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MCG Manual

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SUPPLEMENTAL

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.

Good Luck and Good Hunting,


Colonel Reese

©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.”

MECHCOMMANDER DESPERATE MEASURES


SYSTEM REQUIREMENTS
MechCommander Desperate Measures requires the following minimum system requirements:
• 133MHz Pentium
• Windows® 95 or Windows® 98
• 32MB RAM
• Super VGA graphics (640 x 480 x 256 colors)
• Quad-speed CD-ROM drive
• Hard drive (210MB free)
• DirectX-compatible sound card
The following system requirements are recommended:
• 166MHz Pentium
• 64MB RAM
• 8x-speed CD-ROM drive
• Hard drive (620MB free)
The following system requirements are required for multiplayer:
• Null-modem serial cable; or
• Windows-compatible 28.8kps modem or faster; or
• Local area network using IPX or TCP/IP; or
• Internet play requires a true TCP/IP connection
2 MECHCOMMANDER DESPERATE MEASURES

INSTALLING MECHCOMMANDER DESPERATE MEASURES


You do not need to have the original MechCommander game installed on your computer in
order to install MechCommander Desperate Measures.

To install MechCommander Desperate Measures


1 Place the MechCommander Desperate Measures disc into your CD-ROM drive.

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.”

STARTING MECHCOMMANDER DESPERATE MEASURES


To start a MechCommander Desperate Measures campaign
1 If the MechCommander Desperate Measures disc is already in your CD-ROM drive,
click Start, point to Programs, point to MicroProse, point to MechCommander Desperate
Measures, and then click MechCommander Desperate Measures.
You can skip the opening cinematics by pressing ESC.
2 On the main menu, click Expansion Campaign.

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.

To set the difficulty level


1 On the MechCommander main menu, click Preferences.
2 Under Difficulty, click Easy, Regular, or Hard.

At the Easy level, your units’ hit and damage points are significantly increased.
MECHCOMMANDER DESPERATE MEASURES 3

THE MISSION EDITOR


The Mission Editor lets you design your own MechCommander missions. Place buildings,
set mission objectives, landscape the terrain—you control everything. After you’re finished
creating your mission, share missions with friends or play theirs.

INSTALLING THE MISSION EDITOR


If you did not install the Mission Editor when you installed the game, you will need to install
the Mission Editor manually.
1 Insert the MechCommander Desperate Measures disc into your CD-ROM drive.

2 Open Windows Explorer and click the icon for your CD-ROM drive (usually D:).

3 Double-click the Mcedsetp folder.

4 Double-click the Disk1 folder.

5 Double-click the Setup.exe file.

6 Follow the instructions onscreen to install the Mission Editor.

STARTING THE MISSION EDITOR


To start the Mission Editor, if the MechCommander Desperate Measures disc is already in your
CD-ROM drive, click Start, point to Programs, point to MicroProse, point to MechCommander
Desperate Measures, and then click Mission Editor.
4 MECHCOMMANDER DESPERATE MEASURES

CREATING A NEW MISSION


When creating a mission, keep the following in mind
• Make the objectives fun and create multiple ways to achieve each objective
• Compartmentalize battles so they don’t run into each other
• Create terrain that assists and challenges the commander, such as mountains, cliffs,
bridges, etc.
• Create choke points (geography that constrains movement) for tactical maneuvers such as
ambushes or blowing up a bridge
• In a multiplayer game, provide only just enough resources for one team
To create a new mission
1 Choose either Multiplayer Mission Editor or Solo Mission Editor at the first dialog box.

2 Select New Mission at the next dialog box.

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.

The Main Toolbar and Tools Menu


Use the Main Toolbar and Tools menu to make changes to the map.

• 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

• Drag View moves the map as you drag the cursor.


• Zoom In magnifies the map.
• Zoom Out reduces the map view.
• Spray Trees randomly places assorted trees in a 9-tile area.
• Erase deletes objects on the map. It does not delete map objects that were placed from
the Terrains palette. The cursor will look like an eraser when placed over an object it can
erase. If the object cannot be erased, the eraser will be all red.
• Rotate changes the selected object’s orientation. Click the object to cycle through the rotation.
• Raise Vertex raises the height of the selected vertex for two cells along its axis. Each
click raises the vertex and the transition area by one level. Use Raise Vertex to create
mountain ranges.
• Lower Vertex lowers the height of the selected vertex for two cells along its axis. Use
Lower Vertex to create troughs. You can lower the slope to sea level (0 height) and it will
be filled with water.
• Make Hilly randomly changes the slope of the selected area.
• Flatten flattens the slope of the selected level by one level in height.
• Link Buildings connects structures so that a control structure, such as a gate control,
commands all of its linked structures. For example, if a gate control is linked to a series of
gates, an enemy that captures the gate control gains commands of all the gates linked to
that gate control.
Controlling Structure Controlled Structure
Main or Auxiliary Power Turret Control
Turret Control Turret
Sensor Control Sensor
Gate Control Gate
Make sure that controlling structures, such as a gate control, are set to the correct align-
ment (Allied, Enemy or Neutral) in order for the controlled structures, such as gates, to
react correctly to units.
• Unlink Buildings breaks a selected link between a control and controlled structure.
• Damage damages overlays and structures for a more realistic, war-torn environment.
Damaging a turret, for example, renders it inoperative.
MECHCOMMANDER DESPERATE MEASURES 7

• Repair fixes damaged overlays and structures.

The Standard Toolbar

• Display Grid either shows or hides the gridlines on the map.


• Undo reverses the last command you made or deletes the last item you placed on the
map. Click Undo repeatedly to undo to the point of the file’s last save.
• Redo reverses the Undo command.
• Set Height adjusts the height of a selected map area. First, select an area on the map
by clicking the Select Area button on the toolbar. Then click the Set Height button, type
in a height and click the OK button. Click the Apply button to look at the height before
accepting the change.

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

1 Select an objective, such as Move to Area.

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.

Your Mission File


Use the File menu to create, open, save and compress your mission file.
• New creates a new solo or multiplayer mission file.
• Open loads a previously saved mission or map.
• Save saves your current map, including its mission data. The file is saved to your
C:\Program Files\MicroProse\MCX\Data\Terrain folder.
• Save As lets you save your map and mission data under a new file name.
• Write Distribution File (DPK) compresses an already saved map and mission data into a
DPK file, which you can then share with other players. Missions you create with the
Mission Editor are displayed in the Select Mission list. Missions created by other people or
on other computers must be converted from a DPK file to be displayed in the Select
Mission list. For information on how to convert a DPK file, refer to Using DPK files to
Share Missions in the Help file.
• Save Map Only saves just the map without any mission data.
• Exit exits the Mission Editor.
MECHCOMMANDER DESPERATE MEASURES 11

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.

Inner Sphere ’Mechs Clan ’Mechs


Stiletto Shadow Cat
Bushwacker Nova Cat
Mauler Turkina
12 MECHCOMMANDER DESPERATE MEASURES

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

1 Large Pulse Laser,


WEAPON 22070 35 Tons Light 36m/sec Light Mod Long 2 LRM Racks,
1 Sensor—Intermediate

1 Streak SRM Pack,


JUMP 26780 35 Tons Light 36m/sec Light Mod Long 3 LRM Racks,
1 Sensor—Intermediate

The fastest ’Mech in the Inner Sphere


arsenal carries an Intermediate Sensor
for advance warning of opponents near
range. Its speed gives it unparalleled
ability to evade combat with sufficient
weaponry to extract itself from a skirmish
while damaging opponents. A good unit
for scouting or recon missions, the
Stiletto may be the Inner Sphere’s answer
to the Clan’s Uller, although its reliance on
ammo-based weapon systems make it
susceptible to resupply failures.

Version Manufacturer:
Coventry Metal Works
Armour Source: Unknown
Communication System: Unknown
Targeting and Tracking System: Unknown

i STILETTO BUSHWACKER MAULER SHADOW CAT NOVA CAT TURKINA


MECHCOMMANDER DESPERATE MEASURES 13

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

2 Lasers, 1 SRM Pack,


WEAPON 33260 55 Tons Med 24m/sec Mod Hvy Short 1 LB-X Autocannon, 2 LRM Racks,
1 Sensor—Basic

1 Laser, 1 SRM Pack,


JUMP 35950 55 Tons Med 24m/sec Mod Hvy Short 1 LB-X Autocannon, 2 LRM Racks,
1 Sensor—Basic

Built with flexibility in mind, the


Bushwacker’s default weapons
mix is quite lethal against Inner
Sphere opponents, although comparable
Clan weapon systems out-range the
Bushwacker by up to 50%. A fast,
maneuverable ’Mech with a versatile
design, use Bushwackers with
Autocannons to attack Clan units at
close range through difficult terrain.

Version Manufacturer:
TharHes Industries
Armour Source: Unknown
Communication System:
TharHes Euterpe HM-14
Targeting and Tracking System:
TharHes Ares-8a

STILETTO i BUSHWACKER MAULER SHADOW CAT NOVA CAT TURKINA


14 MECHCOMMANDER DESPERATE MEASURES

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

2 Heavy LB-X Autocannons, 1 Large Laser,


WEAPON 66170 90 Tons Assault 15m/sec Mod V Hvy Short 1 Large ER Laser, 1 Light LB-X Autocannon,
2 Light Gauss Rifles, 1 Sensor—Basic

1 Large Laser, 2 LRM Racks,


JUMP 65220 90 Tons Assault 15m/sec Mod V Hvy Short 2 Light LB-X Autocannons, 2 Light
Gauss Rifles, 1 Sensor—Basic

An assault-class ’Mech produced under


high security by the Draconis Combine,
the Mauler is proportionally smaller than
the Atlas, its 100-ton cousin. The Mauler
delivers a high volume of armour-shredding
firepower at a long range, due to the
LB-X Autocannons found in each variant.

Version Manufacturer:
Luthien Armour Works
Armour Source: New Samarkand Royal
Communication System:
Sipher Security Plus
Targeting and Tracking System:
Matabushi Sentinel

STILETTO BUSHWACKER i MAULER SHADOW CAT NOVA CAT TURKINA


MECHCOMMANDER DESPERATE MEASURES 15

Inner Sphere ’Mech Comparison Chart

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

ARMOUR 22420 35 Tons Light 36m/sec Mod Mod Long


WEAPON 22070 35 Tons Light 36m/sec Light Mod Long
JUMP 26780 35 Tons Light 36m/sec Light Mod Long

BUSHWACKER
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP

ARMOUR 34680 55 Tons Med 24m/sec Mod Hvy Short


WEAPON 33260 55 Tons Med 24m/sec Mod Hvy Short
JUMP 35950 55 Tons Med 24m/sec Mod Hvy Short

MAULER
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP

ARMOUR 60740 90 Tons Assault 15m/sec Hvy V Hvy Short


WEAPON 66170 90 Tons Assault 15m/sec Mod V Hvy Short
JUMP 65220 90 Tons Assault 15m/sec Mod V Hvy Short
16 MECHCOMMANDER DESPERATE MEASURES

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

Technically a heavy scout, the Shadow Cat


is well armed and armoured—ideal for
hazardous recon missions teamed with
other light- or medium-class ’Mechs as
part of a command Star. The Clan Nova
Cat’s apparent response to the Wolf Clan’s
Fenris ’Mech, it accelerates to top speed
at an astonishing rate and was used to
overwhelm the forward observation posts
at Luthien as they relayed reports of
oncoming enemy. Its default configuration
leaves it vulnerable to indirect fire.

Version Manufacturer: Unknown


Armour Source: Unknown
Communication System: Unknown
Targeting and Tracking System: Unknown

STILETTO BUSHWACKER MAULER i SHADOW CAT NOVA CAT TURKINA


MECHCOMMANDER DESPERATE MEASURES 17

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

1 Clan Pulse Laser, 4 Clan Streak


WEAPON 57490 70 Tons Hvy 21m/sec Mod Hvy Short SRM Packs, 2 Clan Heavy LB-X

1 Clan Heavy Flamer, 3 Clan Pulse Lasers,


JUMP 66210 70 Tons Hvy 21m/sec Mod Hvy Short 2 Clan Heavy LB-X Autocannons,
1 Clan Sensor—Basic

A short-range killing machine, the Nova


Cat was designed to butcher anything that
gets too close. In 3059, the Nova Cat first
saw battle against the Smoke Jaguars as
part of Operation Bulldog. Here the Nova
Cat proved its awesome long-range fire-
power, but during the Operation several
Nova Cats were captured by the Smoke
Jaguar Clan. Periphery sources suggest
that Nova Cat variations have been added
to Clan arsenals.

Version Manufacturer:
Barcella Alpha, Irece Alpha
Armour Source: Unknown
Communication System:
JNE Integrated
Targeting and Tracking System:
Build 2 CAT TTS

STILETTO BUSHWACKER MAULER SHADOW CAT i NOVA CAT TURKINA


18 MECHCOMMANDER DESPERATE MEASURES

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

1 Clan Pulse Laser, 2 Clan LB-X Autocannons,


WEAPON 104710 95 Tons Assault 15m/sec Hvy V Hvy Short 2 Clan ER PCCs, 2 Clan LR Missile Packs,
2 Clan Lt LB-X ACs, 1 Clan Sensor–Basic

1 Clan Pulse Laser, 2 Clan LB-X Autocannons,


JUMP 90190 95 Tons Assault 15m/sec Hvy V Hvy Short 2 Clan Lg ER Lasers, 2 Clan LR Missile Packs,
2 Clan Lt LB-X ACs, 1 Clan Sensor–Basic

The Clan’s Turkina assault-class ’Mech


carries crippling long-range firepower
and can smash anything that gets too
close. The Turkina’s flexible weapon system
packs exactly twice the punch packed by
the primary configuration of the Thor, but
it accomplishes this with only 40% more
weight. The increased use of energy
weapons in the Turkina is in direct
response to the Clan’s defeats on Tukayyid,
where ammo resupply efforts failed.

Version Manufacturer: Unknown


Armour Source: Unknown
Communication System: Unknown
Targeting and Tracking System: Unknown

STILETTO BUSHWACKER MAULER SHADOW CAT NOVA CAT i TURKINA


MECHCOMMANDER DESPERATE MEASURES 19

Clan ’Mech Comparison Chart

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

ARMOUR 39650 45 Tons Med 27m/sec Mod Mod Med


WEAPON 42000 45 Tons Med 27m/sec Light Mod Med
JUMP 40870 45 Tons Med 27m/sec Light Mod Med

NOVA CAT
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP

ARMOUR 61590 70 Tons Hvy 21m/sec Hvy Hvy Short


WEAPON 57490 70 Tons Hvy 21m/sec Mod Hvy Short
JUMP 66210 70 Tons Hvy 21m/sec Mod Hvy Short

TURKINA
VARIANT COST WEIGHT CLASS SPEED ARMOUR STRUCT JUMP

ARMOUR 84110 95 Tons Assault 15m/sec V Hvy V Hvy Short


WEAPON 104710 95 Tons Assault 15m/sec Hvy V Hvy Short
JUMP 90190 95 Tons Assault 15m/sec Hvy V Hvy Short
20 MECHCOMMANDER DESPERATE MEASURES

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

RECYCLE 6 sec (slow)

DAMAGE 12 (very heavy)

RANGE Medium

This launcher fires one medium-range, ’Mech-crippling missile over


obstacles. It cannot arm itself at targets within 50 metres. It is not
available in the Battalion Inventory and must be obtained through
battlefield salvage. It carries limited ammo. (32 shots)
MECHCOMMANDER DESPERATE MEASURES 21

Light Medium Heavy


LB-X AUTOCANNONS
COST 3560 8480 12850

LOAD VAL 9.5 14.5 19.5

RECYCLE 1.75 sec (v fast) 4 sec 6 sec

DAMAGE 0.5 (v light) 2 5

RANGE Long Medium Short

The light version of the LB-X Autocannon fires at a faster rate


than the Light Autocannon. The heavy version fires a massive
short-range, shotgun-like round capable of striking multiple
armour sections simultaneously. All variations carry limited
ammo. (Light: 260 shots; Medium: 90; Heavy: 35)

Light Medium Heavy


CLAN LB-X AUTOCANNONS
COST 3560 8480 12850

LOAD VAL 8.5 13.5 17.5

RECYCLE 1.75 sec (v fast) 4 sec 6 sec

DAMAGE 0.5 (v light) 2 5

RANGE Long Medium Short

(Light: 260 shots; Medium: 90; Heavy: 35)


22 MECHCOMMANDER DESPERATE MEASURES

COST 19570
LARGE X-PULSE LASER
LOAD VAL 13

RECYCLE .075 sec (very fast)

DAMAGE 1.5 (light)

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

RECYCLE 5 sec (slow)

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

RECYCLE 7.5 sec (slow)

DAMAGE 8 (very heavy)

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

Originally planned as a highly maneuverable replace- TYPE Lt Scout

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

not be underestimated. WEAP/COMP 1 Gauss Rifle


24 MECHCOMMANDER DESPERATE MEASURES

COST 13870
MANTICORE HEAVY TANK WEIGHT 60 Tons

First issued to the Lyran Royal Guard units, the Manticore TYPE Hvy Tank

has seen combat throughout the Inner Sphere. It is an SPEED 15m/sec


impressive heavy tank, affording excellent armour protection ARMOUR Mod
and effective, accurate firepower. Long regarded as a WEAP/COMP
powerful infantry weapon, the Manticore provides medium- 1 Particle Projector Cannon
range armoured firepower with excellent fields of fire
1 Large Pulse Laser
from the missile packs’ location in the turret.
2 SRM Packs

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

maneuver. Its firepower is limited, however. WEAP/COMP 6 LRM Rocks

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

MechCommanders have used its combustible payload as WEAP/COMP None


an offensive weapon. If the vehicle is destroyed, the
ordnance it carries will explode, damaging everything
within the blast radius.
26 MECHCOMMANDER DESPERATE MEASURES

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

AMMO CONSERVATION MODE


To give the commander greater control over his resources in combat, he can order units to fire
energy weapons only, conserving precious ammunition until it is truly needed.
Energy weapons are those with an unlimited supply of shots—for example, Pulse Lasers,
Heavy Flamers, and Particle Projector Cannons. Ammo weapons are those that fire a limited
supply of shots or salvos—for example, Gauss Rifles, Autocannons, and Missile Packs.

To order ammo conservation mode


w Hold down A and then, on the main screen, click the enemy you want to hit with energy
weapons only. The cross hairs will appear orange.

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.

To set the difficulty level


1 On the MechCommander Desperate Measures main menu, click Preferences.

2 Under Difficulty, click Easy, Regular, or Hard.

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

Keyboard Commands continues . . .


30 MECHCOMMANDER DESPERATE MEASURES

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

Multifunctional Display (MFD)


To Press
Open/close MFD ALT
Open MFD (Briefing Active) ALT+B
Open MFD (Information/ ALT+D
Briefing Active)
Open MFD (Map Active) ALT+M
Open MFD (Salvage Active) ALT+S
Open MFD (Chat Active) ALT+C
(multiplayer missions only)
Open/close MFD (Command Palette) TAB

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

CUSTOMER SERVICES
If you have problems and require assistance you can contact our Customer Services:

Phone: +44 (0) 1454 893900


Hours of operation: 0900-1730 GMT/BST, Monday to Friday
Fax: +44 (0) 1454 894296
Note: Phoning this number costs the same as a standard rate call no matter where you call from in
the UK. If you do telephone the Technical Support line, if possible please be sitting in-front of your
computer and have a pen and paper at the ready. Before contacting our Technical Support Hotline,
please try to have the following information ready so that we may help you more efficiently:
The name of the game, the make and model of your computer, the processor and it's speed,
peripherials, graphics card with it's driver date and version, sound card with it's driver date and
version, which version of Windows you are using, total memory installed, exact error message (if
any) version of DirectX installed, type of CD-ROM drive, total system resources free before running
the program and finally the name of any programs running in the background.

EMAIL
Alternatively you can email our Technical Support operators:
uksupport@hiuk.com

WEBSITE
http://www.hasbrointeractive.com
To ensure a prompt reply please summarise your issues as concisely as you can, giving
details, as above, of the game, the problem or error, any circumstances that you feel relevant
and your particular computer system. We will endeavour to return your mail within the day.
All letters should be addressed to:
Hasbro Interactive (Europe) Customer Support
The Ridge, Chipping Sodbury
South Gloucestershire
BS37 6BN
England, UK

CUSTOMER SERVICES - AUSTRALIA


If you have problems and require assistance you can contact our Customer Services:
Phone: 1902 262 667
(calls charged at $1.50 per minute, a higher rate applies to mobile and public phones).
MECHCOMMANDER DESPERATE MEASURES 35

NOTICE/WARRANTY
1. LICENCE
The software and all images, photography, animations, video, audio, music and text contained on the
enclosed CD-ROM and this manual, (together, 'the Product') are protected by copyright and other
intellectual property rights which are owned by or licensed to Hasbro Interactive Limited of
2 Roundwood Avenue, Stockley Park, Uxbridge, UB11 1AZ ('Hasbro').
Hasbro grants to you as the original purchaser of this Product a non-transferable right to use the Product
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

HASBRO INTERACTIVE’S WEB SITES


Hasbro Interactive has exciting, full and active web sites dedicated to ensure you get the most
out of your new games. You can visit us at:
http://www.hasbro-interactive.com
■ Technical Support

■ Hints and Tips

■ Software Upgrades

■ Demos

■ Interaction

■ Interviews

■ Competitions

and much more.


We are constantly updating our web sites so stop by and visit us frequently. With events and
new additions planned, you won’t want to miss out.
MECHCOMMANDER DESPERATE MEASURES 37

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

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