MCG Manual
MCG Manual
MCG Manual
A BRIEFING
****CLASSIFIED COMMUNIQUE****
Commander, as I stated in the vidcom, I am canceling your orders to return home. I know this
is very tough on morale—you and your men deserve some R&R after your distinguished service
in the attacks on the Clan Homeworlds. But I know that you understand the need to finish the
job: to eliminate this threat to the Inner Sphere once and for all. On a positive note, Battalion
has sent some new ’Mechs and weapons your way that should help bolster spirits some.
• Three new Inner Sphere ’Mechs and the specifications for three new Clan ’Mechs.
• Six new vehicles.
• Five new weapons.
• The waypoint feature.
• The ammo conservation fire command.
• Difficulty level settings.
• Fire support mission hotkeys (for large and small artillery, sensor probes,
and camera drones).
In addition, Commander, keep your troops at combat readiness with Mission Editor. Create
new solo or multiplayer missions on either Port Arthur or the latest battlefield, Cermak.
Mission Editor includes:
• Terrain, overlay, and building palettes for maximum geographic and structural flexibility.
• Toolbars that allow you to manipulate your map in a variety of ways.
• Unit and vehicle palettes through which you can detail variants, orders, speed, and colors,
to name a few.
• Objectives tools through which you can mastermind a scenario and play it out.
©1999 Microsoft Corp. Developed by Microsoft Corporation. Published by Hasbro Interactive, Inc. BattleTech, MechCommander, MechWarrior, BattleMech and 'Mech are
trademarks or registered trademarks of FASA Corporation and Microsoft Corporation. Microsoft, MS, Windows, and the Windows logo are either registered trademarks or
trademarks of Microsoft Corporation in the US and/or other countries. BattleTech material ©1998-1999 FASA Corporation. Used under license. MicroProse is a trademark of
Hasbro Interactive or its affiliates. All other trademarks are the property of their respective holders.
MECHCOMMANDER DESPERATE MEASURES 1
GETTING STARTED
Please follow the instructions below to install MechCommander Gold. References in the manual
to “MechCommander Desperate Measures” should be read to mean “MechCommander Gold.”
2 If AutoPlay is enabled, click Install MechCommander Desperate Measures, and then follow
the instructions that appear on the screen.
–or–
3 If AutoPlay is disabled, double-click the My Computer icon on your desktop, double-click
the icon for your CD-ROM drive, and then double-click the MechCommander Desperate
Measures icon. When the Setup screen appears, click Install MechCommander Desperate
Measures, and then follow the instructions that appear on the screen.
When asked which files you would like to install, be sure to check the box for “Install Required
Files.” If you wish to create your own missions, check the box for “Install Mission Editor.”
Notes
• If you are playing a multiplayer mission, all MechCommander participants must use the same
software, either the original MechCommander or MechCommander Desperate Measures.
• You can play a number of precreated missions or missions created by your friends and con-
verted by you by choosing the Solo Missions and Multiplayer commands on the main menu.
At the Easy level, your units’ hit and damage points are significantly increased.
MECHCOMMANDER DESPERATE MEASURES 3
2 Open Windows Explorer and click the icon for your CD-ROM drive (usually D:).
3 Select a locale (Port Arthur or Cermak) and Terrain at the next dialog box. Then use the
slider bars to specify Water, Forest and Hill Coverage. Note that water coverage is mutually
exclusive with forest and hill coverage. Click the OK button to continue.
4 After the Mission Editor loads, apply your terrains, overlays and buildings. If you want to
place walls, runways, etc. where they normally cannot go, use the Force palette to force
them onto the map.
5 From the Units palette, select the classes,
teams and variants for the computer-
controlled units. You have a total of 45
’Mechs and vehicles to allocate between
Allied and Enemy teams.
6 To make changes to a unit’s settings,
double-click that unit.
7 To set mission objectives, select Objectives
from the Mission menu. If you are creating
a multiplayer mission, set objectives for
both Team 1 and then Team 2.
8 To set mission parametres such as resource points and drop weight, select Settings from
the Mission menu. Type in a briefing for the mission by clicking the Player Briefing button.
If you are creating a multiplayer mission, select Settings and create Player Briefings for both
Team 1 and Team 2.
MECHCOMMANDER DESPERATE MEASURES 5
9 To place at least one Drop Zone for your units, select Drop Zones from the Mission menu.
If you are creating a multiplayer mission, place three Drop Zones each for Team 1 and Team 2.
10 To save your mission, select Save from the File menu and type a name for your mission no
longer than eight characters.
For more information about how to use the Mission Editor, select Help Topics from the Help
menu. The Help topics include design tips, keyboard shortcuts, troubleshooting tips and
explanations of error messages. You can also right-click on an object (such as a unit)
and then select Help from the pop-up menu.
Creating a Map
You can customize the terrain for your mission. The Tactical Map gives you an overall view of
the mission map. Select Tactical Map from the View menu. Click anywhere on the Tactical
Map to zoom to that spot on the regular map. To view the gridlines on the map, select
Gridlines from the View menu. To zoom the map in, select Zoom In from the View menu or
press the PLUS key. To zoom out, select Zoom Out or press MINUS.
The Map Features Palette lets you add various elements to the map:
Terrains, Overlays, Force, Buildings and Units. Select Map Features
palette from the View menu. Click on a palette tab, click on an item on
that palette and then click on the map to place that palette item. If a map
tile is already selected, clicking a palette item will place that object on the
selected map tile. Drag an element along the map to create a path of that
item. The Terrains palette offers different terrain types such as Grass and
Dirt. The Overlays palette adds elements such as Forest and Roads. Use
the Force palette to break the normal map rules. Choose from the various
buildings from the Buildings palette. Select ’Mechs and vehicles from the
Units palette. For more information about the palettes, see the Help file.
• Select selects a single map tile. Click a grid on the map and then either click a toolbar
button or a palette tile.
• Select Area selects a map area for large-scale changes such as Erase or applying terrain.
The selected area must include at least one vertex and three tiles on each side of the vertex.
6 MECHCOMMANDER DESPERATE MEASURES
Unit Settings
The Unit Settings dialog box is only available for solo missions. To set a unit’s settings,
double-click a unit on the map and the dialog box below will appear.
• Allied or Enemy selects which side the unit belongs to.
• Variant determines which variant of the ’Mech it is.
• Color specifies the color scheme for the unit.
• Pilot determines which pilot is assigned to the unit.
• Orders sets the specific orders for the unit. An explanation
of the order appears to the right when you select an order
from the drop-down list.
• Engage Radius sets the active radius for the unit. Short is 150 metres (12.5 tiles),
Medium is 350 metres (28 tiles) and Long is 650 metres (52 tiles).
• Tactic sets the tactic for the unit. For more information about each type of tactic, see
Unit settings dialog box in the Help file.
• Move Speed sets the movement rate for the unit: Walk or Run.
8 MECHCOMMANDER DESPERATE MEASURES
Mission Objectives
In order to successfully complete the mission you design, players must complete the objectives
you set. Select Objectives from the Mission menu to set up to four primary objectives, each
with up to three parametres.
Selection icon
2 In the Description box, type an explanation of the task for the player (such as “Move to
compound centre”).
3 If the objective must be completed for the mission to be successful, check the Primary box.
4 If you want a marker to be displayed for this objective in the Campaign Data box and the
tactical map, check the Marker box.
5 If the primary objective prior to one must be completed before this objective is started,
check the Complete Previous box.
6 To select a particular objective, click the Selection icon. The dialog box will disappear and
your icon will change to cross hairs. The cross hairs will turn white to indicate a valid
target. Click on the desired objective on the map.
To delete a mission objective, select it and press ESC.
MECHCOMMANDER DESPERATE MEASURES 9
Mission Settings
Select Settings from the Mission menu to adjust the following settings for your mission:
• Small Artillery is the maximum number of small artillery per
mission (5 is the maximum).
• Sensor Probes is the maximum number of sensor probes per
mission (5 is the maximum).
• Time Limit sets the time limit to complete a mission
(3 minutes is the minimum and zero means no limit).
• Camera Drones is the maximum number of camera drones available per solo mission
(5 is the maximum).
• Large Artillery is the maximum number of large artillery available per mission
(5 is the maximum).
• Resource Points set the resource points given to the player at the start of the mission
(100000 is the default and 9999999 is the maximum).
• Drop Weight sets the maximum drop weight, in pounds, for a mission (990 is the default,
1200 is the maximum and 5 is the minimum).
• Technology Base determines which side you are playing during a solo mission: Inner
Sphere (the default) or Clan.
Player Briefing
Click on the Player Briefing button in the Settings dialog box to write the text for your own
mission briefings.
• Mission Title provides a brief title for the mission.
• Objectives lists the objectives in the order in which they
must be completed.
• Description describes the overall mission.
• Tactical Warnings provides intelligence reports and other
critical information.
• Tactical Notices provides information about unit and
weapon strengths.
10 MECHCOMMANDER DESPERATE MEASURES
Drop Zones
Select Drop Zones from the Mission menu to display the Drop Zones
cursor. Then click on the map to set landing points for each player’s
or team’s forces. Solo missions must contain at least one Drop Zone.
Multiplayer missions must contain three Drop Zones per team. A solo
mission or Team 1 Drop Zone is indicated by a green and yellow icon.
A Team 2 Drop Zone is indicated by an orange and red icon.
NEW ’MECHS
ComStar’s intelligence has done its work and obtained the specs for three new Clan ’Mechs.
BattleMech manufacturing concerns throughout the Inner Sphere have independently
responded with three new Inner Sphere ’Mechs. Get to know these specs: You’ll need them.
Payload capacity is the total tonnage available for components (including weaponry). Reminder:
Sensors, active probes, and electronic measurement systems are limited one per ’Mech.
Class encapsulates ’Mech tonnage, maneuverability, armour, and standard armaments to
describe the combat role of the ’Mech: Light, Medium (Med), Heavy (Hvy), and Assault.
Structure indicates how much damage a ’Mech can withstand: Light, Moderate (Mod), Heavy
(Hvy), and Very Heavy (V Hvy).
****TACTICAL NOTICE****
During a mission, to reallocate units and vehicles among Force Groups, select the units, press
CTRL+F1, CTRL+F2, CTRL+F3, or CTRL+F4 (where F<n> indicates the Force Group number to
which you want to assign the selected units), and then click a unit to make it the leader.
STILETTO
INNER SPHERE PAYLOAD CAPACITY
LIGHT VARIANT A/J: 17.5
35 TONS VARIANT W: 20.5
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP Basic Armament
1 Streak SRM Pack,
ARMOUR 22420 35 Tons Light 36m/sec Mod Mod Long 3 LRM Racks,
1 Sensor—Intermediate
Version Manufacturer:
Coventry Metal Works
Armour Source: Unknown
Communication System: Unknown
Targeting and Tracking System: Unknown
BUSHWACKER
PAYLOAD CAPACITY INNER SPHERE
VARIANT A/J: 29.5 MEDIUM
VARIANT W: 33.5 55 TONS
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP Basic Armament
1 Laser, 1 SRM Pack,
ARMOUR 34680 55 Tons Med 24m/sec Mod Hvy Short 1 LB-X Autocannon, 2 LRM Racks,
1 Sensor—Basic
Version Manufacturer:
TharHes Industries
Armour Source: Unknown
Communication System:
TharHes Euterpe HM-14
Targeting and Tracking System:
TharHes Ares-8a
MAULER
INNER SPHERE PAYLOAD CAPACITY
VERY HEAVY VARIANT A/J: 63.5
90 TONS VARIANT W: 76.5
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP Basic Armament
1 Large Laser, 2 LRM Racks,
ARMOUR 60740 90 Tons Assault 15m/sec Hvy V Hvy Short 2 Light LB-X Autocannons, 2 Light
Gauss Rifles, 1 Sensor—Basic
Version Manufacturer:
Luthien Armour Works
Armour Source: New Samarkand Royal
Communication System:
Sipher Security Plus
Targeting and Tracking System:
Matabushi Sentinel
Weight Speed
BattleMech (tons) (m/sec)
Commando 25 27
Firestarter 30 27
Raven 35 27
Stiletto 35 36
Hollander II 45 24
Centurion 55 18
Bushwacker 55 24
Catapult 65 18
Jagermech 70 18
Awesome 80 18
Mauler 90 15
Atlas 100 15
STILETTO
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP
BUSHWACKER
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP
MAULER
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP
SHADOW CAT
CLAN PAYLOAD CAPACITY
MEDIUM VARIANT A/J: 29.0
45 TONS VARIANT W: 36.5
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP Basic Armament
2 Clan ER Lasers,
ARMOUR 39650 45 Tons Med 27m/sec Mod Mod Med 2 Clan Large Pulse Lasers,
1 Clan Sensor—Basic
1 Clan ER Laser,
WEAPON 42000 45 Tons Med 27m/sec Light Mod Med 3 Clan Large Pulse Lasers,
1 Clan Sensor—Basic
2 Clan ER Lasers,
JUMP 40870 45 Tons Med 27m/sec Light Mod Med 2 Clan Large Pulse Lasers,
1 Clan Sensor—Basic
NOVA CAT
PAYLOAD CAPACITY CLAN
VARIANT A/J: 54.0 HEAVY
VARIANT W: 58.0 70 TONS
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP Basic Armament
1 Clan Heavy Flamer, 3 Clan Pulse
ARMOUR 61590 70 Tons Hvy 21m/sec Hvy Hvy Short Lasers, 2 Clan Heavy LB-X
Autocannons, 1 Clan Sensor—Basic
Version Manufacturer:
Barcella Alpha, Irece Alpha
Armour Source: Unknown
Communication System:
JNE Integrated
Targeting and Tracking System:
Build 2 CAT TTS
TURKINA
CLAN PAYLOAD CAPACITY
HEAVY VARIANT A/J: 74.5
95 TONS VARIANT W: 81.0
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP Basic Armament
1 Clan Pulse Laser, 2 Clan LB-X Autocannons,
ARMOUR 84110 95 Tons Assault 15m/sec V Hvy V Hvy Short 2 Clan Lg ER Lasers, 2 Clan LR Missile Packs,
2 Clan Lt LB-X ACs, 1 Clan Sensor–Basic
Weight Speed
BattleMech (tons) (m/sec)
Uller 30 27
Cougar 35 27
Shadow Cat 45 27
Hunchback IIC 50 18
Vulture 60 24
Loki 65 24
Thor 70 24
Nova Cat 70 21
Mad Cat 75 24
Masakari 85 18
Turkina 95 15
SHADOW CAT
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP
NOVA CAT
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP
TURKINA
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP
NEW WEAPONS
As I mentioned earlier, we have new weapons for your forces. FedCom engineers continue to
refine weaponry to replace aging Inner Sphere weapon systems in all three armament types:
ballistic, energy, and missile. Field modification kits have been issued and the new weapons
are available from regimental inventory.
Ammo conservation mode software has been retrofitted in all deployed ’Mechs. For informa-
tion on mode use, review the Tactics technical information.
COST Salvage
HEAVY THUNDERBOLT
LOAD VAL 21
RANGE Medium
COST 19570
LARGE X-PULSE LASER
LOAD VAL 13
RANGE Long
This rapid-firing energy weapon has the fastest recycle rate of any
component available and is capable of striking targets at long range.
COST 7110
LIGHT GAUSS RIFLE
LOAD VAL 13.5
DAMAGE 5 (heavy)
RANGE Long
This new Inner Sphere design fires a smaller slug out to long range.
It carries limited ammo. (50 shots)
COST 33840
LONG TOM CANNON
LOAD VAL 34
RANGE Long
Long Tom shells deliver 8 points of damage to the target and an additional
8 points of damage to everything in its explosion radius. It carries limited
ammo. (25 shots)
MECHCOMMANDER DESPERATE MEASURES 23
NEW VEHICLES
Military research and development BattleMech advancements have yielded upgraded support
vehicles: five new combat vehicles and one new utility vehicle. Vehicle manufacturers have
readily adopted BattleMech power plant and ferro-fibrous armour improvements. Don’t
underestimate the effectiveness of vehicles at the front: The Battle of Tukayyid demonstrated
the cost effectiveness of fielding support vehicles in combination with ’Mechs.
Note: In the Expansion Campaign, vehicles are aligned with the Clan, but in the wargames you
can deploy vehicles aligned with your units.
COST 8580
CENTIPEDE SCOUT CAR WEIGHT 15 Tons
ment for the Inner Sphere’s Skulker, this fast and SPEED 21m/sec
heavily armed recon car is ideal for deep penetration ARMOUR Light
missions requiring more than a minimum level of WEAP/COMP 1 lg Laser
firepower. The Centipede is highly susceptible 1 advanced Vehicle Sensor
to sustained fire.
1 guardian ECM
COST 17250
REGULATOR HOVER TANK
WEIGHT 45 Tons
This swift and agile tank carries a massive Gauss Rifle
TYPE Med Tank
capable of devastating most targets with one or two
shots and can use its speed to bring that weapon to SPEED 21m/sec
bear on weak rear ’Mech armour. Its design provides
long-range, medium-weight firepower. It should ARMOUR Light
COST 13870
MANTICORE HEAVY TANK WEIGHT 60 Tons
First issued to the Lyran Royal Guard units, the Manticore TYPE Hvy Tank
COST 12560
PILUM HEAVY TANK
WEIGHT 70 Tons
This version of the Pilum Heavy Tank trades some of its
TYPE Hvy Tank
firepower for a larger power plant, making it faster than
any vehicle in its weight class. Its impressive flanking SPEED 18m/sec
speed of 65kph makes it the fastest of the heavy tanks,
yet it is still able to take significant damage and ARMOUR Mod
COST 47450
ALACORN MK VII HEAVY TANK
WEIGHT 95 Tons
A Star League–era design first deployed in the Periphery,
TYPE Assault
General Aleksandr Kerensky took hundreds of Alacorns with
him at the time of his Exodus. The Alacorn packs reasonable SPEED 12m/sec
speed, superior armour, and a terrifying punch into one
sleek package with three Gauss Rifles mounted on a ARMOUR Hvy
rotary turret that provides a full 360-degree firing arc. WEAP/COMP 3 Gauss Rfls
MECHCOMMANDER DESPERATE MEASURES 25
COST 1500
AMMO TRUCK
WEIGHT 10 Tons
The Ammo Truck is a small, reasonably fast, vulnerable
TYPE Light
vehicle capable of replacing a ’Mech’s ammunition on the
battlefield. Deploy it as you would the Refit Truck; move it SPEED 18m/sec
near a ’Mech until the Repair Icon (a wrench) appears,
and then click that ’Mech to reload its ammunition. Clever ARMOUR Light
TACTICS
Lastly, Commander, you have no doubt seen the media’s recent focus on the evolution of
modern military tactics. As hinted in the reports, Inner Sphere military establishments
developed strategies that enable frontline commanders, such as yourself, to more effectively
deploy forces and resources under their command.
WAYPOINTS
Waypoints give a commander greater control over his units’ movement by setting a specific
series of points for them to automatically follow, thus freeing up the commander’s attention for
other units. There are four different types of waypoints—walk, run, jump, and minelayer—and
you can place a total of 16 waypoints in any order.
Units traverse waypoints by the shortest possible move path. For example, if cliffs are directly
between two waypoints, the units must move around the cliffs. Therefore, by placing more
waypoints, you gain more control of the move path. For example, you may have a jump-capable
unit walk to the first waypoint, run to the second, jump to the third, and run to the fourth.
To create waypoints
1 To create a walk waypoint, press and hold CTRL, or F9, while you click the waypoint location
on the main screen.
–or–
To create a run waypoint, press and hold CTRL+SPACEBAR, or F10, while you click the
waypoint location on the main screen.
–or–
To create a jump waypoint, press and hold CTRL+J, or F11, while you click the waypoint
location on the main screen.
–or–
MECHCOMMANDER DESPERATE MEASURES 27
To create a minelayer waypoint (mines are laid as the vehicle follows the move path), press
and hold CTRL+F while you click the waypoint location on the main screen.
2 Repeat step 1 as necessary for each waypoint
you want.
Notes
• You can assign a move path to any number of
units at one time, using the standard selection
methods. If a group of units is selected, the
lead unit will move to the waypoints first.
• You can view a unit’s move path lines by
pressing and holding CTRL.
• You can add waypoints to an existing move
path at any time. The new waypoints are added
to the end of the orders queue.
• You can clear a unit’s move path by selecting
that unit and pressing BACKSPACE.
• Waypoints may be placed in unrevealed terrain;
they appear above the black background, similar to sensor traces.
• You can place waypoint markers while the mission is paused. Once a waypoint marker is
laid, it cannot be moved. Units will begin following their move paths when the mission is
resumed. This is helpful in organizing simultaneous movement.
• Once a waypoint marker is laid, it cannot be moved.
• While CTRL is pressed, you cannot assign targets or capture a unit.
• If a unit following a move path receives a new order, movement, or attack, the move path
and its waypoints are cancelled.
• If attacked while executing a walk waypoint, the units behave identically to units walking in
MechCommander. They will stray off their move path until the combat is resolved.
• If a unit cannot reach a given waypoint, it will behave identically to a unit that cannot
handle a move order.
• To set a move path through burned forest, place waypoints just before the burned forest,
just after the burned forest, and then toward your final destination.
• You may play the original MechCommander campaign using waypoints.
28 MECHCOMMANDER DESPERATE MEASURES
Notes
• To clear all orders, including ammo conservation mode, press BACKSPACE.
• If a unit in ammo conservation mode receives a new attack order, ammo conservation
mode is cancelled and the unit will fire all of its weapons.
• If a unit has only ammo weapons and is given the ammo conservation mode order, that
unit will not fire (as if it were out of weapons).
• A commander orders a group of units to use ammo conservation mode in the same
manner he would make any other order. If one of the units in the group has only ammo
weapons, then that unit will not fire (as if it were out of weapons).
• You may play the original MechCommander campaign using ammo conservation mode.
DIFFICULTY LEVELS
MechCommander Desperate Measures offers three levels of gameplay: easy, regular, and hard.
These levels can also be used to play the original MechCommander missions.
Note: You can change level difficulty before you start a mission or between missions. If a
mission proves to be too challenging, you can lower the difficulty setting, win the mission,
and then return to the former difficulty setting for the next mission.
MECHCOMMANDER DESPERATE MEASURES 29
KEYBOARD COMMANDS
Combat/Tactical
To Press
Assault from current location C+Left mouse button
Assault from long range L+Left mouse button
Assault from medium range M+Left mouse button
Assault from short range S+Left mouse button
Attack head 8+Left mouse button
Attack left torso 7+Left mouse button
Attack right torso 9+Left mouse button
Attack centre torso 5+Left mouse button
Attack left arm 4+Left mouse button
Attack right arm 6+Left mouse button
Attack left leg 1+Left mouse button
Attack right leg 3+Left mouse button
Order ammo conservation mode A+Left mouse button
Fire Support
Fire support gives the commander greater control over his combat resources. Launch small
artillery strikes, large artillery strikes, sensor probes, and camera drones by pressing a key on
the keyboard (not the numeric keypad) and clicking the mouse on the target—no wasting time
moving the cursor to the multifunctional display (MFD).
When a fire support hotkey is depressed, the corresponding button is highlighted on the MFD
per the RUN, JUMP, and GUARD hotkeys in original MechCommander. The fire support cursor
may be moved until it is deployed by clicking the left mouse button.
To Press
Drop small artillery strike at cursor 1+Left mouse button on target
Drop large artillery strike at cursor 2+Left mouse button on target
Drop sensor probe at cursor 3+Left mouse button on target
Drop camera drone at cursor 4+Left mouse button on target
Note: You must press a number key each time you want to drop artillery and so forth. For
example, to drop three small artillery strikes, you must press 1 and click the left mouse button
once on each of the targets.
Orders
To Press
Hold fire/stop BACKSPACE
Guard G+Left mouse click on target
Capture Left mouse click context-sensitive cursor on item
Repair/refit Left mouse click context-sensitive cursor on item
Lay mines F+Left mouse button
Power up PAGE UP
Power down PAGE DOWN
Eject HOME+Left mouse button
MECHCOMMANDER DESPERATE MEASURES 31
Unit Control
To Press
Reassign Force Groups CTRL+F1 through F4
Select all units in battlefield view E
Deselect all units Right mouse button on battlefield view
Get information on unit I+Left mouse button
Moving Units
To Press
Move half-power Left mouse button
Move full-power SPACEBAR+Left mouse button
Jump (jump-enabled ’Mechs only) J+Left mouse button
Create walk waypoint CTRL or F9
Create run waypoint CTRL+SPACEBAR or F10
Create jump waypoint CTRL+J or F11
Create minelayer waypoint CTRL+F
Battlefield View
The commands in this section can be triggered by pressing the appropriate key
on either the keyboard or the numeric keypad.
To Press
Zoom view in PLUS SIGN
Zoom view out MINUS SIGN
Scroll down DOWN ARROW
Scroll up UP ARROW
Scroll left LEFT ARROW
Scroll right RIGHT ARROW
32 MECHCOMMANDER DESPERATE MEASURES
Tactical Map
To Press
Scroll down CTRL+DOWN ARROW
Scroll up CTRL+UP ARROW
Scroll left CTRL+LEFT ARROW
Scroll right CTRL+RIGHT ARROW
Zoom in CTRL+PLUS SIGN
Zoom out CTRL+MINUS SIGN
System Commands
To Press
Pause game ESC or PAUSE
Enter chat mode (multiplayer) ENTER
MECHCOMMANDER DESPERATE MEASURES 33
CREDITS
FASA Interactive/Microsoft
Producer John Whitmore Quality Assurance
Mitch Gitelman TJ Wagner Michael Horn
Jordan Weisman Michel Lowrance
Lead Developer
Mark McNulty
Frank Savage Mission Design
Todd Squire
David Abzug
Lead Designer Harris Thurmond
Mike Lee
Mike Lee TJ Wagner
Rob Nicholls
Lead Artist Joe Sislow Documentation
Tom Burlington Vic Bonilla
Multiplayer Mission Design
Tom Burlington
Product Planner David Abzug
Mark Duncan
Jon Kimmich Derek Carroll
Dana Fos
Terry Cokenour
Technical Art Director Mitch Gitelman
John Howard
Jamie Marshall Chris Lassen
“Evil” John Moreland
Daj Oberg
Composer/Sound Designer Art Heinz Schuller
Duane Decker Vic Bonilla Lex Story
Programming Tom Burlington Jordan Weisman
Glenn Doren Andrew Hura
Special thanks:
Heidi Gaertner Todd Labonte
To Mort Weisman, Bryan
Jon Marcus Jamie Marshall
Nystul, and the entire staff
Frank Savage Larry Mast
of FASA Corporation. Also
Duane Molitor
Design to PaleRider, Mishima,
Allen Nunis
Mitch Gitelman and the Hardcorps Online
Charles Oines
Mike Lee who advised, encouraged,
Steve Scott
Denny Thorley and flamed
Lex Story
34 MECHCOMMANDER DESPERATE MEASURES
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2 Roundwood Avenue, Stockley Park, Uxbridge, UB11 1AZ ('Hasbro').
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for your own personal and private use and not in connection with any business activity. Unless otherwise
permitted by law, no part of this Product may be copied, reproduced, translated, modified, decompiled or
reduced into any electronic or other form without the prior written consent of Hasbro. You may not rent or
lease, or sell or transfer copies of the Product or any part of it.
2. WARRANTY
Hasbro warrants to you only that for a period of ninety days from purchase the Product will perform
substantially in accordance with the specifications set out in this manual and that the original CD-ROM
disk itself will be free from defects in materials and workmanship.
During this period the Product, if defective, will be replaced free of charge if returned to Hasbro at
Caswell Way, Newport, Gwent, NP9 0YH, together with a dated proof of purchase, a brief description
of the defect and the address to which it is to be returned. Any replacement will be warranted for
a further 90 day period. This warranty does not affect your statutory rights in any way.
This warranty does not apply to defects caused by misuse, neglect, incorrect installation, damage,
alteration, repair or excessive wear.
3. LIABILITY
Except as stated at 2 above, all conditions, warranties, terms, representations and undertakings express
or implied, statutory or otherwise, in respect of the Product are expressly excluded.
Hasbro's liability to you shall under no circumstances exceed the original retail price of the Product and
Hasbro does not accept liability for any indirect or consequential damage or loss (even if it is aware that
the possibility of such damage or loss) including lost profits or revenues, or for any damages, costs
or loss incurred as a result of loss of time or data or from any other cause.
Nothing set out above shall limit or exclude the Hasbro's liability to you for death or personal injury
resulting from its own negligence or any other liability not capable of exclusion or limitation by law.
If you do not agree to be bound by these terms, you should immediately return the Product to Hasbro
at Caswell Way, Newport, Gwent, NP9 OYH, together with a dated proof of purchase, for a full refund.
36 MECHCOMMANDER DESPERATE MEASURES
■ Software Upgrades
■ Demos
■ Interaction
■ Interviews
■ Competitions
NOTES
MECHCOMMANDER
i COMBAT/TACTICAL
KEYBOARD Assault from current location C+Left mouse button
Assault from long range L+Left mouse button
FUNCTION Assault from medium range M+Left mouse button
CHART Assault from short range S+Left mouse button
Attack head 8+Left mouse button
Attack left torso 7+Left mouse button
Attack right torso 9+Left mouse button
Attack centre torso 5+Left mouse button
Attack left arm 4+Left mouse button
Attack right arm 6+Left mouse button
Attack left leg 1+Left mouse button
Attack right leg 3+Left mouse button
Order ammo conservation mode A+Left mouse button
i FIRE SUPPORT
Drop small artillery strike 1+Left mouse button
Drop large artillery strike 2+Left mouse button
Drop sensor probe 3+Left mouse button
Drop camera drone 4+Left mouse button
i ORDERS
Hold fire/stop BACKSPACE
Guard G+Left mouse click on target
Capture Left mouse click context-sensitive cursor on item
Repair/refit Left mouse click context-sensitive cursor on item
Lay mines F+Left mouse button click
Power up PAGE UP
Power down PAGE DOWN
Eject pilot HOME+Left mouse button on unit
i UNIT CONTROL
Reassign Force Groups CTRL+F1 through F4
Select all units in view E
Deselect all units Right mouse button on battlefield view
Get information on unit I+Left mouse button on unit
i MOVING UNITS
Move half-power Left mouse button
Move full-power SPACEBAR+Left mouse button
Jump (jump-enabled ’Mechs only) J+Left mouse button
Create walk waypoint CTRL or F9
Create run waypoint CTRL+SPACEBAR or F10
Create jump waypoint CTRL+J or F11
Create minelayer waypoint CTRL+F
i BATTLEFIELD VIEW
Zoom view in PLUS SIGN
Zoom view out MINUS SIGN
Scroll down DOWN ARROW
Scroll up UP ARROW
Scroll left LEFT ARROW
Scroll right RIGHT ARROW
i MULTIFUNCTIONAL DISPLAY (MFD)
Open/close MFD ALT
Open/close MFD (Command Palette) TAB
i SYSTEM COMMANDS
Pause game ESC or PAUSE
Enter chat mode (multiplayer) ENTER
SUPPLEMENTAL
BRIEFING A