26006 INTERNET (ZONE.COM) Select this connection type, and then click Go to the Zone to play a MechCommander 2 multiplayer game on the MSN Gaming Zone.
26007 GO TO THE ZONE Click to close MechCommander 2 and point your Internet browser to the MechCommander 2 lobby on the MSN Gaming Zone. If you are not connected to the Internet, you will be prompted to connect if your computer does not automatically do so.
26008 This connection type will close MechCommander 2 and point your Internet browser to the MechCommander 2 lobby on the MSN Gaming Zone. You must have a valid Zone account (free) to play MechCommander 2 on the Zone.
26009 LOCAL NETWORK Select this connection type, and then click either Go to LAN Browser or Host Game to join or host a game on your local area network.
26010 GO TO LAN BROWSER Click to proceed to the LAN browser, where you will find a list of games to play on your local area network.
26011 This connection type will let you play a MechCommander 2 multiplayer game with other people on your local area network (LAN). You must have a LAN network adapter and be connected to a LAN to use this connection type.
26012 GO TO LAN BROWSER
26013 JOIN GAME
26014 Type in the IP address of a server running a MechCommander 2 multiplayer game, and then click this button to join that game. If the game is locked, full, or in progress, you will not be able to join.
26015 HOST GAME
26016 HOST GAME Click to host a game.
26017 This connection type will let you play a MechCommander 2 multiplayer game at a location on the Internet that you specify by providing a specific IP address. If you are the host, be sure to give your IP address to other players so they can join your game.
26018 Host IP Address
26019 JOIN GAME Select an IP address in the drop-down list, or enter the IP address of a server running a MechCommander 2 multiplayer game, and then click Join Game. If the game is locked, full, or in progress, you will not be able to join.
26020 AgencyFB17.d3f
26021 AgencyFB17.d3f
26022 AgencyFB17.d3f
26023 AgencyFB17.d3f
26024 AgencyFB17.d3f
26025 ArialNarrow8.d3f
26026 AgencyFB14.d3f
26027 AgencyFb17.d3f
26028 AgencyFB17.d3f
26029 AgencyFB11.d3f
26030 AgencyFB17.d3f
26031 AgencyFB17.d3f
26032 AgencyFB14.d3f
26033 AgencyFB14.d3f
26034 AgencyFB17.d3f
26035 You are currently not connected to the Internet and will not be able to connect to games. Please connect to your Internet service provider and try again.
26036 Unnamed Player
26037 Unnamed Unit
26038 The host could not be found.
26039 AgencyFB11.d3f
26040 The connection could not be made.
26041 AgencyFB11.d3f
26042 This session is already in progress.
26043 AgencyFB11.d3f
26044 This session has been locked.
26045 AgencyFB11.d3f
26046 This session has disappeared.
26047 AgencyFB11.d3f
26048 AgencyFB11.d3f
26049 Connecting to game %s
26050 LAN BROWSER
26051 HOST GAME
26052 GAME NAME
26053 PLAYERS
26054 MAP NAME
26055 PING
26056 JOIN
26057 AgencyFB14.d3f
26058 AgencyFB17.d3f
26059 AgencyFB17.d3f
26060 AgencyFB17.d3f
26061 AgencyFB17.d3f
26062 AgencyFB11.d3f
26063 AgencyFB11.d3f
26064 AgencyFB11.d3f
26065 AgencyFB11.d3f
26066 ArialNarrow8.d3f
26067 AgencyFB11.d3f
26068 INTERNET (DIRECT TCP/IP) Select this connection type, and then either enter the IP address of the game you want to join and click Join Game or click Host Game.
26069 GAME NAME The games currently on your local area network. To sort the entire browser list in descending or ascending alphabetical order by game name, click the Game Name heading.
26070 PLAYERS The number of players currently in each game and the maximum number allowed, as defined by the game host. To sort the entire browser list in descending or ascending numerical order by number of players currently in the game, click the Players heading.
26071 MAP NAME The map names of the games currently on your local area network. Map names are an indication of the type of gameplay that will be encountered. To sort the entire browser list in descending or ascending alphabetical order by map name, click the Map Name heading.
26072 PING The ping of the games currently on your local area network. The lower the ping, the better your connection will be to that game. Green = low ping, thus a better connection; yellow = medium; red = high.
26073 JOIN Proceed to the Mission Parameters screen for the game selected in the browser list.
26074 HOST GAME Open the Host Game dialog box, where a new game is named.
26075 BACK Return to the Connection Type screen.
26076 LAN BROWSER In this screen, you can review the games currently running on your local area network, join an existing game, or host a new game. Games can be sorted by clicking any column heading. A selected game is white, games that can be joined are orange, and games that are not available for selection are gray.
26077 CONNECTION TYPE In this screen, you can choose which type of connection you want to play a multiplayer game.
26078 MISSION PARAMETERS In this screen, the host can set all the desired parameters for the game. Players joining the game cannot make any changes to the Mission Parameters screen but will use the information for setting up their teams and setting their individual player preferences.
26079 Unable to connect, game versions are different
26080 AgencyFB11.d3f
26081 This session is already full.
26082 AgencyFB11.d3f
26083 MechCommander 2 will now close and take you to the Zone to play.
26084 CONTINUE
26085 The game will not launch until %s has the map.
26086 Arial9Chat.tga
26087 arial9game.tga
26088 You must select a player to boot.
26089 Boot %s?
26090 HOST IP ADDRESS Enter the IP address of the game you want to play. The game's host can provide you with this number, which is shown in the Host IP Address box in the Mission Parameters screen. Click the down arrow to select an IP address in a list of previous IP addresses.
26091 The launch has been aborted.
26092 SAVE TRANSCRIPT Save a transcript of the game.
26093 CLOSE Return to the Mission Parameters screen.
26094 The game will not begin until %s has the proper version of the map.
26100 HOST GAME
26101 New Game Name
26102 Allow All Technologies
26103 Maximum Number of Players
26104 AgencyFB17.d3f
26105 AgencyFB17.d3f
26106 AgencyFB17.d3f
26107 AgencyFB14.d3f
26108 AgencyFB14.d3f
26109 AgencyFB14.d3f
26110 AgencyFB11.d3f
26111 AgencyFB14.d3f
26112 AgencyFB11.d3f
26113 LOCKED GAMES A locked game icon in this column indicates that the host has locked the game and it cannot be joined by any more players.
26150 MISSION PARAMETERS: HOST
26151 PLAYER
26152 TEAM
26153 FACTION
26154 C-BILLS
26155 READY
26156 C-BILLS
26157 TIME LIMIT
26158 VARIANTS
26159 AMMUNITION
26160 RESOURCE PTS
26161 AIRSTRIKE
26162 MINELAYER
26163 SCOUT 'COPTER
26164 FIXED ARTILLERY
26165 UNLIMITED AMMO
26166 ALL TECH
26167 SENSOR PROBE
26168 REPAIR TRUCK
26169 SALVAGE CRAFT
26170 RESOURCE BLDG
26171 NO VARIANTS
26172 USE QUICKSTART
26173 PLAYER PREFS
26174 LOAD MAP
26175 MAP INFO
26176 AgencyFB17.d3f
26177 AgencyFB17.d3f
26178 AgencyFB17.d3f
26179 AgencyFB11.d3f
26180 AgencyFB11.d3f
26181 AgencyFB11.d3f
26182 AgencyFB11.d3f
26183 AgencyFB11.d3f
26184 AgencyFB11.d3f
26185 AgencyFB11.d3f
26186 AgencyFB11.d3f
26187 AgencyFB11.d3f
26188 AgencyFB11.d3f
26189 AgencyFB11.d3f
26190 AgencyFB17.d3f
26191 AgencyFB17.d3f
26192 AgencyFB17.d3f
26193 AgencyFB17.d3f
26194 AgencyFB14.d3f
26195 AgencyFB14.d3f
26196 AgencyFB11.d3f
26197 AgencyFB11.d3f
26198 AgencyFB11.d3f
26199 AgencyFB11.d3f
26200 AgencyFB11.d3f
26201 AgencyFB11.d3f
26202 AgencyFB11.d3f
26203 AgencyFB11.d3f
26204 AgencyFB11.d3f
26205 AgencyFB11.d3f
26206 AgencyFB11.d3f
26207 AgencyFB11.d3f
26208 ArialNarrow8.d3f
26209 AgencyFB11.d3f
26210 AgencyFB11.d3f
26211 ArialNarrow8.d3f
26212 AgencyFB11.d3f
26213 AgencyFB11.d3f
26214 Steiner
26215 Davion
26216 Liao
26217 Clan
26218 All
26219 All
26220 Davion
26221 Davion
26222 RP FOR 'MECHS
26223 AgencyFB11.d3f
26224 DROP WEIGHT
26225 AgencyFB11.d3f
26226 You do not have the map "%s" on your machine. Would you like to go to \n%s\n to download it?
26227 ArialNarrow8.d3f
26228 MAP INFO
26229 AgencyFB17.d3f
26230 CLOSE
26231 AgencyFB17.d3f
26232 AgencyFB11.d3f
26233 AgencyFB11.d3f
26234 Too many players for the current map.
26235 HOST IP ADDRESS: %s
26236 Unlimited
26237 Your map is a different version than that of the host. Would you like to go to \n %s\n to download a new one?
26250 ADD AI PLAYER
26251 AgencyFB17.d3f
26252 NAME ENTRY
26253 AgencyFB14.d3f
26254 EXPERIENCE
26255 AgencyFB14.d3f
26256 FACTION
26257 AgencyFB14.d3f
26258 AI PLAYER 'MECH/VEHICLE SLOTS
26259 AgencyFB14.d3f
26300 LOAD MAP
26301 AgencyFB17.d3f
26302 MAP LIST
26303 Agencyfb14.d3f
26304 %ld MAX PLAYERS
26305 AgencyFB11.d3f
26306 MAP NAME : %s
26307 AgencyFB11.d3f
26308 MISSION TYPE : %s
26309 AgencyFB11.d3f
26310 OTHER MAP INFO GOES HERE... WHERE DOES THIS COME FROM?
26311 AgencyFB11.d3f
26312 ArialNarrow8.d3f
26313 Elimination
26314 King of the Hill
26315 Capture Base
26316 Territories
26317 Last Man Standing
26318 Last Man on the Hill
26319 Complex
26320 Mission Type 0
26321 Mission Type 0
26322 Mission Type 0
26323 PLAYER PREFERENCES
26324 AgencyFB17.d3f
26325 PLAYER NAME
26326 AgencyFB14.d3f
26327 UNIT NAME
26328 AgencyFB14.d3f
26329 UNIT INSIGNIA
26330 AgencyFB14.d3f
26331 PLAYER COLORS
26332 AgencyFB14.d3f
26333 ArialNarrow8.d3f
26334 BASE COLOR
26335 AgencyFB11.d3f
26336 STRIPE COLOR
26337 AgencyFB11.d3f
26338 PLAYER PREFERENCES In this screen, you can choose your name, unit name, insignia, and colors.
26339 PLAYER NAME Enter a new player name, or select an existing one in the drop-down list.
26340 UNIT NAME Enter a new unit name, or select an existing one in the drop-down list.
26341 UNIT INSIGNIA Select an insignia in the drop-down list to represent your unit. Your own customized insignia will appear in this list if it is saved in the \Multiplayer\Insignia folder as a 32-by-32 24-bit Targa (.tga) file.
26342 COLORS Select a base or stripe color for your unit. Colors marked with an X are not available.
26343 LOAD MAP Open the Load Map dialog box, where the host chooses the map for the game.
26344 MAP INFO Display a synopsis of the map chosen for the current game, including information on the map creator.
26345 C-BILLS The amount of money allotted to each team, which is then divided equally among the team players. The host may change the selected map's default amount.
26346 TIME LIMIT The maximum amount of time the mission will run. The host may change the selected map's default time limit; however, a map that does not allow an untimed mission may not be changed to an untimed mission.
26347 VARIANTS Determines whether or not 'Mech variants can be used in the mission.
26348 AMMUNITION Determines whether or not unlimited ammunition is available during the mission.
26349 RESOURCE POINTS
26350 STATS RECAP
26351 AgencyFB17.d3f
26352 PLAYER
26353 AgencyFB11.d3f
26354 AgencyFB11.d3f
26355 AgencyFB14.d3f
26356 SCORE
26357 AgencyFB11.d3f
26358 KILLS
26359 AgencyFB11.d3f
26360 LOSSES
26361 AgencyFB11.d3f
26362 AgencyFB11.d3f
26363 AgencyFB11.d3f
26364 SAVE TRANSCRIPT
26365 AgencyFB14.d3f
26366 ArialNarrow8.d3f
26367 TEAM
26368 AgencyFB11.d3f
26369 The game will begin in 5 seconds. Deselect your Ready box to abort.
26370 LOCK GAME Prevent players from joining the game. Only the host can select Lock Game.
26371 REMOVE PLAYER Remove the selected player from the game. When a player is removed, all Ready check boxes are deselected. Only the host can select Remove Player.
26372 BACK Return to the previous screen.
26373 LAUNCH Begin the mission. Only the host can choose Launch.
26374 PLAYER PREFS Open the Player Preferences screen, where players can choose their individual and unit names, insignia, and colors.
26375 SAVE TRANSCRIPT
26376 FILES
26377 ArialNarrow8.d3f
26378 MAP LIST A list of all available maps for this game. Select a map to view its tactical map image. Click Accept to load the map for the current game. If the map you want does not appear in this list, make sure it is stored in the \Data\Missions folder where MechCommander 2 is installed on your hard drive.
26379 MAP INFO Information on the map selected in the Map List.
26380 ACCEPT Keep your current map selection and return to the previous screen.
26381 CANCEL Cancel your current map selection and return to the previous screen.
26382 LOAD MAP In this screen, you review and select a map and mission for the game.
26383 PLAYER The name of each player currently connected to the mission and his or her unit name and insignia.
26384 TEAM The team number each player is currently on. To change teams, click the drop-down arrow, and then select the desired team number in the list.
26385 FACTION The faction each player is currently playing as in a logistics game. To change factions, click the drop-down arrow, and then select the desired faction. Steiner, Davion, or Liao makes available all 'Mechs and equipment of those factions; Clan makes available only Clan 'Mechs and equipment; All (available only if the host has selected All Tech) makes available all 'Mechs (including those of the Bandits) and equipment.
26386 C-BILLS The amount of C-bills available to each player, as determined by the selected map's default C-bills setting. As players join or change teams, C-bills are redistributed equally among team members. After teams are formed, the host can specify individual C-bill distribution by clicking the spin box arrows.
26387 READY When selected, indicates that the player has accepted the host settings and is ready to play. If the host changes any mission parameters after any players have selected Ready, their check boxes are deselected and they must reselect them before the host can launch the game.
26388 MAP IMAGE The tactical map of the map chosen for the current game.
26389 HOST IP ADDRESS The host's IP address, which should be provided to players who want to connect to this game.
26390 USE QUICKSTART When selected by the host, indicates that the game will bypass logistics and the 'Mechs and equipment available to the players will be those that were placed and aligned at the time of map design.
26391 DROP WEIGHT The maximum tonnage each player can have on a deployment team, as determined by the selected map's default drop weight setting. The host can change the maximum by clicking the spin box arrows.
26392 C-BILLS The amount of C-bills provided for each team, to be divided equally among team members, as determined by the selected map's default C-bills setting. The host can change the amount of C-bills by clicking the spin box arrows. Changing this amount will redistribute the C-bills each player receives, as indicated in the C-bills column.
26393 TIME LIMIT The maximum time limit for the mission, as determined by the selected map's default time limit setting. The host can change the maximum by clicking the spin box arrows; however, Untimed is not available if the mission type does not allow untimed missions.
26394 RESOURCE PTS The amount of resource points (RPs) provided for each player, as determined by the selected map's default RP setting. The host can change the amount of RPs by clicking the spin box arrows.
26395 AIRSTRIKE When selected, allows Airstrikes to be used.
26396 MINELAYER When selected, allows Minelayers to be used.
26397 SCOUT 'COPTER When selected, allows Scout 'Copters to be used.
26398 FIXED ARTILLERY When selected, allows Fixed Artillery pieces to be used.
26399 UNLIMITED AMMO When selected, allows players an unlimited supply of ammunition.
26400 RP FOR 'MECHS When selected, awards resource points (RPs) to players every time they destroy a 'Mech or force a pilot to eject. The larger the 'Mech, the more RPs awarded. RPs will not be rewarded more than once per 'Mech unless it was salvaged in-between "deaths."
26401 SENSOR PROBE When selected, allows Sensor Probes to be used.
26402 REPAIR TRUCK When selected, allows Repair Trucks to be used.
26403 SALVAGE CRAFT When selected, allows Salvage Craft to be used.
26404 RESOURCE BLDG When selected, randomly places resource buildings on the map.
26405 NO VARIANTS When selected, prevents players from using 'Mech variants.
26406 ALL TECH When selected, allows all 'Mechs and equipment to be available.
26407 CHAT DISPLAY A transcript of the most recent communications among players. Player highlight color indicates the team each player is on; chat addressed to all players is white, and chat addressed to a player's team only is green.
26408 BASE COLOR Select the primary color for your units. If you are on a team, only the captain can select your team's base color.
26409 STRIPE COLOR Select the accent color for your units.
26410 CANCEL Cancel your selections and return to the Mission Parameters screen.
26411 ACCEPT Keep your selections and return to the Mission Parameters screen.
26412 HELP/CHAT TOGGLE Switch between showing the rollover Help display and the Chat display.
26413 MAXIMIZE/MINIMIZE TOGGLE Switch between showing the largest and smallest Chat display.
26414 TEAM ONLY/ALL TOGGLE Switch between chatting to only your team members and chatting to all players in the game.
26500 OPTIONS
26501 AgencyFB17.d3f
26502 GRAPHICS
26503 AgencyFB11.d3f
26504 AUDIO
26505 AgencyFB11.d3f
26506 GAMEPLAY
26507 AgencyFB11.d3f
26508 HOTKEYS
26509 AgencyFB11.d3f
26510 FULL SCREEN
26511 AgencyFB11.d3f
26512 PILOT VIDEOS
26513 AgencyFB11.d3f
26514 SHADOWS
26515 AgencyFB11.d3f
26516 LOCAL SHADOWS
26517 AgencyFB11.d3f
26518 HARDWARE RASTERIZER
26519 AgencyFB11.d3f
26520 DETAIL TEXTURES
26521 AgencyFB11.d3f
26522 HIGH OBJECT DETAIL
26523 AgencyFB11.d3f
26524 NON-WEAPON EFFECTS
26525 AgencyFB11.d3f
26526 HARDWARE MOUSE UPDATE
26527 AgencyFB11.d3f
26528 RESOLUTION
26529 AgencyFB11.d3f
26530 FOG DISTANCE
26531 AgencyFB11.d3f
26532 NEAR
26533 AgencyFB11.d3f
26534 FAR
26535 AgencyFB11.d3f
26536 DEFAULT
26537 AgencyFB14.d3f
26538 640 x 480 x 16
26539 640 x 480 x 32
26540 800 x 600 x 16
26541 800 x 600 x 32
26542 1024 x 768 x 16
26543 1024 x 768 x 32
26544 1280 x 1024 x 16
26545 1280 x 1024 x 32
26546 1600 x 1200 x 16
26547 1600 x 1200 x 32
26548 MASTER DIGITAL VOLUME
26549 AgencyFB11.d3f
26550 MUSIC VOLUME
26551 AgencyFB11.d3f
26552 SOUND EFFECTS VOLUME
26553 AgencyFB11.d3f
26554 RADIO CHATTER VOLUME
26555 AgencyFB11.d3f
26556 COMPUTER MESSAGE VOLUME
26557 AgencyFB11.d3f
26558 LOW
26559 agencyfb11.d3f
26560 HIGH
26561 agencyfb11.d3f
26562 arialNarrow8.d3f
26563 DIFFICULTY LEVEL
26564 AgencyFb11.d3f
26565 GREEN
26566 AgencyFB11.d3f
26567 REGULAR
26568 AgencyFB11.d3f
26569 VETERAN
26570 AgencyFB11.d3f
26571 ELITE
26572 AgencyFB11.d3f
26573 UNIT COLORS
26574 AGENCYFB11.D3F
26575 BASE COLOR
26576 AGENCYFB11.D3F
26577 STRIPE COLOR
26578 AGENCYFB11.D3F
26579 LEFT-CLICK/RIGHT-CLICK MOUSE CONTROL
26580 AGENCYFB11.D3F
26581 SAVE MULTIPLAYER TRANSCRIPTS
26582 AGENCYFB11.D3F
26583 TRAINING MISSIONS
26584 AGENCYFB11.D3F
26585 UNLIMITED AMMO
26586 AGENCYFB11.D3F
26587 COMMAND
26588 AgencyFB11.d3f
26589 HOTKEY
26590 AgencyFB11.d3f
26591 AgencyFB11.d3f
26592 Hotkey already in use. Overwrite it?
26593 GRAPHICS Set options that control the graphics in the game. In many cases, turning off these options may improve game performance.
26594 AUDIO Set options that control the audio in the game.
26595 GAMEPLAY Set options that control various gameplay preferences.
26596 HOTKEYS Change the actions of the hotkeys. Select the action in the Command column, type the hotkey you want for that action, and then click Accept. You can change as many hotkeys as you want before clicking Accept.
26597 OPTIONS In this screen, you can customize your graphics, audio, gameplay, and hotkeys settings.
26598 SHADOWS Select to turn on shadows. Turning off shadows may dramatically improve performance.
26599 DETAIL TEXTURES Select to turn on the detail of terrain and water. Turning off these detail textures may dramatically improve performance.
26600 HIGH OBJECT DETAIL Select to turn on the high detail of objects. Turning off high detail may somewhat improve performance.
26601 HARDWARE RASTERIZER Select to turn on hardware mode. If you have a 3D accelerator card, it is strongly recommended that you select this option, as graphics and performance will suffer in software mode. NOTE: If you change this setting, you must reboot your computer for the new setting to take effect.
26602 RESOLUTION Select the resolution of the in-mission screen. The higher the resolution, the better the graphics; however, performance may suffer on lower-end machines. Resolution cannot be changed during a mission.
26603 FULL SCREEN Select to display the game in full screen mode. If this option is not selected, the game will be displayed in a window.
26604 HARDWARE MOUSE UPDATE Select to update your mouse every 30 frames per second, regardless of the game's frame rate. Some video cards may have trouble in this mode.
26605 FOG DISTANCE Set the distance at which terrain and objects can be seen. Moving the fog plane nearer may dramatically improve performance.
26606 NON-WEAPON EFFECTS Select to turn on special effects such as dust clouds and water wakes. Turning off non-weapon effects may improve performance.
26607 LOCAL SHADOWS Select to turn off shadows caused by special effects such as weapons fire and explosions. Turning off local shadows may dramatically improve performance.
26608 PILOT VIDEOS Select to turn on pilot message videos that play during a mission. Turning off these videos may dramatically improve performance.
26609 DEFAULT Restore the default settings that were automatically selected when the game was installed.
26610 MASTER DIGITAL VOLUME Set the volume of all sound in the game. When the slider is set to Low, no sound will be heard in the game.
26611 MUSIC VOLUME Set the music volume. When the slider is set to Low, music will not be heard.
26612 SOUND EFFECTS VOLUME Set the sound effects volume. When the slider is set to Low, no sound effects will be heard.
26613 RADIO CHATTER VOLUME Set the radio chatter volume. When the slider is set to Low, no radio chatter will be heard.
26614 COMPUTER MESSAGE VOLUME Set the computer message volume. When the slider is set to Low, no computer messages will be heard.
26615 DIFFICULTY LEVEL Select the challenge intensity of the game.
26616 UNLIMITED AMMO Select to provide all units in the game with unlimited ammunition. If ammunition is limited, units must resupply using a Repair Truck or Repair Bay, and using the conserve ammo command is recommended.
26617 LEFT-CLICK/RIGHT-CLICK MOUSE CONTROL Select to use left-click/right-click mouse control for selecting/commanding units. Turning off this option will revert to left-click/left-click mouse control, like that used in MechCommander 1.
26618 UNIT COLORS Select the base and accent colors of your units in single-player missions. Click the Base or Stripe tab, and then click the color on the palette.
26619 SAVE MULTIPLAYER TRANSCRIPTS Select to save a text file containing multiplayer statistics and mission data to your hard drive.
26620 TRAINING MISSIONS Select to turn on certain voiceover and interface elements that teach you how to play MechCommander 2. It is strongly recommended that you do not turn off training missions your first time playing the game.
26621 CANCEL Cancel all changes made in the Options screen and return to the previous screen.
26622 ACCEPT Accept all changes made in the Options screen return to the previous screen.
26623 VIDEO CARD
26624 AgencyFB11.d3f
26625 VIDEO CARD Select the video card you want to use.
26626 AgencyFB14.d3f
27000
27001 Piloting Help text goes here
27002 Jump help goes here
27003 Sensor help goes here
27004 Gunnery help goes here
27005 VEHICLE
27006 Very Light
27007 Light
27008 Medium
27009 Heavy
27010 Assault
27011 Extreme
27012 Drop zone
27013 Pilot Review
27014 Name: %s
27015 Rank: %s
27016 Missions: %ld
27017 Kills: %ld
27018 KILLED IN ACTION
27019 ACTIVE DUTY
27020 KILLS:
27021 Select one specialty skill from below
27022 PILOT PROMOTION
27023 SPECIALTY SKILLS
27024 LIGHT 'MECH SPECIALIST\nAbility to avoid and evade a great amount of enemy weapons fire when piloting a Light 'Mech.
27025 LASER SPECIALIST\nAbility to fire the Laser, Large Laser, Heavy Laser, and Heavy Large Laser with high accuracy.
27026 LIGHT AUTOCANNON SPECIALIST\nAbility to fire all Light Autocannons with high accuracy.
27027 MEDIUM AUTOCANNON SPECIALIST\nAbility to fire all Medium Autocannons with high accuracy.
27028 SRM SPECIALIST\nAbility to fire all short-range missiles with high accuracy.
27029 SMALL ARMS SPECIALIST\nAbility to fire machine guns and flamers with high accuracy.
27030 SENSOR SPECIALIST\nAbility to discern additional information from sensor readouts. Level of information increases with pilot's rank.
27031 TOUGHNESS SPECIALIST\nAbility to withstand personal injury that would typically kill a normal pilot.
27032 MEDIUM 'MECH SPECIALIST\nAbility to avoid and evade a significant amount of enemy weapons fire when piloting a Medium 'Mech.
27033 PULSE LASER SPECIALIST\nAbility to fire Pulse Lasers and Large Pulse Lasers with high accuracy.
27034 ER LASER SPECIALIST\nAbility to fire ER Lasers and ER Large Lasers with high accuracy.
27035 LRM SPECIALIST\nAbility to fire all long-range missiles with high accuracy.
27036 SCOUTING SPECIALIST\nAbility to spot enemies beyond normal line of sight.
27037 JUMP JET SPECIALIST\nAbility to control Jump Jets, enabling longer jump distances.
27038 HEAVY 'MECH SPECIALIST\nAbility to avoid and evade a moderate amount of enemy weapons fire when piloting a Heavy 'Mech.
27039 PPC SPECIALIST\nAbility to fire all Particle Projection Cannons with high accuracy.
27040 HEAVY AUTOCANNON SPECIALIST\nAbility to fire all Heavy Autocannons with high accuracy.
27041 SHORT-RANGE SPECIALIST\nAbility to accurately target enemies within short range. Any target within 60 meters is easier to hit
27042 MEDIUM-RANGE SPECIALIST\nAbility to accurately target enemies at medium range. Any target from 30 to 120 meters is easier to hit.
27043 LONG-RANGE SPECIALIST\nAbility to accurately target enemies at long range. Any target farther away than 60 meters is easier to hit.
27044 ASSAULT 'MECH SPECIALIST\nAbility to avoid and evade a moderate amount of enemy weapons fire when piloting an Assault 'Mech.
27045 GAUSS SPECIALIST\nAbility to fire all Gauss Rifles and Light Gauss Rifles with high accuracy.
27046 SHARPSHOOTER SPECIALIST\nAbility to target specific body parts on enemy 'Mechs with higher accuracy than normal.
27047 DEAD-EYE SPECIALIST\nAbility to target specific body parts on enemy 'Mechs with higher accuracy than normal.
27048 JUMP JET SPECIALIST\nAbility to control jump jets, enabling longer jump distances.
27049 JUMP JET SPECIALIST\nAbility to control jump jets, enabling longer jump distances.
27050 JUMP JET SPECIALIST\nAbility to control jump jets, enabling longer jump distances.
27051 JUMP JET SPECIALIST\nAbility to control jump jets, enabling longer jump distances.
27052 JUMP JET SPECIALIST\nAbility to control jump jets, enabling longer jump distances.
27053 JUMP JET SPECIALIST\nAbility to control jump jets, enabling longer jump distances.
27054 Veteran Skills
27055 Regular Skills
27056 Elite Skills
27057 Ace Skills
27058 MEDAL AWARDED:
27059 MEDALS AWARDED:
27060 PILOT PROMOTED TO %s
27061 CAMPAIGN 1 RIBBON For participation.
27062 CAMPAIGN 2 RIBBON For participation.
27063 CAMPAIGN 3 RIBBON For participation.
27064 CAMPAIGN 1 HONOR RIBBON For participation in all missions in \nCampaign 1.
27065 CAMPAIGN 2 HONOR RIBBON For participation in all missions in \nCampaign 2.
27066 CAMPAIGN 3 HONOR RIBBON For participation in all missions in \nCampaign 3.
27067 PURPLE HEART For getting wounded in battle.
27068 VALOR For killing 3 or more 'Mechs during a mission.
27069 UNCOMMON VALOR For killing 7 or more 'Mechs during a mission.
27070 MISSION SPECIFIC 1 For the design squad to determine.
27071 MISSION SPECIFIC 2 For the design squad to determine.
27072 MISSION SPECIFIC 3 For the design squad to determine.
27073 MISSION SPECIFIC 3 For the design squad to determine.
27074 LIAO SUNBURST OF GALLANTRY For heroism under fire.
27075 DAVION SUNBURST MEDAL For exceptional duty, devotion, and sacrifice.
27076 STEINER ALLIANCE STAR For uncommon bravery and honor.
27100 NEXT
27101 BACK
27102 MODIFY 'MECH
27103 BUY/SELL 'MECHS
27104 MAIN MENU
27105 ADD 'MECH
27106 REMOVE 'MECH
27107 AgencyFB17.d3f
27108 NEXT Proceed to the Pilot Ready Area to review and assign pilots to the 'Mechs in the deployment team.
27109 BACK Return to the Mission Briefing screen.
27110 AgencyFB14.d3f
27111 ADD 'MECH Move the selected 'Mech in 'Mech Storage to the Deployment Team area.
27112 REMOVE 'MECH Move the selected 'Mech in the Deployment Team area back to 'Mech Storage.
27113 MAIN MENU Return to the Main Menu.
27114 MODIFY 'MECH Go to the 'Mech Lab to modify the weapons, armor, and jump jet for the selected 'Mech.
27115 'MECH BAY
27116 AgencyFB17.d3f
27117 DEPLOYMENT TEAM
27118 AgencyfB11.d3f
27119 'MECH STORAGE
27120 AgencyfB11.d3f
27121 AgencyFB17.d3f
27122 TEAM WEIGHT LIMIT
27123 Agencyfb14.d3f
27124 CURRENT:
27125 AgencyFB11.d3f
27126 AgencyFB17.d3f
27127 AgencyFB14.d3f
27128 AgencyFB17.d3f
27129 AgencyFB14.d3f
27130 ArialNarrow8.d3f
27131 %ld/%ld
27132 %.0lf Tons %s
27133 SHORT
27134 MEDIUM
27135 LONG
27136 ArialNarrow8.d3f
27137 AgencyFB14.d3f
27150 ADD PILOT
27151 BACK Return to the 'Mech Bay.
27152 Press this button to continue to Mission review
27153 AgencyFB14.d3f
27154 ADD PILOT Assign the selected pilot to the 'Mech selected in the Deployment Team area.
27155 REMOVE PILOT
27156 AgencyFB14.d3f
27157 REMOVE PILOT Remove the pilot from the selected 'Mech and return him or her to the Available Pilots list.
27158 PILOT READY AREA
27159 AgencyFB17.d3f
27160 C-BILLS
27161 AgencyFB17.d3f
27162 DEPLOYMENT TEAM
27163 AgencyFB14.d3f
27164 AVAILABLE PILOTS
27165 AgencyFB14.d3f
27166 AgencyFB14.d3f
27167 AgencyFB17.d3f
27168 AgencyFB11.d3f
27169 AgencyFB11.d3f
27170 ArialNarrow8.d3f
27171 LAUNCH
27172 AgencyFB11.d3f
27173 AgencyFB11.d3f
27174 AgencyFB14.d3f
27175 AgencyFB17.d3f
27176 AgencyFB14.d3f
27177 ArialNarrow8.d3f
27200 Purchase 'Mech
27201 BUY 'MECH
27202 AgencyFB14.d3f
27203 BUY 'MECH Buy the 'Mech selected in the Available 'Mechs list. You can also drag or double-click a 'Mech to buy it.
27204 SELL 'MECH
27205 SELL 'MECH Sell the 'Mech selected in 'Mech Storage. You can also drag or double-click a 'Mech to sell it.
27206 CANCEL
27207 AgencyFB17.d3f
27208 CANCEL Cancel your current selections and return to the 'Mech Bay.
27209 ACCEPT
27210 ACCEPT Keep your current selections and return to the 'Mech Bay.
27211 'MECH PURCHASING
27212 AgencyFB17.d3f
27213 C-BILLS
27214 AgencyFB17.d3f
27215 'MECH STORAGE
27216 AgencyFB14.d3f
27217 AVAILABLE 'MECHS
27218 AgencyFB14.d3f
27219 AgencyFB17.d3f
27220 AgencyFB14.d3f
27221 AgencyFB14.d3f
27222 AgencyFB11.d3f
27223 agencyfb14.d3f
27300 CANCEL
27301 AgencyFB17.d3f
27302 CANCEL Cancel your current selections and return to the 'Mech Bay.
27303 ACCEPT
27304 ACCEPT Keep your current selections and return to the 'Mech Bay. If this is a new variant, you will be asked to provide a name for this variant.
27305 ADD
27306 AgencyFB14.d3f
27307 ADD Add the selected weapon or component to an empty slot in the 'Mech's payload model.
27308 REMOVE
27310 REMOVE Remove the selected weapon or component back to the Available Components list.
27311 BALLISTICS WEAPONS Review and purchase ballistics weapons. These weapons are typically heavy but generate a low amount of heat relative to the damage they inflict.
27312 ENERGY WEAPONS Review and purchase energy weapons. These weapons are typically light but generate a high amount of heat relative to the damage they inflict.
27313 MISSILE WEAPONS Review and purchase missile weapons. These weapons are typically of medium weight and generate a high amount of heat relative to the damage they inflict.
27314 COMPONENTS Review and purchase jump jets, armor, and other nonweapon items.
27315 'MECH LAB
27316 AgencyFB17.d3f
27317 AgencyFB17.d3f
27318 AVAILABLE COMPONENTS
27319 AgencyFB14.d3f
27320 AgencyFB17.d3f
27321 COST OF CHANGES
27322 ArialNarrow8.d3f
27323 AgencyFB14.d3f
27324 WEAPON INFO
27325 AgencyFB11.d3f
27326 AgencyFB11.d3f
27327 AgencyFB11.d3f
27328 HEAT LIMIT:
27329 AgencyFB11.d3f
27330 AgencyFB17.d3f
27331 AgencyFB11.d3f
27332 AgencyFB11.d3f
27333 AgencyFB11.d3f
27334 HEAT EXCEEDED
27335 ARMOR EXCEEDED
27336 AgencyFB17.d3f
27337 You have insufficient C-bills to make these modifications.
27338 You are removing a weapon that you cannot yet buy. If you click Accept, you will not be able to reload this weapon on the 'Mech.
27400 MISSION SELECTION
27401 AgencyFB17.d3f
27402 VIDCOM
27403 AgencyFB14.d3f
27404 CAMPAIGN MISSIONS
27405 AgencyFB14.d3f
27406 AgencyFB11.d3f
27407 AgencyFB11.d3f
27408 AgencyFB17.d3f
27409 Continue to the Mission Briefing.
27410 PLAY Play the mission overview video.
27411 PLAY
27412 PAUSE
27413 PAUSE Pause the mission overview video.
27414 STOP
27415 STOP Stop the mission overview video.
27416 AgencyFB14.d3f
27417 AgencyFB14.d3f
27418 AgencyFB17.d3f
27500 MISSION BRIEFING
27501 AgencyFB17.d3f
27502 AgencyFB17.d3f
27503 VIDCOM: MISSION MAP
27504 AgencyFB14.d3f
27505 MISSION OBJECTIVES
27506 AgencyFB14.d3f
27507 NEXT Proceed to the 'Mech Bay to prepare 'Mechs, weapons, and equipment for the mission.
27508 BACK Return to the Mission Selection screen.
27509 PLAY Play the mission briefing video.
27510 STOP
27511 PLAY
27512 PAUSE
27513 PAUSE Pause the mission briefing video.
27514 STOP Stop the mission briefing video.
27515 AgencyFB11.d3f
27516
27517 AgencyFB11.d3f
27518 MISSION OBJECTIVES
27519 ArialNarrow8.d3f
27520 AgencyFB17.d3f
27521 AgencyFB17.d3f
27522 ArialNarrow8.d3f
27600 NEW CAMPAIGN
27601 LOAD GAME
27602 SAVE GAME
27603 MULTIPLAYER
27604 RETURN TO GAME
27605 OPTIONS
27606 ENCYCLOPEDIA
27607 EXIT
27608 Start a new campaign.
27609 Load a previously saved mission.
27610 Save the current mission.
27611 Play a multiplayer game.
27612 Return to the current game.
27613 Customize graphics, audio, game, and hotkey settings.
27614 Read about the hardware, the people, and the history of the BattleTech universe.
27615 Quit MechCommander 2.
27616 AgencyFB17.d3f
27617 SOLO MISSION
27618 Load a previously completed mission from the campaign or a mission created with the Mission Editor.
27619 LAWYER BABBLE GOES HERE
27620 ArialNarrow8.d3f
27621 AgencyFB17.d3f
27622 AgencyFB17.d3f
27623 AgencyFB17.d3f
27624 AgencyFB17.d3f
27625 AgencyFB17.d3f
27626 AgencyFB17.d3f
27627 AgencyFB17.d3f
27628 AgencyFB17.d3f
27629 AgencyFB17.d3f
27630 AgencyFB11.d3f
27631 Disconnect from Multiplayer?
27632 Access your product identification number.
27650 OK
27651 CANCEL
27652 YES
27653 NO
27654 Do you really want to quit?
27655 AgencyFB17.d3f
27656 AgencyFB14.d3f
27657 DELETE
27658 AgencyFB14.d3f
27659 SAVE
27660 SAVE GAME
27661 LOAD GAME
27662 GAME LIST
27663 AgencyFB14.d3f
27664 Overwrite %s?
27665 LOAD
27666 VARIANT SAVE
27667 VARIANT LIST
27668 Delete %s?
27669 ACCEPT CHANGES
27670 AgencyFB17.d3f
27671 ENTER A NAME FOR THIS PARTICULAR 'MECH
27672 AGENCYFB11.d3f
27673 This 'Mech uses weapon technology you do not possess yet. A variant cannot be saved until you capture the proper technology. You may click Save to keep the changes for this particular 'Mech.
27674 AgencyFB11.d3f
27675 ArialNarrow9.d3f
27676 AgencyFB11.d3f
27677 Do you really want to abort this mission?
27678 C-BILLS : %ld
27679 TIME : %s %s
27680 AgencyFB11.d3f
27700 ENCYCLOPEDIA
27701 AgencyFB17.d3f
27702 'MECHS Review the history, stats, and payload of the MechCommander 2 'Mechs.
27703 BUILDINGS Review the buildings on the field of the MechCommander 2 universe.
27704 VEHICLES Review the vehicles you will encounter in MechCommander 2.
27705 WEAPONS AND COMPONENTS Review the history, stats, and advantages and disadvantages of weapons and components.
27706 PERSONALITIES Review the personalities of the MechCommander 2 universe.
27707 HISTORY Review the history of the BattleTech universe.
27708 CLOSE
27709 AgencyFB17.d3f
27710 CLOSE Return to the previous screen.
27711 AgencyFB11.d3f
27712 AgencyFB14.d3f
27713 'MECH STATS
27714 AgencyFB14.d3f
27715 WEAPONS LOADOUT
27716 AgencyFB14.d3f
27717 HOUSE : %s
27718 WEIGHT : %.0lf tons
27719 CLASS : %s
27720 SPEED : %ld Km/h
27721 JUMP : %ld m
27722 ARMOR: %s : %ld
27723 WEAPON STATS
27724 AgencyFB14.d3f
27725 TONS : %.0lf
27726 AgencyFB11.d3f
27727 HEAT : %ld
27728 DAMAGE : %ld
27729 RANGE : %s
27730 AgencyFB14.d3f
27731 VEHICLE STATS
27732 WEAPONS LOADOUT
27733 AgencyFB11.d3f
27734 Structure Damage Points : %ld
27735 AgencyFB14.d3f
27736 AgencyFB11.d3f
27737 ENCYCLOPEDIA In this screen, you can review in detail the 'Mechs, vehicles, buildings, weapons, and components in MechCommander 2. The personalities involved are also studied, and a primer on BattleTech history is provided.
27738 RATE OF FIRE: %.1lf
27739 COST: %ld
27740 AMMO : %ld
27741 ARMOR : %ld
27742 ARMOR HELP
27780 LOADING...
27781 AgencyFB17.d3f
27800 FirstString for operations
27801 AgencyFB11.d3f
27850 AgencyFB11.d3f
27851 ArialNarrow8.d3f
27852 ArialNarrow8.d3f
27853 ArialNarrow8.d3f
27854 ArialNarrow8.d3f
27855 ArialNarrow8.d3f
27856 ArialNarrow8.d3f
27900 Last of Dana's Strings
28000 AgencyFB14.d3f
28001 AgencyFB11.d3f
28002 AgencyFB11.d3f
28003 AgencyFB11.d3f
28004 AgencyFB20.d3f
28005 AgencyFB20.d3f
28006 AgencyFB14.d3f
28007 ArialNarrow8.d3f
28008 AgencyFB17.d3f
28009 AgencyFB14.d3f
28010 AgencyFB14.d3f
28011 AgencyFB11.d3f
28012 AgencyFB14.d3f
28013 AgencyFB14.d3f
28014 AgencyFB14.d3f
28015 AgencyFB14.d3f
28016 AgencyFB20.d3f
28017 AgencyFB20.d3f
28018 AgencyFB17.d3f
28019 AgencyFB14.d3f
28020 AgencyFB11.d3f
28021 AgencyFB11.d3f
28022 AgencyFB11.d3f
28023 AgencyFB14.d3f
28024 AgencyFB11.d3f
28025 AgencyFB11.d3f
28026 AgencyFB11.d3f
28027 AgencyFB11.d3f
28028 AgencyFB14.d3f
28029 AgencyFB17.d3f
28030 AgencyFB14.d3f
28031 AgencyFB17.d3f
28032 AgencyFB14.d3f
28033 AgencyFB11.d3f
28034 AgencyFB11.d3f
28035 AgencyFB11.d3f
28036 AgencyFB11.d3f
28037 AgencyFB14.d3f
28038 AgencyFB20.d3f
28039 AgencyFB14.d3f
28040 ArialNarrow8.d3f
28041 AgencyFB11.d3f
28050 Fonts for interface
28051 Assets\Graphics\AgencyFB13.d3f
28052 Assets\Graphics\AgencyFB11.d3f
28053 Assets\Graphics\AgencyFB17.d3f
28054 Assets\Graphics\AgencyFB13.d3f
28055 Assets\Graphics\impact20.d3f
28056 AgencyFB14.d3f
28060 EXIT?
28061 MISSION SELECTION
28062 VIDEO COM
28063 MISSION SELECTION AREA
28064 CAMPAIGN OVERVIEW
28065 PLAY COM
28066 STOP COM
28067 DAVION ENCLAVE
28068 DAVION WEAPONS RESEARCH
28069 SEPARATIST COLONY
28070 AREA 4
28097 AREA 30
28098 MISSION BRIEFING
28099 MISSION MAP
28100 MISSION INFORMATION
28101 MISSION 1 - DAVION ENCLAVE: Your mission is to assault the Davion Headquarters and eliminate all Davion presence in this quadrant. Be advised that significant Clan equipment has been spotted by recon and intel operatives.
28102 MISSION 2 - DAVION WEAPONS RESEARCH: Your mission is to raid a Davion Weapons & Research Facility. The materials and equipment gained here will enable us to stage a full-scale assault into the heart of Davion territory.
28103 MISSION 3 - SEPARATIST COLONY: A civilian colony in this quadrant has rebelled against House Liao. Your mission is to protect this colony from the Liao "police" force being vectored into this quadrant. Be advised that recon reports Heavy Starslayer 'Mechs are spearheading the Liao force.
28104 OBJECTIVE 1: Go over there and blow up big walking robots.
28105 OBJECTIVE 2: Blow up all those pretty buildings and kill all the peasants.
28106 OBJECTIVE 3: Kill 'em all and salt the earth.
28110 'MECH BAY
28111 DEPLOYMENT TEAM
28128 MISSILES
28129 COMPONENTS
28130 RANGE
28131 DAMAGE
28132 RATE OF FIRE
28133 AMMO
28134 AgencyFB11.d3f
28200 TONS
28201 DROP WEIGHT
28202 AVAILABLE
28203 MAXIMUM
28204 C-BILLS
28205 KILLS
28206 HEAT FACTOR
28207 UNITS
28775 SKILL 1
28776 SKILL 2
28777 SKILL 3
28778 SKILL 4
28779 SKILL 5
28780 SKILL 6
28781 SKILL 7
28782 SKILL 8
28790 ACE
28791 ELITE
28792 VETERAN
28793 REGULAR
28794 GREEN
28904 ULLER
28905 WOLFHOUND
28906 SHADOW CAT
28907 ENFIELD
28908 VULTURE
28909 JAGERMECH
28910 MAD CAT
28911 BLOOD ASP
28912 RAZORBACK
28913 HOLLANDER
28914 HUNCHBACK
28915 BUSHWACKER
28916 SHOOTIST
28917 ZEUS
28918 HIGHLANDER
28919 ATLAS
28920 SHA YU
28921 RAVEN
28922 ANUBIS
28923 STARSLAYER
28924 MEN SHEN
28925 CATAPULT
28926 LAO HU
28927 CYCLOPS
28928 LONG
28929 SHORTRANGE
28930 A redesign for the Clan Puma-class 'Mech, the Cougar has reduced acceleration compared to its predecessor but significantly increased firepower. Some opponents may mistake the Cougar for the original Puma, although few live to learn from their mistake.\n\nThe Cougar's excellent heat dissipation system allows it to mount extensive laser and missile weaponry, making this 'Mech a potent and lightweight fire support unit.\n\n\n
28931 BEAST
28932 FALCON
28933 HITMAN
28934 MYSTIQUE
28935 DARKPRIEST
28936 MANTIS
28937 SCARAB
28938 VIXEN
28939 A Light 'Mech built more for combat than scouting, the Wolfhound design complements an array of energy weapons with excellent armor for a 'Mech in its class. \n\nTough, fast, and jump capable, the Wolfhound excels at base assault operations and combat in rugged terrain. Multiple lasers allow it to dispatch tanks and combat vehicles quickly, while the Large Laser allows it to combat 'Mech threats.\n\nConsidered by many experts as a high-performance unit, the Wolfhound is employed by some of the most famous mercenaries in the Inner Sphere, including the notorious Wolf's Dragoons.
28940 Few other Medium 'Mechs boast a design honed so close to perfection as the Shadow Cat. It carries a Gauss Rifle, which is surprising for a 'Mech this light, along with good support weapons. With adequate armor and unusually fast acceleration, this 'Mech is ideal for reconnaissance missions.\n\nOn Luthien, outposts relayed news of approaching enemy forces led by Shadow Cats, only to be destroyed before their transmissions could finish. The Shadow Cat's top speed is tough to match for almost any other 'Mech.\n\nWith long-range weapons, jump jets, and blistering top speed, the Shadow Cat not only serves commanders well as an information-gathering 'Mech when sent to reconnoiter enemy positions, but it also can lay waste to structures and small groups of Light 'Mechs used as sentries.\n\nMany commanders have boasted in victory that the Shadow Cat devalues its own intelligence data, by destroying the very units it identifies for reports to headquarters.\n\n\n
28941 An effective medium-range fire-support 'Mech, the Enfield delivers a heavy blow in tandem with other 'Mechs. Commanders sacrifice relatively little drop weight to put an Enfield into battle and gain a nimble 'Mech with good weight-to-firepower ratio.\n\nMore than one battle team on Twycross praised the awesome combination of ballistic and energy firepower the Enfield adds to teams looking to maintain pace on medium-range missions.
28942 The fire-support Vulture can pound enemies from a distance with its long-range missile (LRM) pods. If anything survives, it can finish the job with its ample laser weaponry. Methodical 'Mech pilots can exploit the massive missile racks on the Vulture's shoulders.\n\nWhen raging battles prevent opposing forces from targeting it, the Vulture can stay out of range of smaller guns on an overlooking ridge and shower ordnance on its foes. When it can escape detection long enough to launch volleys, its missiles can wreak havoc on 'Mech battle groups on the march.\n\nWhen armed with Clan Large Pulse Lasers and Machine Gun (MG) Arrays in addition to the LRM Racks, the Vulture can handle mop-up duty on the battlefield. Without heavy short-range weaponry, however, the Vulture remains vulnerable to rushing tactics from opposing forces that fight through the missile and laser fire.
28943 The JagerMech has a prestigious heritage and a stable, if somewhat antiquated, design. As a long-range fire-support 'Mech, it rarely closes with its enemies, preferring to remain at long distances firing its Ultra Light Autocannons. \n\nCommanders often exploit a crushing barrage of JagerMech autocannon fire to open the door for lighter, nimbler 'Mechs or to rip open a seam on the battlefield in a concentrated heavyweight melee. Rarely outgunned and vulnerable principally when caught off guard in a face-to-face assault, the JagerMech is also a deadly defensive marksman against helicopter attack. Its fast-firing weapons change targets quickly and easily, making it effective against light vehicle swarms.\n\nWhen deployed without good short-range fire support, however, the JagerMech can be reduced to a nonentity on the battlefield. If deployed alone, it serves commanders best when kept well behind the lines.\n\n\n
28944 Upon its first appearance to the Inner Sphere in the Oberon Confederation, ComStar named this impressive 'Mech the Mad Cat because it shares its hunched torso chassis with the old Marauder as well as the Catapult. Soon after, the Mad Cat gained an infamous reputation as a devastating opponent. \n\nA powerful mix of long-range weapons and speed; the Mad Cat often cripples enemies before they can even engage properly. Rushing tactics employed against other long-range 'Mechs prove suicidal against the Mad Cat, due to its excellent armor protection and arsenal of machine guns and lasers.\n\nMost closely associated with Clan Wolf, the Mad Cat has long been a symbol of Clan martial superiority. Although the fall of their homeworld has eliminated any immediate threat from the Clans, the appearance of the Mad Cat on a battlefield still unnerves even the most hardened mechwarrior.
28945 Virtually unknown to the Inner Sphere, the Blood Asp was introduced recently by Clan Star Adder. Only a handful of these 'Mechs are known to be in Davion ownership, acquired during the assault on the Clan homeworld. \n\nOne of the first 'Mechs to field breakthrough Heavy Laser technology, the Blood Asp proves to be an offensive powerhouse. Delivering incredible damage at all ranges, the Blood Asp makes short work of any enemy regardless of size. All this firepower comes at the cost of mediocre armor protection, something that must be noted by commanders used to the durability of other assault 'Mechs.\n\n\n
28946 The Razorback serves as a scout 'Mech for Steiner forces throughout the Inner Sphere. Fast and jump capable, this unit combines mobility with enough firepower to hold its own against other Light-class 'Mechs.\n\nTypically seen in advance of the main forces, the Razorback tracks enemies with its sensor equipment and directs the more powerful units toward their targets. It also serves as a base infiltration unit, jumping over base walls to capture vulnerable control buildings inside, thus weakening the base for the main assault.\n\n\n
28947 Commanders who can afford to spare a last few tons in their dropships take advantage of the unique features offered by the Hollander. Often called the "'Mech built around a gun," the Hollander weighs only 35 tons but boasts the accurate long-range devastation of a Dragon Fire Gauss Rifle on its right shoulder.\n\nPayload restrictions limit the armor and support weapons the Hollander can carry, so it's most useful when a battle group lacks long-range sniper power. With a small investment in weight and resources, commanders can put teams of enemy 'Mechs out of commission after just a few salvos. Even Assault 'Mechs reel under a Hollander barrage, weakened and vulnerable to attack from the Hollander's mates.
28948 The Hunchback has an impressive record for tightly staged urban fighting, where its Heavy Autocannon is lethal at short range. Its armor is adequate for its weight class, but it is not sufficient for extended toe-to-toe combat with Heavy or Assault 'Mechs.\n\nIn the 3012 battle for the city of Paramus, Hunchbacks led the sweep-and-clear maneuvers that preceded entry of the main invasion force. More than capable of obliterating light garrison 'Mechs and establishing a beachhead while slower and more powerful 'Mechs closed in on the battle theater, the Hunchbacks acquitted themselves admirably against their foes.\n\nHunchbacks make an excellent 'Mech to fire the opening salvos of battle, especially when camouflage positions behind buildings can obscure them from long-range weapons fire.
28949 Designed with flexibility in mind, the Bushwacker is often called the "Jack-of-all-trades." Most commanders deploy it with an assortment of weapons in all ranges. Fast and maneuverable, it is ideal for reconnaissance missions.\n\nThe Bushwacker also offers intriguing possibilities in combat scenarios. With a variety of ballistic and energy weapons across all targeting ranges, the Bushwacker serves its pilots well on a variety of missions.\n\n\n
28950 The name Shootist is somewhat misleading for this 'Mech, because it boasts superior armor protection as well as abundant firepower. The Shootist is clearly designed to withstand enough punishment to close in with their target and destroy them with powerful short range weaponry. Every location on the Shootist chassis is extremely well protected, although a concentrated salvo could breach the rear torso.\n\nBut the biggest advantage the Shootist affords commanders may not be in its ample armor or weapons, but in its low cost. Economic design considerations keep the Shootist priced well below other 'Mechs its size.
28951 Despite an accelerated prototype cycle and early battle deployment, the Zeus has proven from its first tours of duty to be one of the most versatile of Assault-class 'Mechs. House Steiner requested an 80-ton unit with hit-and-run capability, and these BattleMechs rolled off the production line 3 years later literally to defend the very factories where the first ones were made.\n\nDesigned to lay down continual barrages of missile and energy weapons fire, the Zeus houses one of the best heat dissipation systems found in any 'Mech. The effectiveness of the initial design has carried the Zeus through history with relatively little change. The current Zeus models still bear the PPC and Long-Range Missiles of its predecessor. \n\nLinked for years with the Lyran Commonwealth, the Zeus still sees extensive duty under House Steiner.
28952 The Highlander is an older Assault 'Mech equipped, surprisingly, with jump jets. For decades many Inner Sphere houses have used the Highlander as the backbone of countless mobile assaults. Though slow moving, its jump jets can carry it over almost any obstacle.\n\nMobility and diverse weaponry give the Highlander an advantage in many battle scenarios, from urban to barren. Jump jets permit quick tactical adjustments against forces strong in number, and the prospect of a combined laser and short-range missile barrage from one heavily armored 'Mech quickly complicates enemy strategy.\n\nThe Highlander's Gauss Rifle can seriously attenuate sentry or reconnaissance forces before the 'Mech enters the fray in earnest. The Highlander even handles harassing short-range units capably with the Machine Gun Array. Few 'Mechs perform so effectively on so many different battlefields.\n\n\n
28953 Created from specs set down by General Kerensky himself, the Atlas was a powerful weapon in the arsenal of the Star League before the rise of the House Lords. Having seen combat action for several centuries, this design has been a dominant force in shaping Inner Sphere history. \n\nWeighing 100 tons, the Atlas shares the title with a few other 'Mechs of being the largest BattleMech in existence. Unsurpassed armor capacity and potent weaponry make it a tactical nightmare. To compensate for its slow speed, the Atlas carries powerful short- and long-range weapons, making it well prepared for any type of engagement.
28954 The lightning-quick Sha Yu reaches an impressive maximum speed of 119 kilometers per hour, making it one of the fastest 'Mechs in its weight class. Combined with jump capability, the Sha Yu offers unequal mobility without sacrificing combat effectiveness. With a blend of firepower and speed, this unit sees much of its action as an interceptor or emergency reinforcement.\n\nA new addition to Liao forces, the Sha Yu remains largely unrecognized on the battlefield. Unsure of its capabilities, many MechWarriors are left guessing on how to deal with it. Some theorize that House Liao has kept Sha Yu production numbers purposely low in order to take maximum advantage of the element of suprise.\n\n\n
28955 The Raven is a mobile sensor and electronic warfare specialist, carrying equipment to detect enemies at extreme ranges while blinding hostile sensor frequencies with its electronic countermeasures (ECM) suit. It is almost always accompanied by a team of 'Mechs, as it has limited offensive and defensive capabilities.\n\nHellespont Industries on the planet Sian perfected the Raven with the introduction of the Hermes 210 XL engine. Space saved with the smaller engine permits the Raven to carry the target acquisition and interference electronics that turn the tide of battle to its team.\n\nAlthough in combat it cannot offer much more than light firepower, the Raven's auxilary capabilities make this unit as valuable as any Assault-class 'Mech.\n\n\n
28956 House Liao deploys the Anubis, one of the fastest 'Mechs in production, as a scout. The Anubis is well equipped for skirmish tactics, using its Jump Jets and Long-Range Missiles to soften enemy forces from a safe distance.\n\nThe Anubis is not an effective choice for extended combat, but it can exact harsh retribution on commanders foolhardy enough to ignore it.
28957 An aging design dating back to 2765, this BattleMech still sees service today with upgraded equipment. Dependable and resilient, the Starslayer has shown itself to be a work horse capable of various duties.\n\nHousing mostly energy weapons and excellent armor, the Starslayer is more than capable of winning extended firefights. And with the added mobility of its jump jets, the Starslayer performs well in most situations.
28958 Centuries ago, Men Shen were the door guards of Chinese mythology said to protect a house from evil. Today the Men Shen is a more than formidable sentry as well as an accomplished combatant.\n\nSome pilots call this 'Mech a "Raven on steroids," as it has all of the Raven's electronic countermeasures (ECM) and sensor capabilities as well as considerably more firepower and superior armor. With advanced sensors, Men Shen can detect and even identify enemy forces long before they show up on enemy sensors, and with the ECM suite Men Shen can "jam" enemy sensors and escape detection completely. As with most Liao designs, the Men Shen is fast compared to other 'Mechs of similar weight.\n\nUnlike many scouts, the Men Shen will hold its own for some time in a stand-up fight. Deadly to many 'Mechs especially at long ranges with Pulse Lasers and long-range missiles aboard, it can track enemies at great length, jam their sensors, and arrive unannounced for a quick kill.\n\nMany commanders deploy the Men Shen as a solo reconnaissance unit or as a point 'Mech, forging ahead for engagement when part of a team.\n\n\n\n
28959 The Catapult is the prototypical support 'Mech, carrying maximum long-range firepower, and is best used with other 'Mechs on the front lines. Its weak short-range weaponry and comparatively weak armor for a Heavy 'Mech make it vulnerable.\n\nA classic design, the Catapult loadout includes Long-Range Missile Racks, which can devastate opponents from a distance without the risk of opposing fire.\n\nJump jets and an effective complement of lasers make the Catapult flexible but slow on the battlefield. Capable of jumping out of range of short-range weapons or returning close volleys with laser blasts, few 'Mechs match the Catapult's deadly stalking prowess.\n\nWhen left alone too long, even against much smaller opponents, the Catapult's lack of defensive capabilities can become all too apparent.\n\n\n
28960 A relatively new design drafted at the Victoria Academy of Arms and Technology, the Lao Hu first entered service in 3062 during the St. Ives conflict. Its outstanding performance sealed its role as a powerful new weapon for House Liao.\n\nCombining excellent mobility, jump capability, and state-of-the-art heat dissipation technology, the Lao Hu is an aggressive and deadly fighter. Commanders often assign this unit to the front line, an area where many Liao 'Mechs do not excel.
28961 House Liao's designers have updated the venerable Cyclops BattleMech with the most advanced communications and sensor hardware available. Able to tap into Liao's sophisticated satellite array even during combat situations, the Cyclops acts as the nerve center of a battle and mobile command center.\n\nIn combat, the Cyclops strikes strategically important targets from long range. Its weapons payload is not as impressive as that of other Assault-class 'Mechs but is more than adequate to handle most situations.
28962 Named after the Norse god of archery, the Uller is one of the few Light 'Mechs that can hold its own against Medium 'Mechs. With a weapons loadout of mixed ranges and impressive speed, the Uller is one of the most versatile 'Mechs available.\n\nOften seen in the field with surprisingly heavy weapons, some commanders count on the Uller to level other Light 'Mechs quickly.\n\nClose fighting with multiple 'Mechs of any tonnage will quickly wear out the Uller's armor and ammunition, but when scouting, providing long-range fire support in spot duty, or offering other combat support it serves its commanders well.
28963 Short and armless, the UrbanMech presents a difficult profile to target acquisition systems. Especially effective in crowded urban environments, as its name implies, the UrbanMech can leap from place to place between buildings and unleash the potent Imperator-B Autocannon on unsuspecting 'Mechs.\n\nHistorically used in groups deployed in wide array, the UrbanMech takes quick cover, snipes relentlessly at opponents, and regroups at the next skirmish line. The low cost of this unit allows commanders to field large numbers of these units without problem.
28964 A light 'Mech built more for combat than scouting, the Wolfhound design complements an array of energy weapons with excellent armor for a 'Mech in its class. \n\nTough, fast, and jump capable; the Wolfhound excels at base assault operations and combat in rugged terrain. Multiple lasers allow it to dispatch tanks and combat vehicles quickly, while the Large Laser is allow it to combat 'Mech threats.\n\nConsidered by many experts as a high performance unit, the Wolfhound is employed by some of the most famous mercenaries in the Inner Sphere, including the notorious Wolf's Dragoons.
28965 Often employed by the Clanners of Jade Falcon, the Thor is a favorite among aggressive mechwarriors who require a 'Mech capable of closing quickly and finishing an opponent. Possessing a powerful engine and jump capable, the Thor performs its duties easily with the aid of an Ultra Heavy Autocannon and Streak Short-Range Missiles.\n\nThe Thor sees use in numerous roles by commanders, from fire support to shock trooper. But in all of its configurations, the Thor is known for excellent mobility and relentless weapon fire.
28966 Extended-Range Lasers make the Ryoken a powerful fire platform. If given the chance to establish a secure position where it can open fire on exposed targets in support of its mates, the Ryoken can easily command a battlefield.\n\nHistorically a multifaceted 'Mech for Clan Smoke Jaguar and other clans, the Ryoken now offers commanders a wealth of deployment options. It is capable of covering a fair amount of territory and is devastatingly effective when given the advantage of surprise.\n\nEven-tempered pilots can turn the tables on this 'Mech if they face down the heavy opening barrage it delivers and then place their shots carefully.\n\n\n
28967 A redesign for the Clan Puma-class 'Mech, the Cougar has reduced acceleration compared to its predecessor but significantly increased firepower. Some opponents may mistake the Cougar for the original Puma, although few live to learn from their mistake.\n\nTypically outfitted with Large Pulse Lasers and Long-Range Missiles, the Cougar excels as a fire support platform. Weighing in at only 35 tons, multiple Cougars can inflict heavy damage if defended properly.\n\n\n
28968 FIRE ANT
28969 Light, fast, and when deployed in number, the Fire Ant brings its Flamer Arrays to bear on 'Mech teams attacking fixed bases. Used extensively as a sentry, the Fire Ant fights relentlessly but rarely with the support of heavily armed 'Mechs.\n\nKeating Armaments took the contract to produce the Fire Ant and sprung a unique design. By conserving space and materials, Keating engineered an inexpensive 'Mech that could be produced in vast quantity and without depleting the armories of its customers. The equally inexpensive Flamer and Machine Gun Arrays arm the swarms of Fire Ants deployed in base defense.
28970 URBANMECH
29000 MAIN MENU Return to the Main Menu.
29003 C-BILLS The amount of currency available for purchasing and customizing 'Mechs.
29006 CAMPAIGN MISSIONS A campaign map that keeps track of completed and upcoming missions. Select any available mission to access its overview and video. Click the Next button when you are ready to play the selected mission.
29007 VIDCOM A video device that plays communications from your officers. Here it provides an overview of the selected mission. Use the controls at the lower right to play, pause, and stop the VidCom.
29008 PLAY Play the mission overview video.
29009 PAUSE Pause the mission overview video.
29010 STOP Stop the mission overview video.
29011 MISSION OVERVIEW An overview of the selected mission.
29012 MISSION SELECTION In this screen, you can review the available missions in the current campaign and select one to play.
29013 NEXT Proceed to the Mission Briefing screen for the specifics and objectives of the selected mission.
29014 ADD Select a 'Mech in MECH STORAGE and hit this button to add it to the DEPLOYMENT TEAM
29015 REMOVE Select a 'Mech in the DEPLOYMENT TEAM and hit this button to remove it and place it in MECH STORAGE
29016 'MECH STORAGE A list of 'Mechs in your inventory. Select a 'Mech here, and then click the Add 'Mech button to move it to the Deployment Team area. You can also drag or double-click a 'Mech to move it.
29017 MECH PURCHASING This takes you to the MECH PURCHASING screen where you can buy more 'Mechs
29018 WEAPONS A list of weapons and other components the selected 'Mech is carrying.
29019 MECH LAB This takes you to MECH LAB, where you can change what weapons are on this 'Mech
29020 MECHWARRIOR ASSIGNMENT This is where you choose who pilots each 'Mech. Each 'Mech must have a Mechwarrior pilot
29021 DEPLOYMENT TEAM A list of 'Mechs ready for deployment. Select a 'Mech here, select a pilot in the Available Pilots list, and then click the Add Pilot button for assignment to the selected 'Mech. You can also drag or double-click a pilot for assignment to the selected 'Mech.
29022 ADD Select a Mechwarrior in AVAILABLE MECHWARRIORS and hit this button to add him/her to the DEPLOYMENT TEAM
29023 REMOVE Select a Mechwarrior in the DEPLOYMENT TEAM and hit this button to remove him/her and place him/her in AVAILABLE MECHWARRIORS
29024 MECHWARRIORS These are the Mechwarriors that are available for this mission. Select a Mechwarrior and hit ADD to add him/her to the DEPLOYMENT TEAM
29025 KILLS The number of enemies destroyed by this Mechwarrior
29026 DEPLOYMENT Here you review your mission objectives and give the command to LAUNCH this mission
29027 DEPLOYMENT TEAM These are the 'Mechs and Mechwarriors that are ready to launch into this mission
29028 PURCHASABLE MECHS You may buy these 'Mechs into your MECH STORAGE
29029 BUY Select a 'Mech in the PURCHASABLE MECHS and hit this button to add this 'Mech to your MECH STORAGE area
29030 SELL Select a 'Mech in the MECH STORAGE area and hit this button to sell that 'Mech for additional CBILLS (money).
29031 RATE HELP
29032 AMMO HELP
29033 RANGE INDICATOR HELP
29034 DAMAGE INDICATOR HELP
29035 RATE OF FIRE INDICATOR HELP
29036 AMMO INDICATOR HELP
29037 COMPONENT LIST HELP
29038 BALLISTIC TAB
29039 ENERGY TAB
29040 MISSILE TAB
29041 COMPONENT TAB
29042 ALL COMPONENTS
29043 HEAT FACTOR This is help for the heat factor
29044 MECHLAB this is where you change the weapons loadouts on the Mech
29045 ACCEPT This accepts your changes
29046 RANGE HELP
29047 DAMAGE HELP
29048 'MECH PURCHASING In this screen, you can buy and sell 'Mechs.
29049 'MECH STORAGE A list of 'Mechs in your inventory. Select a 'Mech here, and then click the Sell 'Mech button to sell it. You can also drag or double-click a 'Mech to sell it.
29050 AVAILABLE 'MECHS A list of available and unavailable 'Mechs. Select a 'Mech here, and then click the Buy 'Mech button to add it to your inventory. You can also drag or double-click a 'Mech to buy it.
29051 CURRENT SELECTION The name and animation of the currently selected 'Mech.
29052 'MECH VARIANT The variant of the selected 'Mech. Variants can be customized in the 'Mech Bay.
29053 CURRENT SELECTION The name and animation of the currently selected 'Mech.
29054 'MECH VARIANT The variant of the selected 'Mech. To customize this 'Mech variant, click the Modify 'Mech button.
29055 TONNAGE The weight, in tons, and class of the selected 'Mech.
29056 RANGE The dominant weapons range of the selected 'Mech.
29057 ARMOR The amount of armor on the selected 'Mech.
29058 SPEED The speed, in kilometers per hour, of the selected 'Mech.
29059 JUMP The distance, in meters, the selected 'Mech can jump.
29060 'MECH LAB In this screen, you can customize the weapons, armor, and jump jets of the selected 'Mech and create a new 'Mech variant.
29061 VARIANT Select a default or customized 'Mech variant in this drop-down list.
29062 COST OF CHANGES The customization cost of the 'Mech variant, as shown in the current payload area.
29063 AVAILABLE COMPONENTS A list of available and unavailable weapons and components. Select a tab, \nselect an available weapon or component, and then click the Add button to add it to your 'Mech. You can also drag or \ndouble-click an available weapon or component to add it.
29064 CURRENT SELECTION The name and animation of the currently selected weapon or component.
29065 HEAT CAPACITY The amount of heat the 'Mech will generate with its current payload, relative to the maximum amount of heat it can withstand before shutting down.
29066 ARMOR The amount of weapon fire a 'Mech can withstand before suffering critical damage. Higher armor levels allow a 'Mech to survive longer in combat before requiring repairs.
29067 RANGE The range of the selected weapon.
29068 DAMAGE The damage caused by the selected weapon.
29069 RATE OF FIRE The rate at which the selected weapon fires per 10 seconds.
29070 PAYLOAD MODEL An inventory of what weapons and components this 'Mech is carrying. Select a weapon or component here, and then click the Remove button to remove it. You can also drag or double-click a weapon or component to remove. Orange = empty, green = short range, blue = medium range, red = long range, yellow = component.
29071 HEAT GENERATED The amount of heat the select weapon generates when fired.
29072 PILOT READY AREA In this screen, you can review and assign pilots to the 'Mechs in the Deployment Team area.
29073 DEPLOYMENT TEAM A list of 'Mechs ready for deployment. Select a 'Mech here, select a pilot in the Available Pilots list, and then click the Add Pilot button for assignment to the selected 'Mech. You can also drag or double-click a pilot for assignment to the selected 'Mech.
29074 AMMO The amount of ammunition loaded on the selected weapon.
29075 AVAILABLE PILOTS A list of pilots awaiting assignment. Select a pilot here, and then click the Add Pilot button to assign him or her to the 'Mech selected in the Deployment Team area. You can also drag or double-click a pilot to assign him or her to the selected 'Mech. Green = Green, yellow = Regular, red = Veteran, blue = Elite.
29076 LAUNCH Begin the mission.
29077 RANK The rank of the selected pilot, as determined by gunnery and piloting skills.
29078 GUNNERY SKILL The compentence level of the selected pilot's weapons control.
29079 PILOTING SKILL The competence level of the selected pilot's 'Mech control.
29080 KILLS The number of 'Mechs the pilot has destroyed.
29081 CURRENT SELECTION The name and photo of the currently selected pilot.
29082 PILOT The name of the selected pilot.
29083 SPECIALTY SKILLS The special skills of the selected pilot.
29953 MISSION BRIEFING In this screen, you can study the selected mission's terrain and objectives.
29954 MISSION MAP A dynamic reconnaissance photo of the selected mission's terrain and features. The mission's drop zone and objectives are shown in conjunction with the VidCom.
29955 VIDCOM A video device that plays communications from your officers. Here it provides a 3D view of the selected mission's objectives.
29956 MISSION OBJECTIVES The objectives and briefing of the current mission.
29957 'MECH BAY In this screen, you can establish your deployment team.
29958 BUY/SELL 'MECHS Go to the 'Mech Purchasing screen.
29959 DEPLOYMENT TEAM A list of 'Mechs selected for deployment and awaiting pilots. Select a 'Mech here, and then click the Remove 'Mech button to move it back to 'Mech Storage. You can also drag or double-click a 'Mech to remove it.
29960 TEAM WEIGHT LIMIT A scale that monitors the current weight of the deployment team in relation to the maximum weight allowed for this team.
29961 TONNAGE The weight, in tons, of the selected 'Mech.
29962 RANGE The dominant weapons range of the selected 'Mech.
29963 ARMOR The amount of armor on the selected 'Mech.
29964 SPEED The speed, in kilometers per hour, of the selected 'Mech.
29965 JUMP JETS The distance, in meters, that the selected 'Mech can jump.
29973 PILOT SPECIALTY 1 This is help information for the pilot's first specialty
29974 PILOT SPECIALTY 2 This is help information for the pilot's first specialty
29975 PILOT SPECIALTY 3 This is help information for the pilot's first specialty
29976 PILOT SPECIALTY 4 This is help information for the pilot's first specialty
29977 JUMPING This displays the relative jumping capability of the mech
29978 JUMPING Value =
29979 EXPERIENCE This displays the relative expercience of the pilot
29980 EXPERIENCE Value =
29981 TARGETING This displays the relative targeting ability of the pilot
29982 TARGETING Value =
29983 PILOTING This displays the relative piloting ability of the pilot
29984 PILOTING Value =
29985 SENSOR This displays the relative ability of the pilot to read his sensors
29986 SENSOR Value =
29987 RANKING This displays the ranking of the pilot
29988 HELP This area displays help information.
29989 PLAY This will play the movie.
29990 STOP This will stop the movie.
29991 PAUSE This will pause the movie
29992 LAUNCH This starts the mission
29993 DROPWEIGHT This displays how much your DEPLOYMENT TEAM weighs. You can only take a limited weight on every mission.
29994 WEIGHT This displays the weight of the mech
29995 ARMOR This displays the relative amount of Armour on the mech
29996 ARMOR Value =
29997 SPEED This displays the relative speed of the mech
29998 SPEED Value =
29999 The last of Brennan's space
30001 Objective %i: %s --
30002 incomplete
30003 complete
30004 failed
30005 Lance Organization
30006 Point
30007 %s Lance %i Position %s
30008 At Base Camp
30009 Ejected but returned to base camp
30010 Died during the mission
30011 Ejected and missing in action
30012 Ejected and captured by the Clan
30013 %i shots hit out of %i fired: %f%% hit ratio
30014 No shots fired
30015 Armor
30016 Report for Mech %i of Lance %i
30017 Weapon
30018 disabled
30019 destroyed
30020 okay
30021 Ammo
30022 %ld ammo
30023 damaged
30024 no salvage
30025 uninspected
30026 But there's something here...
30027 Salvage List
30028 rounds
30029 Short-Range Attack Command (S)
30030 Order the selected 'Mechs to attack at short range.
30031 Long-Range Attack Command (L)
30032 Order the selected 'Mechs to attack at long range.
30033 Medium-Range Attack Command (M)
30034 Order the selected 'Mechs to attack at medium range.
30035 Jump Command (J)
30036 Order the selected units to jump on their next move command.
30037 Run Command (SPACEBAR)
30038 Order the selected units to run on their next move command.
30039 Guard Command (G)
30040 Order the selected units to guard another unit.
30041 Fire from Current Position Command (C)
30042 Order the selected units to stop and fire from their current positions.
30043 Stop/Hold Fire Command (BACKSPACE)
30044 Order the selected units to stop their previous commands.
30045 Info (I)
30046 Display detailed information on the selected 'Mech or vehicle.
30047 Objectives List (F9)
30048 Toggle the list of current mission objectives.
30049 System Menu (ESC)
30050 Toggle the System Menu, which pauses the mission when open.
30051 Tactical Map
30052 Display sensor contacts, objective locations, unit locations, and other information.
30053 Support Palette
30054 Display artillery and vehicle reinforcement options.
30055 Unit Info
30056 Display detailed information on the selected 'Mech or vehicle.
30057 Lay Mines Toggle Command (V)
30058 Order the selected Minelayer to lay mines on its next movement command.
30059 Repair
30060 Activates Repair Mode for the selected Repair Truck
30061 Recover
30062 Activates Recover Mode for the selected Salvage Craft
30063 Default Range
30064 Sets the selected 'Mechs to attack at their default range
30065 Airstrike (NUMPAD *)
30066 Call in an Airstrike to a specified location.
30067 Sensor Probe (NUMPAD /)
30068 Call in a Sensor Probe to a specified location.
30069 Fixed Artillery
30070 Purchase and deploy a Fixed Artillery piece to a specified location.
30071 Repair Truck
30072 Purchase and deploy a Repair Truck.
30073 Scout 'Copter
30074 Purchase and deploy a Scout 'Copter.
30075 Minelayer
30076 Purchase and deploy a Minelayer.
30077 Salvage Craft
30078 Purchase and deploy a Salvage Craft.
30079 Cancel Deployment
30080 Cancel the selected deployment.
30081 Deployment Team
30082 Select a unit to command or review its info. Hold down SHIFT to select multiple units.\n
30083 %.0f Ton %s Vehicle
30084 The following components could not be replaced:
30085 Short-Range
30086 Very Short
30087 You do not have enough Resource Points to fully repair this BattleMech.
30088 Current Operation Briefing
30089 Current Campaign Briefing
30090 Current Mission Briefing
30091 Current BattleMech Inventory
30092 Current Pilot Inventory
30093 Current Component Inventory
30094 Current Vehicle Inventory
30095 Permanently remove pilot
30096 This version for FIT Use ONLY
30097 Pre-Release build\nDo Not Distribute
30098 Do you wish to remove these damaged components?
30099 There is insufficient room for the component.
30100 Very Lgt
30101 Moderate
30102 Very Hvy
30103 Devastating
30104 Very Fast
30105 Fast
30106 Slow
30107 Very Slow
30108 N/A
30109 Long-Range
30110 Tons
30111 Sensor
30112 Green
30113 Regular
30114 Veteran
30115 Elite
30116 Are you sure you want to delete this file?
30117 Overwrite this saved game?
30118 Game Saved.
30119 Standard
30120 Incomplete
30121 Success
30122 Failure
30123 Invalid Status
30124 Invisible
30125 Primary
30126 Secondary
30127 Other
30128 Invalid
30129 %s %.0ft 'Mech
30130 Light
30131 Medium
30132 Heavy
30133 Assault
30134 Green
30135 Regular
30136 Veteran
30137 Elite
30138 Attack-From Position [C]
30139 Attack-Short Range [S]
30140 Attack-Medium Range [M]
30141 Attack-Long Range [L]
30142 Guard/Escort [G]
30143 Use Jumpjets [J]
30144 Move Full Speed [SPACE]
30145 Zoom
30146 Zoom Disabled
30147 Small Strike
30148 Large Strike
30149 Sensor Probe
30150 Camera Drone
30151 Command Palette
30152 Calling %s
30153 %s\n Capturable
30154 %s\n Shutdown
30155 %s Powered Down
30156 %s No Pilot
30157 %s No Crew
30158 Bridge
30159 Forest
30160 Heavy Wall
30161 Medium Wall
30162 Light Wall
30163 Building
30164 Turret
30165 Gate
30166 Do you want an IPX or a TCP connection?
30167 You cannot join the game.
30168 Max players is %d. You only have %d.
30169 WAITING FOR HOST TO SET
30170 MISSION PARAMETERS
30171 The following players don't have the game file:
30172 Checking for the game file on all computers...
30173 Error loading file %s.
30174 You have been disconnected from the host.
30175 Exit Multiplayer?
30176 All other players have disconnected. Exiting session screen.
30177 Attempting serial connection...
30178 Attempting modem connection...
30179 Error dialing or connecting.
30180 Clan
30181 Inner Sphere
30182 Friendly
30183 Enemy
30184 Waiting for all players to return.
30185 Missing Player
30186 All other players have disconnected. Exiting to game lobby.
30187 Other player(s) left before you started the game.
30188 Map Controls
30189 %s %.0ft 'Vehicle
30190 Medium-Range
30191 Components
30192 Ace
30200 Ammo Dump
30201 Base Generator
30202 Dome
30203 Fuel Tank
30204 Gate Control
30205 Heavy Popup Turret
30206 Heavy Turret
30207 Infantry Barracks
30208 Lookout Tower
30209 'Mech Hangar
30210 MechWarrior Barracks
30211 Perimeter Alarm
30212 Power Generator
30213 Repair Bay
30214 Liao Retractable Bridge
30215 Salvage Storage
30216 Sensor Control
30217 Sensor Tower
30218 Salvage Warehouse
30219 Spotlight
30220 Spotlight Control
30221 Turret Control
30222 Turret Generator
30223 Liao Vehicle Crew Barracks
30224 Bastion
30225 Infantry Barracks
30226 'Mech Hangar
30227 Repair Bay
30228 Mechwarrior Barracks
30229 Power Generator
30230 Sensor Tower
30231 Spotlight
30232 Turret Power Generator
30233 Salvage Storage
30234 Ammo Dump
30235 Power Generator
30236 'Mech Hangar
30237 Lookout Tower
30238 Repair Bay
30239 Activation Marker
30240 House
30241 House
30242 House
30243 House
30244 House
30245 House
30246 Small Willow
30247 Grassy Willow Tree
30248 Dead Willow Tree
30249 Alien Palm Tree
30250 Alien Palm Tree 2
30251 Cattails
30252 Dead Willow Tree 2
30253 Medium Willow
30254 Large Willow
30255 Cattails 2
30256 Rock
30257 Rock 2
30258 Ammo Dump
30259 Davion Bridge Control
30260 Gate Control
30261 Lookout Tower
30262 Perimeter Alarm
30263 Davion Retractable Bridge
30264 Salvage Storage
30265 Sensor Control
30266 Salvage Warehouse
30267 Spotlight Control
30268 Vehicle Hangar
30269 Barricade
30270 Gate
30271 Streetlight
30272 Streetlight 2
30273 Streetlight 3
30274 APC
30275 Harasser
30276 Large Artillery
30277 Minelayer
30278 Partisan
30279 Small Artillery
30280 Vedette
30281 Liao Bridge Control
30282 Light Wall
30283 Light Gate
30284 Davion Light Wall Diagonal
30285 Jungle Bush 2
30286 Jungle Clump 1
30287 Small Jungle Tree
30288 Large Jungle Tree
30289 Rock 1
30290 Rock 2 Dorje
30291 Rock 3
30292 Palm
30293 Palm Clump
30294 Ruin Barracks
30295 Ruin Hangar
30296 Ruin Tank
30297 Ruin Tower
30298 Volcano Crater
30299 Jungle Clump 2
30300 Scimitar
30301 Legion
30302 Armored Car
30303 Hunter
30304 Mobile HQ
30305 Fuel Truck
30306 Empty Truck
30307 Cargo Truck
30308 Resource Truck
30309 Light Wall
30310 Light Gate
30311 Medium Wall
30312 Medium Gate
30313 Heavy Wall
30314 Heavy Gate
30315 Medium Wall
30316 Medium Gate
30317 Heavy Wall
30318 Heavy Gate
30319 Perimeter Alarm
30320 Infantry Barracks
30321 Vehicle Hangar
30322 Davion Medium Wall Diagonal
30323 Gauss Turret
30324 Popup Autocannon Turret
30325 LRM Turret
30326 Large Pulse Laser Turret
30327 Long Tom Turret
30328 Davion Heavy Wall Diagonal
30329 Medium Autocannon Turret
30330 SRM Turret
30331 Popup SRM Turret
30332 VTOL
30333 Popup LRM Turret
30334 Salvage Warehouse
30335 Turret Power Generator
30336 Jeep
30337 Repair Truck
30338 Fuel Pipe
30339 Large Fuel Tank
30340 Small Fuel Tank
30341 Storm
30342 LRM Carrier
30343 Steiner Retractable Bridge
30344 Heavy Wall
30345 Heavy Gate
30346 Medium Wall
30347 Medium Gate
30348 Light Wall
30349 Light Gate
30350 Turret Control
30351 Small Pine
30352 Bridge Control
30353 Spotlight Control
30354 Gate Control
30355 Turret Control
30356 Spotlight
30357 Sensor Tower
30358 Mechwarrior Barracks
30359 Sensor Control
30360 Ambulance
30361 TankF
30362 Scout
30363 Pine Clump
30364 Medium Pine
30365 Large Pine
30366 Hetzer
30367 Sensor Probe Launcher
30368 H Tent
30369 Tent
30370 HQ Tent
30371 Long Tent
30372 Attack 'Copter
30373 Hellcat 2
30374 Motorcycle
30375 Dune Buggy
30376 Troop Transport
30377 Rhodan
30378 Private Jet
30379 Liao Flag
30380 Checkpoint
30381 Barrel
30382 Barrels
30383 Dumpster
30384 Small Barricade
30385 Stop Sign
30386 Camo Netting
30387 Sandbag Walls
30388 Tarp Crates
30389 Burning Trash Barrel
30390 Wooden Fence
30391 Sandbag Bunker
30392 Ammo Crates
30393 Wooden Crates
30394 Hazmat Sphere
30395 Infantry
30396 Powered Armor
30397 Forklift
30398 Heavy Industrial
30399 Purification Plant
30400 Small Birch
30401 Small Dead Birch
30402 Medium Birch
30403 Medium Dead Birch
30404 Large Birch
30405 Large Dead Birch
30406 Birch Clump 1
30407 Birch Clump 1 Dead
30408 Geodesic Dome
30409 Bridge
30410 Ammo Crates
30411 Barrels
30412 Blue Beacon Light
30413 Trash Barrel
30414 Camo Netting
30415 Metal Barricade
30416 Crates
30417 Davion Flag
30418 Dumpster
30419 Green Beacon Light
30420 Hazmat Sphere
30421 Liao Flag
30422 Military Checkpoint
30423 Lockers
30424 Red Beacon Light
30425 Runway Light
30426 Sandbag Bunker
30427 Sandbag Wall
30428 Slippery Sign
30429 Stop Sign
30430 Reinforced Barricade
30431 Wooden Crates
30432 Road Sign
30433 Fuel pipe junction
30434 Extraction Marker
30435 Nav Marker
30436 Nav Point 2
30437 Nav Point 3
30438 Nav Point 4
30439 Nav Point 5
30440 Nav Point 6
30441 Nav Marker
30442 NOT USED
30443 NOT USED
30444 Industrial Plant
30445 Tin Shack
30446 Chemical Plant
30447 Small Oak
30448 Medium Oak
30449 Large Oak
30450 Large Dead Oak
30451 Medium Dead Oak
30452 Small Dead Oak
30453 Oak Clump
30454 Small Maple
30455 Medium Maple
30456 Large Maple
30457 Small Dead Maple
30458 Medium Dead Maple
30459 Large Dead Maple
30460 Redwood 1
30461 Redwood 2
30462 Redwood 3
30463 Redwood 1 Dead
30464 Redwood 2 Dead
30465 Redwood 3 Dead
30466 Large Factory
30467 Small Factory
30468 Medium Factory
30469 Processing Plant
30470 Centipede
30471 Corner Pipe
30472 Drillson
30473 End Pipe
30474 Four-Way Pipe
30475 Liquid Storage
30476 Pipe Tank
30477 Rusty Quonset
30478 Quonset
30479 New Quonset
30480 Small House
30481 Large House
30482 Shanty House
30483 Tiny House
30484 Short Pipe
30485 Medium Pipe
30486 Long Pipe
30487 Three-Way Pipe
30488 Small Dead Willow
30489 Medium Dead Willow
30490 Large Dead Willow
30491 Small Dead Pine
30492 Medium Dead Pine
30493 Large Dead Pine
30494 Resource Building
30495 Bandit Headquarters
30496 Crashed Spaceship Engine
30497 Crashed Spaceship Tail
30498 Liao Light Wall Diagonal
30499 Liao Medium Wall Diagonal
30500 Liao Heavy Wall Diagonal
30501 Heavy 'Copter
30502 Scout 'Copter
30503 Light Post
30504 Liao Light Post Diagonal
30505 Medium Post
30506 Liao Medium Post Diagonal
30507 Heavy Post
30508 Liao Heavy Post Diagonal
30509 Cactus
30510 Bent Cactus
30511 Raised Cactus
30512 Spiked Cactus
30513 Scrub Brush 1
30514 Scrub Brush 2
30515 Scrub Brush 3
30516 Scrub Brush 4
30517 Junk Pile
30518 Large Junk
30519 Junk
30520 Small Junk
30521 Large Wreckage
30522 Wreckage
30523 Small Wreckage
30524 Crashed Lifeboat
30525 Rusted Escape Pod
30526 Desert Rock Clump 1
30527 Desert Rock Clump 2
30528 Desert Rock Clump 3
30529 Desert Rock Formation 1
30530 Desert Rock Formation 2
30531 Desert Rock Spire 1
30532 Desert Rock Spire 2
30533 Scout 'Copter
30534 Steiner Light Wall Diagonal
30535 Steiner Medium Wall Diagonal
30536 Steiner Heavy Wall Diagonal
30537 Heavy Post
30538 Steiner Heavy Post Diagonal
30539 Medium Post
30540 Steiner Medium Post Diagonal
30541 Light Post
30542 Steiner Light Post Diagonal
30543 Water Tower
30544 Apartments
30545 Tall Apartments
30546 Shed
30547 Angled Shed
30548 Raised Shed
30549 Meeting Hall
30550 Wooden Fence
30551 Dummy Tree
30552 Dummy Building
30553 Dummy Steppable
30554 Mobile Orbital Gun
30555 Comstar Support Building
30556 Very Long Bridge
30557 Fixed Artillery
30558 Wooden Fence Corner
30559 Weapons Facility
30560 Grain Storage
30561 Greenhouse
30562 Gun Tower
30563 Industrial Complex
30564 Relay Station
30565 Transformer Station
30566 Valve Station
30567 Waste Processor
30568 HPG Station
30569 Headquarters
30570 Headquarters
30571 Headquarters
30572 Wire Fence
30573 Wire Fence Corner
30574 Razor Wire
30575 Razorwire Corner
30576 Hazmat
30577 Desert Rock Field 1
30578 Desert Rock Field 2
30579 Desert Rock Field 3
30580 Grass Rock Clump 1
30581 Grass Rock Clump 2
30582 Grass Rock Clump 3
30583 Grass Rock Field 1
30584 Grass Rock Field 2
30585 Grass Rock Field 3
30586 Grass Rock Formation 1
30587 Grass Rock Formation 2
30588 Grass Rock Formation 3
30589 Jungle Rock Clump 1
30590 Jungle Rock Clump 2
30591 Jungle Rock Clump 3
30592 Jungle Rock Field 1
30593 Jungle Rock Field 2
30594 Jungle Rock Field 3
30595 Jungle Rock Formation 1
30596 Jungle Rock Formation 2
30597 Jungle Rock Formation 3
30598 Tundra Rock Clump 1
30599 Tundra Rock Clump 2
30600 Tundra Rock Clump 3
30601 Tundra Rock Field 1
30602 Tundra Rock Field 2
30603 Tundra Rock Field 3
30604 Tundra Rock Formation 1
30605 Tundra Rock Formation 2
30606 Tundra Rock Formation 3
30607 Volcanic Rock Clump 1
30608 Volcanic Rock Clump 2
30609 Volcanic Rock Clump 3
30610 Volcanic Rock Field 1
30611 Volcanic Rock Field 2
30612 Volcanic Rock Field 3
30613 Volcanic Rock Formation 1
30614 Volcanic Rock Formation 2
30615 Volcanic Rock Formation 3
30616 Prison
30617 Shack
30618 AeroSpotter
30619 AC Desert Camo Turret
30620 AC Tundra Camo Turret
30621 AC Volcanic Camo Turret
30622 SRM Desert Camo Turret
30623 SRM Tundra Camo Turret
30624 SRM Volcanic Camo Turret
30625 Arbor
30626 Carver
30627 Sylvan
30628 Verdant
30629 Tree Clump 2 Tree 1
30630 Tree Clump 2 Tree 2
30631 Gulag Prison
30632 Gulag Entry
30633 Gulag Wing
30634 Gulag Barracks
30635 Prison Cells
30636 Gulag Cells
30637 Turret Control
30638 Military
30639 Orbital Turret
30640 Portable
30641 Karnov
30642 Fixed Artillery
30643 Swarm LRM Carrier
30644 Mech Arm
30645 Omnimech Arm
30646 Mech Leg
30647 Omnimech Leg
30648 Mech Debris
30649 Cement Median
30650 Lifeboat
30651 Shilone
30652 Slayer
30653 Crane Prop
30654 Gun Tower
30655 Fires machine gun rounds. Best attacked from long range.
30700 Atlas
30701 Atlas Debris
30702 Enfield Debris
30703 MenShen
30704 Center Lobby
30705 Dropship
30706 Catapult
30707 Hangar
30708 Hub
30709 Razorback
30710 Lobby
30711 Shuttle
30712 Lao Hu
30713 Terminal
30714 Dual Terminal
30715 Wolfhound
30716 Air Traffic Control
30717 Space Traffic Control
30718 Hollander
30719 Walkway
30720 Liao Banner
30721 Hunchback
30722 Elite Barracks
30723 Guard House
30724 Zeus
30725 Palace Core
30726 Palace Gate
30727 JagerMech
30728 Palace Tower
30729 Palace Wing
30730 Starslayer
30731 Mansion Left
30732 Mansion Right
30733 Mad Cat
30734 Crash Rib
30735 Shanty
30736 Anubis
30737 Angled Shanty
30738 Low Shanty
30739 Raven
30740 Crash Wing
30741 Shanty Fence
30742 Sha Yu
30743 Gantry
30744 Mansion
30745 Uller
30746 Comstar Corner
30747 Comstar End
30748 Vulture
30749 Comstar Fourway
30750 Comstar Generator
30751 Highlander
30752 Comstar Office
30753 Comstar Threeway
30754 Cyclops
30755 Comstar Walkway
30756 Heavy Post
30757 Bushwacker
30758 Light Post
30759 Medium Post
30760 Blood Asp
30761 Administration
30762 Auxiliary
30763 Shadow Cat
30764 Office Quarters
30765 Hall of Records
30766 Enfield
30767 High Command
30768 Atrium
30769 Shootist
30770 Annex
30771 Stairway
30772 UrbanMech
30773 Fire Ant
30774 Small Promenade
30775 Victory Hall
30776 Large Promenade
30777 Katrina Steiner
30778 Low Urban Brick
30779 Low Urban Concrete
30780 Low Urban Abandoned
30781 Urban Brick
30782 Urban Abandoned
30783 Urban Loft
30784 Tall Urban Concrete
30785 Tall Urban Abandoned
30786 Tall Urban Offices
30787 High Urban Concrete
30788 High Urban Abandoned
30789 High Urban Offices
30790 Davion Dropship
30791 Liao Dropship
30792 Kurita Dropship
30793 Steiner Dropship
30794 RYOKEN
30795 COUGAR
30796 THOR
30797 Steiner Flag
30798 AC Grassland Camo Turret
30799 SRM Grassland Camo Turret
30800 Hardened Resource Building
30801 Headquarters
30850 Exit to mplayer.com to launch an internet game?
30851 The MPlayNow executable was not found. Please reinstall it from the MechCommander 2 CD.
30852 Waiting on host to create game...
30853 MechCommander 2 requires at least 48 MB of Swapspace to run.\nYour Swapspace is only %d MB.\nSee the Readme file for information on how to do this.
30854 Dead
30855 Injured
30856 Active
30857 Local Turret Power
30858 Sensor Power
30859 Eastern Turret Power
30860 Western Turret Power
30861 A 'Mech cannot be deployed with damaged engine. The engine must be repaired in the 'Mech Bay.
30862 Demo
30863 has left the game. Returning you to the main screen.
30864 Bonus Objectives
30865 No Salvage Recovered
30866 Secondary Objectives
30867 RP
30868 Cannot deploy the 'Mech. The chassis is missing internal structure in a key location.
30869 has left the game. Returning you to the game lobby.
30870 Please insert the MechCommander 2 CD in the CD-ROM drive.
30871 MechCommander 2 CD Error
30872 Perimeter Turret Power
30873 Sorry. Your network connection to this game has been lost.
30874 West Turret Control
30875 East Turret Control
30876 Gate Turret Control
30877 Position Marker
30878 Connecting through TCP/IP. IPX is not installed.
30879 Connecting through IPX. TCP/IP is not installed.
30880 Your connection to the game was unsuccesful. Click OK to return to the game lobby.
30881 You should have at least 32 M of RAM for multiplayer. Expect serious frame hits.
30882 Current inventory of 'Mechs and vehicles is %d. Maximum is %d. You must sell back units or risk losing future salvage.
30883 Current inventory of 'Mechs and vehicles is %d. Maximum is %d. You must sell back at least %d units before deployment.
30884 Inventory of 'Mechs and vehicles is at maximum. Until you sell back units, you may not purchase new units and you will lose all future salvage.
30885 Nobody joined your game. Exiting to the game lobby.
30886 Drop-Weight %d Tons Under Maximum
30887 %s' game
30888 is now the server.
30889 %s has entered the mission.
30890 PortArthurAfter_Op%i_Mis%i
30891 PortArthurBefore_Op%i_Mis%i
30892 savegame%03i
30893 Inventory:
30894 Sensors & Ammo
30895 NONE
30896 [%i rounds]
30897 <empty>
30898 %s left the game.
30899 I have become the server.
30900 English
30901 Unlimited
30902 CermakAfter_Op%i_Mis%i
30903 CermakBefore_Op%i_Mis%i
30904 Please insert MechCommander 2 CD 1.
30905 Movie not found
30906 Light Vehicle
30907 Med Vehicle
30908 Hvy Vehicle
30909 UNKNOWN
30910 Light 'Mech
30911 Med 'Mech
30912 Hvy 'Mech
30913 UNKNOWN
30914 Assault 'Mech
30915 Ryoken
30916 Cougar
30917 Thor
31200 APC
31201 Armored Car
31202 Bulldog
31203 Condor
31204 Harasser
31205 J. Edgar
31206 LRM Carrier
31207 Minelayer
31208 Sweeper
31209 Pegasus
31210 Refit Truck
31211 Rommel
31212 Saracen
31213 Savannah
31214 Shrek
31215 SRM Carrier
31216 Striker
31217 Swiftwind
31218 VonLuckner
31219 Mobile HQ
31220 Fuel Truck
31221 Elem. Carrier
31222 Mbl Artlry
31223 Artillery Loader
31224 Towed Turret
31225 AeroSpace Spotter
31226 Resource Truck
31227 Salvage Rig
31228 Lt. Transport
31229 Flatbed
31230 Semi-Tractor
31231 Armed Flatbed
31232 Farm Truck
31233 Armed Farm Truck
31234 Car
31235 Sports Car
31236 Sports Car
31237 Car
31238 Hover Limo
31239 Limo
31240 Sports Car
31241 Car
31242 Car
31243 Sports Car
31244 Car
31245 Car
31246 Sports Car
31247 Salvage Truck
31248 Refit Rig
31249 Ambulance
31250 Centipede
31251 Regulator
31252 Manticore
31253 Pilum
31254 Alacorn
31255 Ammo Truck
32000 undefined
32001 Fusion Engine
32002 XL Fusion Engine
32003 C XL Fusion Engine
32004 Arm Actuator
32005 Leg Actuator
32006 Cockpit
32007 Heat Sink
32008 Double Heat Sink
32009 C Double Heat Sink
32010 Jump Jets
32011 Medium Jump Jet
32012 Small Jump Jet
32013 Sensor - Basic
32014 Sensor - Intermediate
32015 Sensor - Advanced
32016 C Sensor - Basic
32017 C Sensor - Adv
32018 Vehicle Sensor
32019 Adv Vehicle Sensor
32020 Gyroscope IV
32021 Gyroscope III
32022 Gyroscope II
32023 Gyroscope I
32024 Power Amplifier
32025 Armor
32026 Vehicle Ferro-Fibrous Armor
32027 C Ferro-Fibrous Armor
32028 C Vehicle Ferro-Fibrous
32029 Endosteel Int Str
32030 C Endosteel Int Str
32031 Case
32032 C Case
32033 Shoulder
32034 Hip
32035 LifeSupport
32036 Vehicle Sensors
32037 Beagle Probe
32038 MkI ECM Suite
32039 undefined
32040 undefined
32041 undefined
32042 MkII ECM Suite
32043 Active Probe
32044 undefined
32045 undefined
32046 undefined
32047 undefined
32048 undefined
32049 undefined
32050 undefined
32051 undefined
32052 undefined
32053 undefined
32054 undefined
32055 undefined
32056 undefined
32057 undefined
32058 undefined
32059 undefined
32060 undefined
32061 undefined
32062 undefined
32063 undefined
32064 undefined
32065 undefined
32066 undefined
32067 undefined
32068 undefined
32069 undefined
32070 undefined
32071 undefined
32072 undefined
32073 undefined
32074 undefined
32075 undefined
32076 undefined
32077 undefined
32078 undefined
32079 undefined
32080 undefined
32081 undefined
32082 undefined
32083 undefined
32084 undefined
32085 undefined
32086 undefined
32087 undefined
32088 undefined
32089 undefined
32090 undefined
32091 undefined
32092 undefined
32093 undefined
32094 undefined
32095 undefined
32096 undefined
32097 undefined
32098 Rail Gun
32099 Light Gauss Rifle
32100 Light Autocannon
32101 Medium Autocannon
32102 Heavy Autocannon
32103 Ultra Light Autocannon
32104 Gauss Rifle
32105 Machine Gun
32106 Anti-Missile System
32107 Light LBX Autocannon
32108 Ultra Medium Autocannon
32109 Clan Ultra Heavy Autocannon
32110 Clan Ultra Light Autocannon
32111 Clan Ultra Medium Autocannon
32112 Ultra Heavy Autocannon
32113 Clan Gauss Rifle
32114 Machine Gun Array
32115 Clan Anti-Missile System
32116 Clan Light LBX Autocannon
32117 Clan LBX Autocannon
32118 Clan Heavy LBX Autocannon
32119 undefined
32120 LRM Rack
32121 LR Missile/15
32122 LR Missile/20
32123 Swarm LRM Rack
32124 SRM Pack
32125 Streak SRM Pack
32126 Heavy Thunderbolt
32127 undefined
32128 undefined
32129 undefined
32130 Clan LRM Rack
32131 Clan LR Missile/15
32132 Clan LR Missile/20
32133 Clan SRM Pack
32134 Clan SR Missile/6
32135 Clan Streak SRM Pack
32136 Clan Streak SR Missile/6
32137 undefined
32138 undefined
32139 Clan Heavy Laser
32140 Large Laser
32141 ER Large Laser
32142 Large Pulse Laser
32143 ER Laser
32144 Pulse Laser
32145 PPC
32146 ER PPC
32147 Clan Heavy Large Laser
32148 undefined
32149 undefined
32150 Clan ER Large Laser
32151 Clan Large Pulse Laser
32152 Clan ER Laser
32153 Clan Pulse Laser
32154 Clan ER PPC
32155 Flamer Array
32156 Laser
32157 undefined
32158 undefined
32159 undefined
32160 Long Tom Cannon
32161 Thunderbolt Missile
32162 undefined
32163 undefined
32164 undefined
32165 undefined
32166 undefined
32167 undefined
32168 undefined
32169 undefined
32170 undefined
32171 undefined
32172 undefined
32173 undefined
32174 undefined
32175 undefined
32176 undefined
32177 undefined
32178 undefined
32179 undefined
32180 undefined
32181 undefined
32182 undefined
32183 undefined
32184 undefined
32185 undefined
32186 undefined
32187 undefined
32188 undefined
32189 undefined
32190 undefined
32191 undefined
32192 undefined
32193 undefined
32194 undefined
32195 undefined
32196 undefined
32197 undefined
32198 Rail Gun Ammo
32199 Lt. Gauss Ammo
32200 Lt. AC Ammo
32201 AC Ammo
32202 Hvy AC Ammo
32203 Lt. Ultra AC Ammo
32204 Gauss Rifle Ammo
32205 MG Array Ammo
32206 Anti-Missile Ammo
32207 Lt. LBX Ammo
32208 Ultra AC Ammo
32209 Heavy Ultra AC Ammo
32210 Clan Lt. Ultra AC Ammo
32211 Clan Ultra AC Ammo
32212 Clan Heavy Ultra AC Ammo
32213 Clan Gauss Rifle Ammo
32214 C M Gun Ammo ?
32215 C Anti-Missile Ammo
32216 C Lt. LBX Ammo
32217 C LBX Ammo
32218 C Hvy. LBX Ammo
32219 undefined
32220 LRM Ammo
32221 LRM/15 Pack
32222 LRM/20 Pack
32223 SRM Ammo
32224 SRM/6 Pack
32225 ST SRM Ammo
32226 Heavy Thunderbolt Ammo
32227 Long Tom Cannon Ammo
32228 Thunderbolt Missile Ammo
32229 undefined
32230 Clan LRM Ammo
32231 Swarm LRM Ammo
32232 C LRM/20 Pack
32233 Clan SRM Ammo
32234 C SRM/6 Pack
32235 C ST SRM Ammo
32236 C ST-SRM/2 Pack
32237 undefined
32238 undefined
32239 undefined
32240 undefined
32241 undefined
32242 undefined
32243 undefined
32244 undefined
32245 undefined
32246 undefined
32247 undefined
32248 undefined
32249 undefined
32250 undefined
32251 undefined
32252 undefined
32253 undefined
32254 undefined
33000 undefined
33001 Engine
33002 XLEngine
33003 XLEngine
33004 ArmAct
33005 LegAct
33006 Cockpit
33007 Heat Sink
33008 D-HtSnk
33009 D-HtSnk
33010 Jump Jets
33011 MedJump
33012 SmlJump
33013 Standard Optics
33014 Snsr (Inter.)
33015 Snsr (Adv.)
33016 Snsr (C-Bsc.)
33017 Snsr (C-Adv)
33018 Sensor-V
33019 Sensor-AV
33020 Gyro-IV
33021 Gyro-III
33022 Gyro-III
33023 Gyro-I
33024 PwrAmp
33025 Armor
33026 FrroFbr-V
33027 FrroFbr
33028 FrroFbr-V
33029 EndoStl
33030 EndoStl
33031 Case
33032 Case
33033 ShldAct
33034 HipAct
33035 LifeSuprt
33036 undefined
33037 Beagle
33038 GrdECM
33039 undefined
33040 undefined
33041 undefined
33042 ECM Suite
33043 Sensor Probe
33044 undefined
33045 undefined
33046 undefined
33047 undefined
33048 undefined
33049 undefined
33050 undefined
33051 undefined
33052 undefined
33053 undefined
33054 undefined
33055 undefined
33056 undefined
33057 undefined
33058 undefined
33059 undefined
33060 undefined
33061 undefined
33062 undefined
33063 undefined
33064 undefined
33065 undefined
33066 undefined
33067 undefined
33068 undefined
33069 undefined
33070 undefined
33071 undefined
33072 undefined
33073 undefined
33074 undefined
33075 undefined
33076 undefined
33077 undefined
33078 undefined
33079 undefined
33080 undefined
33081 undefined
33082 undefined
33083 undefined
33084 undefined
33085 undefined
33086 undefined
33087 undefined
33088 undefined
33089 undefined
33090 undefined
33091 undefined
33092 undefined
33093 undefined
33094 undefined
33095 undefined
33096 undefined
33097 undefined
33098 Rail Gun
33099 Light Gauss
33100 Light AC
33101 Medium AC
33102 Heavy AC
33103 Ultra Light AC
33104 Gauss
33105 Machine Gun
33106 AMS
33107 Light LBX
33108 Ultra Med AC
33109 C Ultra Hvy AC
33110 C Ultra Light AC
33111 C Ultra Med AC
33112 Ultra Heavy AC
33113 C Gauss
33114 MG Array
33115 AMS
33116 C Lt. LBX
33117 C LBX
33118 C Heavy LBX
33119 undefined
33120 LRM Rack
33121 LRM/15
33122 LRM/20
33123 Swarm LRM Rack
33124 SRM Pack
33125 ST SRM Pack
33126 Thunderbolt
33127 undefined
33128 undefined
33129 undefined
33130 C LRM Rack
33131 LRM/15
33132 LRM/20
33133 C SRM Pack
33134 SRM/6
33135 C ST SRM Pack
33136 S-SRM/6
33137 undefined
33138 undefined
33139 C Hvy Laser
33140 Large Laser
33141 ER Large Laser
33142 Large Pulse Laser
33143 ER Laser
33144 Pulse Laser
33145 PPC
33146 ER PPC
33147 C Hvy Large Laser
33148 undefined
33149 undefined
33150 C ER Large Laser
33151 C Large Pulse Laser
33152 C ER Laser
33153 C Pulse Laser
33154 C ER PPC
33155 Flamer Array
33156 Laser
33157 undefined
33158 undefined
33159 undefined
33160 Long Tom
33161 Thunderbolt
33162 undefined
33163 undefined
33164 undefined
33165 undefined
33166 undefined
33167 undefined
33168 undefined
33169 undefined
33170 undefined
33171 undefined
33172 undefined
33173 undefined
33174 undefined
33175 undefined
33176 undefined
33177 undefined
33178 undefined
33179 undefined
33180 undefined
33181 undefined
33182 undefined
33183 undefined
33184 undefined
33185 undefined
33186 undefined
33187 undefined
33188 undefined
33189 undefined
33190 undefined
33191 undefined
33192 undefined
33193 undefined
33194 undefined
33195 undefined
33196 undefined
33197 undefined
33198 Rail Gun Ammo
33199 Lt. Gauss Ammo
33200 Lt. AC Ammo
33201 AC Ammo
33202 Hvy AC Ammo
33203 U-Lt.AC Ammo
33204 Gauss
33205 MG
33206 AMS
33207 Lt. LBX Ammo
33208 LBX Ammo
33209 Hvy. LBX Ammo
33210 C Ult Lt.AC Ammo
33211 C Ult.AC Ammo
33212 C Ult Hvy.AC Ammo
33213 C Gauss
33214 MG
33215 AMS
33216 C Lt. LBX Ammo
33217 C LBX Ammo
33218 C Hvy. LBX Ammo
33219 undefined
33220 LRM Ammo
33221 LRM/15
33222 LRM/20
33223 SRM Ammo
33224 SRM/6
33225 ST SRM Ammo
33226 Tbolt Ammo
33227 Long Tom Ammo
33228 Sniper Ammo
33229 undefined
33230 C LRM Ammo
33231 LRM/15
33232 LRM/20
33233 C SRM Ammo
33234 SRM/6
33235 C ST-SRM Ammo
33236 S-SRM/6
33237 undefined
33238 undefined
33239 undefined
33240 undefined
33241 undefined
33242 undefined
33243 undefined
33244 undefined
33245 undefined
33246 undefined
33247 undefined
33248 undefined
33249 undefined
33250 undefined
33251 undefined
33252 undefined
33253 undefined
33254 undefined
33255 undefined
34000 undefined
34001 undefined
34002 undefined
34003 undefined
34004 undefined
34005 undefined
34006 The Adams OA-34 Heat Sink is indispensable for any 'Mech with energy or heavy ballistic weapons, both of which produce heat. Heat can interfere with engine and sensor systems as well as climate-control systems in the cockpit, so taking care of this during logistics is your only option.\n\nAdding heat sinks, or better yet multiple heat sinks, to your 'Mech configuration will alleviate the heat problem. After firing multiple salvos, not only are cannon and gun barrels scorched, but laser acceleration housings are near molten and auxiliary systems are taxed. The combination of these factors is known as the heat capacity of a 'Mech, and heat sinks increase that heat capacity.\n\nWith heat sinks, that excess energy accumulates much more slowly.\n\n\n\n
34007 undefined
34008 undefined
34009 undefined
34010 The advantages of deploying a Jump Jet-equipped 'Mech should be considered before any mission.\n\nScout 'Mechs can acquire excellent vantage points for observing enemy installations or battle team movements by vaulting to high ground from the leeward side.\n\nHaving a jump 'Mech in any weight class can help with both dogfights in open terrain and assault/siege attacks. In dogfights, fire-support 'Mechs can grab high ground before foot-bound 'Mechs and serially destroy enemy 'Mechs. 'Mechs on the valley floor, for example, would already be engaged with the jumper's battlemates and could offer diminished defensive fire. Such a jump 'Mech can turn any face-off beneath it into a two-on-one fight with a swivel of its torso.\n\nIn a base assault or siege maneuver, jumpers can hurdle base walls and capture interior structures such as turret and gate controls. Without a jumper Mech on the team, the others have to use prolonged barrages to "open the door."\n\n\n\n
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34025 The base armor on a 'Mech may be enhanced by adding additional armor plating. Each armor component adds 32 points of armor divided among all of a 'Mech's locations such as the arms, legs, head, torso, and back.\n\nExtra armor is often incorporated into designs for 'Mechs used for frontline assaults, in order to draw enemy fire away from the lightly armored support 'Mechs.\n\nSeveral commanders have noted that heavy armor works well in conjunction with short-range weapons. The extra protection allows the 'Mech to survive initial enemy volleys until it can work its way into short range, where it can then take apart enemies unable to fire at short distances.\n\nThere is limited surface area on a 'Mech available for armor, so the maximum armor capacity of any 'Mech is determined by its size.\n\n\n\n
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34099 Mechanically identical to the Gauss Rifle, the Light Gauss Rifle's main advantage is in its lightweight construction and compact size. This comes at the expense of firing a smaller projectile, which inflicts less damage than the standard Gauss Rifle.\n\n\n\n
34100 The Light Autocannon fires shells 30 mm or larger and is effective out to long range. Used primarily on vehicles and tanks, the Light Autocannon occasionally sees duty mounted on 'Mechs designed to eliminate smaller, fast-moving threats. \n\nBelow-average armor penetration capability limits the Light Autocannon's effectiveness against 'Mechs.\n\n\n\n
34101 The Medium Autocannon, or AC/10, has been a weapon in service in some form since the 20th century. Modern versions are automatic and self-feeding, firing shells 40-mm caliber or larger. A versatile and inexpensive weapon, the Medium Autocannon has been mounted on virtually every weapons platform in common use including 'Mechs, tanks, and turrets.\n\n\n\n
34102 Also called the AC/20, the Inner Sphere Heavy Autocannon is a short-range weapon that fires large-caliber shells between 80 and 120 mm. Although bulky, expensive, and difficult to mount, the Heavy Autocannon overcomes all its faults by delivering extreme damage and excels at disabling heavily armored targets.\n\nFound primarily on larger 'Mechs, the Heavy Autocannon is only suited for anti-'Mech operations, as any other use is considered overkill.\n\n\n\n
34103 Improvements in the design of the feed mechanisms and advanced materials allow Ultra Autocannons to sustain a higher cyclic firing rate over conventional autocannons. Firing the same caliber ammunition, Ultra Autocannons net a significant increase in damage potential as well as cost.\n\nThe Light Autocannon fires shells 30 mm or larger and is effective out to long range. Used primarily on vehicles and tanks, the Light Autocannon occasionally sees duty mounted on 'Mechs designed to eliminate smaller, fast-moving threats. \n\nBelow-average armor penetration capability limits the Light Autocannon's effectiveness against 'Mechs.\n\n\n\n
34104 Gauss Rifles are electromagnetic weapons that fire solid projectiles at high velocities. Using electromagnetic rails to accelerate a low-profile slug made of conducting material, the Gauss Rifle delivers massive kinetic energy at long ranges. Because it fires without chemical combustion, Gauss Rifles generate less heat than autocannons and missiles.\n\n\n\n
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34108 Improvements in the design of the feed mechanisms and advanced materials allow Ultra Autocannons to sustain a higher cyclic firing rate over conventional autocannons. Firing the same caliber ammunition, Ultra Autocannons net a significant increase in damage potential as well as cost.\n\nThe Medium Autocannon, or AC/10, has been a weapon in service in some form since the 20th century. Modern versions are automatic and self-feeding, firing shells 40-mm caliber or larger. A versatile and inexpensive weapon, the Medium Autocannon has been mounted on virtually every weapons platform in common use including 'Mechs, tanks, and turrets.\n\n\n\n
34109 Clan Ultra Autocannons use mechanical principles similar to those of Ultra Autocannons, but advanced Clan engineering and materials produce even better performance. Overall rate of fire is increased over Ultra Autocannons.\n\nAlso called the AC/20, the Heavy Autocannon is a short-range weapon that fires large-caliber shells between 80 and 120 mm. Although bulky, expensive, and difficult to mount, the Heavy Autocannon overcomes all its faults by delivering extreme damage and excels at disabling heavily armored targets.\n\nFound primarily on larger 'Mechs, the Heavy Autocannon is only suited for anti-'Mech operations, as any other use is considered overkill.\n\n\n\n
34110 Clan Ultra Autocannons use mechanical principles similar to those of Ultra Autocannons, but advanced Clan engineering and materials produce even better performance. Overall rate of fire is increased over that of Ultra Autocannons.\n\nThe Light Autocannon fires shells 30 mm or larger and is effective out to long range. Used primarily on vehicles and tanks, the Light Autocannon occasionally sees duty mounted on 'Mechs designed to eliminate smaller, fast-moving threats. \n\nBelow-average armor penetration capability limits the Light Autocannon's effectiveness against 'Mechs.\n\n\n\n
34111 Clan Ultra Autocannons use mechanical principles similar to those of Ultra Autocannons, but advanced Clan engineering and materials produce even better performance. Overall rate of fire is increased over that of the Ultra Autocannons.\n\nThe Medium Autocannon, or AC/10, has been a weapon in service in some form since the 20th century. Modern versions are automatic and self-feeding, firing shells 40-mm caliber or larger. A versatile and inexpensive weapon, the Medium Autocannon has been mounted on virtually every weapons platform in common use including 'Mechs, tanks, and turrets.\n\n\n\n
34112 Improvements in the design of the feed mechanisms and advanced materials allow Ultra Autocannons to sustain a higher cyclic firing rate over conventional autocannons. Firing the same caliber ammunition, Ultra Autocannons net a significant increase in damage potential as well as cost.\n\nAlso called the AC/20, the Heavy Autocannon is a short-range weapon that fires large-caliber shells between 80 and 120 mm. Although bulky, expensive, and difficult to mount, the Heavy Autocannon overcomes all its faults by delivering extreme damage and excels at disabling heavily armored targets.\n\nFound primarily on larger 'Mechs, the Heavy Autocannon is only suited for anti-'Mech operations, as any other use is considered overkill.\n\n\n\n
34113 Clan Gauss Rifles function on the same principles as the standard Gauss Rifle, accelerating a solid slug along electromagnetic rails to high velocities. Clan engineering improvements over the standard Gauss Rifle can be seen in the power induction system and load mechanisms, resulting in a better firing rate.
34114 The MG Array is actually several machine guns chained together to fire as a single weapon. Although usually seen on tanks, vehicles, and helicopters, the MG Array appears on 'Mech designs as well because of its low cost and negligible heat ouput.
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34120 The Inner Sphere Long-Range Missile (LRM) Rack fires missiles that can clear intervening obstacles. LRMs, when deployed as the only weaponry on a 'Mech or vehicle, can be defeated when opponents rush inside their minimum range, but when line of sight is blocked by base walls or landforms, few other weapons are so effective at finding their targets.\n\n\n\n
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34123 The Swarm LRM Rack is essentially a standard LRM Rack firing special Swarm munitions. Swarm missiles do not detonate on target like normal missiles. Instead, their warheads separate and scatter, damaging anything within their area of effect.\n\nSwarms are extremely useful against groups of enemies, especially in close formation. However, since the warheads separate before actually hitting their target, high-speed 'Mechs can move out of a Swarm's effect radius without being damaged. Similarly, airborne targets such as helicopters cannot be hit by the scattering warheads.\n\n\n\n
34124 Short-range missiles carry less propellant than their long-range counterparts but are far more compact, enabling more missile volleys to be launched than a Long-Range Missile Rack. \n\nThese weapons are common throughout the Inner Sphere and can be found on 'Mechs, tanks, and even turrets.
34125 Short-range missiles carry less propellant than their long-range counterparts but are far more compact, enabling more missile volleys to be launched than a Long-Range Missile Rack. \n\nThese weapons are common throughout the Inner Sphere and can be found on 'Mechs, tanks, and even turrets.
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34130 The Clan Long-Range Missile Rack launches twice as many missile salvos as the standard LRM Rack while fitting in the same payload space. Advanced construction and lightweight materials found in many Clan weapons are evident in this device. \n\nThis weapon is found in many Clan 'Mech designs, a testament to its effectiveness.
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34135 The Clan Streak SRM Pack is identical to the standard Streak SRM Pack, except it is constructed with typical high-quality Clan engineering and materials, resulting in a better firing rate.\n\n\n\n
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34139 Heavy Lasers represent the latest advancement and research in laser weapon technology. Aimed at increasing damage potential while retaining compact size, Heavy Lasers boast the highest damage-to-size ratio of any weapon. The main weakness of the Heavy Lasers is the immense heat output, limiting the number of these weapons that can be carried by any 'Mech.
34140 The Large Laser is a larger and more powerful version of the standard Laser. Firing a more coherent beam, the Larger Laser has better range and damage.\n\nThis weapon is a staple for both tanks and 'Mechs and can be found anywhere in the Inner Sphere.
34141 The Extended-Range Large Laser, a variant of the Large Laser, extends its destructive force to long distances and competes with the superior ranges of Clan lasers. Payload space and damage are identical to the standard Large Laser. Heat generation, however, is significantly increased, as is purchase price.
34142 The Pulse Laser and Large Pulse Laser fire rapid, short bursts of laser energy rather than a continuous beam. While this enables the weapon to deliver more overall damage, it also generates more heat.
34143 An upgrade to basic laser technology, the Extended-Range Laser does the same damage as the standard Laser, but its range is increased. Unfortunately, the stress on the heat capacity of the 'Mech has also been increased.
34144 The Pulse Laser and Large Pulse Laser fire rapid, short bursts of laser energy rather than a continuous beam. While this enables the weapon to deliver more overall damage, it also generates more heat.
34145 The Particle Projection Cannon, or PPC, fires bolts consisting mainly of high-energy protons or ions. Unlike laser weapons, the PPC is able to deliver both kinetic and thermal energy, resulting in excellent penetration power against armor. \n\nAlthough larger than laser weapons while still generating large amounts of heat, the PPC is a favorite weapon among MechWarriors throughout the Inner Sphere.\n\n\n\n
34146 The Particle Projection Cannon, or PPC, fires bolts consisting mainly of high-energy protons or ions. Unlike laser weapons, the PPC is able to deliver both kinetic and thermal energy, resulting in excellent penetration power against armor. \n\nThe ER, or Extended-Range, version of the PPC fires a more cohesive bolt that can inflict damage at long range, but at the expense of greatly increased heat generation.\n\n\n\n
34147 Heavy Lasers represent the latest advancement and research in laser weapon technology. Aimed at increasing damage potential while retaining compact size, Heavy Lasers boast the highest damage-to-size ratio of any weapon. The main weakness of Heavy Lasers is their immense heat output, limiting the number of these weapons that can be carried by any 'Mech.
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34150 The Clan Extended-Range (ER) Large Laser extends the effective range of the Clan Large Laser to long distances. It occupies the same payload space and fires faster than the Inner Sphere version.
34151 The Clan Large Pulse Laser can maintain a higher firing rate than the standard Large Pulse Laser. As with many Clan weapons, the enchanced performance comes at a high cost.
34152 The Clan version of the most fundamental energy weapon, this Extended-Range Laser packs good punch for its size and occupies little enough payload space to mount it singly or in clusters. The high cost of the weapon makes it an indulgence for commanders with limited resources.
34153 The Clan Pulse Laser can maintain a higher firing rate than the standard Pulse Laser. As with many Clan weapons, the enhanced performance comes at a high cost.
34154 The Particle Projection Cannon, or PPC, fires bolts consisting mainly of high-energy protons or ions. Unlike laser weapons, the PPC is able to deliver both kinetic and thermal energy, resulting in excellent penetration power against armor. \n\nAn impressive example of advanced Clan engineering, the Clan ER PPC is effective to long range and can maintain a higher firing rate than the standard PPC. Although prohibitively expensive, this weapon remains a favorite among elite Clan MechWarriors.
34155 The Flamer Array is a set of linked Flamer weapons typically seen on vehicles or smaller 'Mechs. Chained together into a single firing platform, the Flamer Array is capable of producing respectable damage the individual weapons could not.
34156 The Laser is a dependable and inexpensive weapon that can be found on any military unit, a true staple of modern warfare. Compact while still producing decent damage, even advanced 'Mech designs incorporate lasers to support more advanced weaponry.\n\n\n\n
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34160 The Long Tom Cannon is a smaller version of the heavy artillery piece. This version can be mounted on a 'Mech chassis, although only the largest 'Mechs have enough payload space to accommodate one.\n\nThe Long Tom lobs high-explosive shells indirectly at targets, clearing any intervening obstacles. The shell itself inflicts high levels of damage to everything within a large radius.\n\nAlthough a powerful weapon, the Long Tom has been cited as the cause of numerous friendly fire casualties on the battlefield. Commanders are advised to be judicious when employing this dangerous device.\n\n\n\n
34161 Experimental technology and not readily available, the Thunderbolt is a large cruise missile that inflicts severe damage to even Assault-class 'Mechs. The large size of the missile carries heavy penalties in terms of payload space and range. Only the largest 'Mechs can mount a Thunderbolt missile system, and the missile is limited to medium range.
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35000 Rooster
36000 Rooster is a grizzled veteran with a charming Southern accent.
37000 Piloting
37001 Jumping
37002 Sensors
37003 Gunnery
40001 Opens the Sprites.PAK file
40002 Exit the Application
40003 Export the Sprite PAK File to Incorporate all changes made.
40007 Edit the components definition file
40008 Cost: %ld
40009 RESOURCE POINTS: %ld
40010 Primary Objectives
40011 Secondary Objectives
40012 ArialNarrow8.d3f
40013 ArialNarrow8.d3f
40014 AgencyfB11.d3f
40015 ArialNarrow8.d3f
40016 ArialNarrow8.d3f
40017 Agencyfb14.d3f
40018 ArialNarrow8.d3f
40019 AgencyfB17.d3f
40020 ArialNarrow8.d3f
40021 AgencyfB14.d3f
40022 ArialNarrow6.d3f
40023 Agencyfb17.d3f
40024 ArialNarrow8.d3f
40025 ArialNarrow8.d3f
40026 AgencyfB14.d3f
40027 AgencyfB14.d3f
40028 AgencyFB11.d3f
40029 AgencyfB17.d3f
40030 AgencyFB11.d3f
40031 AgencyfB11.d3f
40032 Agencyfb11.d3f
40033 ArialNarrow8.d3f
40034 ArialNarrow6.d3f
40035 Agencyfb11.d3f
40036 Agencyfb20.d3f
40037 Agencyfb14.d3f
40038 AgencyFB14.d3f
40039 Agencyfb11.d3f
40040 Agencyfb17.d3f
40041 AgencyFB11.d3f
40042 AgencyFB11.d3f
40043 ArialNarrow8.d3f
40044 AgencyFB14.d3f
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40046 AgencyFB17.d3f
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40048 AgencyFB14.d3f
40049 AgencyFB11.d3f
40050 ArialNarrow8.d3f
40051 AgencyFB14.d3f
40052 AgencyFB11.d3f
40053 AgencyFB14.d3f
40099 GAME PAUSED
40101 CAMPAIGN 1 RIBBON Medal awarded to this pilot for participation in Campaign 1.
40102 CAMPAIGN 2 RIBBON Medal awarded to this pilot for participation in Campaign 2.
40103 CAMPAIGN 3 RIBBON Medal awarded to this pilot for participation in Campaign 3.
40104 CAMPAIGN 1 HONOR RIBBON Medal awarded to this pilot for participation in all missions of Campaign 1.
40105 CAMPAIGN 2 HONOR RIBBON Medal awarded to this pilot for participation in all missions of Campaign 2.
40106 CAMPAIGN 3 HONOR RIBBON Medal awarded to this pilot for participation in all missions of Campaign 3.
40107 PURPLE HEART Medal awarded to this pilot for getting wounded on the battlefield.
40108 VALOR Medal awarded to this pilot for killing 3 or more 'Mechs during a mission.
40109 UNCOMMON VALOR Medal awarded to this pilot for killing 7 or more 'Mechs during a mission.
40110 UNCOMMON VALOR Medal awarded to this pilot for killing 7 or more 'Mechs during a mission.
40111 UNCOMMON VALOR Medal awarded to this pilot for killing 7 or more 'Mechs during a mission.
40112 UNCOMMON VALOR Medal awarded to this pilot for killing 7 or more 'Mechs during a mission.
40114 LIAO SUNBURST OF GALLANTRY Medal awarded to this pilot for heroism under fire.
40115 DAVION SUNBURST MEDAL Medal awarded to this pilot for exceptional duty, devotion, and sacrifice.
40116 STEINER ALLIANCE STAR Medal awarded to this pilot for uncommon bravery and honor.
41001 Light 'Mech Specialist
41002 Laser Specialist
41003 Light AC Specialist
41004 Medium AC Specialist
41005 SRM Specialist
41006 Small Arms Specialist
41007 Sensor Specialist
41008 Toughness Specialist
41009 Medium 'Mech Specialist
41010 Pulse Laser Specialist
41011 ER Laser Specialist
41012 LRM Specialist
41013 Scouting Specialist
41014 Jump Jet Specialist
41015 Heavy 'Mech Specialist
41016 PPC Specialist
41017 Heavy AC Specialist
41018 Short-Range Specialist
41019 Medium-Range Specialist
41020 Long-Range Specialist
41021 Assault 'Mech Specialist
41022 Gauss Specialist
41023 Sharpshooter Specialist
41024 Sharpshooter Specialist
41025 Sensor Specialist
41026 Sensor Specialist
41027 Sensor Specialist
41030 LIGHT 'MECH SPECIALIST Ability to avoid and evade a great amount of enemy weapons fire when piloting a Light 'Mech.
41031 LASER SPECIALIST Ability to fire the Laser, Large Laser, Heavy Laser, and Heavy Large Laser with high accuracy.
41032 LIGHT AC SPECIALIST Ability to fire all Light Autocannons with high accuracy.
41033 MEDIUM AC SPECIALIST Ability to fire all Medium Autocannons with high accuracy.
41034 SRM SPECIALIST Ability to fire all short-range missiles with high accuracy.
41035 SMALL ARMS SPECIALIST Ability to fire machine guns and flamers with high accuracy.
41036 SENSOR SPECIALIST Ability to discern additional information from sensor readouts. Level of information increases with pilot's rank.
41037 TOUGHNESS SPECIALIST Ability to withstand personal injury that would typically kill a normal pilot.
41038 MEDIUM 'MECH SPECIALIST Ability to avoid and evade a significant amount of enemy weapons fire when piloting a Medium 'Mech.
41039 PULSE LASER SPECIALIST Ability to fire Pulse Lasers and Large Pulse Lasers with high accuracy.
41040 ER LASER SPECIALIST Ability to fire ER Lasers and ER Large Lasers with high accuracy.
41041 LRM SPECIALIST Ability to fire all long-range missiles with high accuracy.
41042 SCOUTING SPECIALIST Ability to spot enemies beyond normal line of sight.
41043 JUMP JET SPECIALIST Ability to control Jump Jets, enabling longer jump distances.
41044 HEAVY 'MECH SPECIALIST Ability to avoid and evade a moderate amount of enemy weapons fire when piloting a Heavy 'Mech.
41045 PPC SPECIALIST Ability to fire all Particle Projection Cannons with high accuracy.
41046 HEAVY AC SPECIALIST Ability to fire all Heavy Autocannons with high accuracy.
41047 SHORT-RANGE SPECIALIST Ability to accurately target enemies within short range. Any target within 60 meters is easier to hit.
41048 MEDIUM-RANGE SPECIALIST Ability to accurately target enemies at medium range. Any target from 30 to 120 meters is easier to hit.
41049 LONG-RANGE SPECIALIST Ability to accurately target enemies at long range. Any target farther away than 60 meters is easier to hit.
41050 ASSAULT 'MECH SPECIALIST Ability to avoid and evade a moderate amount of enemy weapons fire when piloting an Assault 'Mech.
41051 GAUSS SPECIALIST Ability to fire all Gauss Rifles and Light Gauss Rifles with high accuracy.
41052 SHARPSHOOTER SPECIALTY Ability to target specific body parts on enemy 'Mechs with higher accuracy than normal.
41054 SENSOR SPECIALIST Ability to discern additional information from sensor readouts. Level of information increases with pilot's rank.
41055 SENSOR SPECIALIST Ability to discern additional information from sensor readouts. Level of information increases with pilot's rank.
41056 LIGHT 'MECH SPECIALIST Ability to avoid and evade a great amount of enemy weapons fire when piloting a Light 'Mech.
42000 Blade
42001 Bubba
42002 Chopper
42003 Creep
42004 Worm
42005 Flash
42006 Ghost
42007 Hacksaw
42008 Claymore
42009 Hammer
42010 Jinx
42011 Longshot
42012 Meat
42013 Mother
42014 Payback
42015 Psycho
42016 Rooster
42017 Scooter
42018 Steel
42019 Palerider
42020 Twitch
42021 Venom
42022 Wicked
42023 Dagger
42024 Nuke
42025 Cobra
42026 Shadow
42027 Artillery
42028 Unassigned
42029 Unassigned
42030 Unassigned
42031 Green
42032 Regular
42033 Veteran
42034 Elite
42035 Unassigned
43000 OBJECTIVES
43001 QUICK SAVE
43002 QUICK LOAD
43003 OPTIONS
43004 ABORT MISSION
43005 EXIT GAME
43006 RETURN TO GAME
43007 Objectives List
43008 Quick Save
43009 Quick Load
43010 Options
43011 Abort Mission
43012 Exit Game
43013 Return to Game
43014 Toggle the list of current mission objectives.
43015 Save the current mission.
43016 Load your mission.
43017 Customize game, graphics, audio, and control settings.
43018 Quit the current mission.
43019 Exit MechCommander 2.
43020 Return to the current mission.
43200 Short-Range Attack
43201 Medium-Range Attack
43202 Long-Range Attack
43203 Optimal-Range Range
43204 Ammo Conservation (Energy Weapons Only)
43205 Jump
43206 Fire from Current Position
43207 Guard
43208 Ammo Conservation
43209 Select Visible Units
43210 Force Fire
43211 Aim at Legs
43212 Aim at Arms
43213 Aim at Head
43214 Stop/Hold Fire
43215 Power Down
43216 Power Up
43217 Eject
43218 Run
43219 Get 'Mech Info
43220 Airstrike
43221 Sensor Probe
43222 Special Unit Command
43223 Toggle Compass
43224 Zoom In
43225 Zoom Out
43226 Toggle Objectives
43227 ArialNarrow8.d3f
43228 Shift
43229 Control
43230 Alt
43231 KEYBOARD REFERENCE
43232 AgencyFB11.d3f
43233 Toggle Hot Keys
43234 Toggle Pause
43235 Toggle Objectives
43236 Toggle Objectives
43237 Toggle Objectives
43238 Hold Position Toggle Command (H)
43239 Order the selected units to not move until given a movement or capture command.
43240 Suppression Fire Toggle Command (V)
43241 Order the selected Fixed Artillery to fire continuously at its next target.
43242 Track Camera Left
43243 Track Camera Right
43244 Track Camera Up
43245 Track Camera Down
43246 Rotate Camera Left
43247 Rotate Camera Right
43248 Tilt Camera Up
43249 Tilt Camera Down
43250 Chat
43251 Team Chat
44000 Mission Failed
44001 Mission Successful!
45000 !
45001 Repairs damaged 'Mechs in the field. Click the bay with a 'Mech selected to repair it.
45002 Detects enemies within a short radius. Destroy within 10 seconds or an alarm will sound.
45003 Reveals a wide radius of visibility for the owner. Destroy to avoid detection.
45004 Capture to secure its RPs for use in-mission. Cannot capture if enemy is in vicinity.
45005 Capture to secure its RPs for use in-mission. Cannot capture if enemy is in vicinity.
45006 Capture to gain control of linked turrets. Cannot capture if enemy is in vicinity.
45007 Powers linked gates and spotlights. Destroy to incapacitate linked buildings.
45008 Powers linked turrets. Destroy to stop turrets from firing.
45009 Capture to gain sensor information. Cannot capture if enemy is in vicinity.
45010 Gathers sensor information in a wide radius. May be linked to a Sensor Control.
45011 Capture to open gates for friendly forces and close them to enemies. Cannot capture if enemy is in vicinity.\n\n\n\n
45012 May be linked to a gate control.
45013 Capture to control linked spotlights and reveal enemies. Cannot capture if enemy is in vicinity.
45014 Illuminates areas at night.
45015 Fires volleys of long-range missiles.
45016 Fires packs of short-range missiles.
45017 Fires metal slugs at long range.
45018 Fires area-effect artillery rounds at long range.
45019 Fires autocannon rounds at medium range.
45020 Contains combustibles. Produces large area-effect blast when destroyed.
45021 Contains combustibles. Produces small area-effect blast when destroyed.
45022 Contains combustibles. Produces small area-effect blast when destroyed.
45023 Contains combustibles. Produces small area-effect blast when destroyed.
45024 Move all units to this marker to end the mission once primary objectives are complete.
45025 Move units to this navigation marker to complete an objective.
45026 A Repair Truck or Salvage Craft will land here when the timer reaches zero.
45027 An Airstrike will hit here when the timer reaches zero.
45028 Artillery
45029 Repair
45030 Minelayer
45031 Scout
45032 No Pilot
45033 Select a Unit
45034 Total: %ld
45035 'MECH SALVAGE
45036 Select the 'Mechs you want to salvage.
45037 'MECH LOADOUT
45038 Done
45039 DONE Proceed to the Pilot Promotion screen.
45040 DONE
45041 Mech Item
45042 Click on this item to view its properties
45043 Click this item to Salvage it.
45044 SALVAGE BUTTON
45045 Airstrike Marker
45046 VTol Call Marker
45047 Autocannon Turret
45048 Light Gate
45049 Mediume Gate
45050 Heavy Gate
45051 Fires large pulse laser blasts. Best attacked from long range.
45052 'MECH SALVAGE In this screen, you can salvage 'Mechs disabled on the battlefield.
45053 C-BILLS The amount of money you currently have, updated as you select 'Mechs to salvage.
45054 ARMOR The amount of armor on the selected 'Mech.
45055 SALVAGE LIST Select each 'Mech you want to salvage.
45056 TONNAGE The weight, in tons, and class of the selected 'Mech.
45057 RANGE The dominant weapons range of the selected 'Mech.
45058 SPEED The speed, in kilometers per hour, of the selected 'Mech.
45059 JUMP The distance, in meters, the selected 'Mech can jump.
45060 CURRENT SELECTION The name and image of the currently selected 'Mech.
45100 Select the Lay Mines button, then click the terrain to drop mines.
45101 Select the Lay Mines button, then right-click the terrain to drop mines.
45102 Click a damaged 'Mech to repair.
45103 Right-click a damaged 'Mech to repair.
45104 Click a target to attack it with an Airstrike.
45105 Right-click a target to attack it with an Airstrike.
45106 Click a target to attack it with an Airstrike.
45107 Right-click a target to attack it with an Airstrike.
45108 Click a location in sight of your units to deploy Fixed Artillery. Once placed, it cannot be moved.
45109 Right-click a location in sight of your units to deploy a Fixed Artillery piece. Once placed, it cannot be moved.
45110 Click a location to drop a Sensor Probe.
45111 Right-click a location to drop a Sensor Probe.
45112 Click a location in sight of your units to deploy a Repair Truck.
45113 Right-click a location in sight of your units to deploy a Repair Truck.
45114 Click a location in sight of your units to deploy a Scout 'Copter.
45115 Right-click a location in sight of your units to deploy a Scout 'Copter.
45116 Click a location in sight of your units to deploy a Minelayer.
45117 Right-click a location in sight of your units to deploy a Minelayer.
45118 Click a disabled 'Mech to deploy a Salvage Craft.
45119 Right-click a disabled 'Mech to deploy a Salvage Craft.
45120 Click a disabled 'Mech to recover.
45121 Right-click a disabled 'Mech to recover.
45122 Click terrain to move selected units to this location
45123 Right-click terrain to move selected units to this location.
45124 Click to select a unit.
45125 Left-click to select a unit.
45126 Click a location on the tactical map to move your camera there.
45127 Left-click a location on the tactical map to move your camera there. Right-click map to move selected units there.
45128 arialBlack9.d3f
45129 arial8.d3f
45130 Unknown House
45131 LIAO
45132 STEINER
45133 DAVION
45134 BANDIT
45135 CLAN
45136 Clanner House
45137 Clanner House
45138 VERY LIGHT
45139 LIGHT
45140 MEDIUM
45141 HEAVY
45142 VERY HEAVY
45143 VERY LIGHT
45144 VERY LIGHT
45145 VERY LIGHT
45146 Stores weapons supplies. Capture to take over these weapons. Cannot capture if enemy is in vicinity.
45147 Click this unit to guard it.
45148 Right-click this unit to guard it.
45149 Click terrain to order selected units to run to this location.
45150 Right-click terrain to order selected units to run to this location.
45151 Click terrain to order selected units to jump to this location.
45152 Right-click terrain to order selected units to jump to this location.
45153 Click terrain to set a waypoint at this location.
45154 Right-click terrain to set a waypoint at this location.
45155 Click terrain to set a run waypoint at this location.
45156 Right-click terrain to set a run waypoint at this location.
45157 Click terrain to set a jump waypoint at this location.
45158 Right-click terrain to set a jump waypoint at this location.
45159 Click the first waypoint or the selected unit to establish a patrol path.
45160 Right-click the first waypoint or the selected unit to establish a circular or linear patrol path, respectively.
45161 Click a target to attack it.
45162 Right-click a target to attack it.
45163 Click to attack this target using only energy weapons.
45164 Right-click to attack this target using only energy weapons.
45165 Click to attack this target from the current position.
45166 Right-click to attack this target from the current position.
45167 Click to attack this target from short range.
45168 Right-click to attack this target from short range.
45169 Click to attack this target from medium range.
45170 Right-click to attack this target from medium range.
45171 Click to attack this target from long range.
45172 Right-click to attack this target from long range.
45173 Click to force fire on this target.
45174 Right-click to force fire on this target.
45200 An Armored Car may carry command personnel or intelligence operatives. Its Machine Gun Array and light armor make it an easy target for anything heavier than infantry.
45201 The Hunter brings long-range missile (LRM) support to the battlefield but, unlike the LRM Carrier, this vehicle is tracked, giving it increased mobility over rough terrain. It carries more armor than the LRM Carrier but carries fewer racks, so it performs best as base defense or on patrol.\n\nThe best way to defeat a Hunter is to rush inside the minimum range of its LRMs. Once upon the Hunter, enemies will find that it has no way to defend itself.
45202 Commanders do well to heed the advice that the Hetzer wheeled assault gun is best destroyed from long range before it can engage its Heavy Autocannon. The prospect of facing down the torrential barrage of the Heavy Autocannon delivered from such a nimble platform should command the attention of every 'Mech pilot as soon as this vehicle shows up on sensor readouts.\n\nRelatively maneuverable and impervious to a first or even second direct hit, the Hetzer can knock 'Mechs out of commission if ignored too long.
45203 The LRM Carrier is outfitted with multiple racks of long-range missiles, providing the maximum amount of firepower for a vehicle in this weight class. 'Mech pilots usually target this vehicle immediately before it can attack.\n\nLRM Carriers often provide support for short- and medium-range units, softening up enemies before they can close. Their role, however, is not limited to support. LRM Carriers may be brought onto the battlefield to serve as a mobile base defense where the construction of guard turrets may take too much time or be otherwise impractical.\n\nCommanders often bolster an existing base's defenses by placing LRM Carriers within its walls. More than one 'Mech pilot has been surprised after destroying a base's turret generators to witness a barrage of missiles streak over the walls toward him.\n\nBecause of their large weapon load and relatively light armor, commanders are wise to eliminate them from combat quickly before they can do real damage.\n\n\n\n
45204 Another useful addition to a garrison guard or patrol team, the Vedette boasts an autocannon that can cripple opposing 'Mechs if allowed to fire enough volleys at its legs.\n\nWell-armored for a 50-ton tank, the Vedette is nevertheless not to be regarded as a 'Mech-breaker on its own. Deployed in force as an auxiliary cavalry platoon in support of 'Mech groups, Vedettes can mount overwhelming ambushes, especially when given the high ground.\n\nWhen the St. Ives compact hired mercenary units to break McCarron's Armored Cavalry on Harloc, Christobal's Regiment lined a mountain pass with the Vedettes and, in a classic turn-and-fire chase, led the mercenary 'Mechs up into the mountains. The Regiment 'Mechs found a plateau, turned, and descended on the mercenaries, trapping them between the jaws of the Vedette cavalry.\n\nFacing fire from three sides and a tumble down the mountain on the fourth side, the mercenaries engaged the tanks, barely managing to go one round blow for blow with the Vedettes before succumbing. The Regiment lost seven Vedettes but took an equal number of Mechs twice their tonnage.
45205 One of the few tanks that can pose a real threat to 'Mechs, the Storm fields two Particle Projection Cannons and enough armor to withstand fire from most 'Mechs. Slow speed limits its use to defense and garrison duties and also makes it vulnerable to fast or long-range 'Mechs.
45206 A well-armored and powerful non-'Mech opponent, the Partisan's multiple rapid-firing Light Autocannons can inflict moderate damage on most 'Mechs.\n\nRelatively slow at 80 tons, the Partisan makes up for its late arrival and slow departure with well-stocked autocannon ammunition stores. Capable of delivering heavy fire support that can distract if not destroy 'Mechs as well as airborne threats, the Partisan acquits the armored cavalry well.
45207 With prototyped weapons already deep into beta testing on live battlefields, the Legion offers armored cavalry divisions the chance to go toe to toe with 'Mechs. Heavily armored and bristling with heavy long-range weapons, the Legion is unlike any other vehicle in the combat theater.\n\nA distinctive target, the Legion is also a formidable foe. It announces its presence with authority via the long-range Gauss Rifle, and by the time 'Mechs are upon it their armor is already depleted. Then the Legion can open fire with SRMs (short range missiles) and its short-range Lasers.\n\nThe Legion is not a difficult vehicle to overtake on the chase, but if it takes high ground and maintains the element of surprise it is a more than worthy adversary for any 'Mech.
45208 Dr. Vanessa England revolutionized scout vehicles with the creation of the hovercraft Centipede scout car in 3052. Armed with a medium-range Defiance B3M Laser, the Centipede can deliver jolts of light offensive fire to any units that catch it unawares on a scout mission and then flee quickly thanks to the velocity created by the hover powerplant.
45209 The Harasser more than lives up to its name, striking quickly and unleashing missile fire before many 'Mechs can react. If it enters the field of battle undetected, it can introduce a great deal of mayhem for its 20 tons.\n\nWhen moving at full throttle, it is difficult for most vehicles and even most 'Mechs to gain target lock on the Harasser. It is best caught at long range before it can begin its strafing runs, when one shot from a heavy weapon can penetrate its light armor and obliterate the vehicle.\n\n\n\n
45210 A heavily armored hovercraft, the Scimitar can briefly withstand close combat with most 'Mechs. Its lack of firepower, however, is the Scimitar's weakness.\n\nTVR Hovercraft technology makes the Scimitar a rapid-deployment, light fire support unit; its Flamer Arrays can play havoc with infantry and other light opposition.\n\n\n\n
45211 The Drillson is well equipped for its role as a combat hovercraft because of its exceptional armor. Able to traverse over water and land, this mobile vehicle is well armed with multiple Streak Short-Range Missle Packs.\n\nShort range and comparatively slow speed, however, make the Drillson an easy target at long range.
45212 As the lightest available helicopter, the Scout 'Copter is capable of gathering intelligence data quickly. It is an auxiliary support vehicle rather than a combat vehicle.
45213 The Heavy 'Copter is a heavily armored mobile weapons platform used by commanders when they must operate in difficult terrain but must also withstand enemy fire. Outfitted with Streak Short-Range Missile Packs and Pulse Lasers, the Heavy 'Copter is more than capable of holding its own against smaller 'Mechs.
45214 The Attack 'Copter serves as a fast, mobile attack vehicle that can operate in any terrain. Armed with a Medium Autocannon, it carries little armor but makes swift and hard-hitting first strikes rather than extended engagements.
45215 The Aerospotter is a lightly armed and armored combat vehicle that carries extensive positioning and communication equipment. Its main threat lies in the ability to electronically paint targets for aerial bombardment from aerospace fighter bombers.
45216 Placeholder text Long Tom Artillery:
45217 Lightly armored and slow even at top speed, the Swarm Long-Range Missile (LRM) Carrier is easily disposed of, but it must be located first. It does much of its damage from distant locations, functioning as a mobile heavy sniper. It hides behind base walls, hills, and thickets of trees and then opens fire with its area-effect LRMs.\n\nMore than a nuisance, this vehicle offers an added 'Mech-crippling threat to every battle it joins.
45218 Unarmed but more heavily armored than the Armored Personnel Carrier, the Troop Transport carries infantry squadrons into battle, sometimes carrying infantry wearing Powered Armor. The Troop Transport offers more durability but at the cost of speed.
45219 A Minelayer does not carry direct offensive weapons, but its mine bays carry enough ordnance to topple several opposing 'Mechs. Its anti-'Mech mines are powerful enough to cripple Assault 'Mechs; smaller units, however, such as light vehicles and Light 'Mechs, are not heavy enough to trigger the mines.\n\nEspecially effective when laying ambush or complicating long-range maneuvers for pursuers, the Minelayer can be called in as a support vehicle.
45220 Transported into hostile combat situations via VTOL, the Repair Truck specializes in performing high-speed repairs to 'Mech armor and internal structures as well as restocking all weapons with ammunition. The Repair Truck, however, cannot subsititute for an actual BattleMech facility and cannot repair damaged weapons or restore blown-off 'Mech arms. It can jury-rig leg actuators well enough to restore full walking and running speed to crippled 'Mechs.
45221 Placeholder text: This vehicle can be summoned as Vehicle Support (via the Support Tab). It allows the salvage (in-mission) of a single disabled 'Mech. After the salvage, the Recovery Vehicle becomes useless.
45222 A Cargo Truck is unarmed and often found in convoys, on its way to a base for delivery of nonincendiary supplies.
45223 Placeholder text: The VTOL is a large flying transport capable of carrying the Repair Vehicle and other units summoned for reinforcements and repair. It has a large bay door that opens and allows vehicles to roll out. VTOLs may be destroyed either during travel or on the ground. If the VTOL is destroyed while the summoned vehicle is rolling out then the vehicle is destroyed as well. If the VTOL is destroyed after the summoned vehicle has rolled out, the vehicle is not affected by the VTOL's destruction.\n
45224 The Shilone Bomber delivers an airstrike to any location chosen by the commander. Stealth technology allows the Shilone to enter battlefield airspace undetected and deliver enormous payloads before combatants can respond.\n\nThe Shilone drops multiple bomblets but requires a spotter with line of sight to accurately target moving or fixed enemy positions. Without line of sight, the Shilone's bomblets will spread and saturate an area rather than unleash the greatest damage to a specific target.\n\nCompact design and extraordinary maneuverability have allowed the Shilone to elude all offensive efforts to date. Not a single Shilone has been downed in the Carver system since its introduction 3 years ago.\n\nWith an extremely low-profile fuselage design, the Shilone has proven to be undetectable at any range.\n\n\n\n
45225 Exposed infantry on the combat floor are vulnerable to absolutely everything else in the fire zone. Light 'Mechs with Machine Gun Arrays can mop up infantry, as can any armed vehicles. Sensors will not detect or register infantry presence on the battlefield.
45226 This is a single individual in power armor. Sensors will not detect or register powered armor, and more than a Machine Gun Array may be required to dispatch the infantryman contained in the armor.
45227 A crucial element of every commander's deployment teams, Armored Personnel Carriers (APCs) of one sort or another have been through nearly every battle in known space.\n\nOn Carver V they occasionally make their way onto the battlefield as a means of ferrying pilots from place to place or to house pilots with some degree of safety. No armed APCs are deployed on Carver V.
45228 A Fuel Truck is often found in a convoy or parked on a base. The truck is useful as a mobile incendiary device; just wait for it to reach your target, or your target to approach it, and then destroy the truck.
45229 A Jeep may or may not carry command or intelligence personnel. It is an auxiliary rather than a combat vehicle.
45230 When a Resource Truck is captured, resource points are earned, which can then be exchanged for tactical support. Resource points can only be used in the current mission and are not saved for use in any subsequent missions.
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45300 Archon Katrina Steiner
45301 Mandrissa Anita Cho
45302 Captain Jason Cho
45303 Major Susan Kelly
45304 Lieutenant Diaz
45305 Baxter
45306 Ambassador Yee
45307 Gunnery Sergeant Cash
45308 Prince Victor Davion
45309 Chancellor Sun Tzu Liao
45310 Colonel David Renard
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45316 Born Katherine Morgan Steiner-Davion, the Archon of the Lyran Alliance and Princess of the Federated Commonwealth is heir to the Inner Sphere's most powerful ruling houses. Instead of being trained in the arts of warfare like her brother, Victor Steiner-Davion, Katherine has been groomed from childhood to govern. She is a master of the well-timed phrase and has an unrivaled skill at focusing the media spotlight on her causes.\n\nHer leadership skills have served not only her realm but the entire Inner Sphere. Most recently she sponsored the Whitting Conferences and the campaign to resurrect the Star League.\n\nHer detractors, however, paint another picture. They whisper that she had a hand in her mother's death and that she has forged secret military alliances with the now-defunct Clan Smoke Jaguar and others to carve up the Inner Sphere.\n\nSince Prince Victor's deception of Thomas Marik, Captain-General of the Free Worlds League, the family ties between Victor and Katrina have been tenuous at best. It was Victor s deception that precipitated Katherine changing her name.\n\nOne thing is certain: Katrina is determined to become the first lord of the new Star League by any means necessary. Whether she achieves her aims by peaceful negotiations or acts of violence remains to be seen.\n\n\n\n\n\n\n
45317 Mandrissa Anita Cho leads House Liao forces through troubling times on Carver V. Circumstances have thrust the Mandrissa into a tenuous position; her husband was killed in action during battle with Davion forces and Liao leaders off-world put her in charge with little reinforcement after years of firefights.\n\nCarver V represents the last hope for the Cho family to keep their name alive as Liao commanders. The Mandrissa would like nothing more than to guide House Liao to victory in the civil war and install her son Jason as Mandarin before her death.\n\nWith the military forces at her disposal and her fierce desire to avenge her husband and install her son as the ruler of Carver V, Mandrissa Cho and House Liao are no trifling foe. She has no military background herself, which her generals admit has made her disturbingly fearless when ordering her 'Mech teams into the breach.\n\n\n\n\n\n\n
45318 Captain Jason Cho emerged recently as an academy hero and tactical mastermind in the war games conducted in off-worlds by House Liao. The young Captain Cho has never commanded forces under live enemy fire before arriving on Carver V.\n\nHis medals and decorations from the classroom and the wastelands reveal nothing about Cho as a warrior, however. He may prove fearless or reckless yet, but in the minds of so many successful young graduates, every fight can be won. It is a safe bet that he is enormously assured of the loyalty of his lieutenants and 'Mech pilots.\n\nCaptain Cho spent his youth on Carver V as the prince to his father's Mandrake. As a native he doubtless feels intense territoriality about Carver V and will do everything in his power to rule the planet he considers his homeland. Any 'Mech team that stands in his way must pay dearly or destroy him.\n\n\n\n\n\n\n
45319 Major Susan Kelly first came to the attention of Colonel David Renard when he did a short tour of duty teaching at the Davion Military Academy. Her outstanding marks and intuitive understanding of Clan fighting tactics set her on a path toward senior command almost before she saw active duty.\n\nIn 3050, the year of peace between Clan invasions of Inner Sphere space, Kelly returned to her alma mater as an adjunct professor. Her store of intelligence from the battlefront formed the core of advanced training curricula for the young academy graduates in Davion's armies on Carver V today.\n\nIn her time as a lecturer, Major Kelly built a steadfast reputation as a woman of honor and principle, teaching the philosophy of warfare with a strong ethical and moral background. Combining her sense of propriety with her ability to "get inside the heads" of opposing commanders, Major Kelly has proven herself one of the most adroit young officers in House Davion.\n\n\n\n\n\n\n
45320 With Gunnery Sergeant Cash, Lieutenant D.C. Diaz is the backbone of mercenary operations on Carver V as tactical officer. She has revealed little of her youth or training since joining the merc team 4 years ago. She has served admirably in Chaos March battles as well as in Terran Defense efforts.\n\nLieutenant Diaz rarely if ever strays from duty and, with her intense focus and selflessness, has proven to be adept in almost any company. She acts as liaison with clients' key operatives in charge of strategy and finance during battle, after contracts have been signed. Commanders, pilots, and technicians all welcome her presence and insight.\n\n\n\n\n\n\n
45321 Baxter is reputed to be the partisan leader of the provincial forces on Carver V attempting to lead an aboriginal grab for power.\n\n\n\n\n\n\n
45322 Ambassador Yee is House Steiner's key representative on Carver V. She has amassed power as quickly as any Steiner figure since the return to war among the houses; she is but a few years out of the academy and already holds sway over political and intelligence activities for Steiner on Carver V.\n\nShe serves Colonel David Renard with intelligence gathered by Steiner forces and apprises him of House Steiner's objectives. She also maintains a schedule in public life as Steiner's political face on Carver V. Already entrusted with the responsibility of an entire planet, her political future seems assured if she acquits herself well through the tests of the next few months.\n\n\n\n\n\n\n
45323 Gunnery Sergeant Cash is the favorite weapons officer of pilots and enlisted soldiers alike. As the senior noncommissioned officer in mercenary forces on Carver V, he makes excellent use of his extensive practical experience with 'Mechs. First-hand knowledge such as his, gained from loading and repairing 'Mechs, is invaluable.\n\nHe grew up on Mehldau, where merc teams fought each other for the chance to control seemingly nonexistent planetary resources. His first and only military assignment was as a grenadier in the Rossy Corps, so he also knows the battlefield all too well.\n\n\n\n\n\n\n
45324 Victor Davion has seen a brilliant career on the battlefield balanced unevenly by a rocky career as a politician. His mother's untimely death thrust him onto the throne too early; his middling skills in diplomacy fell far short of the mark. Time and time again he mishandled crises and cost himself the loyalty of his subjects and his peers.\n\nOn the battlefield, however, he is famous as a strategic mastermind. With age, his temperament has softened and he has taken a chessman's approach to governing, with slowly improving results.\n\nOn Carver V, Victor Davion's hand is felt at times in the strangely impetuous legacy he has spawned among all the commanders in his house. His soldier's sense of battlefield responsiveness too often colored his sense of compulsive loyalty even when evidence beggared a severing. Many Davion commanders served alongside Victor before serving him on Carver V.\n\n\n\n\n\n\n
45325 Long admired as one of the shrewdest politicians at the helm of any house, Sun-Tzu Liao's work is honored in unfamiliar ways by the current Liao leadership.\n\nSun-Tzu Liao, orphaned by a political assassination, took the throne and consolidated power more quickly with quiet maneuvering than he ever could have through brute force. Never known as a commander of any distinction, his political prowess gave him a career that combat never could have provided.\n\nThe rise of the Cho family on Carver V, however, has yet to leave House Liao with a clear legacy on the planet, and Mandrissa Cho, widow of the first ruler not to bear the Liao family name, may yet prove formidable in her golden years.\n\n\n\n\n\n\n
45326 Colonel David Renard's years of distinguished military service are at the very core of his being. As a field commander and briefly as an academy instructor, his insights and quick analytical abilities have distinguished him from his peers.\n\nHe began his military service in 3038, later entering combat for the first time when Theodore Kurita and the Davions joined forces to attack the Clans. In 3050, at the first victory over the Clans, Renard distinguished himself as a warrior and as a commander.\n\nServing on Luthien alongside the Kell Hounds with the ingenious Major Susan Kelly under his command, he parried Clan Nova Cat's advances despite being greatly outnumbered.\n\nHe fought with Victor Steiner-Davion on Strana Mechty, the homeworld of the Clans. His and Kelly's mastery of Clan battle tactics contributed greatly not only to the Inner Sphere victory there but also to the assurance of a military future for Renard within the Davion forces.\n\n\n\n\n\n\n
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45340 MCL_EN_Person_KatrinaSteiner.tga
45341 MCL_EN_Person_LadyLiao.tga
45342 MCL_EN_Person_LadyLiaoSon.tga
45343 MCL_EN_Person_DavionCommand.tga
45344 MCL_EN_Person_TacOfficer.tga
45345 MCL_EN_Person_CivLeader.tga
45346 MCL_EN_Person_SteinerPolitician.tga
45347 MCL_EN_Person_MaintOfficer.tga
45348 MCL_EN_Person_VictorDavion.tga
45349 MCL_EN_Person_SunTzuLiao.tga
45350 MCL_EN_Person_ColonelRenard.tga
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45360 Star League Rise and Collapse
45361 Warring Houses
45362 Return of the Clans
45363 Inner Sphere Civil War Returns
45364 War on Carver V
45365 Star League Rise and Collapse
45366 Star League Rise and Collapse
45367 Star League Rise and Collapse
45368 Star League Rise and Collapse
45369 Star League Rise and Collapse
45370 Star League Rise and Collapse
45371 The advent of faster-than-light travel in 2108 allowed mankind to quickly colonize hundreds of new solar systems. This populated region would eventually span more than a thousand light-years in diameter and would become known as the Inner Sphere.\n\nIn 2271, the Treaty of Marik was signed, signaling the formation of the Free Worlds League: the first of the Great Houses that would each ultimately control hundreds of worlds. Within a century, four other powerful planetary alliances declared independence from Terra and the Terran Hegemony government; these states would become the star empires known as the Draconis Combine, Federated Suns, Capellan Confederation, and Lyran Commonwealth.\n\nAs the human race spread, however, they carried with them their desire for conflict. Petty brushfire wars raged throughout the Inner Sphere for centuries.\n\nIn 2571, humanity earned a respite from this tide of conflict. The Star League was formed and ushered in a golden age. For 200 years, the Star League gave its citizens peace and prosperity. Although it could not completely quell the seemingly essential human need for violence, it kept disputes between member-states under firm control.\n\nIn 2766, Stefan Amaris of the Rim Worlds Republic launched a coup and declared himself First Lord of the Star League. General Aleksandr Kerensky, commander of the Star League Defense Forces (SLDF), launched a 13-year war to unseat the usurper. Although he succeeded, the rulers of the Great Houses could not agree on a new leader and dissolved the Star League High Council in 2781. Rather than watch his beloved Star League crumble, Kerensky departed known space in 2784, taking with him 80 percent of the SLDF in an event later known as the Exodus, an apparent attempt to salvage the spirit of the Star League.\n\nBy 2787, each House Lord declared himself the "rightful" First Lord, as the Great Houses savagely attacked one another in the first of the Succession Wars. These conflicts would last for 200 years.\n\n\n\n\n
45372 During three successive Succession Wars that ground humanity down and resulted in the net loss of many technologies, no significant territory was won or lost by any single House, leaving the borders relatively unchanged through two centuries of conflict.\n\nIn 3028, however, the marriage of First Prince Hanse Davion of the Federated Suns to Archon-Designate Melissa Steiner of the Lyran Commonwealth unified the two largest states in the Inner Sphere. The newborn Federated Commonwealth immediately launched the Fourth Succession War, conquering more worlds in two years than in all the wars of the previous two centuries.\n\n\n
45373 In 3050, a mysterious invading force struck the coreward region of the Inner Sphere, attacking the Federated Commonwealth, Free Rasalhague Republic, and Draconis Combine. The invaders, called the Clans, were the descendants of Kerensky s SLDF troops, forged into a warrior society dedicated to becoming the greatest fighting force in history; they intended to capture Terra and reestablish the Star League. With vastly superior technology and fanatical warriors, the Clans conquered world after world until troops belonging to ComStar, the quasi-religious organization that controls all communication within the Inner Sphere, halted their advance in the pivotal Battle of Tukayyid in 3052. The truce signed after that conflict stopped the Clan advance for fifteen years.\n\nIn 3057, the Free Worlds League and the Capellan Confederation launched a war of aggression against the Federated Commonwealth's Sarna March, the worlds taken from them during the Fourth Succession War. Many worlds were conquered once more, whereas others declared their independence from any of the Great Houses. Katherine Steiner-Davion pulled the Lyran half of the Federated Commonwealth out of the union in this "emergency" and formed the Lyran Alliance.\n\nOn Tharkad in 3058, leaders from throughout the Inner Sphere, in an effort to avoid another war like that of the previous year and to focus on the menace of the Clans, formally declared peace and joined forces to attack the Clans. After centuries of war, the Star League was finally reborn, although to fight Nicholas Kerensky s legacy rather than to honor it.\n\nThe new Star League decided to attack one Clan first to prove their military might. The combined forces overran the Clan Smoke Jaguar occupation zone, decimated its warrior caste, and leveled its homeworld.\n\nPrince Victor carried on the fight to Strana Mechty, the cradle of Clan culture and civilization. In the bloody Trial of Refusal, the Inner Sphere defeated the Crusader Clans.\n\n\n\n\n\n
45374 With the Clan threat diminished, the Houses of the Inner Sphere once again allowed their long-buried conflicts to rise to the surface, shattering their unsteady alliances.\n\nBy 3063, the Capellan Confederation had conquered its errant Commonality, the St. Ives Compact, while allying itself with the two largest Periphery realms--the Magistracy of Canopus and Taurian Concordat--becoming strong for the first time in centuries.\n\nKatherine Steiner-Davion (who now called herself Katrina Steiner) took unsteady command of the Federated Commonwealth's military forces in 3060 while her brother Victor was dealing with the Clan threat, raising questions of her loyalty to her brother.\n\nBy 3063, this move has, along with other acts of greed and aggression, shattered the fabulously powerful Federated Commonwealth; a full-fledged civil war between the Lyran Alliance and Federated Suns, spanning more then 800 worlds and a thousand light-years, has begun!\n\n\n
45375 In the midst of the Sarna March, now dubbed Chaos March, the battle for House supremacy rages anew among Davion, Steiner, Liao, Marik, and other loyalist forces throughout the Inner Sphere. The battle here on the world of Carver V is but a skirmish in the imbroglio across the Inner Sphere.\n\nBattles between Liao and Davion ended the life of Mandarin Cho, leaving his widow at the helm of House Liao s forces on Carver V. Her desire for vengeance must indeed burn more fiercely than that of any commander who has tasted mere defeat.\n\nDavion and Steiner forces continue their alliance, although even after numerous historical victories their union is not a perfect one, particularly in the face of civil war spreading fast throughout their respective realms. Both maintain forces on Carver V, and their cooperation could create a juggernaut.\n\nMarik, Kurita, and other notable military entities of the 31st century have not yet shown their hand on Carver V. Aboriginal movements of Carver citizens as well as more shadowy armed bandits on planet have definitely made their presence known, even if their identities and influence have yet to become clear.\n\nAs the wars of 3062 rage on, the future of Carver V is very much undecided.\n\n\n
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45377 place holder
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45380 place holder
45381 mcl_en_history_starleague.tga
45382 mcl_en_history_warringhouses.tga
45383 mcl_en_history_clanreturn.tga
45384 mcl_en_history_clandefeat.tga
45385 mcl_en_history_ishousefight.tga
45386 mcl_en_starleague.tga
45387 mcl_en_starleague.tga
45388 mcl_en_starleague.tga
45389 mcl_en_starleague.tga
45390 mcl_en_starleague.tga
45391 Shilone Bomber
45400 Ammo Dumps are lightly armored repositories for ammunition of every sort.\n\nAny Ammo Dump, regardless of controlling forces, can be targeted and destroyed to create significant collateral damage.
45401 Large Fuel Tanks dot several battle theaters. All sides in the battle for Carver V have taken great care to ensure deep redundancies in their fuel storage systems, so almost any fuel tank you encounter on the field is certain to be an attractive target with no consequences for you or your employers.\n\nThe intriguing aspect to the presence of Large Fuel Tanks is their unintended utility as spare ordnance on the field; lure opponents within range of the collateral damage of a tank, and then blast the tank for a crude incendiary device.\n\n\n\n
45402 A Gate Control links to one or more gates, determining whether they open for friendly units or remain closed for enemy units. Gate Controls serve as the secondary target in base attacks; Turret Controls are always the first priority. Capture of a Gate Control changes the alignment of all the linked gates to the alignment of the capturing unit. Destruction of a Gate Control deactivates all of the linked gates.\n\nDestroying a Gate Control Generator leaves linked gates stuck in their position at the time the Gate Control was destroyed: Closed gates will stay closed, and open gates will remain open.\n\n'Mechs equipped with jump jets can vault into bases, capture the Gate Control, and open the gates for other units.\n\n\n\n
45403 Placeholder text: Light Gate
45404 Once a base's defenses are neutralized, its gates become the next priority. Any gate is almost always better controlled than destroyed if you can send a jump jet-equipped 'Mech into the base to capture the Gate Control and permit access for other 'Mechs. A Medium Gate can interfere with target acquisition while closed, but all gates can be worn down to rubble with prolonged offensive strikes.\n\n\n\n
45405 Placeholder text: Heavy Gate
45406 A Headquarters, or HQ, is the command and communication center for remote bases. These buildings often serve as the target for assault operations, in the hopes of occupying the base for future use.
45407 A night battle often plays out under the glare of a spotlight system operated by a Spotlight Control. This control serves only a spotlight system and does not augment sensor function even at night.
45408 A Lookout Tower augments the battle readiness of a Turret Control. Crippling a Lookout Tower may severely hamper a control's turrets for long-range targeting. Without a Lookout Tower, intelligence reports indicate that turrets may depend exclusively on line-of-sight target acquisition.\n\n\n\n
45409 Placeholder text: Mech Warrior Barracks
45410 The Perimeter Alarm detects any enemy unit. Its shrill claxons may summon unseen defenders, and it should be disabled before it can sound. Fortunately, it is not armored and is quickly dispatched.
45411 Short Pipes crisscross several battle theaters. All sides stand to suffer from the loss of fuel transport, but the web of pipelines and other transport alternatives is labyrinthine, and all sides seem able to withstand the loss of some pipelines.\n\nThe intriguing aspect to the presence of Short Pipes is their unintended utility as spare ordnance on the field; lure opponents within range of the collateral damage of a pipe, and then blast the pipe for a crude incendiary device.\n\n\n\n
45412 A Power Generator links to gates, bridges, spotlights, and other noncritical base functions. As long as the generator is intact, all linked buildings are considered active and behave normally. As soon as a generator is destroyed, all linked buildings are considered inactive, but the effect is minimal, as turrets are linked to their own dedicated controls and generators.\n\n\n\n
45413 Capturing a Repair Bay can repair a 'Mech's armor and internal structure. It can also repair damaged legs but not replace arms blown off a 'Mech. The Repair Bay will also resupply a 'Mech's ammunition, but destroyed weapons and components cannot be replaced.\n\nThe bay's status bar indicates its remaining capacity to make repairs. As this bar decreases, the resources of the bay are exhausted and no further repairs are possible.
45414 When a Resource Building is captured, resource points are earned, which can than be exchanged for tactical support. Resource points can only be used in the current mission and are not saved for use in any subsequent missions.
45415 A Sensor Control manages a network of Sensor Towers, which relay sensor data on the enemy to Headquarters or directly to 'Mechs in the field.\n\nCapture an enemy Sensor Control to align the towers with your team, depriving foes of their intelligence channels and boosting the effectiveness of your own reconnaissance.
45416 A Sensor Tower monitors the surrounding area with sensor equipment similar to that carried by 'Mechs. To commandeer this equipment, the local Sensor Control must be captured.
45417 A night battle often plays out under the glare of a spotlight system operated by a Spotlight Control. This control serves only a spotlight system.
45418 A Turret Control links to one or several turrets. Capture of a Turret Control changes the alignment of all its linked turrets to your team. Destruction of a Turret Control deactivates all of its linked turrets.
45419 A Turret Generator provides power for all linked defensive turrets. While the generator is intact, all linked turrets are active and fire normally. If a generator is destroyed, all linked turrets become inactive.
45420 A Light Wall prevents vehicles and 'Mechs from direct entry onto a base, but it can be destroyed with repeated salvos from energy or ballistic weaponry. A Light Wall is not tall enough to block the line of sight of Heavy and Assault 'Mechs.
45421 The Medium Wall is significantly tougher than the Light Wall but still less resistant to ordnance than the Heavy Wall. It is tall enough to block the line of sight of smaller 'Mechs and interfere with target acquisition.
45422 Considerably more resistant to firepower than a Medium Wall, a Heavy Wall is tall enough to block the line of sight of even an Assault 'Mech and is susceptible only to prolonged poundings. Long-range missiles, however, can easily clear the Heavy Wall and destroy targets behind it.
45423 When a Weapons Facility is captured, the technology being researched there is obtained, and all weapons and components associated with that technology can be manufactured. Technology acquisition is a permanent status and carries over into the logistics phase of any future mission.
45424 Although the weakest of all turret types, enough Short-Range Missile (SRM) Turrets clustered around a key position can shred a 'Mech team all too quickly, which makes them an inviting target for capture or destruction.\n\nA group of SRM Turrets depends on a Turret Generator and a Turret Control to function. Destroy the generator to cripple the turrets, or capture the control to align the turrets with your own team.
45425 Long-Range Missile (LRM) Turrets offer significant long-range firepower to bases and in defense of other fixed structures. Without requiring the attention of a pilot, LRM Turrets can lock on targets and inflict damage on approaching 'Mechs, in some cases even crippling Light 'Mechs.\n\nA group of LRM Turrets depends on a Turret Generator and a Turret Control to function. Destroy the generator to cripple the turrets, or capture the control to align the turrets with your own team.\n\n\n\n
45426 The Autocannon Turret is capable of damaging vehicles and 'Mechs alike and severely damaging or even disabling Light 'Mechs. Autocannons are effective to medium range, and even when confronted with relatively few turrets the best tactic against them is to take the Turret Control, or at the very least destroy every turret as soon as possible.\n\nA group of Autocannon Turrets depends on a Turret Generator and a Turret Control to function. Destroy the generator to cripple the turrets, or capture the control to align the turrets with your own team.
45427 Troublesome when encountered during missions, the Gauss Turret locks on targets from long range and, when enjoying a direct line of sight, can lay waste to Light 'Mechs with one shot and significantly reduce the armor of larger 'Mechs. This turret is encountered only in Davion territories.\n\nGauss Turrets are effective at great distances and produce immense violence when they find their target. They often start damaging approaching 'Mechs before the opposing pilots even know they are there. They are most easily defeated at close range unless your 'Mech team can call in an airstrike or respond with a Gauss Rifle of its own. If they can be captured, Gauss Turrets offer a great strategic advantage to the MechCommander with large territories under control.\n\nA group of Gauss Turrets depends on a Turret Generator and a Turret Control to function. Destroy the generator to cripple the turrets, or capture the control to align the turrets with your own team.\n\n\n\n
45428 Long Tom Cannons mounted on turrets are capable of devastating even the most heavily armored targets at long range and over obstacles between the turret itself and the approaching enemy.\n\nA group of Long Tom Turrets depends on a Turret Generator and a Turret Control to function. Destroy the generator to cripple the turrets, or capture the control to align the turrets with your own team.
45430 The Large Pulse Laser mounted on a turret does not fire a devastating individual blow, but if left alone for any length of time the Large Pulse Laser Turret, with its impressive rate of fire, will begin to crumple even heavy armor. Encountered only in Liao territory, this turret is effective to medium range.\n\nA group of Large Pulse Laser Turrets depends on a Turret Generator and a Turret Control to function. Destroy the generator to cripple the turrets, or capture the control to align the turrets with your own team.
45431 A Prison houses prisoners of war. Captured 'Mech pilots make up most of the inmate population, and capturing prisons can at times liberate 'Mech pilots who, out of gratitude, will make themselves available for your subsequent missions.
45432 Ammo Crates hold ammunition. They can be targeted and destroyed to create collateral damage.
45433 Small Fuel Tanks dot several battle theaters. All sides in the battle for Carver V have taken great care to ensure deep redundancies in their fuel storage systems, so almost any fuel tank you encounter on the field is certain to be an attractive target with no consequences for you or your employers.\n\nThe intriguing aspect to the presence of Small Fuel Tanks is their unintended utility as spare ordnance on the field; lure opponents within range of the collateral damage of a tank, and then blast the tank for a crude incendiary device.\n\n\n\n
45434 Placeholder text:
45435 Placeholder text:
46000 UNDEFINED
46001 FUSION ENGINE
46002 XL FUSION ENGINE
46003 C XL FUSION ENGINE
46004 ARM ACTUATOR
46005 LEG ACTUATOR
46006 COCKPIT
46007 HEAT SINK\nAdvantages: Raises a 'Mech's maximum heat capacity, allowing it to carry weapons that generate higher heat.\nDisadvantages: Consumes payload space normally used for weapons.
46008 DOUBLE HEAT SINK
46009 C DOUBLE HEAT SINK
46010 JUMP JETS\nAdvantages: Enables a 'Mech to fly over obstacles for short periods of time. Jump jets can clear most buildings and trees.\nDisadvantages: Generates high levels of heat. Only certain 'Mechs are equipped to handle jump jets.
46011 MEDIUM JUMP JET
46012 SMALL JUMP JET
46013 SENSOR - BASIC
46014 SENSOR - INTERMEDIATE\nAdvantage: Detects enemies beyond visual range. Pilots with special sensor skills can determine enemy type and composition.\nDisadvantage: Only certain 'Mechs are equipped with sensors.
46015 SENSOR - ADVANCED\nAdvantage: Has increased range over Intermediate Sensors. Pilots with special sensor skills can determine enemy type and composition.\nDisadvantage: Only certain 'Mechs are equipped with sensors.
46016 C SENSOR - BASIC
46017 C SENSOR - ADVANCED\nAdvantage: Has increased range over Intermediate Sensors. Pilots with special sensor skills can determine enemy type and composition.\nDisadvantages: Only certain 'Mechs are equipped with sensors.
46018 VEHICLE SENSOR
46019 ADV VEHICLE SENSOR
46020 GYROSCOPE IV
46021 GYROSCOPE III
46022 GYROSCOPE II
46023 GYROSCOPE I
46024 POWER AMPLIFIER
46025 ARMOR \nAdvantage: Adds additional armor protection to a 'Mech, enabling it to survive longer in combat before requiring repairs.\nDisadvantage: Consumes payload space normally used for weapons.
46026 VEHICLE FERRO-FIBROUS ARMOR
46027 C FERRO-FIBROUS ARMOR
46028 C VEHICLE FERRO-FIBROUS
46029 ENDOSTEEL INT STR
46030 C ENDOSTEEL INT STR
46031 CASE
46032 C CASE
46033 SHOULDER
46034 HIP
46035 LIFESUPPORT
46036 VEHICLE SENSORS
46037 BEAGLE PROBE
46038 ECM SUITE\nAdvantage: Jams enemy sensors, providing a cloak of invisibility for surprise assaults.\nDisadvantage: Only certain 'Mechs are equipped with electronic countermeasures.
46039 UNDEFINED
46040 UNDEFINED
46041 UNDEFINED
46042 MKII ECM SUITE
46043 ACTIVE PROBE
46044 UNDEFINED
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46097 UNDEFINED
46098 RAIL GUN
46099 LIGHT GAUSS RIFLE Damage: 6.0 Rate of fire: 1.5 Heat: 1.0\nAdvantages: Good damage at long range; low heat. \nDisadvantages: Large size; slow firing rate.
46100 LIGHT AUTOCANNON Damage: 2.0 Rate of fire: 3.3 Heat: 1.0\nAdvantages: Rapid firing and long range, ideal for small vehicle disposal; very inexpensive; low heat.\nDisadvantages: Light penetration; poor performance vs. large 'Mechs.
46101 MEDIUM AUTOCANNON Damage: 6.0 Rate of Fire: 1.8 Heat: 2.0\nAdvantages: Inexpensive; good damage; low heat.\nDisadvantage: Requires significant payload space.
46102 HEAVY AUTOCANNON Damage: 12.0 Rate of Fire: 1.7 Heat: 7.0\nAdvantage: Inflicts extremely heavy damage.\nDisadvantages: Short range; requires significant payload space.
46103 ULTRA LIGHT AUTOCANNON Damage: 2.0 Rate of Fire: 4.5 Heat: 1.0\nAdvantages: Fires faster than the Light Autocannon without generating any extra heat or causing less damage.\nDisadvantage: Costs more than the Light Autocannon.
46104 GAUSS RIFLE Damage: 10.0 Rate of Fire: 1.4 Heat: 1.0\nAdvantages: Causes heavy damage at long range; generates little heat.\nDisadvantages: Slow firing rate; requires significant payload space.
46105 MACHINE GUN
46106 ANTI-MISSILE SYSTEM
46107 LIGHT LBX AUTOCANNON
46108 ULTRA MEDIUM AUTOCANNON Damage: 6.0 Rate of Fire: 2.5 Heat: 4.0\nAdvantage: Fires faster than the Medium Autocannon, causing the same damage.\nDisadvantages: Generates more heat and costs more than the Medium Autocannon.
46109 CLAN ULTRA HEAVY AUTOCANNON Damage: 12.0 Rate of Fire: 2.7 Heat: 8.0\nAdvantage: Faster rate of fire than the Heavy Autocannon or Ultra Heavy Autocannon.\nDisadvantage: Extremely expensive.
46110 CLAN ULTRA LIGHT AUTOCANNON Damage: 2.0 Rate of Fire: 5.6 Heat: 1.0\nAdvantage: Fires faster than the Light Autocannon or Ultra Light Autocannon.\nDisadvantage: More expensive than the Light Autocannon or Ultra Light Autocannon.
46111 CLAN ULTRA MEDIUM AUTOCANNON Damage: 6.0 Rate of Fire: 2.8 Heat: 3.0 \nAdvantage: Faster firing rate and less heat than the Ultra Medium Autocannon.\nDisadvantages: Very expensive.
46112 ULTRA HEAVY AUTOCANNON Damage: 12.0 Rate of Fire: 2.4 Heat: 8.0\nAdvantages: Inflicts heavy damage at a better firing rate than the Heavy Autocannon.\nDisadvantage: More expensive and higher heat than the Heavy Autocannon.
46113 CLAN GAUSS RIFLE Damage: 10.0 Rate of Fire: 1.6 Heat: 1.0\nAdvantage: Better firing rate than the Gauss Rifle.\nDisadvantage: Expensive.
46114 MG ARRAY Damage: 1.0 Rate of Fire: 4.0 Heat: 0.0\nAdvantages: Generates no heat; cheapest weapon available.\nDisadvantages: Poor damage; best suited against infantry and very light vehicles.
46115 CLAN ANTI-MISSILE SYSTEM
46116 CLAN LIGHT LBX AUTOCANNON
46117 CLAN LBX AUTOCANNON
46118 CLAN HEAVY LBX AUTOCANNON
46119 UNDEFINED
46120 LRM RACK Damage: 3.0 Rate of Fire: 1.1 Heat: 2.0\nAdvantages: Fires over obstacles that block line of sight; long range.\nDisadvantage: Very slow firing rate.
46121 LR MISSILE/15
46122 LR MISSILE/20
46123 SWARM LRM RACK Damage: 3.0 Rate of Fire: 1.1 Heat: 2.0\nAdvantage: Fires special Swarm munitions that separate into multiple warheads and damage everything in a small area.\nDisadvantage: Much more expensive than the standard LRM Rack.
46124 SRM PACK Damage: 1.0 Rate of Fire: 2.8 Heat: 2.0\nAdvantage: Fires missiles that maneuver around obstacles.
46125 STREAK SRM PACK Damage: 2.0 Rate of Fire: 3.0 Heat: 2.0\nAdvantage: Decent damage for a small weapon.\nDisadvantage: Short range.
46126 HEAVY THUNDERBOLT
46127 UNDEFINED
46128 UNDEFINED
46129 UNDEFINED
46130 CLAN LRM RACK Damage: 3.0 Rate of Fire: 2.1 Heat: 4.0\nAdvantage: Fires twice as many missile salvos as the LRM Rack.\nDisadvantages: Generates twice as much heat and costs significantly more than the LRM Rack.
46131 CLAN LR MISSILE/15
46132 CLAN LR MISSILE/20
46133 CLAN SR MISSILE PACK
46134 CLAN SR MISSILE/6
46135 CLAN STREAK SRM PACK Damage: 2.0 Rate of Fire: 3.2 Heat: 2.0\nAdvantages: Slightly increased firing rate over the Streak SRM Pack.\nDisadvantage: More expensive than the Streak SRM Pack.
46136 CLAN STREAK SR MISSILE/6
46137 UNDEFINED
46138 UNDEFINED
46139 CLAN HEAVY LASER Damage: 5.0 Rate of Fire: 2.0 Heat: 7.0\nAdvantages: Causes excellent damage; very small size.\nDisadvantages: Generates extreme heat; short range.
46140 LARGE LASER Damage: 4.0 Rate of Fire: 2.0 Heat: 8.0\nAdvantages: Good damage; medium range; moderate size.\nDisadvantage: Higher than average heat requirements.
46141 ER LARGE LASER Damage: 4.0 Rate of Fire: 2.0 Heat: 12.0\nAdvantage: Range extended to long.\nDisadvantage: Generates much more heat than the Large Laser.
46142 LARGE PULSE LASER Damage: 2.0 Rate of Fire: 5.6 Heat: 10.0\nAdvantage: Rapid firing rate delivers more overall damage over time than the Large Laser.\nDisadvantages: Generates more heat than the Large Laser; below average penetration capability.
46143 ER LASER Damage: 2.5 Rate of Fire: 2.4 Heat: 5.0\nAdvantage: Range extended to medium.\nDisadvantage: Generates more heat than the Laser.
46144 PULSE LASER Damage: 2.0 Rate of Fire: 3.5 Heat: 4.0\nAdvantage: Rapid firing rate delivers more damage over time than the Laser.\nDisadvantage: Generates more heat than the Laser.
46145 PPC Damage: 7.0 Rate of Fire: 1.5 Heat: 10.0\nAdvantage: Excellent damage makes this weapon effective against heavily armored targets.\nDisadvantage: Requires more payload space than other energy weapons.
46146 ER PPC Damage: 7.0 Rate of Fire: 1.5 Heat: 15.0\nAdvantage: Range extended to long.\nDisadvantage: Generates more heat than the PPC.
46147 CLAN HEAVY LARGE LASER Damage: 9.0 Rate of Fire: 1.8 Heat: 18.0\nAdvantages: Inflicts extremely heavy damage; medium range.\nDisadvantage: Generates high levels of heat.
46148 UNDEFINED
46149 UNDEFINED
46150 CLAN ER LARGE LASER Damage: 4.0 Rate of Fire: 2.5 Heat: 12.0\nAdvantage: Better firing rate than the ER Large Laser.\nDisadvantage: More expensive than the ER Large Laser.
46151 CLAN LARGE PULSE LASER Damage: 2.0 Rate of Fire: 6.2 Heat: 10\nAdvantage: Better firing rate than the Large Pulse Laser.\nDisadvantage: More expensive than the Large Pulse Laser.
46152 CLAN ER LASER Damage: 2.5 Rate of Fire: 3.0 Heat: 5.0\nAdvantage: Better firing rate than the ER Laser.\nDisadvantage: More expensive than the ER Laser.
46153 CLAN PULSE LASER Damage: 2.0 Rate of Fire: 4.0 Heat: 4.0\nAdvantage: Better firing rate than the Pulse Laser.\nDisadvantage: More expensive than the Pulse Laser.
46154 CLAN ER PPC Damage: 7.0 Rate of Fire: 2.2 Heat: 15.0\nAdvantage: Better firing rate than the ER PPC.\nDisadvantage: More expensive than the ER PPC.
46155 FLAMER ARRAY Damage: 3.5 Rate of Fire: 1.7 Heat: 7.0\nAdvantage: Good damage for a small weapon.\nDisadvantage: Generates large amounts of heat for a small weapon.
46156 LASER Damage: 2.5 Rate of Fire: 2.4 Heat: 3.0\nAdvantages: Small size; moderate heat requirements; inexpensive.\nDisadvantage: Short range.
46157 UNDEFINED
46158 UNDEFINED
46159 UNDEFINED
46160 LONG TOM CANNON Damage: 15.0 Rate of Fire: 1.4 Heat: 20.0\nAdvantages: Fires over obstacles that block line of sight; explosive shells damage everything in a large area. \nDisadvantages: Extremely large; generates high heat; very expensive.
46161 THUNDERBOLT MISSILE Damage: 13.0 Rate of Fire: 1.7 Heat: 8.0\nAdvantage: Inflicts extremely heavy damage; performs well against heavily armored targets.\nDisadvantages: Large size; very expensive.
46162 UNDEFINED
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46198 RAIL GUN AMMO
46199 LT. GAUSS AMMO
46200 LT. AC AMMO
46201 AC AMMO
46202 HVY AC AMMO
46203 LT. ULTRA AC AMMO
46204 GAUSS RIFLE AMMO
46205 MG ARRAY AMMO
46206 ANTI-MISSILE AMMO
46207 LT. LBX AMMO
46208 ULTRA AC AMMO
46209 HEAVY ULTRA AC AMMO
46210 CLAN LT. ULTRA AC AMMO
46211 CLAN ULTRA AC AMMO
46212 CLAN HEAVY ULTRA AC AMMO
46213 CLAN GAUSS RIFLE AMMO
46214 C M GUN AMMO ?
46215 C ANTI-MISSILE AMMO
46216 C LT. LBX AMMO
46217 C LBX AMMO
46218 C HVY. LBX AMMO
46219 UNDEFINED
46220 LRM AMMO
46221 LRM/15 PACK
46222 LRM/20 PACK
46223 SRM AMMO
46224 SRM/6 PACK
46225 ST SRM AMMO
46226 HEAVY THUNDERBOLT AMMO
46227 LONG TOM CANNON AMMO
46228 THUNDERBOLT MISSILE AMMO
46229 UNDEFINED
46230 CLAN LRM AMMO
46231 SWARM LRM AMMO
46232 C LRM/20 PACK
46233 CLAN SRM AMMO
46234 C SRM/6 PACK
46235 C ST SRM AMMO
46236 C ST-SRM/2 PACK
46237 UNDEFINED
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46256 First component help
48000 MechCommander 2 has crashed unexpectedly. Please send this information to Microsoft. There may be an available patch that fixes this. We cannot fix the problem if we don't know about it. Thank You!
48001 Cannot load Quick Save. Version does not match game. Click Continue.
50000 OBJECTIVES STRINGS
50001 1. Investigate Abandoned Airfield
50002 2. Destroy Hangar
50003 3. Destroy Bandit Patrol
50004 4. Repair and Proceed to North Island
50005 5. Locate and Destroy Bandits
50006 6. Move All 'Mechs to Extraction Point
50007 1. Capture Resource Building
50008 2. Destroy All Bandits at Base Gemini South
50009 3. Capture Steiner Sensor Control
50010 4. Destroy All Bandits at Base Gemini North
50011 5. Capture Steiner Headquarters
50012 Destroy All Bandit Forces Occupying Base Gemini
50013 1. Destroy Fuel Tanks
50014 2. Destroy Enemies at Checkpoint
50015 3. Capture Mobile HQ Vehicle
50016 4. Capture Weapons Facility
50017 5. Defeat Bandit Counterattack
50018 1. Move to Bandit Convoy's Last Known Location
50019 2. Destroy Bandit Convoy
50020 3. Capture Weapons Facility
50021 4. Extract
50022 1. Destroy Fuel Tanks
50023 2. Capture Weapons Facility
50024 3. Capture Repair Bay
50025 4. Capture Prison Complex
50026 5. Extract
50027 a. Capture Resource Trucks
50028 1. Protect Base Headquarters
50029 2. Destroy All Attacking Forces
50030 a. Capture Sensor Control
50031 b. Capture Turret Control
50032 1. Capture Liao Headquarters
50033 2. Destroy Chemical Plant
50034 3. Extract
50035 a. Destroy All Enemy Units
50036 1. Destroy Air Traffic Control Tower
50037 2. Link Up with Claymore's Atlas
50038 3. Destroy Air Traffic Control Tower BETA
50039 4. Extract
50040 1. Capture Weapons Facility
50041 2. Destroy Fuel Tanks at Refinery
50042 3. Destroy Bandit HQ in Spacecraft Nose
50043 Eliminate Bandit Leader at Bandit HQ
50044 Extract
50045 1. Destroy All Gulag Defenders
50046 a. Capture Steiner Headquarters
50047 1. Capture Davion Weapons Facility
50048 2. Capture Steiner Weapons Facility
50049 3. Capture Steiner Headquarters
50050 4. Extract
50051 a. Capture Resource Buildings at Davion Base
50052 b. Salvage Davion 'Mechs at Salvage Yard
50053 1. Destroy Convoy Element A
50054 2. Destroy Convoy Element B
50055 3. Destroy Convoy Element C
50056 4. Destroy Convoy Element D
50057 5. Extract
50058 1. Destroy Both HPG Transmitters
50059 2. Capture Weapons Facility A
50060 3. Capture Weapons Facility B
50061 4. Capture Weapons Facility C
50062 5. Destroy Davion Dropship
50063 6. Extract
50064 2. Destroy Steiner Reinforcements
50065 3. Destroy All Airfield Defenders
50066 4. Extract
50067 1. Capture Meeting Hall to Contact Operative
50068 2. Destroy Orbital Gun Alpha
50069 3. Destroy Orbital Gun Beta
50070 4. Destroy Orbital Gun Gamma
50071 5. Destroy Mobile Orbital Gun Omega
50072 6. Extract
50073 a. Capture Airport Sensor Control
50074 b. Destroy Fuel Tanks at Resupply Depot
50075 c. Capture Relay Station
50076 d. Destroy All Enemy Units
50077 1. Destroy All Legion Tanks
50078 2. Destroy 3 Industrial Complexes
50079 3. Extract
50080 a. Destroy Relay Station's Power Generator
50081 b. Destroy 2 Medium Factories
50082 c. Rendezvous with Liao Operative
50083 1. Capture Sensor Control
50084 2. Destroy All Base Defenders
50085 3. Destroy All Reinforcements
50086 4. Capture Davion Base HQ
50087 5. Extract
50088 a. Capture All Main Base Turret Controls
50089 b. Capture All Main Base Gate Controls
50090 1. Escort Jason Cho to Rendezvous Location
50091 Destroy All Enemy Forces
50092 a. Move into Steiner Base
50093 1. Defend Bannikburg from Enemy Forces
50094 2. Destroy All Liao and Steiner Units
50095 a. Recapture Davion Headquarters
50096 b. Recapture the City's Power Generator
50097 c. Recapture Sensor Control
50098 1. Destroy 1/3 of All Enemy Forces
50099 2. Extract
50100 a. Destroy 2/3 of All Enemy Forces
50101 b. Destroy All Enemy Forces
50102 c. Capture Liao Headquarters
50103 d. Destroy All 3 Power Generators at Liao Base
50104 e. Destroy Both Industrial Complexes
50105 f. Destroy All 5 Slayer Bombers
50106 g. Capture Weapons Facility
50107 a. Destroy All Enemies
50108 1. Move to Davion Dropship
50109 2. Rescue Dropship Crew at Prison
50110 3. Destroy Orbital Gun
50111 4. Destroy Mobile Orbital Gun A
50112 5. Destroy Mobile Orbital Gun B
50113 6. Extract
50114 1. Extract
50115 a. Destroy Ammo Dump Alpha
50116 b. Destroy Ammo Dump Beta
50117 c. Destroy Power Generator Alpha
50118 d. Destroy Power Generator Beta
50119 e. Capture Weapons Facility
50120 1. Destroy the Liao Elite Guard
50121 2. Destroy the Liao Palace
50122 3. Extract
50123 1. Destroy All Steiner Units at Starport
50124 2. Destroy Steiner Reinforcements
50125 a. Capture Sensor Control
50126 b. Destroy Steiner Patrol Groups
50127 c. Destroy Steiner Dropships
50128 d. Capture Mobile HQ Vehicle
50129 1. Destroy Steiner High Command
50130 Eliminate Renard
50131 3. Extract
50132 1. Move All Units to Nav Point 1
50133 2. RUN All Units to Nav Point 2
50134 3. Move All Units to Nav Point 3
50135 4. Jump Any Unit to Nav Point 4
50136 2. Move to Nav Point 1
50137 3. Destroy Cargo Trucks
50138 4. Move to Nav Point 3
50139 5. Destroy All Enemy Units
50140 1. Move to Nav Point 1
50141 2. Move to Nav Point 2
50142 3. Capture Mobile HQ Vehicles
50143 1. Capture Resource Building
50144 2. Destroy Enemy 'Mech
50145 3. Salvage Enemy 'Mech
50146 4. Move to Navpoint 4
50147 5. Move to Navpoint 5
50148 1. Move to Ridge
50149 Destroy 1st Cargo Truck
50150 Destroy Abandoned Building
50151 Capture Gate Control
50152 Capture Turret Control
50153 Capture Sensor Control
50154 f. Destroy Industrial Complex
50155 2. Destroy Steiner Reinforcements
50156 3. Destroy All Airfield Defenders
50157 4. Extract
50158 1. Move Unit to Area
50159 2. Move Minelayer to Nav Marker
50160 3. Destroy Approaching Enemy Units
50161 4. Move Scout 'Copter to Island
50162 5. Destroy Convoy
50163 Destroy 2 of 3 Orbital Guns, or Destroy All Enemies
50164 Defend 2 of 3 Orbital Guns, or Destroy All Enemies
50165 Capture 2 of 3 HQ Buildings, or Destroy All Enemies
50166 Defend 2 of 3 HQ Buildings, or Destroy All Enemies
51000 Condition and Action Descriptions
51001 All Enemy Units Are Destroyed
51002 Number of Enemy Units Are Destroyed
51003 Specific Enemy Unit Is Destroyed
51004 Specific Structure Is Destroyed
51005 All Enemy Units Are Captured or Destroyed
51006 Number of Enemy Units Are Captured or Destroyed
51007 Specific Enemy Unit Is Captured or Destroyed
51008 Specific Structure Is Captured or Destroyed
51009 All Enemy Units Are Dead or Have Fled
51010 Number of Enemy Units Are Dead or Have Fled
51011 Enemy Unit Group Is Dead or Has Fled
51012 Specific Enemy Unit Is Dead or Has Fled
51013 Specific Enemy Unit Is Captured
51014 Specific Enemy Structure Is Captured
51015 Specific Friendly Unit Is Guarded (not destroyed or captured)
51016 Specific Friendly Structure Is Guarded (not destroyed or captured)
51017 Any Friendly Unit Is in Area
51018 All Friendly Units Are in Area
51019 All Surviving Friendly Units Are in Area
51020 All Surviving Friendly Mechs Are in Area
51021 Flag Is Set
51022 Elapsed Mission Time
51050 Play BIK
51051 Play WAV
51052 Display Text Message
51053 Display Resource Text Message
51054 Set Flag
51055 Make New Technology Available
55000 Mission Briefings go here
55001 This sector marks the beginning of the area our units have encountered Bandit ambushes and attacks.\n\nInitialize your MechCommander software and systems, and proceed to investigate this area. You are given free license to terminate any Bandit hostiles without confirmation from Steiner High Command.\n\nTactical Officer Notes:\nWelcome to Carver V, Commander. I'll be adding my own notes to the briefings from our employer, House Steiner.\n\nOur patrol area goes through a chain of small islands. 'Mechs and hovercraft will be able to cross the shallow waters, but vehicles and tanks will not. If you encounter a large Bandit group, try to divide the 'Mechs from the vehicles by retreating back over shallow water.
55002 Bandit forces surprised and captured Steiner Base Gemini in the Adam Sector, forcing the garrison stationed there to retreat. Colonel Renard has postponed most of his meetings because of this and has ordered hourly updates on the situation until this base is recaptured.\n\nYour orders are to eliminate Bandit presence at Base Gemini and recapture the Headquarters building. \n\nSteiner Recon reports Bandit composition of UrbanMech and Fire Ant BattleMechs, with significant LRM Carrier and hovertank support. \n\nTactical Officer Notes: \nBandits took a Steiner base? I'd hate to be the officer that let that happen. \n\nI know UrbanMechs carry medium-range Autocannons, while Fire Ants are mostly armed with short-range Flamers. I'd suggest good long-range 'Mechs with some short-range backup. You don't want to get yourself into a knife fight if all you've got are LRMs. The Bandits use a lot of vehicles too, which are slower going uphill. So if you're getting swarmed by a bunch of Centipedes, move to the top of a hill and pick 'em off as they try to come up after you.
55003 Excellent work at Base Gemini: Steiner officers have completed re-occupation of the base without incident.\n\nInterrogation of the Bandits at Gemini revealed the existence of a heavily armed convoy escorting a Mobile HQ vehicle moving toward the Carroll sector. Intel calculates that the convoy destination must be the Bandit resupply station located in this sector.\n\nRenard wants the HQ vehicle captured and its data cores analyzed. Pending the decryption of the data cores, you will receive further instruction in the field. \n\nTactical Officer Notes:\nI've been studying the map Steiner Recon provided, and it looks like the best place to hit the convoy will be at the checkpoint south of the resupply station. Firing from the top of the hills near the checkpoint will give us a tactical advantage against the convoy's guards.\n\nThe Bandits use this resupply station to field and maintain 'Mechs. That means there's a good chance we'll find munitions or even a Weapons Facility.
55004 Elements of a forward Recon unit have spotted a large Bandit convoy moving northeast in the general direction of Liao territory. \n\nIntercept and destroy the convoy, eliminating every 'Mech, truck, and vehicle. \n\nDo not, however, stray into Liao territory, unless Colonel Renard personally authorizes such an action. House Steiner cannot risk either the political or military repercussions at this time.\n\nBe prepared to receive orders in the field if you must approach Liao territory.\n\nTactical Officer Notes:\nSince we'll be searching and chasing down a Bandit convoy, we should be taking in fast 'Mechs and at least one scout 'Mech with sensors. I would advise Bushwackers for their speed and Razorbacks for their sensor capability. \n\nLet's keep an eye out for Resource Buildings, too. There's liable to be a few around.\n\nOne thing bugs me about this mission, Sir. House Liao. This could get messy.\n\n\n\n\n\n
55005 Colonel Renard has ordered the commencement of operations against House Liao. \n\nDrop into the Liao-controlled Darian Sector. Highest priority is the capture of the Prison Complex and rescue of a Steiner operative held there. Other priority targets are the Fuel Tank reserves, Weapons Facility, and Repair Bay in this sector.\n\nSteiner Crypto reports that the Mobile HQ captured in the Carroll Sector contains log files showing that Liao has been funding the Bandits with weapons and C-bills. Supplying Steiner enemies with military equipment is an act of aggression, and Steiner High Command has ordered active defensive measures against House Liao.\n\nTactical Officer Notes: \nThings are getting hot on Carver V, Commander. We're not taking on some local gangs this time; we're attacking one of the major Houses of the Inner Sphere. I hope you know what you're doing.\n\nBe careful around the Fuel Tanks; an explosion can destroy even Heavy 'Mechs. Take medium- or long-range 'Mechs and fire on those tanks from a distance. I've seen other commanders purposely ignite Fuel Tanks from long range to cripple nearby enemies.\n\nLiao typically fields fast, maneuverable units and has the best electronics and sensor gear available. All that speed has a price, though: Liao 'Mechs are lightly armored.\n\n\n\n\n\n
55006 >>> EMERGENCY COMM N110970ANE: \nYellowjacket Recon reports large numbers of Liao forces vectoring toward the Fetters Sector. Anticipated target is Base Aries.\n\nEliminate all attacking Liao forces and safeguard Base Aries Headquarters.\n\nThis sector also contains a Sensor Control with Sensor Tower network and a Turret Control. These are high-risk targets for the Liao offensive. Acquisition of these buildings are secondary objectives.\n\nTactical Officer Notes: \nLooks like Renard's actions against Liao have sparked a powder keg. Liao and Steiner are openly attacking each other and we've got mission assignments all over Carver V.\n\nThe commander of this base overextended his forces falling for a feint executed by Bandit skirmishers. He's lost the Sensor Tower network and Turret Control protecting the northern section of a major road. Taking these back would give us an edge.\n\nWe need at least one fast 'Mech to capture those control buildings. But we'll also need some power to defend them afterwards; otherwise, Liao forces will just recapture the buildings.\n\nIn a major offensive like this, expect to see some Raven BattleMechs. Ravens are equipped with ECMs, which will jam our sensors.\n\n\n\n\n\n
55007 Colonel Renard has ordered the seizure of all Liao encampments and neutralization of Liao military facilities that lie on the border of Steiner territory. \n\nDrop into the Garrison Sector. Capture the Headquarters of a Liao base located there, designated Base Leo. Proceed then to a Chemical Plant in operation to the west of the base and destroy it. \n\nIntel analysts consider Base Leo and its nearby chemical processing plant a potential chemical weapons hazard. Such weapons pose a severe threat to unenclosed ground troops and support personnel. Termination of Liao activities in this sector is imperative.\n\nTactical Officer Notes:\nRenard and Steiner High Command aren't playing around; they're launching full-scale assaults into Liao-owned space with every lance available, including us.\n\nSteiner Recon sent some terrain images, and they show minefields in the area. Vibrabomb mines are capable of crippling even Heavy and Assault 'Mechs, so avoid them at all costs. We can clear mines out of an area using Airstrikes.\n\nAnother thing, Commander: Cash tells me any unit 35 tons or lighter won't trigger these mines. We might be able to use that to our advantage.\n\n\n\n\n\n
55008 Task Force Sig-9 fell under heavy fire en route to disable a Bandit Airfield. The only survivor is MechWarrior Claymore, now trapped in a hostile area.\n\nDrop into the Hart Sector and link up with Claymore, and then complete his original mission to destroy the Bandit Airfield.\n\nSteiner High Command suspects the Hart Airfield to be the major supply artery between House Liao and Bandit forces. Elimination of the Airfield will leave the Bandits without critical supplies and munitions.\n\nTactical Officer Notes:\nThe Steiner MechWarrior is in a tough spot; he's surrounded by Bandits on all sides. We're going to punch through from the south and make our way toward his last transmitted location. His 'Mech will be powered down to avoid detection, so we won't have a sensor contact for him.\n\nOnce we find him, we're going to finish his original mission: to destroy the Bandit Airfield.\n\nBe careful, Commander. Claymore's task force was a heavy and assault lance. It doesn't make any sense that just Bandits could repel 'Mechs of that size, unless they had some help.
55009 Steiner Intel has pinpointed the location of the Bandit Headquarters, confirmed by Recon imaging. Colonel Renard has committed all of his troops not engaging Liao to the front and drawn a similar Bandit response. Renard has ordered a small task force dropped into the central Bandit sector to destroy the Headquarters.\n\nDrop into the Ivan Sector and proceed to strategic targets: the Weapons Facility, the Fuel Reserves, and finally the main Bandit Headquarters.\n\nDenial of these critical assets will neutralize the Bandit forces as a threat to House Steiner on Carver V. \n\n>>> PRIORITY ADDENDUM L410464EHR\nFROM: COLONEL RENARD\nCommander, this operation is of the utmost importance to me. I will personally be monitoring the communication channels and your mission progress. Your victory here will eliminate a thorn in my side and earn you not only my gratitude but also that of the Archon herself.\n>>> ADDENDUM END \n\nTactical Officer Notes:\nThis is it, Sir. If we take out the Bandit Headquarters and these other targets, they're done for on Carver V.\n\nEven though Steiner has pulled away most of their defenses, we have to expect large numbers of Fire Ants and UrbanMechs protecting their main HQ.\n\nOne other thing: Steel mentioned that the Bandit leader was an ex-Liao officer, and a good one at that. So keep an eye on your sensors.
55010 Commander:\n\nYour first assignment in the service of the Mandrissa is a noble one, the liberation of innocent Liao loyalists and their families, being held in an inhumane prison created by Colonel Renard, known to us as the Gulag.\n\nSecure this Gulag by eliminating all of its defenders, and we will send a convoy of ambulances and transports to evacuate the prisoners.\n\nWe know Renard as a vicious adversary; he may try to stop even this harmless operation with violence. Be prepared.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes: \nSir, House Liao has given us amazing Recon and Intel data on this sector; they're wired into every rock on this planet.\n\nThe Gulag's main defenses consist of vehicles--Centipedes and Hunters--accompanied by BattleMechs. Expect Hunchbacks, armed with a dangerous short-range Heavy Autocannon. Also sighted was a Zeus, an Assault 'Mech.
55011 Commander:\n\nOur thanks for your performance at the Gulag. The Mandrissa is most pleased with your actions.\n\nYour next assignment involves a unique opportunity. Within the Jacksen Sector, Steiner and Davion bases face each other, silently waiting for the other to make the first move. You will hasten the inevitable.\n\nEngage the weaker of the two, the Davion base. Capture the Davion Weapons Facility. There is also a Salvage Yard storing several Davion 'Mechs; use your Salvage Craft to commandeer them. Then proceed with the Davion 'Mechs to attack the Steiner bases.\n\nSteiner and Davion will blame each other for the loss of their Weapons Facilities, an advantageous situation for the Mandrissa.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes: \nThis is a dangerous mission, attacking both Steiner and Davion. But if it works out, Davion will be at Steiner's throat and we'll come out of it with a large cache of weapons and some Davion 'Mechs.\n\nLiao Intel has informed us Davion is using Sensor Towers to guard the south route, which we'll be taking. They recommend that we use a Liao Raven or Men Shen, which can jam sensors; then we can sneak by and destroy the Sensor Towers, allowing our other 'Mechs to pass through undetected.\n\nThere's also a large amount of RPs in the Davion base; we have to save those to salvage the Davion 'Mechs at the Salvage Yard.\n\n\n\n\n\n
55012 Commander:\n\nThe Mandrissa sends her accolades.\n\nIn your next assignment, timing is crucial. Within the Dearborn Sector is a Davion base, which has so far proven resilient to our attacks. It has been weakened, but our Recon reports reinforcements en route to bolster its weakening defenses.\n\nYou must intercept and destroy these reinforcements; otherwise, Davion will be impossible to dislodge from this sector.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes: \nLiao Recon and Intel are excellent on this mission as usual, Commander. Based on the images, we can expect some Medium and Light Davion 'Mechs with a large number of tank escorts. Be careful if you spot any Shadow Cats: They're fast, armed with a Gauss Rifle, and fitted with jump jets. \n\nThe bases, on the other hand, are mainly protected by just their LRM and Autocannon Turrets. If you're planning on hitting the bases first, I strongly suggest taking jump 'Mechs to capture those Turret Controls.\n
55013 Commander:\n\nThe Mandrissa has favored you with a mission of the highest importance.\n\nOur success in this conflict has depleted Steiner and Davion reserves. Reinforcements from the Inner Sphere, however, will quickly change the situation. The Mandrissa requires all transmissions from Carver V to be halted until the time is appropriate.\n\nTravel to Carver V's moon base, guarded by Davion forces. The HPG Transmitters located there are the only means of communication to the rest of the Inner Sphere. Render both transmitters inoperable, and destroy the Davion Dropship stationed there so Major Kelly does not recapture the moon base.\n\nAs an incentive for this dangerous undertaking, the Mandrissa gives you ownership of all the Davion Weapons Facilities located there. \n\nTactical Officer Notes: \nCommander, operating on Carver V's moon means we won't be able to rely on any support. Don't plan on being able to fly in Repair Trucks, Salvage Craft, or any of our support options. We only have what we bring.\n\nThis moon base holds Davion's main weapons storage facility as well as the HPG Station. That means it's going to be guarded with some heavy firepower. Expect the best stationary defense that Davion has: Gauss Rifle Turrets.\n\nTheir Intel also reports the presence of Clanners, probably Bondsmen serving under the Davion banner. Don't underestimate the Clanners: They're born and bred for 'Mech combat.\n\n\n
55014 Commander:\n\nWe have a rare opportunity before us that requires your expertise. One of our deep operatives in the Marko Sector has reported that a routine guard rotation has gone awry, and the sector's main defenses are delayed for a span of 10 hours. There are four Orbital Guns in the area. If they can be disabled, Steiner's airspace will be vulnerable to our satellites and dropships.\n\nThis sector is deep into Steiner territory, and the Orbital Guns will not allow a dropship to land; however, we can airlift a small tonnage of 'Mechs to this location, enough to deal with the handful of defenders currently guarding the Orbital Guns. Once the Orbital Guns have been destroyed, we will have a dropship ready to extract your task force.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes:\nSir, remember this mission is behind enemy lines. That means we'll get no air support whatsoever, so our deployment team is on its own. I suggest taking a jump-capable 'Mech; we'll have to rely on capture tactics and mobility rather than brute force.
55015 Commander:\n\nOur agents have given us a disturbing report on our adversary, House Steiner. For some time they have been guarding a manufacturing facility, which seems to be producing a class of war machine unknown to us, referred to as the Legion. Our agents estimate these massive vehicles to be between 90 and 100 tons.\n\nThe Mandrissa is disturbed by this news and wishes the production of these machines terminated. Destroy all existing Legion tanks and the Industrial Complexes building them.\n\nTo ensure success, our Intel operatives have leaked the location and purpose of the production facility to Baxter and partisan forces. They have confirmed that the partisans are massing to attack the facility and should provide a significant distraction for your own mission.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes: \nThe Legion sounds dangerous, Commander. Don't take them lightly. At that size, they'll be able to destroy most 'Mechs in a straight firefight. The Steiner facilities on Carver V aren't known for their engineering, so I'm surprised they could design such a powerful unit.\n\nLiao Intel tells us that their operative is still in the area but laying low. It may be worthwhile to meet with him and get any information we can.\n\nRecon has pointed out some interesting strategic areas. The production facility is located in a low valley surrounded by mountains, which allows us to take the high ground. Thick woods in the area provide a perfect setup to use indirect-fire weapons such as LRMs and Fixed Artillery.\n\nIn addition, the Mandrissa is offering bonus C-bills if we can also destroy some other factories and a generator to guarantee that Steiner won't build another Legion facility.\n\n
55016 Commander:\n\nYou may have yet another opportunity to prove your worth to the Mandrissa. \n\nOur forces have besieged a lone Davion base deep in the Colddain Province. After several days of orbital bombardment and aerospace fighter strikes, the base's walls have been shattered, leaving it virtually defenseless. Major Kelly, however, has deployed reinforcements for the base, due to arrive within hours. Our own forces are all engaged with Renard's units and will arrive too late.\n\nYou must capture Base Hermes and destroy Kelly's reinforcements.\n\nBe advised that you are required to capture the base's facilities, not destroy them. The Mandrissa requires this base operational to be of use in our campaign against Renard.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes:\nSir, based on these Recon images, it looks like Kelly is sending her best units to defend this base. These reports show a lot of Clan equipment: Ullers, Shadow Cats, Vultures and, worst of all, Mad Cats. They're extremely dangerous, but Cash will probably kiss you if you can salvage one of those.\n\n\n\n\n\n
55017 Commander:\n\nThe Mandrissa is most pleased to announce that Colonel Renard has finally seen the value in negotiation and has accepted an invitation to discuss terms of a cease-fire.\n\nYour role in establishing our dominance of Carver V has not been forgotten, and the Mandrissa has honored your unit with the highest privilege of escorting Captain Jason Cho to the rendezvous with Colonel Renard.\n\nAlthough this is a peaceful affair, Captain Cho is the last of the Liao nobility on Carver V, and Colonel Renard is known to be unstable at times. Stay alert, Commander: Lady Cho will be watching.\n\nHonor and Xin Sheng.\n\nTactical Officer Notes:\nA simple escort to a cease-fire, this should be the easiest C-bill we've made in a long time. \n\nLooks like an end to all this fighting might be in sight, Commander. Everybody is looking forward to some R&R and a place to spend some hard-earned cash.\n\nI'll get Cash to polish up the 'Mechs, Sir: We might as well look the part.
55018 Commander, we've got a situation in the city of Bannikburg. A combined force of Steiner and Liao 'Mechs attacked the city at dawn yesterday and succeeded in taking control of most of the terrain north of the river. \n\nWe need to destroy the incoming Steiner and Liao units before they tear down the city. I've also listed important secondary objectives that we need recaptured.\n\nI can't stress the importance of Bannikburg enough. It's the largest city for several hundred miles and our primary resupply point. If Bannikburg falls, we could lose every sector in the region.\n\nBaxter\n\nTactical Officer Notes: \nWell, it looks like Steiner and Liao have finalized their treaty. This should be a tough engagement: Steiner's got heavy armor; Liao's got speed and stealth. Luckily, we have access to Davion's supply of Clan equipment. Clan 'Mechs and weapons are the cutting edge of technology; you won't find better.\n\nI imagine Steiner will come straight up the middle; they've got the armor for that. Liao, though, as we've learned, prefers the indirect approach. Keep an eye on your flanks, just in case they manage to sneak some units across the river.\n\nBaxter sent some maps along, and he wasn't kidding about Bannikburg being a resupply point. There's Resource Buildings all over the place and a couple of Repair Bays. Grab everything you can, because we'll need it.
55019 Commander, the only hope we have of winning this war is to stop the Steiner-Liao alliance before they fully mobilize their forces together.\n\nMt. Cho is one of the strongest Liao positions on Carver V and their primary reinforcement point. We need you to hit this area and take out as many 'Mechs and vehicles as possible before they combine with Steiner troops. I've also listed some secondary targets that will weaken Liao's capacity to mount an offense.\n\nI hope you can pull this off, Commander. The hopes of the people go with you.\n\nBaxter\n\nTactical Officer Notes: \nI've got copies of what few maps there are of the area; I guess Liao didn't want anyone snooping around. Mt. Cho is big, and the obvious approaches are heavily defended. I'd scout around a bit; someplace that large must have a weakness.\n\nThe good news is that we might not have to go to the mountain at all. Liao isn't expecting any sort of attack here; most of their units are positioned outside the mountain.
55020 Commander, we need your help in a recovery operation in the Pierce Sector. One of Major Kelly's dropships has been downed by enemy Orbital Gun fire. Looks like Liao managed to secretly construct an installation in that area, inadvertently discovered by the crew of that dropship. Loss of even one dropship is a severe blow to Davion's resources, we need her back.\n\nThe Orbital Guns are still active, so you'll have to travel to the dropship on ground. Secure it, and then rescue the crew. Once that's done, you'll need to destroy the Orbital Guns so we can safely extract you.\n\nGood luck to you, Commander.\n\nBaxter\n\nTactical Officer Notes: \nOkay, I've got satellite imaging of the area and it doesn't look too bad. Liao has started to build a major installation there, but it's not finished. There aren't any walls, and the buildings are still mostly temporary. I've spotted one Orbital Gun in the base and the others are MOGs, so they'll be roaming to avoid detection.\n\nStill, I would prepare for the worse. Liao is always hard to pin down; just because we can't see them doesn't mean they're not there.\n\n\n\n\n\n
55021 Some good news, Commander. Davion Recon has been operating surveillance on a Steiner base in the Ramses Sector and uncovered a weakness we can exploit. The sector is protected from dropships by roaming Mobile Orbital Guns, but after analyzing their patrol patterns we know there's a short span of time when the sector is unprotected.\n\nWe need you to drop into this sector and cause as much damage as you can and then reach the extraction point. You have to reach the extraction point before time runs out; otherwise, the dropship will have to leave without you to avoid the returning MOGs.\n\nThere's a well-defended Steiner base in the area, Base Scorpio. But there's plenty of important targets outside the base, so use your best judgment.\n\nStrike a blow for the people, Commander.\n\nBaxter\n\nTactical Officer Notes: \nTime is short on this mission, Sir. No matter what your plans are, we should leave the slow 'Mechs behind on this one. \n\nBaxter is letting us pick our own targets as opportunity permits, but I'd pay close attention to that Weapons Facility. All this security has to be here for a reason.
55022 Commander, I'm about to ask you to undertake a difficult task. Despite our efforts, the people of Carver V are dying every day this war drags on. They need to know that the end is in sight, and we need to break the Steiner-Liao alliance.\n\nI'm asking you to take your team and pit them against the best of the Liao forces on their home ground. If you can break through and destroy Liao Palace, Carver V will know the tide is changing, and Steiner will be left without an ally.\n\nWe can win this war, Commander, but only with the help of the people. They need to know that if they fight for us, they won't die in vain. Show them that the noble Houses are not invincible, and they will rise up.\n\nBaxter\n\nTactical Officer Notes: \nSir, might I remind you that the palace is one of the most heavily fortified areas on the entire planet. Major Kelly's forces will spearhead the assault, but once she's opened an alley into the Palace Sector we're on our own.\n\nEven if we can break through the perimeter wall and its defenses, we'll still have to deal with the Elite Guard. These are Liao's best MechWarriors; they won't be like anything we're used to dealing with from Liao.\n\nMy professional opinion is that this is a suicide run, Commander.
55023 Renard has finally gone mad. He has declared martial law, seized the civilian Starport, and confiscated all food and medical supplies. He's willing to let thousands die for his war.\n\nWe have to get that Starport back. Sending our forces to the Starport is exactly what Renard wants and he'll be prepared, but we have no choice.\n\nBut we do have an advantage. The destruction of Liao Palace has given the people hope, and a group of partisans are willing to join the cause against Steiner. They're located in a town northwest of the Starport. They won't be able to do much against trained Steiner units, but they're willing to fight for us.\n\nGo get that Starport back, Commander. Lives are at stake.\n\nBaxter\n\nTactical Officer Notes:\nSir, be very careful on this mission. Renard knows we're coming and we're severely outgunned.\n\nThe Sensor Control for the sector is located to the north; we should take that as soon as possible. It will deny the Steiner information and tell us where they are. If we let the Steiner track us and concentrate their forces, we won't stand a chance.\n
55024 Our victory at the Starport has driven Renard into a rage. He's attacking every town and city even remotely suspected of supporting us, destroying civilian homes without care for the lives lost.\n\nMajor Kelly has tried reasoning with Renard to convince him to give himself up, but he refuses. \n\nWe cannot allow Renard to continue his slaughter of Carver V. If we can destroy the Steiner High Command, the Steiner forces will be in disarray, and we can assume control and stop this bloodshed.\n\nRenard himself will be at the Steiner High Command. Major Kelly refuses to attack her former commanding officer. I need you to save this planet, Commander.\n\nBaxter\n\nTactical Officer Notes:\nSir, we won't be alone out there. The citizens of Carver V are willing to fight with us. Baxter has informed me that a group of partisans will join our assault.\n\nThe partisan forces will attack from the east, initially going after a fuel convoy sitting just outside the walls. The resulting blast should take out a section of wall and allow easy entry into the base proper. The partisans will then split into two groups. The first will move south toward the front of the base and attempt to capture the Turret Controls there. The second will move deeper into the base and engage any Steiner units they find, hopefully drawing units away from the first group.\n\nWhile the partisans draw the attention of the Steiner forces, our units will move in during the confusion and destroy the Steiner High Command itself.\n\nAll intelligence data has been uploaded, the pilots are rested, and Cash has the 'Mechs working like new. We're ready, Sir.\n\n\n\n\n\n\n
55025 Topics:\n\nCamera and how to control the view.\nWalking, running, and jumping your units.\nUsing the tac map.
55026 Topics:\n\nLine of sight (LOS) and visually acquiring targets.\nSensors and their role in finding enemies that are not in LOS.\nWeapons ranges and what the optimal range is for your units.
55027 Topics:\n\nCapturing buildings so they function for you instead of for the enemy.\n\nTurret Control: Enables turrets to fire on enemies instead of you.\nGate Control: Enables gates to open for you and close on enemies.\nSensor Control: Enables remote Sensor Towers to display the location of enemies on your tac map.
55028 Topics:\n\nCapturing Resource Buildings to accumulate resource points (RPs).\nUsing RPs to call in support reinforcements.\n\nRepair Truck: Repairs armor, fixes broken legs, and restocks ammo.\nSalvage Craft: Flies in one of your MechWarriors to pilot a downed 'Mech.
55029 Topics:\n\nLearning full use of all support options available\n\nMinelayer: Places mines that will detonate and damage heavier units on the battlefield.\nFixed Artillery: A powerful gun emplacement that fires explosive, area-effect shells.\nAirstrike: Calls in aerospace bombers to perform a dive bombing run anywhere on the map.\nSensor Probe: Provides the position on any enemies beyond your own sensor range.
55030 Commander, your job is to clear out this sector. You've got a couple choices as to where to fight. If you plan to stick to the ravines, then watch out for enemy jumpers with LRMs. If they get above you, expect a lot of headshots. If you plan on moving into the central area, you've got a lot of shallow water that'll cordon movement. Remember that equipping your 'Mechs with the right loadout for the terrain is half the battle.\n\nThis is your basic deathmatch, with a mercenary twist. Every enemy unit you destroy gives you its relative value in C-bills. The winner is the player or team with the most C-bills at the end of the mission time, or when only one team has units remaining.\n\nNOTE: Area-effect weapons (Long Toms, Swarm LRMs, fuel tanks, etc.) do not count toward kills.
55031 Ever fought in a city before, Commander? Well now's your chance. There's a lot of tall buildings to block LOS and tight corners to hide behind. A couple 'Mechs with Heavy Autocannons could have a field day in there. Of course, there's plenty of open country around the city to move around as well. Another commander might decide to set up Fixed Artillery pieces on the city's perimeter and just blow the whole place up, so keep that in mind before rushing in.\n\nThis is your basic deathmatch, with a mercenary twist. Every enemy unit you destroy gives you its relative value in C-bills. The winner is the player or team with the most C-bills at the end of the mission time, or when only one team has units remaining.\n\nNOTE: Area-effect weapons (Long Toms, Swarm LRMs, fuel tanks, etc.) do not count toward kills.
55032 Commander, your job is to clear out this sector. You've got a couple choices as to where to fight. If you plan to stick to the ravines, then watch out for enemy jumpers with LRMs. If they get above you, expect a lot of headshots. If you plan on moving into the central area, you've got a lot of shallow water that'll cordon movement. Remember that equipping your 'Mechs with the right loadout for the terrain is half the battle.\n\nThis is your basic deathmatch, with a mercenary twist. Every enemy unit you destroy gives you its relative value in C-bills. The winner is the player or team with the most C-bills at the end of the mission time, or when only one team has units remaining.\n\nNOTE: Area-effect weapons (Long Toms, Swarm LRMs, fuel tanks, etc.) do not count toward kills.
55033 This sector's got a little bit of everything in it: shallows, hills, and even a couple of small fire bases scattered about. You can set up almost any force you like and find ground that you can fight effectively from. Granted, the enemy might not be polite enough to fight where you want, so a combined force could be the way to go here.\n\nThis is your basic deathmatch, with a mercenary twist. Every enemy unit you destroy gives you its relative value in C-bills. The winner is the player or team with the most C-bills at the end of the mission time, or when only one team has units remaining.\n\nNOTE: Area-effect weapons (Long Toms, Swarm LRMs, fuel tanks, etc.) do not count toward kills.
55034 This is your basic deathmatch, with a mercenary twist. Every enemy unit you destroy gives you its relative value in C-bills. The winner is the player or team with the most C-bills at the end of the mission time, or when only one team has units remaining.\n\nNOTE: Area-effect weapons (Long Toms, Swarm LRMs, fuel tanks, etc.) do not count toward kills.
55035 Your objective for this mission is to survive, regardless of how you do it. As long as you have the last unit on the map, you will win. There is a large base centered in the sector, complete with Resource Buildings and Turret Controls, so whoever can control that area will have an advantage. \n\nThe object of this mission type is to destroy all your enemies and be the Last Man Standing. If time runs out and there are still multiple combatants, the team with the most remaining units is the winner.
55036 The object of this mission type is to destroy all your enemies and be the Last Man Standing. If time runs out and there are still multiple combatants, the team with the most remaining units is the winner.
55037 You see that hill, Commander? See that HQ on top of it? That's your objective. You're in a competition to see who can capture and hold that HQ for the longest amount of time. Nothing matters except for that. Pick the loadout that you think will give you the maximum ability to hold that position. Oh, a Fixed Artillery piece or two up there wouldn't hurt a bit, either.\n\nYou're in a competition to see who can capture and hold the HQ atop the hill for the longest amount of time. Nothing matters except for that. When only one player has units remaining, the game is over and the remaining player automatically gets the time left on the clock.
55038 You're in a competition to see who can capture and hold the HQ atop the hill for the longest amount of time. Nothing matters except for that. When only one player has units remaining, the game is over and the remaining player automatically gets the time left on the clock.
55039 This mission has a time limit, Commander. When that timer runs out, you need to have captured the HQ on the top of the hill. It doesn't matter if you've had the most kills or held the HQ for most of the battle. Just be in possession of that HQ at the end. You could try and hold the HQ for the entirety of the battle, or sneak in at the last minute and seize it. Just remember, all the other commanders want it just as badly as you do.
55040 This mission has a time limit, Commander. When that timer runs out, you need to have captured the HQ on the top of the hill. It doesn't matter if you've had the most kills or held the HQ for most of the battle. Just be in possession of that HQ at the end. You could try and hold the HQ for the entirety of the battle, or sneak in at the last minute and seize it. Just remember, all the other commanders want it just as badly as you do.
55041 This mission isn't about how many 'Mechs you can drop but. rather, how much territory you can grab. There are six unaligned bases on the map, each with an HQ that can be captured. Grabbing one base isn't a problem; grabbing most of the bases is. You can choose to capture one or two bases, then defend those, hoping to whittle down your enemies, or make a dash for as many bases you can, trusting that your opponents won't be able to recapture them in time. The winner is the team that controls the most HQs when time runs out ... but if a team captures all the HQs, they instantly win!
55042 This mission isn't about how many 'Mechs you can drop but, rather, how much territory you can grab. There are several unaligned bases on the map, each with a HQ that can be captured. Grabbing one base isn't a problem; grabbing most of the bases is. You can choose to capture one or two bases, then defend those, hoping to whittle down your enemies, or make a dash for as many bases you can, trusting that your opponents won't be able to recapture them in time. The winner is the team that controls the most HQs when time runs out ... but if a team captures all the HQs, they instantly win!
55043 Your mission today is quite simple. There's another base in the area; your job is to go over there and capture it. The difficulty lies in the fact that the other base's commander is trying to do the same thing to you. Whatever you intend to do, be it attack or defend, always have a backup plan ready, 'cause you never know what your opponent is going to do.
55044 Each player has an HQ that they must defend. If a player's HQ is captured, all of their MechWarriors will eject, leaving their 'Mechs as salvage for the remaining players to fight over. The winning team is the one with the most captures.
55045 In the south of the map sit three bases, each with an HQ building. If your assignment is to attack the bases, then two of the three HQs need to belong to you at the same time in order to win. If you're the defender, then you have to prevent your opponent from capturing two of the three. It's kind of like a game of chess, only with big 'Mechs instead of little pieces.
55046 How many Orbital Guns does it take to shoot down a dropship? In this case, you need two out of three. If you've been hired to protect the Orbital Guns, then you need to prevent your opponent from destroying two out of the three guns under your protection. If you're the attacker, you need to destroy two of them. The battle continues until either two of the Orbital Guns are destroyed or the attacker loses all his forces.
55047 Commander, there are other bases in the area; your job is to capture them while defending your own. You've got a couple choices as to where to fight. If you plan to stick to the ravines, then watch out for enemy jumpers with LRMs. If they get above you, expect a lot of headshots. If you plan on moving into the central area, you've got a lot of shallow water that'll cordon movement. Remember that equipping your 'Mechs with the right loadout for the terrain is half the battle.\n\nEach player has an HQ that they must defend. If a player's HQ is captured, all of their MechWarriors will eject, leaving their 'Mechs as salvage for the remaining players to fight over. The winning team is the one with the most captures.
56000 Mission Blurbs go here
56001 Primary system checks and recon into Bandit area.
56002 A Steiner base complex has been taken over by Bandits, an embarrassment to Colonel Renard. Eliminate defenders and recapture base headquarters.
56003 Steiner Intel has tracked a Bandit Mobile HQ vehicle with armed escorts moving toward one of their bases. Intercept and capture the Mobile HQ.
56004 Intercept and destroy a Bandit convoy fleeing into Liao territory.
56005 Steiner is commencing strikes against Liao. Drop into Liao territory and engage multiple targets of opportunity.
56006 Detect, intercept, and negate enemy forces attempting to penetrate Steiner space.
56007 Drop into Liao territory and capture their Headquarters, then move west and destroy a Chemical Processing Plant.
56008 Locate and coordinate with remaining Steiner task force member to destroy Bandit Airfield.
56009 Drop into the heart of the Bandit territory. Cause maximum property damage en route to destroy the Bandit Headquarters.
56010 Rescue the civilians interred in Steiner's remote prison, the Gulag. Seize and defend the Gulag until Liao transport vehicles arrive to remove the prisoners.
56011 Incite aggression between Steiner and Davion by attacking Steiner with 'Mechs raided from a Davion base.
56012 Intercept Davion reinforcements before they strengthen a series of bases.
56013 Davion forces guard the HPG Transmitters located on Carver V's moon base. Destroy the transmitters, cutting off Carver V from the rest of the Inner Sphere.
56014 Infiltrate behind enemy lines and disable Orbital Guns protecting Steiner airspace.
56015 Destroy a new Steiner assault tank prototype and the facilities producing them.
56016 Capture a vulnerable Davion base before units move in to reinforce the base.
56017 Liao and Steiner wish to meet and settle a truce. Protect and escort Jason Cho to the rendezvous point.
56018 Defend Bannikburg from the combined Liao-Steiner assault and prevent the city from falling under their control.
56019 Raid the Mt. Cho reinforcement station and cause maximum collateral damage to Liao property.
56020 Locate and secure the Davion Dropship, then rescue the crew and disable the Orbital Guns to enable an extraction.
56021 Destroy as many Steiner resources as possible and extract before time runs out.
56022 Break through the heart of Liao defenses and destroy the Palace, the seat of Liao power on Carver V.
56023 Free the Starport from Renard's control.
56024 Destroy the Steiner High Command and bring peace to Carver V.
56025 Learn about camera control, the tac map, and movement.
56026 Learn how to find enemies visually and using sensors. Learn about effectively firing on enemies.
56027 Learn about capturing buildings and their tactical advantages.
56028 Learn how to call for and use support vehicles during a mission.
56029 Detailed explanation on all available support options.
56030 Elimination: Destroy opponents for points. The player with the most points wins.
56031 Last Man Standing: Destroy all opponents and have the last 'Mech still standing to win.
56032 King of the Hill: Control the Headquarters at the top of the hill for the longest amount of time to win.
56033 Last Man on the Hill: Have control of the Headquarters when the timer runs out to win.
56034 Territories: Gain control of as many bases as possible before the timer runs out to win, or gain control of all bases to win instantly.
56035 CapBase Classic: Capture your opponent's Headquarters.
56036 CapBase: Capture an opponent's Headquarters to disable all of his units. The player with the most captures wins.
56037 2 of 3: The attacking team must capture 2 out of 3 Headquarters to win; the defending team must stop them.
56038 Orbital: The attacking team must destroy 2 out of 3 Orbital Guns to win; the defending team must protect the guns.
56039 Multiplayer scenario mission.
56040 Elimination: Destroy opponents for points. The player with the most points wins.\nUsing Quickstart allows everyone to control vehicles in this version of Ravines.
57000 Mission Names go Here
57001 Scouting Patrol
57002 Reacquisition: Base Gemini
57003 Ambush & Acquire: Mobile HQ
57004 Search & Destroy: Bandit Convoy
57005 Night Ops: Liao Raid
57006 Defensive Counter: Base Aries
57007 Sector Occupation: Garrison
57008 Combat Rescue: Claymore
57009 Breach: Bandit Headquarters
57010 Liberate: Gulag
57011 Facility Assault: Hijack
57012 Mobile Intercept: Killdeer
57013 Remote Assault: Eclipsed
57014 Covert Ops: Orbital
57015 Facility Assault: Legion
57016 Acquisition: Base Hermes
57017 Honor Guards
57018 Defensive Counter: Bannikburg
57019 Mobile Assault: Mt. Cho
57020 Combat Recovery: Dropship
57021 Night Ops: Scorpio
57022 Baxter's Gambit
57023 Liberate: Starport
57024 Operation Goliath
57025 Ravines Remix
57026 City Heat
57027 Ravines
57028 Wet Work
57029 Elimination
57030 IceLand
57031 Last Man Standing
57032 Mt. Renard
57033 King of the Hill
57034 Northpoint Station
57035 Last Man on the Hill
57036 Six Bases
57037 Territories
57038 CapBase Classic
57039 Capture Base
57040 2 of 3
57041 Orbital
57042 Ravines (CapBase)
57043 IDS_MP_NAME_
57044 IDS_MP_NAME_
57045 Training 1: Basics
57046 Training 2: LOS & Sensors
57047 Training 3: Capturing
57048 Training 4: Support
57049 Training 5: Advanced Support
60000 Tutorial
60001 Order your selected 'Mechs to move to a specific location by right-clicking that location on the battlefield.
60002 Select your 'Mechs by holding down the left mouse button while dragging an outline around them.
60003 Order your selected 'Mechs to move to a specific location by left-clicking that location on the battlefield.
60004 Order your selected 'Mechs to RUN by holding down the SPACEBAR while right-clicking their destination on the battlefield.
60005 Order your selected 'Mechs to RUN by holding down the SPACEBAR while left-clicking their destination on the battlefield.
60006 Order your selected 'Mechs to FIRE by right-clicking the target.
60007 Order your selected 'Mechs to FIRE by left-clicking the target.
60008 Enemies within sensor range will also show up on your battlefield as red, unidentified contact shapes.
60009 Sensor Probes can be dropped anywhere on the battlefield. You can also use the tactical map to drop one.
60010 Only a Sensor Probe and an Airstrike can be directed at any location. The other support options must be placed near one of your units.
60011 Double-click a unit on the Deployment Team Bar to center that unit in the battlefield.
60012 Select only 'Mechs when giving a capture command. Enemy 'Mechs and vehicles near the target building will interfere with capture attempts.
60013 Order a selected 'Mech with jump jets to JUMP by holding down the J key while right-clicking its destination. 'Mechs have a limited jump range, so click near your 'Mech.
60014 Order a selected 'Mech with jump jets to JUMP by holding down the J key while left-clicking its destination. 'Mechs have a limited jump range, so click near your 'Mech.
60015 After_Mission_%s
60016 (c) & (p) 1999-2001 Microsoft Corporation. All rights reserved.\n\nBattleTech, MechCommander, MechWarrior, BattleMech and 'Mech are trademarks or registered trademarks of FASA Corporation and Microsoft Corporation in the U.S. and/or other countries. Microsoft, Windows, DirectDraw, DirectPlay, DirectSound, DirectX, and MSN are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries/regions.\n\nUses Bink Video. Copyright (C) 1997-2001 by RAD Game Tools, Inc.\n\nWarning: This computer program is protected by copyright law and international treaties. Unauthorized reproduction or distribution of this program, or any portion of it, may result in severe civil and criminal penalties, and will be prosecuted to the maximum extent possible under the law.\n\nThis product is licensed. Your product identification number is: %s\n
60017 (c) & (p) 1999-2001 Microsoft Corporation. All rights reserved. This program is protected by U.S. and International copyright laws as described in the i screen.\n
60018 AgencyFB11.d3f
60019 AgencyFB11.d3f
60020 %s has left the game.
60021 Carver V Campaign
60022 Training Simulations
60023 EULA.rtf
60024 MechCommander 2 will now check your computer's hardware to set the initial graphics options. This will take from 5 to 30 seconds, depending on the speed of your video card. Please click OK to continue.
60025 MechCommander 2 Configuration
60026 MechCommander 2 is now done checking your computer. You can rerun this program at any time by clicking Set Hardware Configuration for MechCommander 2 in the Start menu. Please restart the game.
60027 The resolution changes you have selected will not take effect until the next time you launch a mission.
60028 %s has left the game.
60029 %s has joined the game.
60030 %s was kicked out of the game.
60031 The Swapfile must be at least 250 MB to run MechCommander 2. The current Swapfile is %d MB. Increase the Swapfile size.
60032 Error: Swapfile Too Small!
60033 %s is ready to launch.
60034 Please insert the MechCommander 2 CD, and then click \nOK to continue.
60035 MechCommander 2 could not open the Bink movie %s.\n%s
60036 MechCommander 2 CD Not Inserted
60037 MechCommander 2 could not open the file %s.\n%s
60038 AfterGame
60039 You have been kicked out of the game.
60040 MechCommander 2 Editor Error
60041 The MechCommander 2 Mission Editor cannot run on a Voodoo 3 card with a desktop resolution higher than 1024x768. Desktop color depth must also be 16-bit color. Change your desktop resolution by right-clicking the desktop, clicking Properties, and then clicking the Settings tab.
60042 %s has become the host.
60043 MechCommander 2 Error
60044 MechCommander 2 cannot run on a Voodoo 3 card with a desktop resolution higher than 1024x768. Desktop color depth must also be 16-bit color. Change your desktop resolution by right-clicking the desktop, clicking Properties, and then clicking the Settings tab.
60045 Trying to connect to server...
60046 Insufficient Hard Disk Space Warning
60047 MechCommander 2 may not have enough disk space to save games. Press OK to continue. Press Cancel to exit the game and free up disk space.
60048 Sgt. Cash: Sir, we're out of support vehicles.
60049 Only Airstrikes, Sensor Probes and Salvage Craft are available.