EQUIPMENT SYSTEMS

  TECH

XP

NAME / TYPE

WT

DAMAGE

DAMAGE
/ SEC.

HEAT

HEAT
/ SEC.

AMMO
/ TON.

RANGE
/ METERS

RECYCLE
/ SEC.

SLOTS

I.S.

 

    Artillery Beacon

5

40

6.67

5

.825

2

360

6

1

I.S.

 

    ECM

1

0

0

0

0

0

0

0

-

CLAN

    Enhanced Optics

1

0

0

0

0

0

0

0

0

I.S.

 

    Flare

1

0

0

2

1

10

360

2

1

I.S.

 

    High Explosive

2

100

40

0

0

1

30

2.5

2

I.S.

    IFF Jammer

1

0

0

0

0

0

0

0

-

CLAN

 

    NARC

2

0

0

1

0.33

6

600

3

1

I.S.

 

    NARC

4

0

0

1

0.33

6

450

3

1


EQUIPMENT SYSTEMS

  TECH

XP

NAME / TYPE

WT

DAMAGE

DAMAGE
/ SEC.

HEAT

HEAT
/ SEC.

AMMO
/ TON.

RANGE
/ METERS

RECYCLE
/ SEC.

SLOTS

I.S.

 

    Artillery Beacon

5

40

6.67

5

.825

2

360

6

1

I.S.

    Artillery Beacon

5

40

2

5

.25

2

400

20

1

I.S.

 

    ECM

1

0

0

0

0

0

0

0

-

CLAN

 

    Enhanced Optics

1

0

0

0

0

0

0

0

0

I.S.

 

    Flare

1

0

0

2

1

300

800

2

1

I.S.

 

    IFF Jammer

1

0

0

0

0

0

0

0

-

CLAN

 

    NARC

2

0

0

1

0.33

6

600

3

1

CLAN

    NARC

2

0

0

1

0.33

6

800

3

1

I.S.

 

    NARC

4

0

0

1

0.33

6

450

3

1

I.S.

    NARC

4

0

0

1

0.33

6

700

3

1

MIX

    Overhead Flare

1

0

0

2

0.4

25

1000

5

1

MIX

    Flare Launcher

0.5

0

0

1

0.5

10

1000

2

1

Assault Mechs

EQUIPMENT AVAILABILITY

• = BLACK KNIGHT ONLY   • = MERCENARIES ONLY

  TECH

XP

NAME

WT

ECM

BAP

IFF

OPT

AMS

L_AMS

LAMP

JETS
/ WT.

GYRO
/ WT.

I.S.

 

ATLAS

100

•

•

 

 

 

•

•

 

2

I.S.

ANNIHILATOR

100

 

 

 

 

 

•

•

 

 

CLAN

 

DAISHI

100

 

 

 

 

 

•

•

 

 

I.S.

FAFNIR

100

•

 

 

 

 

•

•

 

 

CLAN

KODIAK

100

•

 

 

 

 

•

•

6

 

CLAN

GLADIATOR

95

•

 

 

 

 

•

•

6

 

I.S.

HAUPTMANN

95

 

 

 

 

 

•

•

 

2

CLAN

WARTHOG

95

•

 

 

•

 

•

•

 

 

I.S.

HIGHLANDER

90

•

 

•

 

•

•

•

6

 

CLAN

BLOOD ASP

90

•

•

 

 

 

•

•

 

 

I.S.

CYCLOPS

90

•

•

•

 

 

•

•

 

2

CLAN

 

MADCAT MKII

90

 

•

 

 

 

•

•

6

 

I.S.

 

MAULER

90

 

•

 

 

•

•

•

 

2

I.S.

SUNDER

90

•

 

 

 

•

•

•

 

 

I.S.

LONGBOW

85

 

•

 

 

 

•

•

 

 

CLAN

MASAKARI

85

 

•

 

•

 

•

•

 

 

I.S.

STALKER

85

•

 

 

 

 

•

•

 

2

I.S.

TEMPLAR

85

 

 

 

 

 

•

•

5

2

I.S.

 

AWESOME

80

 

 

 

 

•

•

•

 

2

CLAN

CANIS

80

 

 

 

•

 

•

•

4

 

CLAN

GARGOYLE

80

•

 

 

 

 

•

•

 

 

I.S.

VICTOR

80

•

 

 

 

 

•

•

4

2

I.S.

ZEUS

80

 

•

 

 

•

•

•

 

 

Heavy Mechs

  TECH

XP

NAME

WT

ECM

BAP

IFF

OPT

AMS

L_AMS

LAMP

JETS
/ WT.

GYRO
/ WT.

I.S.

BLACK KNIGHT

75

•

 

 

•

•

•

•

4

 

CLAN

 

MAD CAT

75

 

•

 

•

 

•

•

 

 

I.S.

MARAUDER

75

 

•

 

 

 

•

•

 

 

I.S.

 

THANATOS

75

•

 

•

 

•

•

•

4

 

I.S.

THANATOS XT

75

•

 

•

 

 

•

•

 

 

I.S.

AVATAR

70

 

 

 

 

 

•

•

4

1.5

CLAN

GRIZZLY

70

•

 

 

 

 

•

•

4

 

CLAN

 

NOVA CAT

70

 

 

 

•

 

•

•

 

 

CLAN

 

THOR

70

•

 

•

 

 

•

•

4

 

I.S.

WARHAMMER

70

 

•

•

 

 

•

•

 

 

I.S.

ARGUS XT

65

 

 

•

 

 

•

•

 

 

I.S.

 

CATAPULT

65

 

 

 

•

•

•

•

4

1.5

CLAN

CAULDRON BORN

65

 

•

 

•

 

•

•

 

 

CLAN

 

LOKI

65

•

•

 

 

 

•

•

 

 

CLAN

ARES

60

 

•

 

•

 

•

•

4

 

I.S.

 

ARGUS

60

 

 

 

 

 

 

•

 

 

I.S.

DRAGON

60

•

 

•

 

•

•

•

 

 

I.S.

RIFLEMAN

60

•

•

•

 

 

•

•

 

 

CLAN

 

VULTURE

60

•

 

 

•

 

•

•

 

 

Medium Mechs

  TECH

XP

NAME

WT

ECM

BAP

IFF

OPT

AMS

L_AMS

LAMP

JETS
/ WT.

GYRO
/ WT.

CLAN

BLACK LANNER

55

•

•

 

•

 

•

•

 

 

I.S.

 

BUSHWACKER

55

 

•

•

 

•

•

•

 

1

CLAN

GRIM REAPER

55

•

 

•

 

 

•

•

3

 

CLAN

RYOKEN

55

 

•

 

•

 

•

•

3

 

CLAN

BLACK HAWK

50

 

 

 

 

 

•

•

3

 

CLAN

HELLHOUND

50

•

 

 

 

 

•

•

 

 

I.S.

HUNCHBACK

50

•

 

•

 

•

•

•

 

 

I.S.

 

UZIEL

50

 

•

 

 

•

•

•

3

 

CLAN

 

GESU

45

 

•

 

•

 

•

•

3

 

I.S.

 

HELLSPAWN

45

•

 

•

 

•

•

•

3

 

I.S.

HOLLANDER II

45

 

 

 

 

 

 

•

 

1

CLAN

 

SHADOWCAT

45

 

•

 

•

 

•

•

3

 

CLAN

ARCTIC WOLF

40

 

•

 

 

 

•

•

 

 

I.S.

 

CHIMERA

40

 

 

 

 

•

•

•

3

1

I.S.

STRIDER

40

 

•

•

 

 

•

•

 

 

Light Mechs

  TECH

XP

NAME

WT

ECM

BAP

IFF

OPT

AMS

L_AMS

LAMP

JETS
/ WT.

GYRO
/ WT.

CLAN

 

COUGAR

35

 

•

 

•

 

•

•

2

 

I.S.

OWENS

35

 

•

•

 

 

•

•

 

0.5

CLAN

PUMA

35

 

 

 

 

 

•

•

 

 

I.S.

 

RAVEN

35

•

•

•

 

•

•

•

 

0.5

I.S.

WOLFHOUND

35

•

 

•

 

•

•

•

 

 

I.S.

 

OSIRIS

30

 

 

•

 

•

•

•

2

0.5

CLAN

ULLER

30

•

 

 

 

 

•

•

 

 

CLAN

URBAN MECH -CL

30

•

 

 

•

 

•

•

2

 

I.S.

URBAN MECH -IS

30

•

 

•

 

 

•

•

2

 

I.S.

COMMANDO

25

 

 

•

 

 

•

•

2

0.5

CLAN

SOLITAIRE

25

 

•

 

•

 

•

•

 

 

I.S.

BRIGAND

25

•

 

 

 

 

 

•

 

0.5

CLAN

DASHER

20

•

•

 

 

 

•

•

 

 

I.S.

FLEA

20

•

 

 

 

 

•

•

 

 


ECM: Electronic Countermeasures reduces enemiy radar detection range. Extremely valuable for scouts, snipers and insurgency units. Units with passive sensors engaged will not see ECM equipped units on their radar, and will not be able to lock on or access damage. Extremely useful for approaching enemy emplacements undetected. While it can render units more difficult to detect, it reduces the time required for an enemy to obtain missile lock-on. While it's benefits may not be immediately obvious when piloting an equipped mech, it's effect is clear to see when facing ECM equipped enemy units.

IFF JAMMER: Another type of Electonic Countermeasure, the IFF Jammer confuses enemy radar signals, making equipped units appear neutral. Units equipped with IFF will not cause the targeting reticle to turn red when it passes over them, this is especially useful in long range battles, or those where visibility obscures the target. It will not prevent lock-on of missiles, though is is more difficult to maintain a steady aim until lock occurs without the usual visual cues. The reticle will merely remain green until the lock count is complete and then the computer will generate a tone as usual. Though mainly for scouting and insurgency units, it can provide a needed edge for pilots wishing to infiltrate deep into enemy held sectors.

Warhead's Tactical Tip Requires Inner Sphere Mech Pack to access.

ENHANCED OPTICS: Available on a limited number of mechs and added with the Clan Mech Pack, Enhanced Optics increases the size of the zoom window. This can greatly assist snipers and other long range configurations by allowing the pilot to maintain zoom on a moving target. You must obtain the Clan Mech pack in order to access this equipment in the Mechlab.

Warhead's Tactical Tip Requires Clan Mech Pack to access.

ENHANCED OPTICS

Enhanced optics provide a greatly increased field of view, excellent for snipers. Standard view is on the left, Enhanced view on the right.

BAP: Beagle Active Probe increases radar range from 1000 meters to 1200. Units equipped with BAP will be able to detect shutdown enemy units, although only within 100 meters. Like the ECM, it reduces enemy lock on time by 30% and should be used with caution in missile heavy environments. Extremely useful for scouting or missile equipped mechs. It can sometimes be useful for sniper operations by allowing units equipped with long range weapons to engage stationary targets well beyond visual range.

Warhead's Tactical Tip Like good eyesight, BAP is extremely valuable for all long range configs, especially missile equipped units.

AMS: Anti-Missile System engage any missile coming within range, helping to reduce the damage sustained during attacks. While it can be overwhelmed by group fired salvoes, it becomes more effective at range as missiles tend to spread during their flight. Units equipped with Anti-Missile systems, deployed together, will NOT defend one another with their AMS, they will only engage missiles directly targeted at their own mech.

LASER AMS:The Clan Laser Anti-Missile System operates in the same manner as the standard Inner Sphere variety, but requires no ammunition. Like the standard Inner Sphere AMS, this Clan model will only engage missiles targeted directly at the unit carrying it. Unlike the Inner Sphere type, the Laser AMS generates heat when firing. This usually poses no concern unless added to other heat factors, such as hot map, energy based configuration and missile heavy environment.

Warhead's Tactical Tip AMS/LAMS systems are invaluable for minimizing damage in any environment where missiles are used, make it a standard part of most any configuration. ALL AMS systems in Mercenaries are Laser AMS types.

LIGHT AMP: Light Amplification is standard equipment bot on Inner Sphere and Clan chassis types, and is available for all mechs. Valuable during night missions, enabling mechs to engage targets in near total darkness. Its primary weakness being susceptabiltiy to saturation by bright lights, flares or explosions, temporarily blinding the equipped unit.

JUMP JETS: Allow capable units to climb to areas off limits to earthbound mechs. Excellent for snipers or scout mechs, Jump Jets can greatly increase the survivability of equipped mechs. Valuable for Capture the Flag, where it can use it's jump ability to evade pursuing enemy units. Jump Jets can be made more effective through the use of "pulsing". After the mech is airborne, use the Jump button to sustain flight rather than a continuous application, unless greater height is required. Jump Jets recharge rather quickly and smaller units especially can benefit from their use. They can allow equipped units to reach the tops of the tallest buildings in the city using surrounding buidings as "stepping stones", though this requires some practice.

Jump Jets

Jump Jets are extremely valuable in accessing
prime fire support or sniper locations.

NARC: An active beacon that attaches itself to enemy units, all missiles launched without lock will immediately track towards the beacon. Warning! if launched into the ground, all unlocked missiles will also track into the ground. Also, any missile fired by team members will track to the spot the NARC is attached if no solid lock is obtained before firing. Range is limited to 600 meters with the clan version and only 450 using Inner Sphere, so equipped units must expose themselves to retaliatory fire to use it.

Warhead's Tactical Tip As AMS and Laser AMS systems act only open missiles that have a lock on the target, a well placed NARC beacon renders AMS/LAMS systems ineffective while it is active.

FLARE: Burn and illuminate large areas without drawing attention to mechs like headlights will, though units with Light Amplification will be temporarily blinded by them. Attched to mechs, flares can be seen at long range, even in foggy environments making them easily tracked and targeted. As an aid in close range combat, they can be chain fired in groups onto the cockpit window of an opponents mech, they can blind the pilot and prevent effective counter fire.

Warhead's Tactical Tip Attach them directly to a target's cockpit window, rendering the target blind. Mercenaries Flares are much longer ranged and provide 300 flares per ton of ammo.

OVERHEAD FLARE: With a range of up to 1000 meters, the Overhead Flare's rocket motor burns out and the flare falss to earth. Upon impact, it bounces up to it's operating altitude, deploys it's parachute and burns brightly for 8 seconds. These flares are extremely useful during night operations when attempting to target enemies lurking in the shadows at long range. They can also be fired within urban confines and will "bounch" perpendicular to whatever surface the come into contact with. This can result in having an extremely bright, low level flare hovering in place until it burns out.

Warhead's Tactical TipBounced off vertical walls, Overhead Flares are useful for blinding multiple enemies equipped with Light Amplification in urban areas.

Overhead Flares

Especially useful when fired in groups. Dark operational areas
can be brightly illuminated for short periods, greatly assisting
in maintaining defensive lines and discouraging insurgents.


HIGH EXPLOSIVE: Useful for destroying structures but often results in the destruction of the equipped unit as well. Servers can be set up to disallow friendly fire, allowing these previously suicidal pilots to obtain kills without being destroyed. HE has been found to be a very effective defensive weapon in CTF games, and avoiding the effects of the blast presents a considerable challenge to targeted mechs. Capture The Flag games do not penalize players or teams for suicides, and destroyed will respawn near their optimum defensive positions, making this weapon choice a "free ride" in some maps and situations.

Warhead's Tactical Tip Not available in Mercenaries due to it's potential for abuse. "Suicide" attacks are most effective when the weapon is detonated close to an opponents head.

ARTILLERY BEACON: In single player games, a flashing "Artillery" message on the HUD is single player games indicates the availability of artillery fire support. Extremely effective and vital for success in some missions. Approximately four (4) seconds after attaching the beacon, artillery fire will "engulf" the area. The beacon is genrally effective on stationary targets only, as the artillery fire will strike the spot where the beacon was attached, and will not track the beacon after attachment to a mobile target. A quick target will be well clear of the area by the time the supporting fire arrives.

The Artillery Beacon can be an effective way for very small mechs to maximize their limited firepower. The beacon is small, has little visible trail and is silent, it can therefore be useful for clearing guards away from flag bases in CTF games, or driving missile units out of support positions. Artillery Strike blast & heat effects are concentrated at the center of the strike and falls off rapidly. In groups, they are deadly against stationary targets and when chain fired, can sweep a large area.

Warhead's Tactical Tip Use in conjunction with Flamers, shutting a target down with heat and planting the beacon directly between the legs. WARNING! Such tactics can be addictive and will quickly corrupt one's game karma.

ARTILLERY

The Artillery Beacon is valuable for sweeping jump snipers or missile support units,
such as this unfortunate Catapult, from strategic locations. A fast, manueverable
unit equipped with Artillery Beacons and a fast firing energy or ballistic weapon can
distract enemies with irritating fire while discretely planting the beacon.