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Главная » Статьи » Разное » MechWarrior 4: Mercenaries - Walkthrough (English) (#3948)

MechWarrior 4: Mercenaries - Walkthrough (English) (#3948)



MechWarrior 4: Mercenaries - Walkthrough (English)
MECHWARRIOR 4: MERCENARIES WALKTHROUGH

by Briareos Kerensky (briareos@inwind.it, briareos_CWE), ver 1.7 03/01/2003



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-Roads

14-Glossary

15-Credits and misc



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

1-DISCLAIMER

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



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

copyright of Briareos Kerensky: unauthorized reproduction of this document as

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

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

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

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

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

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

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

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

other damage derived from those operations.

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

grammar construction and so on.

Last thing, if you are going to e-mail me, remember that my name's not Brian.

Really. Full nick will be pleased. Thanks you.

Now have fun.



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

2-UPDATE HISTORY

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



03/01/2003-version 1.7. Revamping of the 'Mech section and update of the others

started. It's wonderful to see so much feedback for the lack of only one 'Mech

in that section...well, I that 'Mech (the Adder, or Puma in the Inner Sphere)

is one of my favourites too, so it was only a matter of time to see it online.

However it has no stats, just begun with the 'Mechs, but still working on that.



27/12/2002-version 1.6. Walkthrough completed. Next time, revamp of 'Mech

section as well as revision and updates to all other sections. 200 kilos

reached and passed.



24/12/2002-version 1.4. Happy X'mas, though I do not really like this holidays

(not just this year...BTW, story too long to be told here). Walkthrough and

other sections updated. Added one section, Glossary. The Walkthrough has almost

every mission for both neutral and Steiner side. Davion-only and other neutral

missions will be added soon, as well as a total revamp of the 'Mech section.



16/12/2002-version 1.3. Continued updating of the sections, Solaris section

should be completed and walkthrough started, with Halloran V completed. And

document passed 100 kbs already. Whoo-hoo!



11/12/2002-version 1.2. Main addition is the whole Solaris VII walkthrough,

almost complete (98%).

Some updates in all other sections. As someone already noted (and sent e-mails

to me), weapons and 'Mechs stants are different. I'm revamping them already,

don't worry.



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 probably 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

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

Make your choice, now.



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

4-MERCENRAY UNITS BRIEFING

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



(note: all infos here have been taken from official BattleTech books, mostly

from the Field Manual: Mercenaries sourcebook)



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

--KELL HOUNDS--

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



Founded my Morgan and Patrick Kell in 3010, the Kell Hounds always had a great

financial wealth, as the Kell family has ties with the Steiner family.

The Kell Hounds, when the Clan invasion begun, had 3 full regiments of the most

advanced machines in the Inner Sphere, but this was not enough to avoid that

Phelan Kell, son of Morgan, was captured by Clan Wolf during an anti-pirate

operation in the Periphery.

The Kell Hounds, along with the Wolf's Dragoons, fought in every major

engagement of the Clan Invasion and in Operation Bulldog, where they displayed

incredible skills even when facing men and women bred to wage war.

Meanwhile, Phelan Kell became Khan of Clan Wolf, and later guided the Warden

faction of the Clan to Arc-Royal, homeplanet of the Kell Hounds and the Kell

family. The two armies lived together since then, and this gave both sections

some benefits: Clan Wolf-in-exile now has full prodcution facilities and a

homeplanet, and the Kell Hounds have limited access to Clan technologies.

The coming of Clan Wolf on Arc-Royal and the Civil War also made the Kell

Hounds secede almost every contact with the Steiner family, and declared

themselves neutral to the matter (though both Phelan and Morgan poses greater

faith in Victor Davion than Katrina); not enough, they formed the ARDC,

Arc-Royal Defense Cordon, a congregation of few planets that constantly wath

for Clan invasions in the Inner Sphere.

Playing with the Kell Hounds mean that most technology will be Inner Sphere

oriented, with few Clan items and chassised to buy; most Clan-tech will be

acquired through salvage; Inner Sphere 'Mech tend to be Steiner-based, so

expect some rude firepower from almost every single chassis bought in the free

market.

Hounds players start with 1 Flea, 1 Osiris and 2 Wolfhounds and 5.500.000

C-Bills. They have access to Clan technology earlier than the Legion or the

Highlanders, but do not have immediate access to it like the Dragoons.



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

--WOLF'S DRAGOONS--

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



The Wolf's Dragoons literally appeared in the Inner Sphere in April 3005 and

were hired by the Federated Suns. This unknown mercenary unit had warriors of

great skill and was armed with only Star League-era BattleMechs, machines and

technologies long lost by the Successor States. Then, the Dragoons fight for

and against every Great House of the Inner Sphere; in 3050, when the Clans

attacked for the first time, the Dragoons summoned all Successor Lords to their

planet, Outreach, gave to them by Hanse Davion for their exceptional braveness,

and uncovered a shocking secret: the Wolf's Dragoons were formed by the Clans

to probe the strenght and weakness of the Inner Sphere, in order to gather more

informations in case of an invasion. Even before then, in 3019, the Wolf's

Dragoon ceased all contacts with the Clans, with a final task gave by Khan

Kerlin Ward of Clan Wolf: to train the Inner Sphere against the Clans. When in

3051 the Clan invasion begun again, the Dragoons stood against the Clans

side-by-side by the now-united Great Houses and later with the new Star League.

The Wolf's Dragoons have also insituted the MRBC and offer several types of

alternate services (technical, training, etc etc) for every mercenary unit

subscribed to the MRBC.

As for now, the Wolf's Dragoons have took no position in the FedCom Civil War.

As the Wolf's Dragoons have full blueprints and manufacturing facilities to

produce Clan-level technology, it is garaunteed that they won't face any kind

of threat out-gunned or out-classed. Dragoon players will always found their

free-market screen with Clan chassis and weapons; this means a great advantage,

but also a more oculate use of the money gained: it is easy to find yourself

out of money "just" beacuse you bought a Daishi and 5 ER PPCs. Inner Sphere

'Mechs came from all over the Inner Sphere, and you'll be able to choose from

the entire stack of 'Mechs with relative freedom.

Dragoon players start with 2 Cougars, 4 Fleas and 2 Ullers and 4.500.000

C-Bills plus some Clan-tech weapons.



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

--GRAY DEATH LEGION--

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



The Gray Death Legion is very famous for one thing: the Star League memory core

they retrieved on Helm, which gave them access to blueprints for infantry

armors and Lost-Tech weapons, as well as civilian technologies that aided the

entire Inner Sphere.

However, aside this technological edge, the Gray Death Legion is renowed for

its resourcefulness and heoric stands.

Founded in 3024 by Grayson Death Carlyle, which led a former Lyran unit against

a Draconis Combine commando on Trell I; starting with a 'Mech and a motorized

infantry unit, the unit captured Combne supplies and 'Mechs, eventually driving

them off-planet.

The Legion is one of the few mercenary units that escaped the Clan's fury and

gave them a partial defeat, having retreated succesfully from Sudeten against

the Jade Falcons.

In 3056, Carlyle swore an oath of fealty to Victor Davion, which gave them the

world of Glengarry as landhold. However, Skie separatists attacked when the

Colonel was still on Tharkad; the Legion drove back the assault, but a very

high cost.

The Legion rebuilt, but the newly formed Lyran Alliance striked at them, as the

governement cited that the Legion was siding with Caledonian rebels. The Legion

hold again, and again, was on the verge of destruction.

Katrina Steiner recognized Glengarry as the Legion landhold, in exchange of a

pledge of loyality, but there's little reason that the Legion would keep it

until the end of the Civil War.

Thanks to their Star League memory core and alliance with the Lyran

Commonwealth, the Legion has access to some of the most advanced Inner Sphere

weapons, and can start with full access to X-Pulse Lasers; they also have

access to Lyran 'Mechs, which gave them a great firepower in exchange of

tactical flexibility and speed.

Legion players start with 1 Raven, 1 Owens, 1 Osiris, 1 Hellspawn and 1 Flea

and 8.000.000 C-Bills plus some Lost-tech weapons.



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

--NORTHWIND HIGLANDERS--

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



Highlanders players start with 2 Chimeras, 2 Fleas, 2 Osirises and 2 Ravens and

6.500.000 C-Bills. Northwind Highlanders also have contract payments raised by

approx 20%, making the unit well suited for beginners or someone not good with

finances.



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

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.

Note: MW4: Mercs added new weapons (also counting the ones in Black Knight and

the 'Mech Packs): X-Pulse Lasers (3 versions), Streak MRMs (4 versions), Rotary

AutoCannons (2 versions), Heavy Gauss Rifles, full range of standard and Ultra

AutoCannons; Thunderbolt missiles have been renamed Arrow IV Thunderbolt.

Bombast Lasers and High Explosive and have also been removed.

Also, damage, range and heat stats may ahve changed: Pulse Lasers are a good

example of that.



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

--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: 6

Recycle rate: 6

Size: 2

Weight: 5 tons

Cost: 482'109 C-Bills



Name: MEDIUM LASER

Technology: Inner Sphere

Range: 300 meters

Damage: 2

Heat: 1,5

Recycle rate: 3

Size: 1

Weight: 1 tons

Cost: 127'111 C-Bills (if someone's wondering why I didn't wrote the Medium

Laser cost for so long, I say that it is *incredible* that you get only an

handful of them at the Free Market and salvage *tons* of them...that's why,

after two or three missions the Free Market runs out of Medium Lasers)



Name: SMALL LASER

Technology: Inner Sphere

Range: 150 meters

Damage: 1,25

Heat: 0,85

Recycle rate: 2

Size: 1

Weight: 0,5 tons

Cost: 84'876 C-Bills



Name: ER LARGE LASER

Technology: Clan

Range: 800 meters

Damage: 7,50

Heat: 9

Recycle rate: 5

Size: 2

Weight: 4 tons

Cost: 541'406 C-Bills



Name: ER MEDIUM LASER

Technology: Clan

Range: 400 meters

Damage: 2,45

Heat: 2,5

Recycle rate: 3

Size: 1

Weight: 1 tons

Cost: 164'912 C-Bills



Name: ER SMALL LASER

Technology: Clan

Range: 200 meters

Damage: 1,60

Heat: 1,15

Recycle rate: 2

Size: 1

Weight: 0,5 tons

Cost: 111'232 C-Bills



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.

X-Pulse Lasers are an Inner Sphere innovation that works as an "update" to

normal Pulse Lasers: by amplifying the emitters, the dmage value has been

greatly increased, in exchange of much more heat generated. Rage values are the

same of Inner Sphere Pulse Lasers.



Name: LARGE PULSE LASER

Technology: Inner Sphere

Range: 650 meters

Damage: 4

Heat: 5

Recycle rate: 0,75

Size: 2

Weight: 7 tons

Cost: 692'120 C-Bills



Name: MEDIUM PULSE LASER

Technology: Inner Sphere

Range: 300 meters

Damage: 1,10

Heat: 1,25

Recycle rate: 0,50

Size: 1

Weight: 2 tons

Cost: 205'276 C-Bills



Name: SMALL PULSE LASER

Technology: Inner Sphere

Range: 150 meters

Damage: 0,45

Heat: 0,40

Recycle rate: 0,25

Size: 1

Weight: 1 tons

Cost: 135'285 C-Bills



Name: LARGE X-PULSE LASER

Technology: Inner Sphere

Range: 700 meters

Damage: 5,75

Heat: 7

Recycle rate: 1,75

Size: 2

Weight: 5 tons

Cost: 599'684 C-Bills



Name: MEDIUM X-PULSE LASER

Technology: Inner Sphere

Range: 400 meters

Damage: 2,25

Heat: 2,60

Recycle rate: 0,75

Size: 1

Weight: 3 tons

Cost: 343'203 C-Bills



Name: SMALL X-PULSE LASER

Technology: Inner Sphere

Range: 150 meters

Damage: 0,80

Heat: 0,85

Recycle rate: 0,30

Size: 1

Weight: 1,5 tons

Cost: 220'754 C-Bills



Name: ER LARGE PULSE LASER

Technology: Clan

Range: 800 meters

Damage: 4,50

Heat: 5,60

Recycle rate: 0,75

Size: 2

Weight: 6 tons

Cost: 849'566 C-Bills



Name: ER MEDIUM PULSE LASER

Technology: Clan

Range: 400 meters

Damage: 1,20

Heat: 1,35

Recycle rate: 0,50

Size: 1

Weight: 2 tons

Cost: 241'266 C-Bills



Name: ER SMALL PULSE LASER

Technology: Clan

Range: 200 meters

Damage: 0,55

Heat: 0,60

Recycle rate: 0,25

Size: 1

Weight: 1,5 tons

Cost: 170'836 C-Bills



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: 850 meters

Damage: 12

Heat: 11

Recycle rate: 6

Size: 3

Weight: 7 tons

Cost: 392'411 C-Bills



Name: ER PPC

Technology: Clan

Range: 1,000 meters

Damage: 16

Heat: 16

Recycle rate: 8

Size: 3

Weight: 6 tons

Cost: 718'666 C-Bills



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

Cost: 16'010 C-Bills



Name: FLAMER

Technology: Clan

Range: 150 meters

Damage: 1

Heat: 4

Recycle rate: 4

Size: 2

Weight: 0,5 tons

Cost: 32'019 C-Bills



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

--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: 0,35

Heat: 0

Recycle rate: 0,30

Size: 1

Weight: 2 tons

Ammo per ton: 450

Cost: 65'084 C-Bills



Name: MACHINE GUN ARRAY

Technology: Clan

Range: 200 meters

Damage: 0,4

Heat: 0

Recycle rate: 0,30

Size: 1

Weight: 2 tons

Ammo per ton: 600

Cost: 85,008 C-Bills



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

Cost: C-Bills



Name: AC/5

Technology: Inner Sphere

Range: 750 meters

Damage: 5

Heat: 0,2

Recycle rate: 1

Size: 1

Weight: 8 tons

Ammo per ton: 120

Cost: 101'062 C-Bills



Name: AC/10

Technology: Inner Sphere

Range: 600 meters

Damage: 9

Heat: 0,60

Recycle rate: 3

Size: 2

Weight: 13 tons

Ammo per ton: 36

Cost: 319'845 C-Bills



Name: AC/20

Technology: Inner Sphere

Range: 400 meters

Damage: 18

Heat: 1,80

Recycle rate: 5

Size: 3

Weight: 16 tons

Ammo per ton: 20

Cost: 480'249 C-Bills



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.



Name: LBX AC 10

Technology: Inner Sphere

Range: 450 meters

Damage: 14

Heat: 1

Recycle rate: 4

Size: 2

Weight: 12 tons

Ammo per ton: 36

Cost: 467'694 C-Bills



Name: LBX AC 20

Technology: Inner Sphere

Range: 350 meters

Damage: 28

Heat: 2

Recycle rate: 6

Size: 3

Weight: 15 tons

Ammo per ton: 20

Cost: 999'106 C-Bills



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

Cost: 561'234 C-Bills



Name: LBX AC 20

Technology: Clan

Range: 350 meters

Damage: 28

Heat: 2

Recycle rate: 6

Size: 3

Weight: 12 tons

Ammo per ton: 20

Cost: 1'248'882 C-Bills



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/2

Technology: Inner Sphere

Range: 1000 meters

Damage: 2,5

Heat: 0,1

Recycle rate: 1

Size: 1

Weight: 8 tons

Ammo per ton: 240

Cost: 104'271 C-Bills



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

Cost: 156'444 C-Bills



Name: Ultra AC/10

Technology: Inner Sphere

Range: 500 meters

Damage: 18

Heat: 0,75

Recycle rate: 4

Size: 2

Weight: 16 tons

Ammo per ton: 36

Cost: 519'750 C-Bills



Name: Ultra AC/20

Technology: Inner Sphere

Range: 350 meters

Damage: 36

Heat: 1,5

Recycle rate: 6

Size: 3

Weight: 20 tons

Ammo per ton: 20

Cost: 1'026'432 C-Bills



Name: Ultra AC/2

Technology: Clan

Range: 1000 meters

Damage: 2,5

Heat: 0,11

Recycle rate: 1

Size: 1

Weight: 6 tons

Ammo per ton: 240

Cost: 139'027 C-Bills



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

Cost: 213'888 C-Bills



Name: Ultra AC/10

Technology: Clan

Range: 500 meters

Damage: 18

Heat: 0,75

Recycle rate: 4

Size: 2

Weight: 13 tons

Ammo per ton: 36

Cost: 639'691 C-Bills



Name: Ultra AC/20

Technology: Clan

Range: 350 meters

Damage: 36

Heat: 1,5

Recycle rate: 6

Size: 3

Weight: 18 tons

Ammo per ton: 20

Cost: 1,140,480 C-Bills



ROTARY AUTOCANNON: Rotary ACs are an upgrade to normal AutoCannons which

sacrifices firepower range and, above all, affidability for very high rates of

fire. RACs were designed for short, controlled bursts, not for continuos use in

combat: this can lead to jams, which make the weapon useless.



Name: Rotary AC2

Technology: Inner Sphere

Range: 900 meters

Damage: 1,85

Heat: 0,15

Recycle rate: 0,25

Size: 2

Weight: 8 tons

Ammo per ton: 120

Cost: 367'701 C-Bills



Name: Rotary AC5

Technology: Inner Sphere

Range: 550 meters

Damage: 2,35

Heat: 0,20

Recycle rate: 0,30

Size: 2

Weight: 10 tons

Ammo per ton: 60

Cost: 565'297 C-Bills



LIGHT/STANDARD/HEAVY GAUSS RIFLE: can be considered as 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

Cost: 482'438 C-Bills



Name: GAUSS RIFLE

Technology: Clan

Range: 800 meters

Damage: 17

Heat: 1

Recycle rate: 8

Size: 3

Weight: 13 tons

Ammo per ton: 24

Cost: 593'770 C-Bills



Name: LIGHT GAUSS RIFLE

Technology: Inner Sphere

Range: 1200 meters

Damage: 12

Heat: 0,80

Recycle rate: 6

Size: 2

Weight: 13 tons

Ammo per ton: 30

Cost: 416'984 C-Bills



Name: HEAVY GAUSS RIFLE

Technology: Inner Sphere

Range: 600 meters

Damage: 27

Heat: 2

Recycle rate: 8

Size: 4

Weight: 18 tons

Ammo per ton: 16

Cost: 724'102 C-Bills



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: 1000 meters

Damage: 35

Heat: 20

Recycle rate: 7

Size: 3

Weight: 20 tons

Ammo per ton: 18

Cost: 538'312 C-Bills



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

--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: 0,80

Recycle rate: 4

Size: 1

Weight: 3 tons

Ammo per ton: 240 (48 salvos)

Cost: 81'481 C-Bills



Name: LRM 10

Technology: Inner Sphere

Range: 1000 meters

Damage: 8

Heat: 1,60

Recycle rate: 4

Size: 1

Weight: 6 tons

Ammo per ton: 240 (24 salvos)

Cost: 162'962 C-Bills



Name: LRM 15

Technology: Inner Sphere

Range: 1000 meters

Damage: 12

Heat: 2

Recycle rate: 4

Size: 2

Weight: 8 tons

Ammo per ton: 240 (16 salvos)

Cost: 286'000 C-Bills (whoa, a normal price!)



Name: LRM 20

Technology: Inner Sphere

Range: 1000 meters

Damage: 16

Heat: 2,40

Recycle rate: 4

Size: 2

Weight: 11 tons

Ammo per ton: 240 (12 salvos)

Cost: 379'259 C-Bills



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)

Cost: 114'074 C-Bills



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)

Cost: 260'740 C-Bills



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)

Cost: 469'333 C-Bills



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)

Cost: C-Bills



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: 3

Heat: 0,4

Recycle rate: 2

Size: 1

Weight: 2 tons

Ammo per ton: 120 (60 salvos)

Cost: 58'987 C-Bills



Name: SRM 4

Technology: Inner Sphere

Range: 250 meters

Damage: 6

Heat: 0,6

Recycle rate: 2

Size: 1

Weight: 3 tons

Ammo per ton: 120 (30 salvos)

Cost: 171'600 C-Bills



Name: SRM 6

Technology: Inner Sphere

Range: 250 meters

Damage: 9

Heat: 0,8

Recycle rate: 2

Size: 2

Weight: 4 tons

Ammo per ton: 120 (20 salvos)

Cost: 301'640 C-Bills



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: 3

Heat: 0,6

Recycle rate: 3

Size: 1

Weight: 2 tons

Ammo per ton: 120 (60 salvos)

Cost: 96'680 C-Bills



Name: STREAK SRM 4

Technology: Clan

Range: 250 meters

Damage: 6

Heat: 0,9

Recycle rate: 3

Size: 1

Weight: 3 tons

Ammo per ton: 120 (30 salvos)

Cost: 275'000 C-Bills



Name: STREAK SRM 6

Technology: Clan

Range: 250 meters

Damage: 9

Heat: 1,2

Recycle rate: 3

Size: 2

Weight: 4 tons

Ammo per ton: 120 (20 salvos)

Cost: 478'561 C-Bills



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: 9

Heat: 2,4

Recycle rate: 5

Size: 1

Weight: 5 tons

Ammo per ton: 240 (24 salvos)

Cost: 76'039 C-Bills



Name: MRM 20

Technology: Inner Sohere

Range: 400 meters

Damage: 18

Heat: 4,8

Recycle rate: 5

Size: 2

Weight: 8 tons

Ammo per ton: 240 (12 salvos)

Cost: 190'098 C-Bills



Name: MRM 30

Technology: Inner Sphere

Range: 400 meters

Damage: 27

Heat: 6

Recycle rate: 5

Size: 2

Weight: 11 tons

Ammo per ton: 240 (8 salvos)

Cost: 320'894 C-Bills



Name: MRM 40

Technology: Inner Sphere

Range: 400 meters

Damage: 36

Heat: 7,2

Recycle rate: 5

Size: 3

Weight: 13 tons

Ammo per ton: 240 (6 salvos)

Cost: 492'563 C-Bills



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

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

as Streak SRMs, with all drawbacks and benefis, but have a longer range in

exchange of firepower.



Name: STREAK MRM 10

Technology: Clan

Range: 400 meters

Damage: 7

Heat: 2,40

Recycle rate: 7

Size: 1

Weight: 5 tons

Ammo per ton: 240 (24 salvos)

Cost: 137'280 C-Bills



Name: STREAK MRM 20

Technology: Clan

Range: 400 meters

Damage: 14

Heat: 4,80

Recycle rate: 7

Size: 2

Weight: 8 tons

Ammo per ton: 240 (12 salvos)

Cost: 343'200 C-Bills



Name: STREAK MRM 30

Technology: Clan

Range: 400 meters

Damage: 21

Heat: 6

Recycle rate: 7

Size: 2

Weight: 11 tons

Ammo per ton: 240 (8 salvos)

Cost: 577'645 C-Bills



Name: STREAK MRM 40

Technology: Clan

Range: 400 meters

Damage: 28

Heat: 7,20

Recycle rate: 7

Size: 3

Weight: 13 tons

Ammo per ton: 240 (6 salvos)

Cost: 885'028 C-Bills



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

Heat: 1

Recycle rate: 3

Size: 1

Weight: 4 tons

Ammo per ton: 6

Cost: 17'421 C-Bills



Name: NARC

Technology: Clan

Range: 600 meters

Damage: 0

Heat: 1

Recycle rate: 3

Size: 1

Weight: 2 tons

Ammo per ton: 6

Cost: 23'597 C-Bills



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. as Thunderbolts, Arrow IV missiles cannot be destroyed by LAMS.



Name: ARROW IV THUNDERBOLT

Technology: Inner Sphere

Range: 1'200 meters

Damage: 28

Heat: 7

Recycle rate: 6.5

Size: 3

Weight: 14 tons

Ammo per ton: 15

Cost: 1'111'687 C-Bills



Name: ARROW IV CLUSTER

Technology: Inner Sphere

Range: 1'200 meters

Damage: 32

Heat: 7

Recycle rate: 10

Size: 3

Weight: 18 tons

Ammo per ton: 15

Cost: 1'156'222 C-Bills



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: 800 meters

Damage: 0

Heat: 2

Recycle rate: 2

Size: 1

Weight: 1 tons

Ammo per ton: 300

Cost: 13,322 C-Bills



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

away from where you are) have to fire. Useless.



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

Cost: C-Bills



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

--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.

Note: in MW4:Mercs, there is no longer Guardian ECM Suite. All systems are now

listed as ECM Suite, with no appreciable differencies between technology bases.



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 weight 1 ton and do not occupy any critical.

Note: in MW4:Mercs, there is no longer Active Probe. All systems are now listed

as Beagle Active Probes (BAP), with no appreciable differencies between

technology bases.



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.

Light Amplification is now part of a 'Mech standard equipment.



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.

Note: in MW4:Mercs, there is no longer AMS. All systems have been upgraded to

Laser AMS (LAMS), with no appreciable differencies between technology bases.



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: the

Advanced Gyro solves the problem, making the 'Mech more stable in every aspect,

also in limiting the recoil of weapons and rock-back of enemy weapons smashing

on the equipped 'Mech.

Advanced Gyro weight varies from chassis to chassis. Inner Sphere 'Mechs only.



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

games: all hostile units 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.

When an enemy is 200 meters or closer, however, will recognize the Jammer 'Mech

as an enemy.

No appreciable effects have been observed in single-player mode.

IFF Jammer weights 1 ton and do not occupy critical slots.



ENHACED OPTICS: a Clan-tech only, the Enhaced Optics allows a 'Mech to have a

wider field of vision when using the zoom window, roughly 80% of the whole

screen. Though it might appear a bit useless, this equipment is great for

long-range sniping.

Enhaced Optics weight 1 ton and do not occupy critical slots.



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

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 packs are

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.

For armor descriptions, CT stands for Center Torso, T for Right and Left

Torsos, RT for Rear Torso, H for Head, A for Arms and L for Legs.

Weapons and bays locations are somewhat different: CT stands for Center Torso,

H for Head, RT for Right Torso, LT for Left Torso, RA fo Right Arm and LA for

Left Arm.

Maximum armor indications are for the standard armor type for the 'Mech.

Engine rating is to be intended as the maximum speed available for that engine

tonnage; as the lowest speed comes "free", there's no tonnage (usually

indicated in the brackets) and the weight indicated (in the brackets) is

intended as the tonnage needed for upgrading the engine from the previous

rating.

A big "thank you" to Roy Dane (roydane@modempool.com) that provided some infos

that shortened my work.



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

--INNER SPHERE 'MECHS--

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



FLEA



Mass: 20 tons

Internal Structure Type: standard

Torso Twist: 140 degrees

Standard Armor Type: Ferro Fibrous

Location Points: H 0.20; A 0.40; T 0.60; CT 0.80; RT 0.30; L 0.60

Standard Maximum Speed: 131.98 kph

Standard Weapon Loadout: 2 Small Lasers (RT, LT), 3 Machine Gun Arrays (RA,

LA, CT)

Standard Equipment Loadout: none

Beam Bays and location: RT (1 slot), LT (1 slot)

Ballistic Bays and location: LA (1 slot), RA (1 slot), CT (1 slot)

Missile Bays and location: none

Omni Bays and location: none

Maximum Armor Points per Location: H 0.30; A 0.40; T 0.60; CT 0.90; RT 0.30; L

1.00

Engine Ratings and Tonnage: 108, 115.99 (0.25), 123.98 (0.5), 131.98 (0.75),

139.97 (1), 147.96 (1.25)

Additional Equipment: ECM Suite, LAMS

Standard Cost: 1'663'006

Per-Cycle Maintenance Cost: 23'599



The lightest 'Mech in the game. Poorly armed and capable of accepting only the

smallest ballistic and beam weapons, which greatly limits also the maximum

range of Flea's weapons, the main asset of this 'Mech is undoubtely speed.

Fleas should be used as harasser 'Mechs and not in straight-forward battles

even with the maximum amount of armor; against an Osiris or an Uller skilled

pilots piloting a Flea could generelly hold some time, but as all 'Mechs have a

fairly high speed and the enemies a larger payload, Fleas will inevitabyl end

in scraps.

The ideal use of the 'Mech is a scout, the ECM Suite can make the 'Mech a good

choice for cover operations when light resistance is expected.

The simplest (and almost only) way to costumize a Flea is to strip it and

replace all weapons with Medium Lasers, maximizing armor, mounting all

equipment and, if possible, increasing speed.



OSIRIS



Mass: 30 tons

Internal Structure Type: Endo Steel

Torso Twist: 90 degrees

Standard Armor Type: Ferro Fibrous

Location Points:

Standard Maximum Speed: 130 kph

Standard Weapon Loadout: 1 SRM 6, 5 Medium Lasers, 1 Machine Gun Array

Standard Equipment Loadout: Jump Jets

Beam Bays and location:

Ballistic Bays and location:

Missile Bays and location:

Omni Bays and location: none

Maximum Armor Points per Location:

Engine Ratings and Tonnage:

Additional Equipment: Jump Jets (2 tons), LAMS

Standard Cost: 3'378'283

Per-Cycle Maintenance Cost: 43'199



OWENS



Mass: 35 tons

Internal Structure Type:

Torso Twist: 90 degrees

Standard Armor Type: Ferro Fibrous

Location Points:

Standard Maximum Speed: kph

Standard Weapon Loadout: 2 LRM 10s, 1 Medium X-Pulse Laser, 1 Small X-Pulse

Laser

Standard Equipment Loadout: none

Beam Bays and location:

Ballistic Bays and location:

Missile Bays and location:

Omni Bays and location:

Maximum Armor Points per Location:

Engine Ratings and Tonnage:

Additional Equipment:

Standard Cost: 3'906'223

Per-Cycle Maintenance Cost: 55'999



RAVEN



Mass: 35 tons

Internal Structure Type: standard

Torso Twist: 360

Standard Armor Type: Ferro Fibrous

Location Points:

Standard Maximum Speed: 100 kph

Standard Weapon Loadout: 1 NARC Beacon, 1 LRM 15, 1 Small Laser, 2 Small Pulse

Lasers

Standard Equipment Loadout: Active Probe, ECM Suite

Beam Bays and location:

Ballistic Bays and location: none

Missile Bays and location:

Omni Bays and location: none

Maximum Armor Points per Location:

Engine Ratings and Tonnage:

Additional Equipment: Active Probe, ECM Suite, LAMS

Standard Cost: 3'026'619

Per-Cycle Maintenance Cost: 43'049



WOLFHOUND



Mass: 35 tons

Internal Structure Type:

Torso Twist: 120 degrees

Standard Armor Type: Reflective

Location Points:

Standard Maximum Speed: kph

Standard Weapon Loadout: 1 Large X-Pulse Laser, 2 Medium Pulse Lasers

Standard Equipment Loadout: none

Beam Bays and location:

Ballistic Bays and location:

Missile Bays and location:

Omni Bays and location:

Maximum Armor Points per Location:

Engine Ratings and Tonnage:

Additional Equipment:

Standard Cost: 3'223'987

Per-Cycle Maintenance Cost: 40'249



CHIMERA



Mass: 40 tons

Internal Structure Type: Endo Steel

Torso Twist: 120 degrees

Standard Armor Type: Reflective

Location Points: H 0.40; A 0.80; T 1.00; CT 1.20; RT 0.60; L 1.60

Standard Maximum Speed: 102.02 kph

Standard Weapon Loadout: 1 Large Laser (LA), 1 Medium Laser (LA), 1 MRM 20

(RT), 1 Machine Gun Array (RA)

Standard Equipment Loadout: Jump Jets

Beam Bays and location: LA (3 slots)

Ballistic Bays and location: RA (3 slots)

Missile Bays and location: RT (3 slots)

Omni Bays and location: none

Maximum Armor Points per Location: H 0.40; A 0.90; T 1.50; CT 1.90; RT 0.60; L

2.10

Engine Ratings and Tonnage: 82.01, 87.01 (0.25), 92.02 (0.5), 97.02 (0.75),

102.02 (1), 107.03 (1.25), 112.03 (1.5)

Additional Equipment: LAMS, Advanced Gyro (2 tons), Jump Jets (3 tons)

Standard Cost: 4'120'404

Per-Cycle Maintenance Cost: 59'199



Built as a multi-role 'Mech, the Chimera doens't excel in anything, but can be

configured to serve in almost every role required by the modern battlefield.

The 'Mech mounts three large bays, each for one weapon type that can favor the

pilot's own style of combat or mission requirements. Chimeras can become

incredibly fast and agile and a very stable fire-support platform thanks to the

Advanced Gyro, but is generally a poor choice as a recon 'Mech for its lack of

Active Probe and ECm Suite.

The construction of the 'Mech emphasizes different weapons loadout, as it is

not possible to mount only one kind of large weapons; this can make ammunition

shortages a problem, as two thirds of the Chimera's firepower could come from

missile and ballistic bays.



HELLSPAWN



Mass: 45 tons

Internal Structure Type: Endo Steel

Torso Twist: 120 degrees

Standard Armor Type: Ferro Fibrous

Location Points:

Standard Maximum Speed: 106 kph

Standard Weapon Loadout: 3 Medium Pulse Lasers, 2 SRM 6s

Standard Equipment Loadout: Jump Jets, ECM Suite

Beam Bays and location:

Ballistic Bays and location:

Missile Bays and location:

Omni Bays and location: none

Maximum Armor Points per Location:

Engine Ratings and Tonnage:

Additional Equipment: ECM Suite, LAMS, Jump Jets (3 tons)

Standard Cost: 5'525'611

Per-Cycle Maintenance Cost: 78'299



UZIEL



Mass: 50 tons

Internal Structure Type: Endo Steel

Torso Twist: 120 degrees

Standard Armor Type: Ferro Fibrous

Location Points:

Standard Maximum Speed: 95 kph

Standard Weapon Loadout: 2 PPCs (LA, RA), 1 SRM 6 (CT), 2 Machine Gun Arrays

(LT, RT)

Standard Equipment Loadout: Jump Jets

Beam Bays and location: LA (3 slots), RA (3 slots)

Ballistic Bays and location: LT (2 slots), RT (2 slots)

Missile Bays and location: CT (2 slots)

Omni Bays and location: none

Maximum Armor Points per Location:

Engine Ratings and Tonnage:

Additional Equipment: Jump Jets (3 tons), Active Probe, LAMS

Standard Cost: 6'331'634

Per-Cycle Maintenance Cost: 92'999



BUSHWACKER



Mass: 55 tons

Internal Structure Type: standard

Torso Twist: 120 degrees

Standard Armor Type: Ferro Fibrous

Location Points: H 0.30; A 0.80; T 1.20; CT 1.70; RT 0.50; L 1.00

Standard Maximum Speed: 84.96 kph

Standard Weapon Loadout: 2 Medium Pulse Lasers (CT), 1 LRM 5(LA), 1 LRM 10

(Missile Rack, LT), 1 AC 10 (RA)

Standard Equipment Loadout: none

Beam Bays and location: CT (2 slots)

Ballistic Bays and location: RA (3 slots), CT (2 slots)

Missile Bays and location: LA (3 slots) Missile Rack (LT, 2 slots)

Omni Bays and location: none

Maximum Armor Points per Location: H 0.30; A 1.00; T 1.40; CT 1.70; RT 0.70; L

1.80

Engine Ratings and Tonnage: 64.01, 70.99 (0.5), 77.98 (1), 84.96 (1.5), 91.94

(2), 98.93 (2.5), 105.91 (3)

Additional Equipment: Active Probe, LAMS, IFF Jammer, Advanced Gyro (2 tons)

Standard Cost: 5'996'343

Per-Cycle Maintenance Cost: 91'299



Built as medium-weight fire-support 'Mech for all but the heaviest or fastest

Lances, the Bushwacker centers its task with two LRM systems, backed up by a

standard AutoCannon 10 and twin Medium Pulse Lasers for medium and close range

engagements. However, though this weapon loadout, the Bushwacker is seldom

considered to serve in its intended role, as almost every Clan 'Mech can outgun

in both range and firepower the Bushwacker and heavier Inner Sphere 'Mechs pack

more long-range punch that this 'Mech does.

However, the Bushwacker is a good all-around 'Mech that can fulfill a good

variety of roles, from sniping (thanks to its large bays of all types) to

recon, as it can accept an Active Probe.



ARGUS



Mass: 60 tons

Internal Structure Type: Endo Steel

Torso Twist: 120 degrees

Standard Armor Type: Reflective

Location Points: H 0.90; A 1.20; T 1.50; CT 2.00; RT 0.90; L 1.40

Standard Maximum Speed: 81 kph

Standard Weapon Loadout: 1 LRM 10 (LA), 1 Machine Gun Array (RA), 2 Ultra AC/5s

(RA), 2 Medium Lasers (RT, LT)

Standard Equipment Loadout: none

Beam Bays and location: RT (2 slots), LT (2 slots)

Ballistic Bays and location: RA (5 slots)

Missile Bays and location: LA (3 slots)

Omni Bays and location: none

Maximum Armor Points per Location: H 0.90; A 1.30; T 1.60; CT 2.00; RT 0.90; L

1.50

Engine Ratings and Tonnage: 73.01, 77 (0.5), 81 (1), 85 (1,5), 88.99 (2), 92.99

(2.5)

Additional Equipment: none

Standard Cost: 6'174'159

Per-Cycle Maintenance Cost: 97'799



The most distinctive feature of the Argus is its total lack of additional

equipment, including LAMS. This partially justifies its low maintenance cost,

but total lack of dedicated equipment makes the 'Mech totally unsuited for

recon or stealth duties.

In fact, this is only a minor problem, as the Argus was designed as a support

for larger 'Mechs during assaults.

Standard configuration is indeed a good combination of speed, armor and

firepower that favors long-range fights: twin Ultra AC/5s provide a good punch

over all vehicles and their high rate of fire can be destructive even against

more armored machines, and the LRM 10 launcher can give an accurate punch at

all ranges. 2 Medium lasers and a single Machine Gun Array protects the Argus

in close fights. With such a weaponry the Argus can engage at any ranges, but

it is ammunition limited and somehow lacks the punch that an Heavy 'Mech needs.

Argus customizations can vary a lot, as it features all bay types, and all

large enough to accomodate all but the largest weapon. Twin Large standard or

Pulse Laser backed up by LRMs or close-range ACs can give the Argus the punch

that its standard version lacks.



CATAPULT



Mass: 65 tons

Internal Structure Type: standard

Torso Twist: 100 degrees

Standard Armor Type: Reactive

Location Points: H 0.90; A 1.50; T 1.40; CT 2.20; RT 0.60; L 1.50

Standard Maximum Speed: 75.96 kph

Standard Weapon Loadout: 1 Small Pulse Laser (CT), 1 Large Laser (RT), 2 LRM

20s (RA, LA)

Standard Equipment Loadout: Active Probe, Jump Jets

Beam Bays and location: LT (2 slots), CT (2 slots), RT (2 slots)

Ballistic Bays and location: none

Missile Bays and location: LA (4 slots), RA (4 slots)

Omni Bays and location: none

Maximum Armor Points per Location: H 0.90; A 1.80; T 2.40; CT 3.00; RT 1.20; L

3.00

Engine Ratings and Tonnage: 61.99, 68.98 (0.5), 75.96 (1), 82.94 (1.5), 89.93

(2), 96.91 (2.5), 103.90 (3.5)

Additional Equipment: Active Probe, LAMS, Advanced Gyro (3 tons), Jump Jets (4

tons)

Standard Cost: 8'096'913

Per-Cycle Maintenance Cost: 122'199



The Catapult is often referred has the Archer's or the Longbow's little

brother, as all 'Mechs are built for accurate long-range fire-support. However

the Catapult is lighter, support less armor and weapons than the other 'Mechs,

but it is more agile thanks to its Jump Jets and wider options for engine

ratings. Also, the presence of an Active Probe in the standard configuration

makes the Catapult's LRM lock-on faster.

This 'Mech totally lacks ballistic bays, but has beam bays larg enough to

support 3 Large Lasers and small missile launchers, if ammunition shortages can

be a problem during mission. However, to fully exploit the Catapult, is almost

obliged to mount the largest missile racks available with the Active Prove.

Jump Jets can be sacrificed, but can come in handy in any situation.



BLACK KNIGHT



Mass: 75 tons

Internal Structure Type: standard

Torso Twist: 120 degrees

Standard Armor Type: Ferro Fibrous

Location Points: H 0.60; A 1.30; T 1.70; CT 1.90; RT 0.90; L 1.80

Standard Maximum Speed: 75.02 kph

Standard Weapon Loadout: 2 Large Lasers, 2 PPCs, 1 Medium Laser

Standard Equipment Loadout: none

Beam Bays and location: H (1 slot), RT (3 slots), LT (3 slots)

Ballistic Bays and location: LA (2 slots)

Missile Bays and location: none

Omni Bays and location: RA (3 slots), LA (3 slots)

Maximum Armor Points per Location: H 0.60; A 1.40; T 1.80; CT 2.10; RT


1409 Прочтений •  [MechWarrior 4: Mercenaries - Walkthrough (English) (#3948)] [16.05.2012] [Комментариев: 0]
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