonnage: Ferro Fibrous, 13.5 tons

Maximum Speed: 73 kph

Jump Jets: yes

Weapons: 2 Clan Gauss Rifles, 2 Clan LRM 10s, 3 Clan ER Medium Lasers

Equipment: Jump Jets

Bays: 2 Missiles (3 each), 3 Balistics (3/3/2 slots), 2 Omnis (2/2 slots), 1

Beam (2 slots)

Additional Equipment: Active Probe, Light Amplification, Jump Jets (6 tons),

LAMS

 

The only brand-new Clan 'Mech. The Mad Cat MkII is bigger and deadlier than its

smaller cousin, though is turned toward ballistic weapons; the standard

configuration is slower than the Mad Cat but faster than most assault 'Mechs,

and it has jump jets to enhace its agility. Its main role is fire support,

where the combined firepower of the twin Gauss Rifles and LRM 10s can literally

scrap assault-class 'Mechs.

It is the 'Mech with the best standard configuration, IMO. You can remove the

Gauss Rifles to install two ER Large Lasers with small caliber ACs or LRMs or

upgrade the LRM launchers plus an Active Probe and some Medium (ER or Pulse

versions) Lasers. The Jump Jets should be kept in any config.

 

GLADIATOR (EXECUTIONER)

 

Mass: 90 tons

Internal Structure: Endo Steel

Torso Twist:  degrees

Armor Type and Tonnage: Ferro Fibrous, 18 tons

Maximum Speed:  kph

Jump Jets: yes

Weapons: ER Large Laser, 2 ER Medium Lasers, ER PPC, Clan Ultra AC/20

Equipment: ECM, Jump Jets

Bays:

Additional Equipment: ECM, Jump Jets (6 tons), LAMS

 

One of the most pleased addition to the game 'Mechs completement is the

Executioner, or Gladiator as the Inner Sphere armies call it. As both names

suggest, the 'Mech is capable of taking on every 'Mech lumbering on the

battlefield. Its weapons tend to be configured for ranged combat, as every Clan

'Mech, but the huge Ultra AC can be a nasty surprise for any 'Mech trying to

close too much with the Galdiator. Also, the 'Mech is incredibly agile, with

Jump Jets and high top speed. The 'Mech can also be equipped with advanced

electronic equipment, which augments the tactical flexibility of the 'Mech. An

obliged acquisition for any unit.

 

DAISHI (DIRE WOLF)

 

Mass: 100 tons

Internal Structure: standard

Torso Twist: 80 degrees

Armor Type and Tonnage: Ferro Fibrous, 14.5 tons

Maximum Speed: 51 kph

Jump Jets: none

Weapons: 4 Clan ER Large Lasers, 4 Clan Medium Pulse Lasers, 2 Clan Ultra

AC/5s, 2 Clan MG Array, 1 Clan LRM 10

Equipment: none

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

slots)

Additional Equipment: Light Amplification, LAMS

 

Daishi. In Japanese this term could be translated as "Great Death". The Dire

Wolf is fast (mhmm...slow) as an Atlas, but Clan technology almost double to

space where to mount weapons. The 4 ER Large Lasers can alone destroy any enemy

a Dire Wolf encounters, but this impressive firepower is supplemented by 4

Medium Pulse Lasers and 2 Clan Ultra AC/5. The LRM 10 provides also some

indirect-fire capability and the MG Arrays can be used when heat reaches

unbearable levels.

The simplest way to costumize a Dire Wolf is to remove all except the Large

Lasers, add extra heat sinks and increasing the engine rating, at least to 60

kph. The Dire Wolf is primary a laser-dependent 'Mech, though the Omni bays can

be used for large caliber ballistic weapons.

The Dire Wolf can mount only Laser AMS and Light Amplification as extra

equipment; the AMS is pratically superflous for the large amounts of armor the

'Mech carries, while the Light Amplification system can be useful during night

combats.

 

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

7-VEHICLES and MISC ENEMIES BRIEFING

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

 

Unlike all other MW games (mhmm...MechCommander and MechCommander 2 excluded,

IMO) MW4 has a large variety of vehicles, including ground, water and air

threats; there are also DropShips there...

For Ground vehicles: tracked and wheeled vehicles cannot cross water and their

speed is reduced when climbing hills, but they gain a bonus when travelling on

concrete. Hovercrafts, on the other hand, can cross any kind of water and do

not lose speed when climbing, but they do not gain any bonus when on concrete.

Of course, air targets ignore the underlying terrain. VTOLs and spheroid

Dropships can hover.

Vessels cannot travel on land.

 

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

--GROUND VEHICLES--

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

 

BULLDOG

 

Type: tracked

Turret constitution value: 10

Body constitution value: 10

Maximum Speed: 18 kph

Weapons: 1 SRM 4, 1 Large Laser

 

The most common vehicle. Fast and decently armored, Bulldogs will often act in

groups to swarm a single target. They prefer to use their Large Lasers instead

of the SRMs.

 

CONDOR

 

Type: hover

Turret constitution value: 4

Body constitution value: 4

Maximum Speed: 24 kph

Weapons: 1 Medium Laser, 1 AC/5

 

Not as fast as an Harasser, but clearly superior. It features a good armor

protection with a good complement of a single long range weapon and a

medium-range laser.

 

HARASSER

 

Type: hover

Turret constitution value: 1

Body constitution value: 1

Maximum Speed: 27 kph

Weapons: SRM 6

 

Faster than the heavier Condor, but less armored and armed, though its

firepower is superior to the Condor's in close quarters.

 

SCUD LAUNCHER

 

Type: tracked

Turret constitution value: 10

Body constitution value: 10

Maximum Speed: 15 kph

Weapons: SKUD missile

 

A large caterpillar vehicle carrying a big artillery missile. It needs to stop

in order to fire and expect at least one Artillery Loader along with it.

Totally defenseless, the Scud Launcher (and the Artillery Loader, which has the

same stats of the Scud Launcher) is often guarded by other units.

 

ARTILLERY LOADER

 

Type: tracked

Turret constitution value: 10

Body constitution value: 10

Maximum Speed: 15 kph

Weapons: none

 

A large tracked vehicle carrying ammunition for the SKUD launcher. Totally

defenseless and slow-moving.

 

LRM CARRIER

 

Type: tracked

Turret constitution value: 1

Body constitution value: 1

Maximum Speed: 15 kph

Weapons: 2 LRM 20s

 

The LRM Carrier and its short-range cousin, the SRM Carrier are tanks

especially designed to fire barrages of missiles. Probably the LRM Carrier is

the deadlier of the two because it usually sits on ridges or behind obstacles

and start hammering you and your allies with accurate LRM fire. The best way to

deal with them is to close or take out from long range before the rain starts.

 

SRM CARRIER

 

Type: tracked

Turret constitution value: 1

Body constitution value: 1

Maximum Speed: 15 kph

Weapons: 3 SRM 6s

 

Basically it's a LRM Carrier with SRM Racks instead of the LRM ones. Usually

deployed in cities or on broken terrains to support 'Mechs with additional

short-range punch.

 

VEDETTE

 

Type: tracked

Turret constitution value: 4

Body constitution value: 4

Maximum Speed: 23 kph

Weapons: 1 AC/5, 1 Machine Gun

 

A blocky and sturdy tank with a long-range, small-caliber gun. In groups can

pose a threat. More a nuissance than a threat if alone or in couple, though the

tick armor might be irritating.

 

MAGI

 

Type: tracked

Turret constitution value:

Body constitution value:

Maximum Speed:  kph

Weapons:

 

QUAD PANZER

 

Type: tracked

Turret constitution value:

Body constitution value:

Maximum Speed: kph

Weapons:

 

MYRMIDONS

 

Type: tracked

Turret constitution value:

Body constitution value:

Maximum Speed:  kph

Weapons:

 

SWIFTWIND

 

Type: wheeled

Turret constitution value: none

Body constitution value: 1

Maximum Speed: about 50 kph

Weapons: none

 

A fast wheeled vehicle with a radar trnasciever on its back used for

reconaissance. Totally unarmed and very easy to take down.

 

HUMVEE

 

Type: wheeled

Turret Constitution value: none

Body constitution value: 1

Maximum Speed: about 30 kph

Weapons: none

 

The littler brother of the Swiftwind.

 

APC

 

Type: wheeled

Turret constitution value: none

Body constitution value: 4

Maximum Speed: about 30 kph

Weapons: 2 Medium Lasers or 2 Machine Gun Arrays

 

Though it is an APC, you won't see men coming out from it, though its double

Machine Gun Arrays or Medium Lasers might pose a threat to light 'Mechs if

there are more than 5 APCs in the area.

 

MOBILE TURRET CONTROL

 

Type: tracked

Turret constitution value: none

Body constitution value: 2

Maximum Speed: about 30 kph

Weapons: none

 

Mobile Turret Controls are used to control Mobile Turrets (see below). Totalyy

unarmed and poorly armored. Once destroyed, all Mobile Turrets under its

control will immediately shut down.

 

FUEL TRUCK

 

Type: wheeled

Turret Constitution value: none

Body constitution value: 1

Maximum Speed: about 30 kph

Weapons: none

 

When struck by fire, this truck will explode, so pay attention.

 

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

--AIR VEHICLES--

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

 

SHILONE

 

Type: airplane

Turret constitution value: none

Body constitution value: 1

Maximum Speed: 55 kph

Weapons: bombs

 

I know, the manual says Chippewa, but the game says Shilone, so for me is a

Shilone (though Shilones are usually employed by house Kurita and Chippewas by

house Steiner)...in fact, nothing more than a sitting duck. Any average pilot

should be able to destroy it with a single shot. Shilones tend to ignore you

while they concentrate their bombs on targets you have to defend. All flying

crafts when destroyed will crash to the ground. Even if one of them hits you on

your head, it won't damage you, nor the small explosion will.

 

NIGHTSHADE

 

Type: VTOL airplane

Turret constitution value: none

Body constitution value: 1

Maximum Speed: 54 kph (exitameted)

Weapons: LRM-10

 

In MW4:Mercs Nightshades are far more dangerous than in the original game.

First, they are faster and have LRMs, and they use them as hit and run weapons:

they come fast, they fire, they retreat and repeat this until shooted down.

They are weak, but should not be underestimated, they can be nasty when

backedup by other vehicles.

 

TRASNPORT COPTER

 

Type: helicopter

Turret constitution value: none

Body constitution value: 1

Maximum Speed: 35 kph

Weapons: none

 

PEREGRINE

 

Type: helicopter

Turret constitution value: none

Body constitution value: 1

Maximum Speed: 35 kph

Weapons: 2 SRM 6s

 

An other revamp, Peregrines now have more and large SRM launchers. Theya are

inaccurate as usual, but they are more mobile and usually attack in groups of

3. Can be destroyed at long range with minimum difficulties.

 

HROTHGAR class DROPSHIP

 

Type: Spheroid DropShip

Turret constitution value: unknown

Body constitution value: unknown

Maximum Speed: unknown

Weapons: 4 PPCs, 4 Large Lasers, 4 Gauss Rifles

 

A Spheroid dropship with lot of firepower. Hrothgar Dropships, aside of their

unspellable names, tend to target you with Gauss Rifles and Lasers, keeping the

PPCs for protection during lift-offs. The easiest way to destroy a Hrothgar is

to target it from long range, on an elevated position, so that the DropShip

won't be able to fire its guns, positioned in the middle of its chassis, or

behind the gantry of the landing pad (if any).

 

TALON class DROPSHIP

 

Type: Aerodyne DropShip

Turret constitution value: unknown

Body constitution value: unknown

Maximum Speed: unknown

Weapons: 4 Large Lasers, 4 ER Large Lasers, 3 LRM 10s

 

Your Dropship. You won't have to engage one in combat.

 

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

--WATER VEHICLES--

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

 

PATROL SHIP

 

Type: small ship

Turret constitution value: none

Body constitution value: 2

Maximum Speed: about 40 kph

Weapons: 1 Ultra AC/5 or Large Laser

 

A small, fast boat armed with an Ultra AC/5 or a Large Laser. It won't pose a

big problem, even if they engage in groups.

 

DESTROYER

 

Type: battleship

Turret constitution value: none

Body constitution value: 10

Maximum Speed: about 15 kph

Weapons: 2 LRM 20s, 4 Long Toms

 

Big, slow-moving, heavily armed and armored. If your 'Mech has an AMS/LAMS they

won't be a big problem, especially if you keep circling around them. Though

they have Long Toms, they prefer to fire LRMs; also, their shots with Long Toms

are highly inaccurate, and often tend to target fixed targets with them.

 

-----------

--TURRETS--

-----------

 

CALLIOPE TURRET

 

Type: fixed heavy turret

Body constitution value: 5

Weapons: 2 LRM 15s, 2 Clan ER Medium Pulse Laser

 

The Calliope Turret is especially designed to take out threats at long range.

It is heavily armored and pretty accurate when firing the LRMs. It is slightly

less efficent with the single Laser, but it is still dangerous. Try to take out

with massed long-range fire or quickly close distances. All fixed turrets are

controlled by to buildings, a Turret Control and a Power Generator, though

probably you'll notice this after the turrets are destroyed. Once one of those

buildings is down, all turrets linked to them won't work anymore.

 

FIXED TURRET

 

Type: fixed heavy turret

Body constitution value: 3

Weapons: 1 or 2 Medium Lasers or 1 LRM 10

 

A small turret with a single or twin Medium Lasers. Dangerous at close range if

there are many of them. As with Calliope Turrets, Laser Turrets are controlled

by a Turret Control and a Power Generator. The LRM Turret might be more

dangerous thanks to its long-range fire abilities.

 

MOBILE TURRET

 

Type: mobile field turret

Body constitution value: 2

Weapons: 1 Ultra AC/5 or AC/5

 

Independent movable turrets with small-caliber ACs. They do not rely on Power

Generators, but are nonetheless controlled by a Mobile Turret Control which

works in the same way as the fixed Turret Control building.

 

GUARD TOWER

 

Type: fixed outpost

Body Constitution value: 5

Weapons: 1 Clan ER Medium Pulse Laser or 1 Clan ER Medium Laser

 

Small outposts with a single laser turret. They aren't very dangerous, but have

an armor roughly equal to a Calliope Turret's one.

 

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

8-LANCEMATES BRIEFING

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

 

Aside from their bare skills, each pilot has various tendencies in his or her

fighting style. Try to compensate your weaknesses with your lancemates'

strenghts: for example, if your are prevalently a sniper (as I am), carrying

Casey with you is pretty useless; also, when considering the two initial

lancemates, Jen is clearly superior.

 

Name:

 

Initial Gunnery Skill:

Initial Piloting Skill:

Initial Sensor Skill:

Initial Blind Fight Skill:

Weekly salary:

Hire cost:

 

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

9-HOW TO COSTUMIZE A 'MECH

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

 

MW4 is very different from the previous MechWarrior products in costumizing

'Mechs; thanks, or better, due to the brand-new (and immediately ignored in

MC2) bay system, not all 'Mechs can support all weapons, even if they have

enough tonnage to devote to them; this applies also to ECM Suites, Active

Probes and Jump Jets; Light Amplification can be installed on all 'Mechs as AMS

can be (though the Argus does not support any kind of AMS system), though the

base technlogy of the chassis (Inner Sphere or Clan) will determine the type of

System installed: Inner Spherian have standard projectile AMSes, while Clans

have Laser AMS. They both have the same weight and roughly the same

performances, the only thing changegd is the name.

Returning to equipment, remember that ECM reduce by half the ranges of any

enemy within the radar's range and Active Probes will increase the radar range

by 200 meters. Also, these two equipment will reduce missile-lock on times.

Missile boats should always have at least the Active Probe. Light Amplification

is pretty useless (as the spotlight all 'Mechs mount but that's an other

story...) and Jump Jets can improve sniping abilities of a 'Mech, though they

are pratically useless in urban terrain (but not in field bases, where they

allow you jump over small buildings); jump distance is equal for all 'Mechs

(roughly 150 meters) and always mounted in the rear torso.

All these equipment, like engine, gyro, arm or leg actuators, cockpit and any

other part of the 'Mech (aside weapons) cannot be destroyed by weapon fire.

Talking about armor, I always carry maximum Ferro-Fibrous armor, with few

points on Legs and Arms to free a full ton of space. Other armors will weight

more as they provide less point per ton, but are specialized in repel some

attacks: Reflective armor dissipates damage by energy weapons and Reactive

Armor missile weapons; these armors have a small malus when dealing with damage

caused by other kinds of weapons.

About weapons: first decide what kind of weapons you are going to use (this

will also spell what kind of engagement you are planning: PPCs at close range

might be fine, but what about LBX ACs?), then the base chassis. For example,

there's only an handful of 'Mechs capable of mounting three PPCs (or only

one...BTW, the Nova Cat surely can), but most have enough space for an ER or

Pulse Large Laser. Also, Gauss Rifles can be carried by most 'Mechs, though

they are heavier than PPCs and are ammo dependent. Also remember to carefully

balance the weapons load: weapons with slow recharge rates are good for

snipers, but close-ranged fighters will find more confortable Pulse Lasers, ACs

or SRMs.

When you are going to use energy weapons (especially in hot environments)

remember to install enough heat sinks to at least the heat efficency bar at

50%: this will grant you some "autonomy" before holding fire to have the 'Mech

cool down, though a full bar is always reccomended, even with ballistic weapons

(rember that large caliber cannons generate large amounts of heat).

For ammunition-based weapons be sure to mount at least one extra ton of ammo,

especially if you will fight with them as main weapons and with Gauss Rifles

and large-caliber ACs, they tend to heat ammos at allarming rates.

Remember that Omni bays can accept all weapons wind but only few 'Mechs have

bays large enough to accomodate all weapons (for example the Dire Wolf and the

Shadow Cat). Most tend to be 2 or 2 slots -large, enough to accomodate only

Large Lasers or medium caliber ACs.

 

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

10-GENERAL TACTICS

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

 

Let's begin with the gameplay differences ('Mech lab differencies has been

covered in the previous section) between MW4 and MW3. In MW3 cutting off a leg

from a 'Mech would have resulted in the 'Mech without the leg beign immediately

destroyed; this was quite frustating and before the release of the patches it

was quite simple to detroy a 'Mech with a Small Laser boat. Also, hard-hitting

weapons (especially missiles and LB-X Acs) tended to knock down 'Mechs very

easily. In MW4 a 'Mech can be knocked down; however to knock down a

light/medium 'Mech you'll need a very power shot: Cougars and alike can be

downed with a twin LB-20X strike at their Center Torso or with more powerful

attacks on their entire torso; Shadow Cats and alike can be knocked down only

with devastating shots to their torsos (triple PPCs/Gauss/LB 20-X assaults).

I've never seen top-heavy medium, heavy or assault 'Mech knocked down. Knocked

down 'Mechs can fire as long targets are within weapons range and arc.

Legs are undestroyable. Well, it is possible to disable a leg by destroying its

armor and internal structure, but the limb will remain with the 'Mech, strongly

reducing its speed (about 10 kp/h, for all 'Mechs); I've seen only one leg

totally blown off, during a single player Master Trial (in the Instant Action

menu); I was on a Shadow Cat and a 'Mech took away my right leg; the 'Mech

stopped completely: it was impossible to move, but possible to turn around. I

do not know if it was a bug or something, but that's the first and only time I

saw a leg blown off. Arms and Missile racks can be destroyed (or blown off) by

destroying their armor and internal structure.

Also, heat management has changed; a 'Mech with, for example a Clan ER PPC and

4 Clan ER Large Lasers and a green heat capacity bar WILL NOT overheat in any

way (except for external factors, like high temperatures or Flamers). This

means that you can fire whatever weapon you want if you have a green bar; also,

'Mechs with red or yellow bars (I strongly reccomend not to deploy 'Mechs with

heat bars below the half) will overheat only after a certain number of attacks:

for example, a Mad Cat with twin Clan ER PPCs and 4 Clan ER Medium Lasers will

overheat only if it fires its PPCs and Lasers twice or three times

consicutively.

Like MW3, extreme heat will affect your movement capabilities (you'll slow down

a bit) and will make your cockpit inaccurate, just like a PPC hit.

When engaging 'Mechs, always go for their heads; scoring an head hit is very

difficult, as it is to destroy a 'Mech's head with a single salvo (even 4 Clan

ER Large Lasers won't destroy a Daishi's head), however, in all 'Mechs (Thor

excluded, anyway), the head is always on the center torso; destroying the

center torso (armor and internal structure) is the only way to destroy a 'Mech.

All enemies will surely go for your center torso, so try to keep mobile to

avoid destruction. Legs will affect mobility, arms and missile racks weapon

load and lateral torsos weapons. When the armor is gone, damage will pass top

the internal structure; each shot at the internal structure of a 'Mech will

have a chance to destroy the weapons in it (there are no other critical hits in

MW4, just like MW3...MW2 is still unsurpassed on this point); when a location's

internal structure is gone, the location and all weapons in it will be

destroyed. When a location has its internal structure damaged, it will begin to

smoke. Smoke from center torso and other torso sections will generally TOTALLY

obscure line of sight when moving backward.

Vehicles are an other matter; VTOLs and aircrafts need only a direct hit to

their hull to make them crash, while other vehicles will take more punishment

before being destroyed. When targeting a vehicle, always go for the turret,

which is roughly the equivalent of a 'Mech's head. When a ground vehicle has

been hit pretty bad blue lights will begin to come out from it, meaning that

it's going to explode. It will take some time, but it will always explode.

DropShips and Destroyers do not have this drawback. Any kind of vehicle (even

DropShips or Destroyers) do not have a critical table, so or they are

destroyed, or they will continue firing.

Sensors are useful, but must be used carefully; when you are alone and the zone

is filled by enemies, or your target is a sitting duck, but heavily defended,

passive radars and ECM Suites will help you to pass undetected; Active Probes

will also increase your scanning range by 200 meters, while keeping your sensor

profile the same.

When a 'Mech, a fuel depot, a DropShip and any other thing that can explode

will be destroyed, they will generate a small explosion. Fuel depots are

generally the most destructive, and they will also add high amount of heat to

your 'Mech, usually forcing you to use the coolant or to shutdown your 'Mech.

'Mech explosions are similar to fuel explosions though they will allocate less

damage and heat. DropShip explosions will only allocate damage. Also, extra

heat will be added if you fire LRMs too near to your target, so do not close if

you are piloting a LRM boat.

After having spoke about damages, let's speak about repairs; at the end of each

mission your 'Mech will be automatically repaired; this includes both weapons

and armor, no weapon in your inventory will be removed to replace a damaged one

as it will be repaired for free. During missions, however, you'll might a

chance (or necessity) to repair: this can be done in 'Mech Repair Facilities in

the mission area. Not all missions have a Repair Facility, and sometime they

are concealed between buildings or by limited visibility. However, Repair

Facilities are usually located in large explanades and/or near small outposts

and/or where 'Mechs unexpectedly powered up. All bases containing 'Mechs will

have at least one of these Facilities.

There isn't only one kind of Repair Facility: the most common is a red building

with two armored doors that allow a 'Mech to enter from one side and exit from

the other one. This is also the hardest to use: you'll have to enter the base

at moderate speeds (I usually hit the "2" speed trigger, this will make the

'Mech automatically shutdown when in position), then hit the shutdown button

("S", as per standard keyboard layout) while you are in the base; this is

difficult because the 'Mech won't stop automatically, it will proceed straight,

ignoring all your commands (shutdown excluded) until you are 50 meters away

from the structure. This is quite irritating as you will be an easy prey for

enemies.

Other Repair strucuters are more easily usable: they are both composed of three

walls and one single entrance and do not require too much job for obtaining a

repair. Just walk inside the walls and hit the shutdown key. Then you'll have

to manually walk away from the structure at any speed you want.

Repair Facilities always repair your while armor but will not replace destroyed

weapons and limbs.

 

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

11-MULTIPLAYER TACTICS

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

 

When the game came out I've planned to fight on the net, but for PC and

stability problems (later corrected with the 2.0 patch) I never played the

game...I feel that now it is too late to begin to play this game only, so I

assume that the two previous sections should be complete enough to satisfy your

curiosity.

 

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

12-WALKTHROUGH

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

 

The game has been played with a Regular difficulty setting.

In more challenging modes, the enemies and objectives will remain the same,

though the enemy gunnery skill will be greatly increased.

Your callsign will be "Spectre", no matter what if you link or you don't (and I

don't).

 

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

SOLARIS VII CHAMPIONSHIP

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

 

Solaris is renowed throughout the Inner Sphere for its gladiator games. The

planet sports three major arenas: the Factory, the Jungle and the Coliseum.

Each arena has four categories, Light, Medium, Heavy and Assault, indicating

which tonnage of 'Mech can partecipate, plus Championship and

Grand-Championship matches open to all kind of 'Mechs.

As you first go to Solaris, all three are arenas will be available, but you'll

have only access to the Light category; to gain access to the other categories,

you have to qualificate in the previous category: Light leads to Medium, Medium

leads to Heavy, Heavy leads to Assault, Assault leads to Championship and

Championship leads to Grand-Championship. Qualificating for the enxt category

is simple: destroy at least one 'Mech in the match. However, heavier is the

category, harder it will be, so I suggest to change category only when you were

able to destroy all 'Mechs (well, to survive until all 'Mechs are destroyed) in

the current highest category.

 

 

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

13-CREDITS and MISC

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

 

First credit? To Fasa for having created the whole BattleTech universe. Then to

me, Briareos Kerensky (Zone ID: briareos_CWE) and to all site showing this FAQ

with my permission; visit them at:

1) Wolf Art (http://www.geocities.com/khan_briareos/index.htm; it's my site.)

3) GameFAQs (http://www.gamefaqs.com)

and everyone who helped with this document.

Special thanks to:

all italian BT/MW players; all programs I used to do this FAQ;

my turtle, Gamera; Thanatos, my PC (it is NOT named after the MW4 'Mech); all

soundtracks that accompained me during this long work (nominally: all Eva and

Cowboy Bebop OSTs, MW2 soundtrack ;^D and everything from Beethoven, Back,

Pachelbel, Wagner, Saint Saen, Orff, Blur, Metallica, Queensryche, Warlord,

Crimson Glory, Savatage, Cirith Ungol and everyone I forgot); Leader for having

imported the title and avoided translation;

Thanks to and for:

To ask permission to post this document, just send a mail writing down the URL.

To contact me, write at This email address is being protected from spambots. You need JavaScript enabled to view it.; ICQ UIN is 40534369; Odigo ID is

264286. Write only about this FAQ or if you have a cute (female)friend/sister

to introduce.

 

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