HOMEWORLD: CATACLYSM WALKTHROUGH
by Briareos Kerensky (briareos@inwind.it, briareos_HF), ver 2.X.

Table of Contents
1-Update History
2-History Briefing
3-Technology Briefing
4-Tactics Briefing
5-Formations Briefing
6-Ranks
7-Ships Briefing
8-General Tactics
9-Multiplayer Tactics
10-Walkthrough
11-Easter Eggs
12-Credits and misc

****************
1-UPDATE HISTORY
****************

Later versions (2.X). These versions will contain only your submissions.

02/12/2000-version 2.0a. Added the final (I think so) sections, Easter Eggs and
Ranks. Consider them an X'mas present ;)

30/11/2000-version 2.0. Final release! Walkthrough completed. I'll upload any
suggestion once every week if there are. Thanks for reading, and be ready for
more FAQs ;)

27/11/2000-version 1.8. Guess what? New, missions, of course! Numbers 10, 11,
16 and 17.

25/11/2000-version 1.6a. 100 Kbs reached and passed! Added missions 8 and 9.

24/11/2000-version 1.6. Added missions 6 and 7. Other minor corrections.

23/11/2000-version 1.5. Ship description is now complete, with full Somtaaw,
Beast, Turanic and Taiidan Ships. I alwasy though that these two sub-chapter
would be useless, but after some mission I decide to add Bentusi and Hiigaran
ships under the same section. Section 7 and 8 now online and I'm waiting your
ideas. Re-started the game to write down mission objectives and refresh memory
about initial missions, but reached mission 16. Walthrough section now contains
mission 1, 2, 3, 4 and 5. Minor corrections in all sections and text formatted
with WordPad.

19/11/2000-version 1.0. Section 2, 3, 4, 5 and 10 fully completed. Section 6
needs Beast, Turanic and Taiidan ships deascription, but it contians all
Somtaaw ships. Sections 7, 8, 9 are under way. Currently playing mission 8, but
with few multiplayer experience.

******************
2-HISTORY BRIEFING
******************

15 years have passed after the Kushan finally reached their Home, Hiigara, and
killed the Taiidan Emperor. In these 15 years, the  Mass Drivers: projectile
weapons. The weapon itself is small, so you'll find at least a small-caliber
gun on every Fighter. Bigger ships will have mass-drivers in their secondary
turrets. In Cataclysm, projectyle weapons are useful against fast strike
crafts, as they travel at an higher velocity and do moderte damage to their
thin armors. They have short/medium range values. Later in the game Mass
Drivers will be upgraded to Energy Cannons, a more powerful version of the Guns
with same stats.
+ Energy Beams: Capital Ships only. The most common energy beam is the ion
beam, mounted on a number of ships. Only Super-Capital Ships carry them in
turrets, as an ion cannon is usually big as a whole Frigate. Medium/long range
weapons with high damage values, mainly useful against Capital Ships, though a
turret-mounted cannon can deal with Strike Crafts and reduce them in scraps
within seconds.
+ Missiles: Missiles are the only weapon limited by ammunition supplies, but
bigger ships can build them automatically, so just make an intelligent use of
them. They were first developed to provide anti-Fighter capabilities to Capital
Ships, but then engineers began to develop smaller missiles to provide a more
powerful punch to Corvettes and Fighters. Though their damage value is lower
than the Beam's one, they are fired in groups and have a longer range.
+ Fields: some ships come equipped with a field generator capable of deflecting
enemy weapons or generating gravity wheels to stop enemy's Strike Crafts. Those
shiled are useful to protect valuable ships (Carriers, Cruisers,
MotherShips...) or to trap enemy vessels. The third type of field is the
Stealth, capable of masking crafts to enemy eyes and standard sensors. Only
advanced sensor suites will detect Stealth (or cloacked) units.
+ Plasma Bombs: large plasma spheres that do a lot of damage; they are a bit
slow, however, and the only craft carring them is the Beast/Taiidan Attack
Bomber. Very effective against large ships and if they hit, against fighters.
+ Infection Beam: Only available to the Beast. Its Super-Capital Ships, as well
as the Beast MotheShip, use it. This beam infects your vessels and make them
fight for the Beast. Work only on Strike Crafts and Frigates, so use the
biggest ships you have to deal with the listed enemies. Note that the Beam
lasts for nearly 90 seconds and can infect every Strike Craft is hit within
this arc of time or two Frigates.

------------------------
--SOMTAAW TECHNOLOGIES--
------------------------

FIGHTER DRIVE
Research in: Hangar Module
Pre-requisites: none
Lead to: Advanced Fighter Drive, Linking Technology
Needed for: Acolytes, Mimics
Notes: you need it for producing fighters. You have to research for it in
multiplayer and in the campaign mode you begin with this ability.

ADVANCED FIGHTER DRIVE
Research in: Hangar Module
Pre-reuisites: Fighter Drive
Lead to: nothing
Needed for: nothing (upgrade for Seekers, Acolytes and Mimics)
Notes: this will make your fighters (but not ACVs or MCVs) move faster.

LINKING TECHNOLOGY
Research in: Hangar Module
Pre-requisites: Fighter Drive
Lead to: nothing
Needed for: ACVs and MCVs (upgrade for Acolytes and Mimics)
Notes: will allow to produce Composites Vehicles from the hangar bay or by
linking two Acolytes/Mimics

FRIGATE DRIVE
Research in: Hangar Module
Pre-requisites: nothing
Lead to: Advanced Frigate Drive
Needed for: Dervish, Hive
Notes: needed for all Frigates

ADVANCED FRIGATE DRIVE
Research in: Hangar Module
Pre-requisites: Frigate Drive
Lead to: nothing
Needed for: nothing  (upgrade for Dervish, Hive)
Notes: like the Advanced Fighter Drive, will this will make your Frigates
moving faster

DESTROYER DRIVE
Research in: Hangar Module
Pre-requisites: nothing
Lead to: Advanced Destroyer Drive
Needed for: Shaman, Deacon
Notes:  needed for Carriers and Destroyers

ADVANCED DESTROYER DRIVE
Research in: Hangar Module
Pre-requisites: Destroyer Drive
Lead to: nothing (upgrade for Shaman, Deacon)
Needed for: Archangel
Notes: needed for the almighty Archangel and like the other Advanced Drives
will make your Ships move faster.

ARMOR LEVEL 2
Research in: Armor Module
Pre-requisites: nothing
Lead to: Armor Level 3
Needed for: nothing (upgrade for all ships)
Notes: will make ships stronger

ARMOR LEVEL 3
Research in: Armor Module
Pre-requisites: Armor Level 2
Lead to:  nothing
Needed for: nothing (upgrade for Hive)
Notes: will make ships stronger

FORCE FIELD LEVEL 1
Research in: Armor Module
Pre-requisites: nothing
Lead to: Force Field Level 2
Needed for: nothing (upgrade for Sentinels)
Notes: will block incoming projectiles

FORCE FIELD LEVEL 2
Research in: Armor Module
Pre-requisites: Force Field Level 1
Lead to: Force Field Level 3
Needed for: nothing (upgrade for Sentinels)
Notes: will block incoming projectiles and missiles

FORCE FIELD LEVEL 3
Research in: Armor Module
Pre-requisites: Force Field Level 2
Lead to: nothing
Needed for: nothing (upgrade for Sentinels)
Notes: will block incoming projectiles, missiles and energy beams.

HOLOGRAPHIC PROJECTOR
Research in: Engineering Module
Pre-requisites: nothing
Lead to: nothing
Needed for: Mimics, MCVs
Notes: will allow you to build and mask Mimics.

SUPPORT SYSTEMS
Research in: Engineering Module
Pre-requisites: nothing
Lead to: nothing
Needed for: nothing
Notes: will allow to produce more ships (each Kuun-Lan module will provide 10
SUs, while Carrier's 12.)

AFTERBURNER
Research in: Engineering Module
Pre-requisites: nothing
Lead to: nothing
Needed for: Minions
Notes: needed for Minions and their ramming attacks.

REPAIR SYSTEMS
Research in: Engineering Module
Pre-requisites: nothing
Lead to: nothing
Needed for: nothing (upgrade for Workers and Chieftains)
Notes: this will allow to use Workers as a mobile repair base.

SALVAGING ABILITY
Research in: Engineering Module
Pre-requisites: nothing
Lead to: Crystal Harvesting Capavility
Needed for: nothing (upgrade for Workers)
Notes: essentially will allow you to use Workers as HW's Salvage Corvettes.

MICRO-SHIP CONSTRUCTION
Research in: Advanced Engineering Module
Pre-requisites: nothing
Lead to: Repair Bots, Phased Telemetry, Advanced Sensors, Infection Vaccine
(multiplayer only)
Needed for: Sentinel, Leech
Notes: needed for the two Pods and all other advanced technologies

REPAIR BOTS
Research in: Advanced Engineering Module
Pre-requisites: Micro-Ship Construction
Lead to: nothing
Needed for: nothing (upgrade for all Capital Ships)
Notes: auto-repair capabilites for Capital Ships.

PHASED TELEMETRY
Research in: Advanced Engineering Module
Pre-requisites: Micro-Ship Construction
Lead to: nothing
Needed for: Leech
Notes: allows you to build Leech Pods

ADVANCED SENSORS
Research in: Advanced Engineering Module
Pre-requisites: Micro-Ship Construction
Lead to: nothing
Needed for: nothing (upgrade for Seekers, Sentinels)
Notes: makes certain ships' sensor arrays' range longer

INFECTION VACCINE
Research in: Advanced Engineering Module
Pre-requisites: Micro-Ship Construction
Lead to: nothing
Needed for: nothing (upgraded for Minions, Workers)
Notes: will allow you to reconvert infected ships. Available in multiplayer
only.

CRYSTAL HARVESTING CAPABILITY
Research in: Advanced Engineering Module
Pre-requisites: Salvaging Ability
Lead to: nothing
Needed for: nothing (upgrade for Chieftains, Shamans and Explorers)
Notes: will make you very rich

ADVANCED ION CANNON
Research in: Weapon Module
Pre-requisites: nothing
Lead to: nothing
Needed for: Dervish
Notes: needed for Dervishes.

MISSILE TECH
Research in: Weapon Module
Pre-requisites: nothing
Lead to: nothing
Needed for: Acolytes (upgrade), Deacon, ArchAngel
Notes: needed for the most powerful ships in the game

SIEGE CANNON
Research in: Weapon Module
Pre-requisites: nothing
Lead to: nothing
Needed for: nothing (upgrade for Explorers)
Notes: give'em hell, boys

ENERGY CANNON
Research in: Weapon Module
Pre-requisites: nothing
Lead to: nothing
Needed for: nothing (upgrade for all projectile weapons)
Notes: will make projectile weapons more powerful

EMP WEAPON
Research in: Weapon Module
Pre-requisites: nothing
Lead to: nothing
Needed for: nothing (upgrade for ACVs)
Notes: special action ability for ACVs; this will temporarly disrupt enemy
vessels' drives.

QUANTUM EXPLOSIVE CHARGE
Research in: Weapon Module
Pre-requisites: nothing
Lead to: nothing
Needed for: nothing (upgrade for Mimics and MCVs)
Notes: banzaiiiiiiiiiiiiiiiiiiiiiiiiiiiii

REPULSOR WEAPON
Research in: Weapon Module
Pre-requisites: nothing
Lead to: nothing
Needed for: nothing (upgrade for Archangels)
Notes: repulsor weapon for ArchAngel

------------------------
-- BEAST TECHNOLOGIES --
------------------------
Unlike the Somtaaw, the Beast has to capture and absorbs upgraded enemy ships
and then upgrade its ships. I'm going to list Beast vessels and the technology
needed for them and the way to get them.

GENETICAL ENGINEERING MODULE
Support Systems
Infection Beam (upgrade)
Crystal Harvesting Capacibility (upgrade/capture)

SEEKER (captured)
Advanced Sensors (upgrade)
Advanced Fighter Drive (upgrade/capture)
Armor Level 2 (upgrade/capture)

ACOLYTE (captured)
Fighter Engine
Linking Technology (upgrade/capture)
Advanced Fighter Drive (upgrade/capture)
Energy Cannon (upgrade/capture)
Armor Level 2 (upgrade/capture)

INTERCEPTOR
Fighter Engine
Advanced Fighter Drive (upgrade/capture)
Energy Cannon (upgrade/capture)
Armor Level 2 (upgrade/capture)

STEALTH FIGHTER
Fighter Engine
Cloacking Ability
Advanced Fighter Drive (upgrade/capture)
Energy Cannon (upgrade/capture)
Armor Level 2 (upgrade/capture)

ATTACK BOMBER
Fighter Engine
Plasma Bombs
Advanced Fighter Drive (upgrade/capture)
Armor Level 2 (upgrade/capture)

ACV (captured)
Fighter Engine
Linking Technology (upgrade/capture)
EMP Weapon (upgrade/capture)
Advanced Fighter Drive (upgrade/capture)
Armor Level 2 (upgrade/capture)

MULTI-GUN CORVETTE
Fighter Drive
Fast Moving Turrets
Advanced Fightert Engine (upgrade/capture)
Energy Cannon (upgrade/capture)
Armor Level 2 (upgrade/capture)

HEAVY CORVETTE
Fighter Drive
Heavy Corvette Upgrade
Advanced Fightert Engine (upgrade/capture)
Energy Cannon (upgrade/capture)
Armor Level 2 (upgrade/capture)

MULTI-BEAM FRIGATE (captured)
Frigate Drive
Advanced Ion Cannon
Advanced Frigate Drive (upgrade/capture)
Armor Level 3 (upgrade/capture)

HIVE FRIGATE (captured)
Frigate Drive
Micro-Ship Construction (captured)
Advanced Frigate Drive (upgrade/capture)
Armor Level 3 (upgrade/capture)

ION ARRAY FRIGATE
Frigate Drive
Advanced Ion Cannon
Cloacking Ability(upgrade)
Advanced Frigate Drive (upgrade/capture)
Armor Level 3 (upgrade/capture)

DEFENSE FIELD FRIGATE
Frigate Drive
Defense Field
Advanced Frigate Drive (upgrade/capture)
Armor Level 3 (upgrade/capture)

HEAVY CRUISER
Destroyer Drive
Heavy Guns
Advanced Ion Cannon
Advanced Destroyer drive (upgrade/capture)
Energy Cannon (upgrade/capture)
Infection Beam (upgrade/capture)
Armor Level 3 (upgrade/capture)

CARRIER
Destroyer Drive
Crystal Harvesting Capability (upgrade/capture)
Advanced Destroyer Drive (upgrade/capture)
Energy Cannon (upgrade/capture)
Infection Beam (upgrade/capture)
Armor Level 3 (upgrade/capture)

RAMMING FRIGATE (captured)
Repair Bots (upgrade/capture)
Afterburner (upgrade/capture)
Armor Level 3 (upgrade/capture)

WORKER
Repair Systems (upgrade/capture)
Salvaging Ability (upgrade/capture)
Armor Levl 3 (upgrade/capture)

PROCESSOR (captured)
Crystal Harvesting Capability (upgrade/capture)
Repair Systems (upgrade/capture)
Armor Levl 3 (upgrade/capture)

SENTINEL (captured)
Micro Ship Contruction (captured)
Force Field Level 1 (upgrade/capture)
Force Field Level 2 (upgrade/capture)
Force Field Level 3 (upgrade/capture)
Advanced Sensors (upgrade)
Armor Level 3  (upgrade/capture)

COMMAND SHIP
Infection Beam (upgrade)
Crystal Harvesting Capability (upgrade/capture)
Support Systems (upgrade)
Armor Level 3 (upgrade/capture)

CRUISE MISSILE
Fighter Drive
Missile Tech
Bio-Warhead
Advanced Fighter Drive (upgrade/capture)
Infection Beam (upgrade)
Armor Level 3 (upgrade/capture)

MISSILE CORVETTE
Fighter Drive
Missile Tech
Advanced Fighter Drive (upgrade/capture)
Armor Level 2

******************
4-TACTICS BRIEFING
******************

+Evasive: only Strike Crafts really benefits of this behaviour, as they are the
only vessels capable of tigh maneuvers. With evasive tactics, your units will
travel toward the opponent without keeping formation, each one using at maximum
efficiency its engines and firing only when sure that enemy fire won't hit.
Ideal for high-speed strafing runs on enemy Capital Ships with anti-fighter
guns, where tight formations usually result in a single ion cannon vaporing a
good number of crafts. Alos, when crafts using Evasive tactic reach red and
yellow health status, they immediately return to the nearest support ships for
repair
+Neutral: the standard behavior of new units; in Neutral mode crafts will
attach only if attached first, and then will return to inactivity until someone
fires against. It will be used in the single palyer (see the walkthru below),
but I've never seen someone using it in multiplayer games
+Aggressive: units will maintain formations, and when a target is within range,
they will fire. The drawback of this tactic is that crafts only do strafing
runs or maintain position to have an optimal aim over the targets, and won't
dodge any enemy projectile, missile or energy beam. Useful for Capital vs
Capital and Fighter vs Fighter dogfights.

**********************
5-FORMATIONS BRIEFING
**********************

+Delta: vessels will form a 2D triangle. Though it is a very classic formation
and very useful for parades, the top craft will be the most vulnarable to
damage, effectively broking the formation.
+Broad: an other 2D formations, but this time the vessels will form a straight
line. Deadly for crafts, especially for big groups, as the combined firepower
of a formation should give is centered around few elements. Quite effective for
Capital Ships as you can use it for positioning them along the enemy's front
and sides. I will describe this tactic later on.
+X: one of the best formations for fighters: the X formations allows relatively
small groups (maximum 15) to concentrate fire. Drawbacks? As the formations is
compact, enemy turrets will enjoy in destroying your fighters.
+Claw: the best formations for fighters, and if you have some Frigates, even
for them. Recomended for maximum 15 crafts, like X formation, the Claw
maximizes the effects of concentrated fire of an X formation while reducing the
compactness of the formation.
+Wall: ideal for large groups of ships and every Capital Ship formation, the
wall creates a...wall (_...) of ships, maximizing firepower. If you have
large fighter formations (10+) or at least 4/6 Frigates, the Wall will be THE
choice.
+Sphere: though I use this formation mainly for defensive purposes, I know that
someone uses it for single Capital Ships with large Fighter escorts. In a
Sphere formation, the bigger ship will be the center of the sphere, while the
lighter ones will produce a defensive bubble around it. When usued cleverly,
this formation will break any assault.

*******
6-RANKS
*******

Cataclysm records combat kills and experience of single ships; with an higher
rank ships will travel faster and thier weapons will be more powerful. Ranks
are shown by 4 purple stars over the health bar; 0 stars means that the ship in
brand new or killed very few crafts; 4 stars indicates that this is an elite
ship and survive to a large number of fights. (Note: I have the italian version
of the game, and the translaion might be uncorrect, and increase percentages
are IMO)

+ 0 stars: Flight Sergeant: all ships start with this rank. Speed and firepower
are the standard values liste into Ships briefing
+ 1 star: Lieutenant: this rank is awarded to ships which survived few battles;
speed and firepower are pretty the same of the first rank
+ 2 stars: Squadron Leader: Firepower and speed increased of 20-30%.
+ 3 stars: Wing Commander: Firepowrr and speed increased of 30-40%; begin to
pay attention to your ships: even outnumbered 2:1 Wing Commanders should
destroy a Flight Sergeatn wing with few or no losses.
+ 4 stars: Air Marshal: the highest rank a ship can achieve, the increase of
speed and firepower is about 40-50%.

****************
7-SHIPS BRIEFING
****************

First of all, a brief description of ship classes and main capabilities.

+ Micro-Ships: a new class introduced in Cataclysm, Micro Ships are very small
ships piloted by AI routines. They have specialized tasks, and are not intended
to be used for a stand-up fight.
+ Strike Crafts: Fighters and Corvettes. Fast and Maneouverable, these ships
are useful for fast-raiding parties and harras larger ships until
rienforcmentes arrives. Fighters lacks the turrets and firepower of the
Corvettes, though they are faster.
+ Capital Ships: a gruop divided into Frigates and Super-Capital Ships.
Frigates features a decent firepower and armor protection while mantaining a
decent maneouverability; this class features a large number of vessels, each
with differents armaments. Super-Capital Ships are Carriers, Cruisers,
Destroyers and every other kind of ship capable of delivering massive firepower
or build Strike Crafts and Frigates. To counteract one of these behemoths, use
a similar vessel or a group of Frigates. Worst of all, these crafts are usually
accompained by fighter escorts.
+ Non-Combatant Ships: ships dedicated to recor, repair and harvesrting. Bigger
ships usually mount only defensive turrets. They are not intended for combant,
so use them for their main task.
+ MotherShips: massive ships capable of building any other vessel class, except
other MotherShips. Your main task is to defend yours, though the armor and
firepower (combined with the possibility to move them) can support attack
vessels. However, defend it.

Note: under the coverage section I put the descripton of the weapon, showing
caliber (small, medium, heavy), type (projectile, missile, ion; energy will
substitute projectile after you develop Energy Cannons) and DPs (Damage
Points); if this depicts two values, the first describes the standard damage,
the second the upgraded value; these values are the base for every vessel. The
value regards a single weapon, so if a ship has 4 guns, doing 8 DPs, the total
damage will 32. I divided turrets into two categories: sponson turrets can
track enemies in limited arcs but they aren't fixed nor can turn 360. Normal
Turrets are mounted on a fixed mount and can fire in 360 degrees. Enjoy.

-----------------
--SOMTAAW SHIPS--
-----------------

SEEKER class reconaissance fighter

Mass: 41 tons
Armor: 25
Firepower: 40
Coverage: 4% (single forward-fixed small projectile weapon, 7/14 DPs)
Maneuverability: very high
Max Velocity: 1050 m/s
Required Tech: none
Upgrade Tech: Advanced Sensors
              Advanced Fighter Engine
              Energy Cannons
              Armor Level 2
RU Cost: 40
SU Cost: 2
Available from: mission 1

A reconaissance fighter. The fastest and most maneuverable ship in the game,
the Seeker is used for scounting missions. Thanks to its sensor array, this
fighter has the same sensor range of a Capital Ship, and its low UR cost make
it ideal for recon missions in unexplored areas (or where the enemy lurks). It
is imperative to withdraw it from any engagement, as the single Mass-Driver
cannot deal with any armed ship. Always keep 2 or 3 Seekers: the first will
patrol the area around the MotherShips, while the second will scout for your
attack force.

ACOLYTE class heavy fighter

Mass: 90 tons
Armor: 70
Firepower: 85
Coverage: 6% (two forward-fixed small projectile weapons, 7/22 DPs; plus two
missiles, 420 DPs when, upgraded)
Maneuverability: very high
Max Velocity: 825 m/s
Special Actions: Link (requires two Acolytes)
                 Missiles
Required Tech: Fighter Engine
Upgraded Tech: Energy Cannon
               Missile Tech
               Linking Technology
               Advanced Fighter Engine
               Armor Level 2
RU Cost: 75
SU Cost: 2
Available from: mission 1

The Acolyte is the most powerful fighter in your fleet: though armor protection
is lower than the Taiidan's Triikor and the Turanic's Bandit, the firepower,
coverage and speed will compensate its relativel thin armor. The Acolyte will
be your main vessel for the first part of the game, and will continue to serve
you througout the entire game as escort for bigger vessels or fast desense
force. Two or three groups of 20 Acolytes each can repel attacks form all but
the heaviest vessel, and the combined firepower of them can deliver serious
damage to everything. Missiles are useful to provide additional firepower
against large vessels. Do not use them against fighters and fast-moving
corvettes, they are too maneuverable.

MIMIC class Infiltration ship

Mass: 55 tons
Armor: 20
Firepower: none
Coverage: none
Maneuverability: very high
Max. Velocity: 750 m/s
Special Action: Mimic
                Link (requires two Mimics)
Required Tech: Fighter Engine
               Mimic Tech
Upgrade Tech: Linking Technology
              Quantum Explosive Charge
              Advanced Fighter Engine
              Armor Level 2
RU Cost: 70
SU Cost: 2
Available from: mission 2

Developed after Turanic raiders nearly fooled the Soomtaw fleet, the Mimic is
capable of mimicking (_...) enemy or friendly Fighters or Corvettes, as well
as small asteroyds. The main purpose of the Mimic is to gather intelligence, as
the fighters ahs no weapons. The only way a Mimic can inflict damage is to slam
it on a enemy ships, but this will destroy the Mimic. This kamikaze tactic is
most efficent when Quantum Charges are installed on Mimics. However, I've never
found suicide attacks a good way to win.

SENTINEL class defense pod

Mass: 21 tons
Armor: 350
Firepower: 290
Coverage: 15% (single small projectile on sponson turret, 21/42 DPs, forward)
Maneuverability: high
Max Velocity: 250 m/s
Special Action: Force Shield
Required Tech: Micro Ship Construction
Upgrade Tech: Energy Cannon
              Force Field Level 1
              Force Field Level 2
              Force Field Level 3
              Armor Level 2
              Armor Level 3
              Advanced Sensors
RU Cost: 70
SU Cost: 3
Available from: mission 5

The smallest manned class in your fleet, the Sentinel is basically a
point-defense craft, capable of generating stron energy shileds capable of
deflecting all enemy shots at the highest level. The form a perfect shield
you'll need from ten to fifteen Sentinels: propelry positioned in sphere
formation, those crafts can  protect even the MotherShip. Recomended to screen
mission objectives from enemy attacks or the biggest elements of your strike
force.

LEECH class breaching pod

Mass: 26 tons
Armor: 30
Firepower: none
Coverage: none
Maneuverability: very high
Max Velocity: 1250 m/s
Special Action: Leech
Required Tech: Phased Telemetry
Upgrade Tech: Armor Level 2
RU Cost: 40
SU Cost: 2
Available from: mission 6

The second and last Micro-Ship serving in your fleet, the Leech is completely
automated. This pod is capable of evading all standard sensors, attach itself
to an enemy vessel and slowly eat it away. The Leech can also remain attached
to a vessel and broadcast sensor datas, but this won't allocate damage to the
enemy. The third special action the Leech can perform is to do damage to an
enemy vessel and then dock with the MotherShip converting the damage don with
resources. Not bad after all, but this pod must be used wisely to be effective,
especially if the enemy has advanced sensors online.

AVENGER class corvette

Mass: 180 tons
Armor: 140
Firepower: 170
Coverage: 6% (four forward-fixed small projectile, 8/26 DPs)
Maneuverability: high
Max Velocity: 600 m/s
Special Action: Unlink (produces two Acolytes)
                EMP
Required Tech: Fighter Dirve
               Linking Technology
Upgrade Tech: Energy Cannon
              EMP Weapon
              Advanced Fighter Drive
              Armor Level 2
RU Cost: 150
SU Cost: 4
Available from: mission 1

When you develop linking technology, you will be able to produce Avengers ACVs
(Acolyte Composite Vehicle): the first consits in producing them from the
MotherShip, the second unites two Acolytes in a single ACV. The Avenger has
every Acolyte characteristc times two, except maximum speed (slighlty slower)
and maneuverability. When an ACV unlink, it produces two standard Acolytes. The
link/unlink procedure takes about five seconds, and the ACV itself is a very
useful craft, though it lacks turrets and armor protection that any other
corvette has; however, speed and maneuverability are superior, and the Avenger
can dogfight with other fighters: usually, a gruop of Acolytes will be destroy
by a group of ACVs. The EM Pulse is useful in guard duties, especially against
Beast Cruise Missiles: by disabling the Missile's drive system the ACV will
have plenty of time to line with the targets and blow it to pieces.

MIMIC class infiltration corvette

Mass: 110 tons
Armor: 40
Firepower: none
Coverage: none
Maneuverability: high
Max Velocity: 550 m/s
Special Action: Unlink (produces two Mimics)
                Mimic
Required Tech: Fighter Dirve
               Holographic Emitter
               Linking Technology
Upgrade Tech: Quantum Explosive Charge
              Advanced Fighter Drive
              Armor Level 2
RU Cost: 140
SU Cost: 4
Available from: mission 2

Like the Avenger, the Martyr is formed of two Mimics. The Martyr can mask
itself as Frigates or big asteroids. The suicide attack (especially with
Quantum charges) are now VERY effective, and if are willing to spare some
resources, a group of Martyrs can destroy Frigates and badly damage
Super-Capital Ships. I love them :)

MINION class Heavy Tug

Mass: 12.900 tons
Armor: 4.700
Firepower: 2.500
Coverage: 6% (single forward sponson turret with medium projectile, 50/100 DPs)
Max Velocity: 398 m/s
Special Action: Ram
Required Tech: Afterburner
Upgraded Tech: Advanced Ion Cannon
               Repair Bots
               Armor Level 2
               Armor Level 3
               Infection Vaccine
RU Cost: 650
SU Cost: 10
Available from: mission 1

The first Frigate you will able to build. Poorly armed for a Frigate, as the
Minion features a single Mass Driver, the Frigate exists only to do its special
action: ram. Though "physical attacks" may sound strange and uneffective when
compared to energy beams, you have just to use them one time to fell in love
with its effects; the Frigate fetures a normal engine used for moving and two
afterburners used neraly the target: the afterburners are capable of moving an
enemy Frigate, and combined attacks larger ships. Not enough, the Minion
features a laser in its bow section, an effective close-range weapon when the
Frigate touches the target. Such ramming attacks are useful to physically move
Capital Ships while the lighter Strile Crafts engae the real target.

HIVE class advanced drone frigate

Mass: 9.900 tons
Armor: 3.800
Firepower: 1.400
Coverage: 12% (two forward sponson turrets with medium projectiles, 50/100 DPs;
6 Swarmers)
Maneuverability: medium
Max Velocity: 390 m/s
Special Action: Swarm
Required Tech: Frigate Drive
               Micro-Ship Construction
Ugrade Tech: Energy Cannons
             Reapir Bots
             Advanced Frigate Drive
             Armor Level 2
             Armor Level 3
RU Cost:
SU Cost: 20
Available from: mission 6

The Hive Figate is the direct descendant of Homeworld's original Drone Frigate.
The Hive class is more effective, as it moves faster, has fixed point defense
armament and its drones are capable of swarming attacks. This may sound
interesting on paper, but the Hive Frigate can be easily overwhelmed by a large
number of Corvettes.

DERVISH class multi-beam frigate

Mass: 10.200
Amor: 4.000
Firepower: 3.900
Coverage: 90 % (5 turrets -front, top, bottom, sides- with small ion,          
      11 DPs)
Maneuverability: medium
Max Velocity: 370 m/s
Required Tech: Frigate Drive
               Advanced Ion Cannon
Upgrade Tech: Repair Bots
              Advanced Frigate Drive
              Armor Level 2
RU Cost: 700
SU Cost: 12
Available from: mission 8

If you loved the Ion Cannon Frigate, this will drive you crazy, only by hearing
its designation. The multi-beam Frigate is a fast moving assault vessel,
capable of engaing any type of target with great efficiency: the turrets allow
it to hit any fast-moving objects, and the ion beams projected by them can
inflict serious damages to other Capital Ships. The real drawbacks of this
vessel is its relatively thin armor, and the fact that a turret cannot gather
enough power to match a fixed ion cannon (yeah, right: "Call me Machine.
Doomsday Machine.").

SHAMAN class carrier

Mass: 129.000 tons
Armor: 65.000
Firepower: 4.200
Coverage: 80% (four turrets -2x top, sides- with medium projectile,            
                  30/60 DPs)
Maneuverability: very low
Max Velocity: 300 m/s
Required Tech: Destroyer Drive
               Support Systems
Upgraded Tech: Energy Cannons
               Crystal Harvesting Ability
               Repair Bots
               Advanced Destroyer Drive
               Armor Level 2
               Armor Level 3
RU Cost: 3400
SU Cost: 0
Available from: mission 11

The only self-sufficent ship in the game. It doesn't require SUs, and it gives
you 40 points in this way. Plus you can build up to 6 support systems on every
Carrier. Build two Carriers (the maximum you can) and all support systems and
start building Destroyers. Not enough, the Carrier can build all Strike Crafts
and Frigates, repair them, offers additional docking bays and hardpoints for
Workers. As the are too precious to risk in assaults, use them as replace for
Chieftains, Workers will benefit in protection. Infection Beams doesn't affect
Carriers, but will allocate damage.

DEACON class destroyer

Mass: 28.000 tons
Armor: 16.000
Firepower: 8.500
Coverage: 30% (two forward sponson turrets with big ion, 11 DPs; 4             
                 turrets -2x bottom, sides- with big projectile, 44/80         
                                                    DPs; 15 missiles)
Maneuverability: low
Max Velocity: 325 m/s
Required Tech: Destroyer Drive
               Missile Tech
               Advanced Ion Cannon
Upgraded Tech: Energy Cannons
               Advanced Destroyer Drive
               Repair Bots
               Armor Level 2
               Armor Level 3
RU Cost: 3000
SU Cost: 38
Available from: mission 11

After the Carrier, you will build at least a Destroyer. Thouhg this massive
ship features a lot of weapon systems, including the excellent anti-fighter
missiles, the rear and top of it are relatively unprotected, and it must engage
targets within its front firing arc. Like the Carrier, Infection Beams damage
only.

ARCHANGEL class Dreadnought

Mass: 152.000 tons
Armor: 85.000
Firepower:24.000
Coverage: 80% (2 top turrets with big ion, 16 DPs; 4 big                       
       energy turrets -2x top, 2xbottom-, 120 DPs; 47                          
                   missiles)
Maneuverability: very low
Max Velocity: 280 m/s
Special Actions: Repulsor
Required Tech: Advanced Destroyer Drive
               Missile Tech
               Energy Cannons
               Advanced Ion Cannon
Upgraded Tech: Repulsor Weapon
               Repair Bots
               Armor Level 2
               Armor Level 3
RU Cost: 6800
SU Cost: 80
Available from: mission 14

It requires a lot of RUs and SU, but an Archangel can destroy a Heavy Cruiser
singleheadly and its escort of fighters. This massive ship, derived from the
Bentusi Ship, features the most powerful weapons array of the whole game: the
47 missiles can easily dispatch Strike Crafts, the two Ion Cannons and the
Turrets can devastate a Destroyer in seconds. Its armor is so thick that only
massed Ion beams will inflict considerable damage; and like all other Capital
Ships, it cannot be infected. When the situation becomes critical, the
Archangel can use its Repulsor: this weapon won't affect Super-Capital Ships,
but it will repulse (_...) any other craft in a 360 arc, inflicting damage,
and probably destroying fighters. If you face an Archangel, you have to
overwhelm it, with at least two Destroyers firing on its sides and multiple
Strike Crafts and/or Frigates engaging it in fast strafing runs. Or build your
Archangel and be sure to engage first.

WORKER class Resource Collector

Mass: 5.200 tons
Armor: 1.500
Firepower: none
Coverage: none
Maneuverability: medium
Max Velocity: 425 m/s
Special Action: Harvesting, Salvaging, Repairing
Required Tech: nothing
Upgrade Tech: Infection Vaccine
              Repair Sistems
              Salvaging Ability
              Repair Bots
              Armor Level 2
RU Cost: 500
SU Cost: 4
Available from: mission 1

This Corvette-class craft is mainly used for collecting resources, but later in
the game it will serve you as Salvage Corvette and Support Frigate. In
multiplayer is also capable of returing infected ships under your control. The
armor is thin, so be wary if enemy fighters get too near...the ideal thing is
to assign Carriers or Chieftains for guarding/docking bay duties. Maintain at
least six workers, this will garauntee a good RU injection as well as a good
salvaging contingent.

CHIEFTAIN Mk3 class ore processor

Mass: 89.000 tons
Armor: 45.000
Firepower: 2500
Coverage: 80% (4 turrets -2x top, sides- with medium projectile,               
               20/40 DPs)
Maneuverability: low
Max Velocity: 250 m/s
Required Tech: Hangar Module
Upgrade Tech: Crystal Harvesting Ability
              Energy Cannons
              Repair  Systems
              Repair Bots
              Armor Level 2
              Armor Level 3
RU Cost: 1100
SU Cost: 13
Available from: mission 1

A mobile docking bay for Workers. Nothing more, nothing less. Though it has a
good armor, it cannot stands direct attacks from Frigate class vessels. Its
turrets can defend Workers from fighter attacks, but a fighter squadron should
protect them. It is alos capable of repairs from its side-mounted turrets.

KUUN-LAN, EXPLORER class deep space mining vessel

Mass: 613.000 tons
Armor: 98.000
Firepower: 5400
Coverage: 70% (six turrets -front, top, 2xsides- with big projectile,          
                    44/88 DPs)
Maneuverability: very low
Max Velocity: 110 m/s
Special Action: Siege Cannon
Required Tech: nothing
Upgrade Tech: Energy Cannons
              Crystal Harvesting Capability
              Repair Bots
              Siege Cannon
              Support Systems
              Armor Level 2
              Armor Level 3

Your MotherShip. If it is destroyed, you'll lose. Its name is Kuun Lan, and is
the second Explorer class vessel launched by Kiith Somtaaw; the first vessel,
the Faal-Corum, is slightly less efficient than yours, as its modular bays are
30% smaller than the ones on the Kuun-Lan. You'll start the game with the ship
configured in this way: one Hangar Module (capable of building Seekers,
Acolytes, Workers and Chieftains) and two massive cargo bays. Later on, the
cargo bays will be detached and destroyed to make room for research modules and
support systems. The research modules are Engineering, Weapon, Armor and
Advanced Enginering, plus the Hangar module, the only capable of physically
building ships. Support Systems will give you SUs for expanding your fleet, and
the MotherShip can support twelve of them. Without any module the MotherShip
will give you 70 SUs, the Hangar Module additional 20 SUs and each support
module 10. The MotherShip features two Fighter bays on the nose and the Hangar
module will provide fighter, corvette and Frigate docking bays. Under them, the
large green area will build Super-Capital Ships. Note that an opponent can
destory single modules, and the first thing the AI will target will be your
Hangar module. If destroyed, you'll have to rebuild it first before build
fighting ships. The MotherShip heavy guns and armor will be a good addition to
your strike force especially in the first missions, where your fighters won't
be enough to match other forces, though you must pay attention in engaging
Destroyers, Cruisers and Dreadnoughts. The Kuun-Lan special action, the Siege
Cannon, will deliver long-range massive firepower; you will have to research
and build it first, but the great fire support it could give counterbalances
the high cost and long research session. The Siege Cannon, however, is
extremely inaccurate, and has a maximum range; longer the range, more
inaccurate the Cannon will be; before firing, the Cannon need s a little charge
time and after in needs to be recharged. Just be sure that your ships aren't
within the explosion area. A collateral effect on a Siege Cannon is that enemy
could track your position, has the projectile will be seen by everyone.
Last note on the Siege Cannon: the Kuun-Lan travels faster than a single
projectile, so be sure that the Kuun-Lan is standing still before firing. I was
moving the Mothership, and issued a fire order; with great surprise the Siege
Cannon fired and I saw the projecile out the barrel, then the Kuun-Lan was
under in yellow conditions, with all modules destroyed and no sign of the
projectile on the sensor manager; ergo, the projectile hit the Kuun-Lan as it
was moving slower than the Command Ship.

SUPER ACOLYTE class Heavy/Ion Fighter

Mass: unknow
Armor: 350 (approx)
Firepower: 6.000 (extimated) (2 forward fixed small ion. 45 DPs)
Coverage: 6% (extimated)
Maneuverability: very high (approx)
Max Velocity: 825 m/s (approx)
RU Cost: 300
SU Cost: 5
Available from: mission 17

You will recieve the blueprints of this slayer at the end of mission 17. It is
the exact copy of the Bentusi Acolytes, and you can build them when and how
many (SUs permitting) you want. Effective against anything. They're not
available in multiplayer (;_;).

---------------
--BEAST SHIPS--
---------------

INTERCEPTOR

Mass: 90 tons
Armor: 85
Firepower: 65
Coverage: 5% (single small projectile, forward position, 9/29 DPs)
Maneuverability: very high
Max Velocity: 810 m/s
Required Tech: Fighter Engine
Upgrade Tech: Advanced Fighter Drive
              Armor Level 2
RU Cost: 65
SU Cost: 2

Based on Turanic Bandit class Interceptor. This ship cannot rival with the
Acolyte, and they should be used in groups to use them at their theorical
maximum. If you played the original Homeworld you should know that these crafts
are no match even for a group of Scouts, so do not base neither attacks or
defenses on these fighters. Capture enemy crafts or switch to Corvettes ASAP.

CLOACKED FIGHTER

Mass: 90 tons
Armor: 80
Firepower: 75
Coverage: 5% (tow forward mounted small projectlie, 9/29 DPs)
Maneuverability: very high
Max Velocity: 750 m/s
Special Action: Cloacking
Reuqired Tech: Fighter Drive
               Cloacking Ability
Upgrade Tech: Advanced Fighter Drive
              Energy Cannon
              Armor Level 2
RU Cost: 95
SU Cost: 2

This craft is based on Homeworld's Cloaked Fighter. Capable of masking its
presence to all but the advanced sensors, this craft is a bit fragile but can
strike efficently poor protected fighters and can establish hidden defense
lines.

ATTACK BOMBER

Mass: 60 tons
Armor: 90
Firepower: 86
Coverage: 5% (two forward fixed small plasma bombs launchers, 60 DPs)
Maneuverability: medium
Max Velocity: 640 m/s
Required Tech: Fighter Drive
               Plasma Bombs
Upgrade Tech: Advanced Fighter Drive
              Armor Level 2
RU Cost: 120
SU Cost: 3

Based on the Taiida Attack Bomber. My favourite fighter, both technically and
graphically. Though a bit slow for a Strike Craft, the raw firepower of a group
of 20 Bombers can devastate Firgates in seconds. The Plasma Bombs are slow, so
they are a bit ineffective against other Strike Crafts, but the idea of a fast
moving, small and cheap craft is a good idea. Do not pretend to destroy Super
Capital Ships with a group of them, but they big groups in wall formation can
support larger units in all-out attacks.

CRUISE MISSILE

Mass: 490 tons
Armor: 68
Firepower: none
Coverage: none
Maneuverability: high
Max Velocity: 650 m/s
Required Tech: Corvette Drive
               Missile Tech
               Bio-warhead
               Infection Beam
Upgrade Tech: Armor Level 2
RU Cost: 250
SU Cost: 4

The only "Strike Craft" "thought" by the Beast, the Cruise Missile is
pratically a Corvette with no crew and weapon: its job is to slams into enemy
vessels and infect them. This tactic works best against slow target and with
their poin-defense turrets fooled by faster vessels. The Missile's armor is
thin, and they can be easily destroyed by other fighters.

MISSILE CORVETTE

Mass: 775 tons
Armor: 1.400
Firepower: 320
Coverage: 60% (two forward-fixed missile launchers)
Maneuverability: high
Max Velocity: 490 m/s
Required Tech: Corvette Drive
               Missile Tech
Upgrade Tech: Armor Level 2
RU Cost: 320
SU Cost: 4

Based on Turanic Brigant Missile Corvette. Very efficent against all enemy
fighters, as the missile are the most efficent anti-fighter weapons in the
game. If the Interceptors are uneffective, these Corvettes will be a pain if
you use only fighters to fight them. The most efficent way to destroy them is
to use Frigates or other Corvettes.

HEAVY CORVETTE

Mass: 750 tons
Armor: 1.700
Firepower: 200
Coverage: 50 % (two medium projectile sponson turrets, 30/60 DPs)
Maneuverability: medium
Max Velocity: 550 m/s
Required Tech: Corvette Drive
               Heavy Corvette Update
Upgrade Tech: Energy Cannons
              Armor Level 2
RU Cost: 250
SU Cost: 4

One of the most powerful Corvette designs, the Heavy Corvette is based on the
one found in the original Homeworld and used by the Kushan. The armor
protection is excellent for a Corvette, and the two sponson turrets under the
vessel's nose can inflict moderate amounts of damage to every craft. Like all
other Corvettes, this one is a great asset in escort duties.

MULTI GUN CORVETTE

Mass: 750 tons
Armor: 730
Firepower: 380
Coverage: 78% (6 medium projectiles, 14/28 DPs on turrets -2x front, 2xsides-)
Maneuverabilty: medium
Max Velocity: 570 m/s
Required Tech: Corvette Engine
               Fast Tracking Turrets
Upgrade Tech: Energy Cannons
              Armor Level 2
RU Cost: 275
SU Cost: 5

The best escort Corvette; based on the Taiidan Corvette of the same class,
groups of Multi-Gun Corvette can easily dispatch fighters and other corvettes
easily. Used with evasive tactic and relatively loose formations this corvette
can deal some damage on Frigates and Super-Capital Ships thanks to its
excellent coverage.

ION ARRAY FRIGATE

Mass: 13.550 tons
Armor: 5.100
Firepower: 3.500
Coverage: 6% (single forward-fixed big ion, 35 DPs)
Maneuverability: low
Max Velocity: 230 m/s
Special Action: Cloack
Required Tech: Frigate Drive
               Advanced Ion Cannon
Upgrade Tech: Advanced Frigate Drive
              Cloacking Ability
              Armor Level 3
RU Cost: 250
SU Cost: 4

Based on the Turanic Ion Array Frigate, this Beast version features a Cloacking
device that can be a nasty surprise for forces without Advanced Sensors active.
Its single Ion Cannon can deal big amounts of damage to any ship, but it is not
mounted on a turret, and the Frigate is not so manueverable to aim Corvettes
and Fighters, and it useless and defenseless against them. The Cloack ability
can be useful for surprise attacks, but it must de-cloack like the Cloacked
Fighter to fire. Nice Frigate, however.

DEFENSE FIELD FRIGATE

Mass: 13.000 tons
Armor: 4.650
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 310 m/s
Required Tech: Frigate Drive
               Defense Field
Upgrade Tech: Advanced Frigate Drive
              Armor Level 3
RU Cost: 900
SU Cost: 10

Basically useless, as the Beast has the more powerful Sentinel MicroShips.
However, if you had no chance to capture such ship, the Frigate might (MIGHT)
become useful to partially screen your fleet against projectile attacks. There
is no way to upgrade the shield, but it is always active and do not need energy
to be activated. Defenseless against all types of crafts.

CARRIER

Mass: 121.000 tons
Armor: 65.000
Firepower: 4.000
Coverage: 75% (4 turrets -2x sides, bottom, top- with medium               
projectile, 30/60 DPs; 8 infection sponson turrets -4x                         
                    front, top, bottom, sides-)
Maneuverability: low
Max Velocity: 290 m/s
Special Action: Infection
Required Tech: Destroyer Drive
Upgrade Tech: Advanced Destroyer Drive
              Crystal Harvesting Capability
              Energy Cannons
              Armor Level 3
              Infection Beam
RU Cost: 3400
SU Cost: 0

The only Super-Capital Ship aside the Heavy Cruiser, the Beast Carrier is based
on the original Taiidan vessel, and maintains all previous stas, plus a more
powerful armor and 8 Infection Beams distributed evenly across its hull. The
bulk of these beams is located on the front, the only real weak side of the
original Carrier: this leaves no choices but to use Super-Capital Ships for
attacks. One Destroyer is enough, as the turrets won't be a problem for the
Deacon's heavy armor. Every Carrier will give you 96 SUs.

HEAVY CRUISER

Mass: 131.000 tons
Armor: 77.000
Firepower: 20000
Coverage: 30% (4 sponson turrets -front- with big ion, 24 DPs; 6               
               turrets -2x top, 2xs ide, 2x bottom- with big               
projectile, 60/120 DPs; 5 infection beams on turrets -               2x top, 2x
bottom, front-)
Maneuverability: very low
Max Velocity: 245 m/s
Special Action: Infection
Required Tech: Destroyer Drive
               Heavy Guns
               Advanced Ion Cannon
Upgrade Tech: Advanced Destroyer Drive
              Infection Beam
              Energy Cannons
              Armor Level 3
RU Cost: 6500
SU Cost: 70

Beast's ultimate weapon. Based on the Taiidan Heavy Cruiser, the Beast version
benefits of 5 Infection Beams, capable of converting assault forces in escort.
Armed with 4 Ion Cannons on front-mounted sponson turrets and 6 projectile
turrets capable of covering sides and rear areas, the most efficent way to
fight against a Heavy Cruiser is to use other Super Capital Ships, avoiding all
other crafts for infection dangers. Beast armada has not Destroyers, and the
Cruiser has lower SU cost: this theorically means that Beast players can build
more Heavy Cruisers into battle than Somtaaw's Destroyers/Dreadnoughts.

BEAST COMMAND SHIP (usually named Stradetch)

Mass: 565.000 tons
Armor: 94.000
Firepower: 4600
Coverage: 80% (6 turrets -front, top, 2xsides-, with big projectile,           
                                      80/160 DPs; 4 Infection Beams -top,
bottom, sides-)
Maneuverability: very low
Max Velocity: 110 m/s
Special Action: Infection
Required Tech: nothing (OK, you need something for creating this               
         Ship, but I will spoil it later...)
Upgrade Tech: Infection Beam
              Crystal Harvesting Ability
              Support Systems
              Armor Level 3

This Command Ship is better than yours, and, IMO, of the original Homeworld
MotherShip. The firepower is less powerful than the Kuun Lan's own, but have a
bigger damage potential and wider covered area. It can build ships in the same
way as other MotherShip class vessels, but it can temporarly pushes its systems
far behyond the standard perfomances at expense of ship's health. The Beast
will automatically stop this redirection after its health drops below the 50%.
Its Infection turrets are really effective to stall Strike Crafts and Frigate
-based attacks. Like its Soomtaw counterpart, it gives a total of 90 SUs, plus
10 SUs for each Support module you build, up to twelve. The Beast CommandShip
features automatic repair ability, as it is not capable of  upgrading rd
sponson turrets; 2 big            energy guns, 70 DPs on two top turrets)
Maneuverability: low
Max Velocity: 295 m/s
SU Cost: 6

Not as effective as the Deacon class Destroyer, the Revelation can deal damage
mainly to other Capital Ships, but it lacks turret coverage and maneuverability
to track fast-moving targets. You won't be able to build these Destroyers, but
you will recieve two of them during the game.

IMPERATOR class Carrier

Mass: 58.000
Armor: 29.000
Firepower: 3020
Coverage: 60% (four small projectile, 9 DPs on turrets -sides, top, bottom-)
Maneuverability: very low
Max Velocity: 210 m/s

The mighty Carrier will be only a problem during the game. You won't directly
control an Imperator class Carrier, but sometimes a particular Carrier will
assist you, building Strike Crafts (usually Interceptors) or staging an assault
without your help.

CLEE-SAN, deep space research vessel

Mass: 11.000 tons (extimated)
Armor: 10.000 (extimated)
Firepower: none
Coverage: none
Maneuverability: low (extimated)
Max Velocity: 300 m/s (extimated)

The Clee-San is the third ship built by Kiith Somtaww, and it is smaller than
the two Explorer class vessels, as it can dock in their Hangar Bays. The
Clee-San moves fast as a Frigate, but all other stats are extimated.

FAAL-CORUM, EXPLORER class deep space mining vessel

Mass: 613.000 tons (extimated)
Armor: 98.000 (extimated)
Firepower: 5000 (approx)
Coverage: 70% (six turrets -front, top, 2xsides- with medium projectile, 40
DPs)
Maneuverability: very low (extimated)
Max Velocity: 110 m/s (maybe slighty higher)

You won't directly control your sister ship, but its crew will assist you
building new ships: so far, the Faal-Corum built Acolytes, ACVs, Ramming and
Multi Beam Frigates. It has two engines, so it should be faster than the
Kuun-Lan, but features less powerful guns. Armor and tonnage should be the same
though it has no place for Support Modules or Siege Cannons and has two
Research Modules instead of four.

-----------------
--TURANIC SHIPS--
-----------------

BANDIT class interceptor

Mass: 70 tons
Armor: 75
Firepower: 65
Coverage: 5%
Maneuverability: very high
Max Velocity: 780 m/s

Equal to the Interceptor used by the Beast, though this time it is the standard
vehicle for the Turanic Raiders. An easy kill.

THIEF class corvette

Mass: 660 tons
Armor: 1.200
Firepower: 200
Coverage: 10%
Maneuverability: high
Max Velocity: 550 m/s
Special Action: Mimic
                Steal

An other nasty surprise, this Corvette was the first craft to mount Mimic
technology. It can steal (not salvage) enemy ships: this mean that the required
number of these Corvettes (2 for a Frigate, 5/6 for Super Capital Ships) can
salvage any kind of ship even if undamaged. I don't know if this is correct,
but in one mission I was losing an undamaged process to three Corvettes. It has
also forward fixed guns and is very maneuverable. Match it with groups of
Acolytes/ACVs.

BRIGAND class missile corvette

Mass: 775 tons
Armor: 1.300
Firepower: 320
Coverage: 60%
Maneuverbility: high
Max Velocity: 500 m/s

An other craft captured by the Beast and put in full production. The original
version is faster but has less armor.

ASSASIN class ion array frigate

Mass: 13.550 tons
Armor: 3.500
Firepower: 4.800
Coverage: 6%
Maneuverability: low
Max Velocity: 245 m/s
Special Action: cloack

The Turanic version of this anti-capital Frigate has higher top speeds but less
armor when compared to the Beast counterpart. Swarm them with Acolytes/ACVs.

LORD class attack carrier

Mass: 109.000 tons
Armor: 58.000
Firepower: 7.500
Coverage: 40%
Maneuverability:low
Max Velocity: 235 m/s

This particular Carrier-class vessel is catalogated as "attack carrier", has
its weapon systems are more efficent than the other Carriers currently in
service: it features a forward-fixed Ion Cannon
and it is well protected by projectile turrets mainly mounted on sides and
bottom. The maneuvarbility can pose a problem, as the Lord can efficently aim
its cannon against Capital Ships, and the turret complements can pose more than
a threat for Strike Crafts. Like all Carriers it can produces units, but I've
never seen one building Frigates: the AI keeps building Corvettes. I will
encounter only one during the game, and the best way to attack it is to target
rear quarters and top. Do not understimate its Ion Cannon.

TURANIC RAIDER OUTPOST

Mass: unknown (approx. 550.000 tons)
Armor: unknown (approx. 100.000)
Firepower: none
Coverage: none
Maneuverability: none
Max Velocity: stationary object

You will encounter this outpost later in the game, and it won't pose a threat
by itself, but its large defense fleet will pose a problem. It has no weapons,
but its armor is very tick. It won't move in any way, so destroy its escort
first.

------------------
--TAIIDAN SHIPS--
------------------
SUs are used when you capture ships; Yiulius Leonard
(leonard.yulius@lycos.com)sent me the SU costs and weapon stats. He also
pointed out that the Heavy Cruiser stats may change from mission to mission.
Neither I nor him know why this happends, but I'll appreciate any guess on it.

VARIIS class proximity sensor

Mass: 47 tons
Armor: 600
Firepower: none
Coverage: none
Maneuverability: very high
Max Velocity: 1000 m/s

Though designed to be an highly mobile sensor array, it will serve as a
stationary early-warning system for most planets. Can detect Mimics, Cloacked
Units, Leech Pods and other particular units. As they won't move, they will be
an easy target for anything in your fleet.

TRIIKOR class interceptor

Mass: 60 tons
Armor: 72
Firepower: 75
Coverage: 6%
Maneuverability: ver high
Max Velocity: 775 m/s

The only fighter that can match the Acolytes: fast and  powerful, the Triikor
will be the standard fighter of all Taiidan fleets and groups of them (usually
5/6 in Delta formation) usually herald attacks by Destroyers and Attack
Bombers. Concentrate fire on the first fighter of the formation and the others
will break, exposing their back. Your Acolytes will then destoy the remaining
fighters in second. They will be annoying when several Destroyers and other
Capital Ships will attack.

SEEJUR class defender

Mass: 70 tons
Armor: 78
Firepower: 190
Coverage: 70%
Maneuverability: high
Max Velocity: 385 m/s

Usually found protecting Heavy Cruisers and Carrier, the defender has three
guns mounted of normal turrets. Able to tigh turn but low top speed, the Seejur
can be a problem if deployed in large numbers and you use only Acolytes against
them. EMP or missile them, or simply convert Acolytes in ACVs.

KAARK class attack bomber

Mass: 60 tons
Armor: 80
Firepower: 86
Coverage: 5%
Maneuverability: medium
Max Velocity: 650 m/s

The Taiidan counterpart of the same craft used by the Beast. the Taiidan
usually screen them wwith Interceptors and heavier units to let them fire at
will against your MotherShip.

TIIRSHAK class salvaging corvette

Mass: 900 tons
Armor: 1.100
Firepower: none
Coverage: none
Maneuverability: medium
Max Velocity: 450 m/s
Special Action: salvaging

You won't envountr large number of these vessels, and they won't pose a problem
anyway. To capture your ships, the computer has fisrt to weaken them, and I
think he prefers to destroy your fleet. The most vulnerable vessels are Workers
and Chieftains, but if stationed fighters for escort, the corvettes will be
sitting ducks.

WOODAN class minelayer corvette

Mass: 820 tons
Armor: 1.250
Firepower: none
Coverage: none
Maneuverability: medium
Max Velocity: 425 m/s
Special Action: minelayer

The Corvette itself is not a problem, but the mines can kill fighters and
corvettes in one hit and severly damage Super-Capital Ships. The mines are more
effective than the first Homeworld, as they are maneuverable enough to track
and hit fighters. To deal with them, send fighters in advance and when you pick
enemy signals, immediately issue attack orders in aggressive tactics. Hopefully
you won't lose any craft in this process. The corvette is a very easy kill,
though you won't encounter many of them.

DIIRVAAS class multigun corvette

Mass: 750 tons
Armor: 700
Firepower: 380
Coverage: 78%
Maneuverability: medium
Max Velocity: 600 m/s

Taiidan commanders (aka the AI) will throw them in combat in groups of 5/6 in
Delta formation, mostly against Capital ans Mother -Ships class vessels. Easily
killed by their turrets and heavy weapons. The will be a pain for fighters.
Other stats listed under Beast Ships section.

HEESHK class support frigate

Mass: 12.500 tons
Armor: 3.800
Firepower: 2.000 (2 medium energy, 80 DPs, on frontal sponson turrets)
Coverage: 50%
Maneuverability: medium
Max Velocity: 450 m/s
SU: 10

Designed to support fighters, the Support Frigates are now basically useless,
as fighters no longer require fuel. Now able to repair other vessels, this
Frigate is neraly defenseless against every knid of crafts, as the two cannons
on the vessel's nose cannot cover rear, top and bottom areas. The repair
ability is annoying, however.

KORAAL class gravity wheel

Mass: 10.500 tons
Armor: 3.400
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 325 m/s

Totally unarmed, the gravity wheel projects a gravity field able to stop any
craft smaller than a Corvette; this leaves to Capital Ships the job of
attacking it.

KUDAARK class assault frigate

Mass: 15.000 tons
Armor: 4.500
Firepower: 2548
Coverage: 75% (2 forward-fixed medium plasma, 40 DPs; 4 medium energy, 88 DPs
on frontal turrets)
Maneuverability: low
Max Velocity: 325 m/s
SU: 10

The best Taiidan Frigate. Armed with four projectile cannons mounted on turrets
and two forward-fixed plasma bomb launchers, the Kudaark will prove itself
effective against both Strike Crafts and Capital Ships. The weakest parts of
the vessel are the rear areas, where no weapons can track enemy ships. Swarm
them with fast fighters or ACVs (corvettes aren't maneuverable enough to evade
the ship's gns) or match them with other Frigates.

SAJUUK COR ion cannon frigate

Mass: 13.000 tons
Armor: 4.200
Firepower: 3.040
Coverage: 2% (large ion, 32 DPs, forward-fixed)
Maneuverability: low
Max Velocity: 300 m/s
SU: 10

Like the Turanic's Ion Array Frigate, the Sajuuk Cor mounts only a single,
forward-fixed Ion Cannon.

TIIFAL defense field frigate

Mass: 13.000 tons
Armor: 4.400
Firepower: none
Coverage: none
Maneuverability: low
Max Velocity: 325 m/s

See Beast's Defense Field Frigate stats.

SKAAL TEL class destroyer

Mass: 26.000 tons
Armor: 15.000
Firepower: 7.055
Coverage: 35% (2 forward fixed large ion, 26 DPS and four big energy, 128 DPS
-upper side-)
Maneuverability: low
Max Velocity: 295 m/s
SU:24

You will find group of three Destroyers accompaying Heavy Cruisers during
assaults against your MotherShip. Engage with Capital Ships, though fighters
will be too fast to be shoot down, but they lacks efficent weapons against the
Destroyer's heavy armor.

SKAAL FA class missile destroyer

Mass: 28.000 tons
Armor: 12.500
Firepower: 4.550
Coverage: none (theorically 100%)
Maneuverability: low
Max Velocity: 295 m/s

Deadly against fighters, and can deliver serious damages to other ships from
afar thanks to its four missile launchers. To engage this vessel use Capital
Ships and attack the rear and left/right sides, where the missiles have
difficulties targeting enemies. Do not use fighters, they will be destroyed in
seconds.

SAARKIN CHO class carrier

Mass: 121.000 tons
Armor: 60.000
Firepower: 4.000
Coverage: 75%
Maneuverability: low
Max Velocity: 300 m/s

The original version of the Beast carrier lacks the front-mounted Infection
Beams and has an higher top speed. Engage with whatever you have (fighters are
too maneuverable to be efficently tracked by its guns, and Capital Ship won't
suffer nearly any damage if you engage the frontal areas of the ship).

QWAAR JET class heavy cruiser

Mass: 131.000 tons
Armor: 75.000
Firepower: 20.000
Coverage: 30% (4 large ion, 42, on two frontal sponson turrets; 6 turrets
-2xtop, 2xbottom, sides- with big energy, 250 DPs)
Maneuverability: very low
Max Velocity: 250 m/s
SU: 30

This Heavy Cruiser lacks Infection Beams and has an higher top speed, but other
stas match the ones of the Beast's Cruiser.

COLONY SHIP

Mass: 15.000 tons (extimated)
Armor: 4.000 (extimated)
Firepower: none
Coverage: none
Maneuverability: low (approx)
Max Velocity: 200 m/s (approx)

It is not a military ship, as it is used to ferry people across the galaxy. Has
a docking bay for Strike Fighters.

NOMAD MOON artificial satellite

Mass: 700.000 tons (extimated)
Armor: 15.000 (extimated)
Firepower: at least 12.000 (extimated)
Coverage: 80% (extimated)
Maneuverability: none
Max Velocity: stationary
Special Action: Repulsor

The Nomad Moon is the Republicans' secret weapon. It is an artificial satellite
without movement ability, but can unleash a repulsor shockwave once every 10/20
seconds; when the repulsor is recharging its four ion cannons can deal with the
intruders. Its sensors are unable to track Strike Crafts, but has a full escort
and a Proximity Sensor net.

-----------------
--BENTUSI SHIPS--
-----------------

SUPER ACOLYTE

Mass: 100 tons (approx)
Armor: 80 (extimated)
Firepower: 6.000 (extimated)
Coverage: 6% (extimated)
Maneuverability: very high (approx)
Max Velocity: 825 m/s (approx)

Welcome the ultimate fighter. The original version of the Acolyte (don't you
know that the Acolyte chassis was given you by the Bentusi?) is maneuverable
like all other fighters, matches your own version in speed (IMO) but has
superior armor and firepower. What kind of weapon does it use? Ion Cannon. TWO
Ion Cannons, exactly where the guns used to be. Engage them with Capital Ships,
other crafts will be destroyed in seconds.

BENTUSI TRADE SHIP

Mass: 600.000 tons (extimated)
Armor: 120.000 (extimated)
Firepower: at least 15.000
Coverage: at least 40%
Maneuverability: medium/low
Max Velocity: 250 m/s (extimated)

The Bentusy are a peaceful people, but produced the basic chassis of the
Acolyte and gave you the Ion Cannon and Swarm technology in the first
Homeworld. The Super Acolyte is the best fighter (and possibly the best ship)
in the game, and the Trade Ship could be the best MotherShip: turn rates are
awesome (they matches Frigates), they are nearly undestructible and the only
weapons I've seen so far are three Ion cannons mounted on sponson turrets
positioned in the vessel's nose. Even massed Super-Capital Ships will have
trouble against them, especially because they can produce Super Acolytes...

******************
8-GENERAL TACTICS
******************

Particular mission tactics will be described under the appropriate section
(number 9); this section exists to speak about some general points that haven't
to be forgot.
The Kuun Lan is more armed and protected tha the first MotherShip (IMO), but
always keep a wing of ACV to defend it, and draw enemy fire away from its
fragile modules. If the enemy launches a frontal attack, the module that will
recieve more damage will be the Hangar Module, if the attack comes from sides
and bottom the support modules and from top, research modules. Additionally,
the Siege Cannon is a good protection for the latter modules, but be careful: a
Siege Cannon requires mre time and RUs to be built than any other module, and
you might need it to support your attack forces. If one module is destroyed,
especially Hangar and Support types, immediately rebuild them. The ACVs are
protected enough to hold their position until you build bigger crafts or attack
forces return; the best thing is to unite the ACV mobility with the firepower
of the Kuun Lan's cannons. In this way, fighter and corvette attacks will be
always repulsed; if large number (5+) of Capital Ships attack you, move your
MotherShip and call for reinforcements (build new crafts or recall the strike
team). Always keep a Seeker within the MotherShip's gun, later on cloacked
attacks will prove deadly, especially if Ion Array Frigates appear over your
Ship.
Strike teams should be composed by at least 10 Acolytes/ACVs (the one you
like...Acolytes have missiles and thy are maneuverable, but won't live long
against Corvettes; ACVs are a bit slow but they can usually survive to any
attack if backed by larger Ships), 4/6 Multi-Beam Frigates and 2/3 Destroyers.
Add 1/2 Dreadnoughts if you can. With this force, and with the help of their
special attacks (use the Repulsor when you are swarmed by Strike Crafts and EMP
against big foes), you should be able to destroy any opponent. Remember to keep
fighters/corvette and Frigates away from Beast Capital Ships, as it can infect
them.
The Processor should always follow Workers, for protection and fast harvesting.
When you can, retired the Processor and use a Carrier to protect your Workers.
Make your ships dock frequently, and retire them from battles for repairs when
they reach a red status: even a Dreadnought can be destroyed if overwhelmed. If
you need new ships desperately and you have Carriers, divide production between
the avaiable construction lines. If you are building a Super-Capital Ship, do
not attack, and maintain a good Frigate/fighter escort around the Kuun Lan:
Super-Capital vessels are built outside the MotherShip, and are susceptible to
damage, and they cannot use their weapons. Try to match the enemy forces: do
not send Seekers against Heavy Cruiser as tey will be destroyed and/or
infected, but use the right number and type of ships.
Sebastian Mundt (sebastian_mundt@gesis.de) said:
---------------------------------------------------------------------
 If the Beast infects your fighters with its beam immediately pause the game.
Since the infection beam will hit only one ship and then jump over to the next,
self-destruct the nearby fighters in the formation and also blow up the already
infected ones - if possible. That should reduce losses for your fleet to a
minimum and it should prevent you from being attacked by ships that used to be
yours later.
---------------------------------------------------------------------

**********************
9-MULTIPLAYER TACTICS
**********************

If someone reading this document played Starcraft, he/she would know that Zergs
and Terrans were able to do rush attacks with their Zerglings and Marines. This
tactic was one of the first someone masters, and in little maps was almost
letal. If this someone passed from Starcraft to Homeworld/HW Cataclysm, he
would have noticed that using the first fighters in groups is not a good
choice: first because the MotherShip or the Transport you have to destroy is
heavily armored and has big guns that could destroy fighters in second, and
then because the other player will surely have fighters to support these guns.
Like Homeworld, Catclysm features two "races", but they have almost identical
abilities and technology trees. In fact, I always played with a Somtaaw fleet,
and did only one or two matches with Beast fleets: Somtaaw have stronger base
fighters (the Acolytes), that will turn dead if the player develops Missile
Tech, plus the Hiigaran Kiith fleet has the full range of ships (Fighters,
Corvettes, Frigates, Carriers, Destroyers, Dreadnoughts), while the Beast has a
large number of Corvette-type crafts with few Capital Ships, and the most
effective of them, the Heavy Cruiser, requires a lot of RUs, SUs and time to be
completed (I'm speaking about a "normal" fleet, with no captured technology).
And the Somtaaw's voices are cooler than the Beast's.
+ Let's start to see Somtaaw Tactics.
Acolytes will be present every where, in defense and offensive role. Their
mobility and firepower, combined with the capability of forming a Corvette
class ship in few seconds will prove very useful, especially if you master how
to use special actions. For Acolytes, use missiles against Frigates and larger
vessels, as they will miss smaller ships. ACV's EM Pulse is useful against
Strike Crafts, to halt them down and destroy them nearly effortlessy. The
Somtaaw features a good number of Frigates, most of them with specialized in
anti-fighter duties: the Multi-Beam and Hive Frigate will be useful to track
and destroy enemy fighters. The Dervish is also a powerful lineholder, even if
the larger covered area means that its Ion Cannons are less powerful than the
single Cannon mounted on a Ion Frigate. The best way to use the Dervish is to
manually maneuver them to fire in the enemy's flanks or rear sides, where its
protection (both armor and weapons) will be lower, keeping an aggressive
tactic, as the Frigates will continue to fire while moving. The Hive frigate is
useful against Strike Crafts only, as its Swarmers are too little to seriously
arm other Capital Ships; the Hive standard armament is a bit weak and forward
fixed, so it will have to manuever to tracking fats enemies; combined with the
relatively thin armor, this Frigate won't live long against Destroyers or Ion
Frigates. The last Firgate, the Minion Ramming Frigate can deal serious damage
o large vessels, especially if two or more Frigates rams in the same time and
from the same direction a vessel: not only the vessel will be moved by the
Frigate's afterburner, it will be damaged by the laser hidden in its nose. This
action is useful when large enemy groups counting Capital Ships among them
attacks fighter forces: use your Minions to move some ships, and use an evasive
tactic and immediately call reinforcements for your fighters: though well
armored and relatively manueverable, the Frigates will perish under the long
range fire of Ion Cannons. If the match drags for some time, someone will be
able to produce Carriers first and then Destroyers. So far I've never seen
someone building Dreadnoughts, nor I've ever done, I always won (or beaten :P)
before. Carriers will be the first Super Capital Ships in order to build, as
you'll need their additional SUs to expand your fleet. Just build one, and then
concentrate on producing other Frigates (you will be able to produce 2/3
Multi-Beam Frigates in one minute), and if you have enough resources, begin to
build a Destroyer or two. Then you would need the second and last Carrier for
you first Dreadnought. Nothing much to say about the Super Ships in
multiplayer: if you can, hyperspace them near the enemy MotherShip while you
Strike Crafts arrives or already engages enemies. Always concentrate their fire
on the enemy MotherShip. If you hyperspaced them, your opponet will try to
hyper his Command Ship to safety while the rest of the fleet engages your
behemoths. What about your MotherShip? Defend it and use it in attack or
defense only when the situation is desperate; rember you can move it across the
map. Do this often, as this will confuse your opponent, and use a Seeker to
track your enemy. Seekers should be used in this way: one circling (use
circular waypoints) your MotherShip, one tracking your enemy, a third will
accompain your Strike Team and a fourth will guard the area between you and
your opponent. How to use the Siege Cannon: first, be sure that you ships
aren't along the projectile's trajectory, then try to be closest as possible to
the target: as the range increases, the accurancy lowers. Do not use it for
destroying very near objectives, as the Cannon needs some seconds to charge and
the projectile will need other time to reach the impact point; last, but not
least, the Siege Cannon is armed with explosive rounds, so the explosion might
damage your ships. You just need to be lucky with this one, really. However, if
the Cannon hits, it will destroy and/or severly damage Destroyer class vessels.
Fighters and Corvettes? Mhmm...Propably they won't survive...
+ Beast tactics:
The first thing to do is to build Interceptors and Corvettes (the Multi gun
will be the best, though the Missile will do fine), then research the Infection
Beam: as this research is long, use the Beast's special ability to use
CommadShip's health to research faster. Build a strong defensive wing (10 Multi
Gun Corvettes with some Interceptors), and if the ohter player(s) does not
attack, begin to research and build Frigates and Cruise Missiles. If that
player attacks, try to infect as many ships as possible (I conseil
Acolytes/ACVs and Multi-Beam Frigates; maybe upgraded with Energy Cannons and
Armor Level 2) and repel the attack. hen begin to build a strike team: 6/8 Ion
Array/Multi-Beam Frigates, one Carrier/Heavy Cruiser and Corvette escort. Go to
your opponet and use your Super Capital Ship to infect other (probably even
more advanced) ships, decomission them and inflict as much damage as possible,
and retreat when your wing reaches 50% losses within Capital Ships. Hyperspace
if the situation is desperate. Cruise Missiles should be used against small
Strike Teams were Multi Beam Frigates are escorted by few fighter: use
ten/fifteen Missiles, and assault one Frigate with three Missiles each. This
should bring you new ships and technology. This tactic works best when escort
or the Frigates are harrassed by fighters. If you don't capture any enemy ship,
your assaults will be based on Ion Array Frigates: cloack them and be sure that
no Advanced Sensors are in the area, reach the enemy MotherShip and attack it
by surprise. The counterattack will be hard to repel, but the support of Attack
Bombers would be enough. Attack Bombers acn be effective if used in large
groups (15+), though do not pretend to destroy Super Capital and Mother Ships
with these fighters alone. If you are going to build Carriers and Heavy
Cruisers, remember to use the "build faster" capability. Theorically, two
Cruisers and 4/6 Ion Frigates with fighter and Corvette escort will be enough
to destroy the enemy's MotherShip. Theorically.
+ General Tactics:
Move the MotherShip, especially when you repulsed an attack, after an
hyperspace jump and after firing the Siege Cannon.
Do not send all of your crafts against your enemy. You attack could be stopped
and you won't have any ship defending your "base".
If your enemy build Carriers, you have to destroy them too: the computer will
declare victory after one player won't be able to build ships.
It is possible to track an enemy MotherShip from a Siege Cannon projectile,
just minimize your map's zoom, and move the camera to the zenith. Observer the
moving yellow dot and trace an imaginary line from the impact point to the
point where the projectile started. Send a Seeker or a Mimic and see where your
enemy really is.
Protect your Workers.
Do not play aganst only one player: getting used to his/her tactics will make
uttelry easy to defeat him/her, but not all palyers use same tactics.
Fine-tune your computer: disable any useless icon-try program, and put your
Message Program (ICQ, Odigo, AOL, Clique Me..) into Invisible mode. Check the
matches' ping rates to avoid slow fights and avoid to slow them down. If you
play on a low-end PC (I play on a P200MMX), disable all effects, reduce the
model complexity, the audio channels and whatever can takes important clocks of
you CPU: the net is slow by itself, and slowing down the game more could spell
the difference between victory (ie: the PC does not accept or "ear" a click
from your mouse becuase it's calculating the light sourcing on 1.544.186
polygons).
Buy the fastest computer and modem (ISDN, ADSL, Satellite uplinks...whatever. I
use a 33.6 Modem and the game is really slow) you can.

**************
10-WALKTHROUGH
**************

So far, I ended the game in Normal mode. I do not know how the game will be in
Very Hard difficulty, but probably production speed will be lower, you'll have
fewer resources at your disposal and the AI will send more ships into battle.
In Normal mode, you start the game with the Kuun-Lan (no modules except with
the Hangar), 3 Seekers and 3 Workers.

Christoph Holtzmuller (AzureWrathe@aol.com) asked me for codes, as it has
troubles with the relatively complex game controls; as far as I know, there are
no codes for Cataclysm. If you have troubles with the controls, practicing with
them in the tutorial is a good choice; you can also lower the difficulty level,
buy Homeworld for pratcing with its controls first or try to costumize the
keys.

MISSION 1: HIIGARA

Mission Objectives:
+ Destroy the Attack Bombers attacking the Frigates in sector 109
+ Destroy the Interceptors send to investigate on you
+ Recon the marked area
+ Destroy the Resource Collectors
+ Protect the Proximity Sensor net
+ Destroy the damaged Heavy Cruiser before it flees.

While mining an asteroid belt near a planet, you recieve a distress call from
the Veer-Rak, a Carrier from Kiith Nabaal defending Hiigara. Your planet is
attacked by the Taiidan Navy, and Defense Fleet need every help within jump
range.

You arrive in sector 112, at the south-east edge of the mpa. Immediately move
the Kuun Lan near the blue sphere near the upper-rigtht edge and build at least
three Workers and a Processor and send them to harvest the nearby resources.
Build two groups of ten Acolytes each. Retire two of the three Seekers.

The Nabaal commander asks you to destroy a group of roughly 10 Attack Bombers
which are taking the upper hand over some Ion Frigates. Do not immediately send
them, as the Taiidan fleet will launch 5 Interceptors toward your Workers; send
your new Acolytes to destroy the enemy fighters. Now you should have at least
10 Acolytes and one Processor: send the Acolytes against the Bombers, and the
Processor near the Workers to protect them against future attacks (always
staged by five Interceptors).

After you have destroyed the Bombers, Tactical informs you that sensors have
picked up an unknow enemy signal. Send a Seeker or directly a group of Acolytes
to the marked place; you will find three or four Resource Collectors harvesting
plus 2 Defenders. Destroy them before they dock with the nearby Carrier, or you
will have to wait until they return to the resource field. The Carrier has full
Defender support plus its guns, and your Acolytes will be destroyed in seconds.

Meanwhile, Tactical should have informed you that engineers are ready to begin
to research Linking technology, and Taiidan Strike Crafts are attacking the
Proximity Sensors net (the yellow dots) around Hiigara. Have the second group
of fighters attack them; the enemy attack party is composed of 5 Interceptors
and 2 Multi Gun Corvettes, and they may need help. If you have moved the Kuun
Lan, its guns will take care of them if your Acolytes fail to shoot them down.

When you have finished, dock your fighters and replace every loss, you have to
take down an Heavy Cruiser fleeing from battle. Send all your Acolytes, and
engage the six Defenders escorting the vessel, thn engage it with evasive
tactic. Repalce immediately any loss, or the battle will be long, and possibly
not successful. If you want, you can help the Nabaal's ships to finish with the
Taiidan to gain experience.

MISSION 2: OUTSKIRTS OF HIIGARAN SYSTEM

Mission Objectives:
+ Find the Bushan-Re
+ Repair the Bushan-Re
+ Destroy the Turanic forces
+ Recover the derelict

An other support mission for other major Kiiths, this time for the Manaans; one
of their Destroyers, the Bushan-Re, is damaged and requests assistance.

Tactical advises you than Workers aren't capable of repairs and salvaging
operations, and suggests the realization of an Engineering Module; the Kuun Lan
crew will jettison the upper container and will begin to build the first
research module.

To find the Bushan-Re, you have to explore the map: the program position the
Destroyer randomly; if the treasure hunt lasts for too much, Tactical will show
you 3 points: move your Acolytes near them and see where the Bushan-Re is. Move
the Kuun Lan toward the Bushan-Re, and use your Acolytes to repel any Turanic
attack; it is better to swithch to ACV mode, as Turanics will throw Standard
and Missile Corvettes into battle. When all Raider forces have been destroyed,
dock and repalce your losses, then move your ACVs near the Bushan-Re, as well
as three upgraded Workers and begin to repair it.

When the Destroyer has regained half of its health, four friendly Support
Corvettes will come out of hysperspace and will approach the Cruiser to repair
them. DO NOT move your ACVs away from the Destroyer, these Frigates are Turanic
Corvettes using Mimic technology. If you set an aggressive tactic for your
ACVs, they will begin to attack them immeditely, and the Cruiser should help
you in destroying them. While dealing with the Corvettes, the Kuun Lan picks up
a distress call from a nearby object, and Tactical orders you to salvage it
with one of your Workers. Move the Kuun Lan toward the object.

When the Mimic Corvettes are no more, a larger Turanic fleet will appear, and
when you asks help to the Bushan-Re, it flees as only its hyperdrive system is
online. Tactical also tells you that Mimic technology is available for
research.

Send a single Worker to retrieve the artifact and escort it with the ACVs.
After you destroy some Corvettes and fighters, the Raiders will flee.

MISSION 3: CORUC-TEL SYSTEM

Mission Objectives:
+ Find the Clee-San
+ Send a Mimic and dock with the Clee-San
+ Destroy all mines blocking the Clee-San

The Kiith-Sa orders you to reach the Clee-San, a research Frigate, now located
in the Corcu-Tel system for some experiments.

To find the Clee-San, simply send a Seeker toward the yellow dot...the Seekers
will locate several mines in the area and a large contingent of Turanic Strike
Crafts. Send your Acolytes in a single group to destroy the mines and then move
the Kuun Lan toward the Clee-San. Position your MotherShip very near to the
firendly Frigate, you'll need this later on.

Tactical proposes to send a Mimic to dock with the Clee-San; do it, and the
Clee-San will show you all active mines in the area. Your first objective now
is to destroy the six mines in front of the research vessel. Be careful, the
mines are guarded by large numbers of Corvettes, both standard and missile, and
some Interceptors. Send your Acolytes in ACV mode, and begin to research the
Missile Tech after you built the Weapon module; Afterburner technology is also
available. If you moved the Kuun-Lan close enough, its guns will cover your
fighters if they need a "tactical" retreat, and eventualy will destroy any
enemy fighter in the area.

The Clee-San will begin to move after the six mines are destroyed, and will
travel to dock with the Kuun Lan. One or two minutes after the Firgate started
to move, Turanic will jump several Ion Array Frigates into the system . There
is no chance to destroy all of them, so you need to move the Kuun Lan toward
the Clee San in order to avoid their attack. Plus, the Clee San will stop if it
founds mines on its path; that's why I told you to move the Kuun-Lan: it is
possible to completely avoid the attack. Once the small research vessel docks
with the Kuun Lan, hyperspace to safety. Be sure to do not activate the "remain
docked" option, or you will loose ant docked ships.

MISSION 4: DEEP SPACE (TEL SECTOR)

Mission Objectives:
+ Build a new Hangar Module
+ Escort the Clee-San with 10 Acolytes
+ Examine the recordings

The Clee-San personnel secued the derelict, an alien artifact, probably a
beacon. They have just begin to open the artifact, and smoething comes out...

The Kuun Lan systems are on full alert: all lower decks are infected, and one
scientist reports that the artifact contained something. And this something is
eating all lower decks and personnel in it. Before dying, it tells you to
jettison the Hangar Module to save the entire ship...the Hangar Module is
jeetisoned, and the only thign you ear are screams...

The first thing to do is to rebuild the lost Hangar Module. If you had ships
docked, they will be lost: you should have enough money to rebuild the Hangar
Module and at least 3 Workers, but your Acolytes should have experience, and
losing them is a pity...

After you have rebuild the Hangar Module, the Clee-San wants to scan the
infected Hangar Module to find what's happened. Tactical orders you to escort
it with 10 Acolytes; choose 10 fighters with the lower experiencelevel
possible, and keep them in fighter mode. Convert all other crafts in ACV mode
and build your offensive fleet up to 10 ACVs, assign them to a single group and
have them form into a wall or a claw.

After the Clee-San reaches the Module, it will be infected by the same thing
that ate you Hangar. Your Acolytes will suffer the same fate, and begins to
attack you. I think it is possible to save your fighters from such a destiny,
but all my efforts were unsuccessful.
The Hangar Module will begin to speak (yes, speak): They Live.

A minor correction: it is possible to save these 10 Acolytes: have them escort
the Clee-San until you have in visual range of the lost Module, then move them
away from the Clee-San. After you did so the Clee-San will move for a short
distance. Repeat this until the Clee-San falls into enemies' hands. Or, like
Sebastian Mundt (sebastian_mundt@gesis.de) wrote:
---------------------------------------------------------------------
As you said, order your Acolytes to guard the Clee-San. When you approach the
hangar module, sent your fighter back to the Kuun Lan. The Clee-San will stop.
Then let one or two guard the science vessel. The Clee-San will still not move.
When the rest of your group of Acolytes is half way between the Kuun Lan and
the module order them to guard the Clee-San. It will then
continue to approach the hangar module although the Acolytes are far away. If
it starts the scans let all your Acolytes retreat. The science frigate will be
infected but the rest of your fleet should be safe.
---------------------------------------------------------------------

After you repelled the 10 Acolytes you sent with the Clee-San (the best way to
do this it to intercept them near the Kuun Lan in order to get some support
fire), Tactical informs you that engineers are ready to research what happened
to the two ships. Begin the research immediately, and be prepared to fend of
attacks staged by your own forces: the Hangar Module will throw groups of 8/10
Acolytes with 5 ACVs and one Ramming Frigate. The Frigate will go directly
toward the Kuun Lan, so it won't pose a trouble, but your ACVs/Acolytes will
die if they do not have support from the MotherShip. Also, when the research is
nearly completed, have the Workers and Processor dock.

Shortly after ending the research on that thing, a Turanic Raider fleet (Ion
Frigates, Corvettes, Fighters...a full attack force.) will jump into the are,
directly behind the Hangar Module and the Clee-San. When you try to explain
what happened, the Raiders will ignore your warnings and will get infected too.
There's nothing more to do, the Turanic fleet was to large before infection,
and now has support of Acolytes and ACVs. If you moved the Kuun Lan near the
infected Module, quickly move it and recall all your ships, and hyperspace.

MISSION 5: AIOWA SYSTEM

Mission Objectives:
+ Intercept the Bentusi vessel
+ Protect the Bentusi vessel
+ Protect the Caal-Shto
+ Destroy the Beast fleet

The thing that infected the Hangar Module and the Clee-San was code-named the
Beast. It is a bio-technological virus that can adapt itself and uses living
forms and their cells to create a self-sufficent neuronal net. The Beast
spreads the infection with plasma beams, which cut the enemy's hull and injects
the virus. All the infected forms are part of the original Beast.

Tactical suggests to reach a Bentusi Ship to collect more informations about
the Beast; the nearest Bentusi ship is the Aiowa system, and when you reach the
system, immediately send a Seeker or a group of Acolytes to the marked zone,
while your Workers harvest resorces.

The Bentusi are attacked by Beast forces, and they reply to your warnings that
no one will survive if it is so fool to attack the Unbounds; in fact, the
Bentusi ship will begin to harvest enemy ships with multiple ion beams...

Move one group of Acolytes to help the Bentusi vessel, and maintain a group of
ACVs near the Kuun-Lan. The Beast will launch two Ion Array Frigates and some
Corvettes toward your Command Ship.

After having destroyed the incoming threat, send all your attack forces into
the battle. The Kuun-Lan will pick up three hyperspace signatures. The Bentusi
sent a distress signal to Hiigaran ships, and the Kiith Manaan replied by
sending the Caal-Shto, a Carrier, and tow Ion Cannon Frigates.

Continue your battle against Beast fighters until an Heavy Cruiser reaches the
Bentusi ship; quickly recall your fighters for repair and repalce any lost
ships. As the Cruiser begins to attack the trading vessel with infection beams,
the Bentusi will begin to descript what they feel...something ancient, which is
hungry, and modifies their sings and tears them apart...the Bentusi won't be
bound. They self-destruct.

The Beast fleet is completely destroyed, but the Caal-Shto was caught into the
explosion. Move your fighters into a defensive position; you now should be able
to research Support Modules and to build the Advanced Engineering Module: do
so, and research Micro-Ships in the new module and immediately build 12 (the
max available) Support Modules. Your forces now should be a group of 20
Acolytes and one group of 10 ACVs, plus one Processor and 6 Workers. No
Frigates are needed for now.

Do not send Workers to repair the Caal-Shto, but kep them harvesting resources.
Fend off all attacks against the Carrier while you move the Kuun Lan very near
to the Caal-Shto and until you built your forces. Track enemy movements and
move you fighters toward the Carrier producing Attack Bombers, Acolytes and
Ramming Frigates. Be sure to intercept all enemies before dealing with the
Carrier.

Once you have reached the Carrier, unlink any ACV you have and attack the enemy
ship from sides, using missiles; the Carrier should retreat after a single
attack. Destroy the remaining Workers, head back to the Kuun Lan and hit J to
finish the mission.

MISSION 6: KADIIR NEBULA

Mission Objectives:
+ Recon enemy base
+ Control all navpoints
+ Escort the Caal-Shto to the portal
+ Destroy all Taiidan minelayers
+ Destroy all Taiidan scouts
+ Research Phased Telemetry
+ Destroy the Heavy Cruiser

The Caal-Shto is badly damaged, and only its fusion reacotr continues to work.
Hyperspace module is offline, like all weapons and construction lines. If the
Beast stages an other attack, the Caal-Shto will fall in its hands.

The only way to get the damaged Carrier out of this system is to use one of the
portals located into the Kadir Nebula.

The mpa of this mission is a developed into a single, relatively thin line
containing the portal where you entered (behind your back) and the Epsilon
portal, where you have to escort the Caal-Shto. The portal are spyrals composed
by unharvestable asteroyds.

When you arrives into the Nebula, Tactical telles you that there is an
Imperialist Taiidan base between the entrance and the exit, and orders you to
send a Seeker to gather informations about the enemy forces. DO NOT do this;
instead, send your Workers to harvest, and guard them with your Processor.
Build at least two groups of 20 Acolytes each. You'll need speed rather than
firepower in this mission. Build three Seekers: one will remain with the Kuun
Lan and the Caal-Shto, one will guard the Workers and the other will accompain
the Acolytes. The seekers are the only units with full power to sensors: the
nebula radiations block all other sensors, so the Taiidan base doesn't know the
right number of forces that arrived, and it will continue to send groups of 5
Interceptors to scout the area. For now, they will head toward the Workers, so
use one group of Acolytes to destroy them. The other group, with the help of a
Seeker, will travel toward the Epsilon portal (proceed toward the second grey
box and the continue in a straight line). Build the Armor Module and research
the Force Field, too.

The Acolytes sent toward the portal will see several mines: take them down, and
when you reach the portal, have them back (the Seeker too) to the Kuun-Lan and
send one Seeker to scout the enemy base. The base itself produces only
fighters, but has a full complement of Support, Assault and Ion Cannon Frigates
plus a Carrier. After the recon is finished, the Kuun Lan will issue the move
order, and the Caal-Shto will beign to move toward the portal. Move one Seeker
toward the exit, and it will find a group of Minelayers and Defenders. Destroy
them with the Acolytes; one group should always remain with the Command Ships,
and when Tactical detects a group of Interceptors (always five in delta
formation), dispatch them for a quick shoot-down. If the Interceptors repot
back to the base, it will probably launch all Frigates and the Carrier to take
you down. I've never did such a mistake, so I do not really know if this is
true.

After destroying the Minelayers and their escort, move the Seeker close to the
portal and...ta daan, an Heavy Cruiser with 10 Defenders for its escort.
Engineers are ready to research for Leech technology. This won't be a great
help, unless you use ten or more Leeches to attack the Cruiser. Frigate drive
will also be available, but the Hive Frigte isn't excalty what you need against
an Heavy Cruiser. If you want, build one or two Ramming Frigates to move the
Cruiser away from the Defenders. Deploy all Acolytes against the Cruiser, and
have them unleash missiles against it. Then engage the Defenders, and replace
all losses immediately.

After the Cruiser is destroyed the Caal-Shto will enter the portal, and you'll
have to hyperspace to reach it. If you want, hang on a minute to harvest some
resources, but the base already launched its forces toward you: in few minutes
will be on you. Hyperspace ASAP and reach the Caal-Shto.

MISSION 7: OUTSKIRTS OF KADIR NEBULA

Mission Objectives:
+ Check origins of the distress signal
+ Protect Convoy
+ Destroy Beast ships
+ Destroy all infected ships

Engineers aboard the Kuun Lan did whatever they could to find more infos about
the Beast. The Beacon you salvaged comes from an alien explorer ship, called
the Naggarok; its origins are unknown, but it surely came from an other galaxy.
This ship was usign an hyperdrive incredibly powerful. The ship came out from
hyperspace infected by the virus the the Somtaaw code-named Beast, but the
alien crew sacrificed themsleves as they realized the destructive potential of
this "creature", and destroyed engines and communication gears. However, the
automated system launched the beacon you recovered...

The Caal-Shto is now fully repaired, and enters hyperspace to report to the New
Daiamand (the Council formed of all Kiith-Sa) about the Beast. They also
suggests to hide, but you recieve an help signal from Republican Taiidan convoy
DX-307. The escort has been wiped out, and the convoy is unarmed. The worst
thing is that the convoy is attacked by 'unknown missiles'.

Make four groups of Acolytes (10 each), and if you want, substitute one of them
with a group of 5 ACVs. Before sending the Acolytes toward the marked area,
research Armor Level 2 and Quantum Charge.

The convoy is composed of 6 Colony Ships, and one is badly damaged. Keep your
Acolytes in aggressive stance and wall formation, you'll need concentrated
fire, and guard the central zone of the convoy. Shortly after you reached it,
Cruise Missiles will start to attack the convoy. The Colony Ship are unarmed,
like the Missiles, but if they hit their targets, they will infect it, and the
infected Colony Ship will start to produce other Missiles. It is imperative to
destroy these infected ships ASAP, or you'll have to face too many Missiles at
once.

Engage the first wave of Missiles; each group contains 4 Cruise Missiles. Then
move one group of Acolytes to protect the Kuun Lan and the Workers. EMP upgrade
for ACVs should be available, now.

The second wave will have more groups of Missiles, but it's still easy.

The thrid wave will increase the number of Missile groups (plus each group will
contain 5 Missiles) and they will be escorted by Interceptors (5 in delta
formation; they will escort the Missiles).
You'll lose at least one Colony Ship, and you must destroy it ASAP, or the
Missiles it will launch will infect all other Ships, making your task
effortlessy. Launch a volley of Missiles from all nearby Acolytes, and then
finish it with normal attacks. If you want, keep one or two ACVs ready to EMP a
Colony Ship, but maintain a fighter escort on the Kuun Lan. If you managed to
salvage the Heavy Cruiser in the prev mission, this mission could become a real
pain: just think if the Cruiser get infected. And if not, you won't have enough
SUs to replace it with the more efficent Destroyer/Dreadnought combo;
Super-Capital ships cannot be retired, so it was all a waste of time to capture
it...

If you let the infection spread, all Colony Ships will be infected, and they
will start to target your Command Ship: that's way the ACVs are there. The
first target is the Processor (I think that the Crusier would be the first one
to fall...), the Workers and then the Kuun Lan. Seems that Cruise Missiles only
do damage, but I'm not so sure...however, if you need reinforcmentes, recall on
or two groups of Acolytes, but keep the other groups targeting the Colony
Ships.

Eventually, you will finish this mission. After you saved the convoy, be sure
that you have all 12 Support Modules installed, and expand you fleet with two
Ramming Frigates and one Acolyte group, and convert them to ACVs. Your fleet
should contain one Kuun Lan (_...), one Processor, six Workers, 3 groups of
10 ACVs each and two Ramming Frigates. Be sure to have research everything too.

MISSION 8: DEEP SPACE (KORETH'S RIFT SECTOR)

Mission Objectives:
+ Harvest resources and build new ships
+ Protect the spy from the pursuiting Taiidan
+ Capture one Frigate
+ Caputer three Resource Collectors
+ Destroy all other forces before they flee.

300.000 refugees thank you and your fleet. Their escort went to investigate
about a signal sent by one of the Repiblican Heavy Cruisers, apparently
disapperead few days before, and the now-unprotected convoy was attacked by
this new Imperial weapon. Apparently, the Imperialist Taiidan are doing
research on the Beast, and the Republican sent a spy to investigate about this.
You decide to wait the spy.

The first thing to do is to send one group of Acolytes to the two purple points
of the map: these points represent crystals; crystals come in small, medium and
big shapes, and you need two, four and six Workers respectively to salvage and
take them to the nearest Processor, Carrier and MotherShip. Research the
Crystal Harvesting Capability and have your Workers collect them.

The spy will arrive soon, and will have Taiidan ships on his tail. Use a single
group of Acolytes to destroy the enemy ships. You will encounter 6 Interceptors
(delta formation), 4 Multi-Gun Corvettes (wall) and 15 Defenders (wall). Your
ACVs should eat them in seconds.
The approaching vector of the spy is randomly chosen.

After this easy combat, the spy informs you that the Imperialists have a
research base on a nearby planet, and they are research a bio-weapon very
similar to the Beast. Too similar. However, the planet is guarded by a net of
Proximity Sensors and a large number of ships, but the spy suggests to steal
some nearby ships dedicated to gathering resorces.

I think that the AI randomly generates the area where the ships are, roughly
opposite the spy's approaching vector. The number and types composing the
harvesting group is fixed, however: it contains 8 Resource Collectors, 2
Support Frigates, 2 Assault Firgates, 3 Ion Cannon Frigates and 1 Gravity
Wheel. You need to capture at least 3 Resource Collectors and one Frigate, but
I suggest to capture evey ship except the Gravity Wheel. You can retire all
surplus ships, and capturing at least one type of Frigate (except the Support)
will give you a new technology; Ion Cannon Frigates will give you Advanced Ion
Cannons (Multi-Beam Frigate), while Assault frigates will give you Energy
Cannons (upgrade for most ships). You have to do this within 15 minutes, or
they will hyperspace back to their base, and your cover will colapse.

Start by destroying the Gravity Wheel with the two Ramming Frigates, or your
ACVs won't be able to move and will be an easy target for the Frigates. Then
move your ACVs (one group is enough, remember, you have to capture ships) and
destroy the Support Frigates. Without these units, other Firgates won't be able
to repair from their damage. Then slightly damage all other crafts and send you
Workers to salvage them. You need two Workers for each Firgate and Collector.
After you took the first Ion Cannon/Assault Frigate to the Kuun Lan, the new
technology will be available. Before updating or building any ship, complete
the mission objectives (by destroying the uncaptured crafts or by capturing and
retiring them). Retire the tow Ramming Frigates, build three or four Multi-Beam
Frigates (sacrifice a group of ACVs for the fourth...I kept the ACVs and waited
for more Frigates), retire all surplus ships and them hyperspace.

MISSION 9: CLOSE ORBIT, GOZAN IV

Mission Objectives:
+ Move Resource Collectors to the marked point
+ Destroy one Proximity Sensor
+ Create a diversion
+ Wait for the Resource Collectors
+ Recover the Collectors

The ships you captured will be used as troop-carriers to penetrate the
planetary defenses intact, infiltrate into the base and destroy it. However, if
the Beast already infected the base and the defense fleet, you'll have to flee.

OK, be prepared, this mission is very difficult. If you haven't captured at
least an Ion Frigate in the last mission it will be very tough.

Send you Workers to harvest resources, but when they approach the sensor net
(there are resources near it), recall them and keep them docked. Ships without
weapon will nothing more than sitting ducks. Have your Acolytes link into ACV
mode, and retire the Frigate you captured in the last mission and build an
other Multi-Beam Frigate; you need only the Collectors.

Do not move directly the Collectors to the marked place, move the entire Kuun
Lan instead. Having Sentinels with Level 2 Shields (research them before
moving) is a good idea. Place the Kuun Lan on the marked spot, and then move it
toward the net. When your MotherShip is near to the first Proximity Sensor,
move the Collectors to the marked place and attack one Proximity Sensor with a
group of ACVs or directly with the Kuun Lan. This will make your Collectors
move toward the planet.

No the Taiidan will throw nearly anything into battle. Recall your Workers and
dock them (and keep them), assign the Processor to escort the Kuun Lan. Keep
the Kuun Lan moving until it has passed the sensors. Do not move it too much,
or you will have to face a Destroyer, plus all other forces.

Now, let's wait that the enemies are near the Kuun Lan and throw your forces to
counterattack. It is better to keep the battle near the MotherShip as you can
benefit of its guns and the repairing capability of the Processor. If the
situation is desperate, release the Workers and repair the Kuun Lan (they will
be destroyed immediately if they attempt to reach the Multi-Beam Frigates).

After few minutes, the Collectors should have reached the Vigilance, a
Destroyer guarding the planet; it will let them through, and you must keep the
defensive forces busy until they return. This will take about 5 minutes.

In these 5 minutes, the Taiidan will throw a lot of Capital Ships into battle,
including a Missile Destroyer. It appears that the Destroyer and its escort
(Assault, Ion and Support Frigates) jump randomly near you. I've got it on my
tail or directly behind me. The Destroyer will be a Pain. Attack it with your
Frigates, and keep the ACV attacking smaller crafts. Remember your have the EMP
weapon to create a relatively quiet moment to re group your forces and destroy
the smaller enemy crafts. Replace your forces as you lose them.

The Collectors are back, and they have interesting informations about the
Beast, but they have Attack Bombers on their tails. If you have passed the
sensor net with the Kuun Lan this won't be a problem, or you'll have to send
something to protect the three Collectors. Sentinels may be a good choice, but
I suggest a Frigate or a group of 5 ACVs.

When the Collectors have docked, recall your ships and hyperspace. I had to do
an emergency hyperspace, and I left there most of my ACVs and the Processor:
when you issue the hyperspace order all ships will begin to dock or go into
position for hyperspace, and this will require time. And during this time
enemies will be active, and they will go after the Kuun Lan. If you want to
wait for your forces, keep a sharp eye on the health bar.

MISSION 10: DEBRIS FIELD (KORETH'S RIFT SECTOR)

Mission Objectives:
+ Recover the Siege Cannon
+ Research the Siege Cannon Module
+ Build the Siege Cannon
+ Fire the Siege Cannon against the Beast Command Ship

After the raid on Gozan, you jumped into an area full of debrises and
derelicts; this large concentration of metallic objects should hide you. Datas
recovered by the planetary strike team are both horrible and interesting: the
Imperialist Taiidan are trying to turn the Beast into a biological weapon, but
so far they only found a way to sterilze infected hosts. So far, the Beast
overran every control system implatended in the hosts by the Taiidan
scientists.

Recon 214 is scouting the sector. It detects mines, as well as an old but still
serviceable Siege Cannon. After sending you position datas, Recon 214 returns
to base as it detects enemy forces. The Siege Cannon could be the only weapon
that can deal damage to the Beast. Tactical suggests to salvage it and install
onto the Kuun-Lan.

Have you noticed the Corellian Corvette wreckage near the Cannon? Looks like a
Star Destroyer lost the Siege Cannon while stalking that Corvette ;)

Begin with rebuilding your losses. Increase the number of Multi-Beam Frigates
to six, and if you lost the Processor in the last mission, don't bother to
replace it. Keep your Acolytes in ACV mode, you'll need the EM Pulse. Have the
Workers harvest any rosource in the area, and DO NOT move the Kuun-Lan.

After you rebuilt your losses, send the Multi-Beam Frigates and one group of
ACVs to the Siege Cannons. Have the ACVs engage mines, and destroy all Turanic
crafts trying to steal the Cannon.

Send four of your Workers to salvage the Cannon, and keep the ACVs and Frigates
in aggressive mode. After the Workers docked with the Cannon, several Corvettes
will attack your Workers. The Frigates should eat them in seconds.

Meanwhile, the Kuun-Lan will be under attack by four Ion Array Frigates: these
Frigates use Cloak technology, and your engineers think that they can research
Advanced Sensors able to detect hidden units; start the research immediately,
and use the ACVs protecting the Kuun-Lan to EMP one or two Frigates while you
recall the Frigates and the other ACVs guard the Workers.

After the Workers took the Cannon to your Command Ship, have them harvest
resources and begin to research the support module for the Cannon.

An Imperial Fleet will jump into the area, as well as Turanic reinforcements.
Quickly recall you Workers and keep them docked. Send ACVs to shoot down any
threat for the Workers but retreat when you see the Heavy Cruiser and the three
Destroyers. These ships will go for your MotheShip, so move it away from them.
Do not try to engage in a stand-up fight, even with the ACVs using EMP, the
battle will be hard at best. Just go away from the Super Capital Ships to
minimize losses.

Shortly after the arrival of this party, the Caal-Shto enters the area, and the
Turanics will go after it.

However, when the Pirates approach the Imperator-class Carrier, you'll notice
something wrong...the Beast infected the Carrier, and...your old Hanger Module
jumps into battle. The Beats converted your old Hangar Module into a Commad
Ship, and orders you to surrender.

The Taiidan and the Turanic will move to engage the Beast. Do not follow them;
dock all your Strike Crafts and keep the Multi-Beam Firgates near the Kuun-Lan.
Tactical suggests to use the Siege Cannon, and you have to move within a 100%
accurancy range before firing it. However, you have only to hit the Beast, so
you can be at 70/60% accurancy range when firing the Cannon.

After the Siege Cannon hit the Beast, the sensors show that the lifeform didn't
suffered too much damage, and you must prepare to hyperspace. Do it ASAP, or
the former Taiidan Cruiser and Destroyers will be on you.

MISSION 11: SYSTEM AZ-23769

Mission Objectives:
+ Protect the Faal-Corum
+ Destroy all Beast ships
+ Repair the Faal-Corum
+ Destroy enemy fleet

The first shot of the Siege Cannon burned the plasma conducts that power the
Cannon, and it's now useless. Tactical sugests that engineers can tune the
Cannon if they have enough datas on the original Beast lifeform. This means
finding the Naggarok, but your crew is not good enough to track this 1 million
years old vessel, so you decide to rendez-vous with the Faal-Corum and aks
support to its astrogation (astronautical navigation) team.

As you jump into teh system, a small Beast fleet is attacking the Faal-Corum.
As you arrive rigthly over the Fall-Corum, the ship crew thinks that the red
Acolytes and Multi-Beam Frigates are yours, and you want to destroy your sister
ship.

Send all you have against the Beast ships and rebuild your losses, and send
them into battle as soon as they leave the Hangar. Send Workers to salvage the
two crystals (one medium and one small..if you have six Workers this will
require them all), and then to harvest resources.

The Beast ships will be easily destroyed, both thank to your ships and
Faal-Corum's ones. As the small fleet is destroyed, send 3 or 4 Workers to
repair the Faal-Corum. Tactical also says that Destroyer Drive is available for
research. After it is completed, build one Carrier (and then its Support
Modules); after this, expand your fleet with two Destroyers (oh yeah) and then
the second and last Carrier (and its support modules). Finish the production
run with a third Destroyer.

The Beast will send an other fleet to capture you and the Faal-Corum. Establish
a defense line composed by Carriers and Destroyers until you have finished
building the ships I mentioned plus six Multi-Beam Frigates and twenty ACVs.
The Faal-Corum will assist by sending Dervishes toward the enemy fleet; 10
Acolytes will stay with the two Explorer class vessels for protection. Be
careful: the Beast will launch Cruise Missiles, and they will be your primary
target: Frigates will be infected, and these Missiles inflict a good amount of
damage to Super-Capital Ships (they cannot be infected).

Once you have finished building attack ships, it is time to go. Group them in a
single wall formation and harvest any enemy unit so fool to fire at you. The
Beast will send Hive, Ramming and Multi-Beam Frigates, and sometimes Cruise
Missiles. Have the ACVs deal with the Ramming Frigates with a single EMP or by
engaging them. You Capital Ships will take care of everything else.

OK, you're near your target: the enemy Carrier is protected by 3 Ion Array
Frigates, 12 Sentinels forming a shield around the Carrier and two Defense
Field Frigates. Send the Super-Capital Ships to engage the Ion Array Frigates,
and if you want use the EMP of your ACVs on two of them. Then retreat your ACVs
(the Carrier can infect them) and have your Destroyers target the Carrier
inside the force shield. Keep at least two Multi-Beam Frigates to destroy any
Cruise Missile. After the Carrier is destroyed, the Sentinels will break
formation, and will start to attack you. Fighters against dedicated
anti-fighter Frigates and heavy missiles from your Destroyers? Mhmm...after the
Sentinels, destroy the two Defense Field Frigates and finish with the two
Workers.
Or, like Sebastian Mundt (sebastian_mundt@gesis.de) wrote:
---------------------------------------------------------------------
 To destroy the Beast's carrier send in 20 ACV's. Order them to guard the
Faal-Corum attack group. Keep an eye an incoming cruise missiles. Once you
approach the carrier let your ships EMP all enemies nearby. Unlock the ACV's to
have 40 Acolytes ready for battle. Attack the cruiser and only the cruiser!Fire
a full volley of missiles at it. That should almost bring down the
carrier.Finish it with aggressive attacks in claw formation.  If it blows up in
a giant fireball let your Acolytes retreat and dock. Now it's time for your
frigates and
destroyers and - if you had been brave enough in level 6 salvaging the Taiidan
Qwaar Jet - the Heavy Cruiser. The multibeam frigates will take care of enemy
fighters, the destroyers and the cruiser will bring down the remaining capital
ships.
---------------------------------------------------------------------

The Faal-Corum will then send its astrogation team to you, and will begin its
travel toward Hiigara to warn the Council about the Beast.
Before ending the mission, be sure to collect every resource in the area and
repair your ships.

MISSION 12: TURANIC OUTPOST (KYORI SECTOR)

Mission Objectives:
+ Defend your Command Ship
+ Destroy the Turanic Outpost

The astrogation team decoded the navigation datas, and localized an area where
the Naggarok could be. However, the area is too large, and you must narrow the
area. It is possible that a Turanic Raider outpost is in the sector, and you
are going to ask them for help.

Mimic 6-6-3 reports a visual confirmation of a large Turanic outpost in front
of the Kuun-Lan. You declare that you come in peace, and request only access to
their data charts. The Pireates reply with powering up turrets and sending
their crafts to destroy you.

Move as fast as you can your Capital Ships into a wall before the Kuun-Lan, 25
Interceptors and 4 Missile Corvettes are on their way to welcome you. Prepare
your ACVs, you may need some help: in this first wave, the Turanics will try to
sink you a large group of light and maneuverable crafts. Keep all your forces
near the Kuun-Lan for now.
Then send your ACVs (10 will be enough) to the resource field at your left, and
destroy the four mines (the Pirates' mines are big and white, easier to see and
engage). Now you can send your Workers to harvest asteroyds.

Now the Kuun-Lan will be under fire of seven Ion Array Frigates. Use the EM
Pulse to disable them, and shoot them down with concentrated fire.

Begin to move the Capital Ships toward the Outpost, and your ACVs toward the
small asteroyd belt at your right: destroy the four Corvettes, and then send
all your ACVs to "escort" your Destroyers and Multi-Beam Frigates.

The Turanic will keep throwing Stike Crafts: the most dangerous are the
Corvettes, usually masked as Acolytes (you will see five Acolytes in X
formation coming from the outpost), and they will sometimes try to steal your
Frigates. The best way to destroy thief Corvettes are your ACVs and the
missiles of your Destroyers.

Once near the outpost, you'll see 7 Ion Array Frigates: send your Capital Ships
to engage them, and them use the EMP of your ACVs.

Now you should be able to see all forces sorrounding the outpost: at your right
a Lord Attack Carrier, at the center the Outpost plus mines and verious Strike
Crafts and at your right 6 Ion Array Frigates. Attack from the left, and repeat
the same tactic used with the other Frigates (EMP + concentrated fire). Then
engage the Strike Crafts and some mines, and begin to attack the Carrier. Use
your ACVs to shoot down any incoming mine; then use them to destroy the
Interceptors the Carrier will begin to launch after you lowered its health at
50%.

After the Attack Carrier is no more, begin to attack the Outpost. It won't fire
back nor produce any craft, so you can send you ACVs to the Kuun-Lan for
repairs (and replace losses, though they will be very limited). When the
outpost is low on health, a Taiidan fleet will jump into system. Ignore them,
and continue to attack the Outpost. After its health is very low, the Taiidan
will hyperspace away and the Turanic will surrender, leveing access to their
maps.
Be sure to dock your Strik Crafts (Workers included) into the Carriers.

MISSION 13: LOCATION UNKNOWN

Mission Objectives:
+ Destroy enemy fleet
+ Assist the Faal-Corum

You now carry Pirate personnel on the Kuun-Lan, and you are en-route to find
out the Naggarok and destroy it as long as its engines are not working. Despite
Tactical increased security level, someone managed to install a strange device
somewhere in the MotherShip...

Most of the Kuun-Lan' systems are down. Tactical tells you that a massive EMP
burst disabled the Hangar Module and destroyed one Support Module and the
Enginnering Module. The Kuun-Lan cannot launch or build new ships, and you must
rely on Capital Ships. Sensors also pick up multiple hyperspace signatures:
it's a trap.

Begin by rebuilding any lost Module, and if you stored your fighters into the
Carriers as I told you, release them: the Workers will repair the Kuun-Lan,
while the ACVs will provide cover for your Capital Ships; move these ships on
the Kuun-Lan's left-rear side, and destroy all Attack Bombers and Interceptors.
Now move them to the opposite side (forward-right) to intercept a Heavy Cruiser
and one Destroyer. Let the ACVs use their EMP on these two ships, and use your
Carriers for a faster destruction. Meanwhile, the Kuun-Lan will be sorrounded
by two other Heavy Cruiser/Destroyer groups. Use the same tactic as above, but
keep a sharp eye on the Carriers' and Kuun-Lan's health bar.

When the second group is down, the Faal-Corum will arrive to assist you; it
will provide Workers for faster repairs and will produce other vessels
(Acolytes, ACVs and Multi-Beam Frigates) to help you. It will bring also 4 Ion
Cannon Frigates, 2 Revelation-class Destroyers, 8 ACVs and 2 Ramming Frigates,
and will transfer them under your control. Building and launching facilities
now should be online.

The Taiidan will continue to launch several fighters and Destroyers backed up
by Assault Frigates, so keep your ships near the Kuun-Lan for now. Decomission
as many new ships you want, except the Destroyers (you can't) and the Ion
Cannon Frigates (for now). Send you Workers to harvest resources, and move your
Carriers to protect them.

The Faal-Corum ships will detect a Carrier, and you now must destroy it. Begin
to move the Capital Ships toward the enemy Carrier ASAP. and keep the ACVs at
their rear, to engage any Attack Bomber and/or Interceptor the AI will throw.

Once you're near the enemy Carrier, keep your ships advancing, and the Taiidan
force will hyperspace to safety. Finish to repair any damage and retire the Ion
Cannon Frigates. Be sure to have at least 80 SUs available fro the next mission
and hyperspace to the Naggarok.

MISSION 14: GALACTIC RIM (GULF SECTOR)

Mission Objectives:
+ Protect the Kuun-Lan
+ Recover a sample
+ Capture an enemy ship

After the Taiidan/Raider trap, you can head to the Naggarok and destroy it.
However, the stuation is desperate: many fleets fell under Beast control, and
the other Kiith are defending Hiigara. The Republican Taiidan offer their help
with a special weapon, but it isn't ompleted yet. Now you're alone, and you
must destroy the Naggarok.

Recon flight 2-1-4 achieves a visual lock on the Naggarok. Around this massive
ship there are several Imperialist ships, and they're repairing the Naggarok
drives. After you opend communications with the Taiidan flagship, the Naggraok
begins to speak: the Beast and the Taiidan now co-operates, and when all
menaces will be destroyed, the Taiidan will recieve half galaxy, while the
Beast the other half.

Send your Workers to harvest th nearby resources, and move your Carriers in
front of the Kuun-Lan, one on each side. The other Capital Ships will form a
wall few KMs ahead. For now let your ACVs rest. The first Taiidan wave will be
composed of several fighters (Interceptors plus Attack Bombers), and they won't
pose too much problem. You can now build Archangels; build only one: two will
use too many SUs. At least your Capital Ship group should composed of 1
Dreadnought, 4-5 Destroyers and few Multi-Beam Frigates (they can be infected,
and this reduces their value a bit; plus you should have two Revelation-class
Destroyers).

The Beast MotherShip will arrive at your right, and will begin to send several
infected vessels toward you. Destroy them with your Capital Ships, and use your
ACVs to disable the Ramming Frigates.
The job of your Capital Ships and one group of Acolytes (10 will be enough)
will be to hold the line and distracting enemy forces until you can send a
Mimic near the Naggarok to recover a sample of its structure. You will
encounter a single Heavy Cruiser with Multi-Gun Corvette escort, but you should
already have a Dreadnought online.

Before sending the Mimic, you have to destroy the Proximity Sensors located
around the Naggarok. Send 10 Acolytes and begin to shoot them down. The Sensors
are displaced as a plain circle around the alien vessel. Do not dare to pass
the sensors, mines and a lot of Taiidan ships await you. You can use two groups
of ten Acolytes each, but this seems to make the Taiidan very angry, and they
will send ships (usually 1/2 Hive Frigates) after your Acolytes.

When the Sensors are down, send your Mimic to dock with the Naggarok, and be
sure that the Mimic will reach the Kuun-Lan intact. After the Mimic has docked,
the Naggarok and the Beast MotherShip will hyperspace with the bulk of the
Taiidn ships toward an unknown weapon. The remaining Taiidan ships will begin
to attack you, and you must capture one to know where the Beast is going.

The easiest ship to capture is one of the first Assault Frigates. Damage it,
and send two Workers to salvage it. After you did so, you can hyperspace, but
you can stay to destroy the remaining ships: the total force consists of 14
Assault Frigates, 2 Destroyers and 1 Missile Destroyer. The latter is not a
great threat, especialy because it is the last ship attacking. Use the EM Pulse
to disable the standard Destroyers and then use the ACVs to harrass the Assault
Frigates (X formation with evasive tactic is the best choice) and let your
Capital Ship finish off all ships.

Before hyperspacing, harvest all resources and repair your ships.

MISSION 15: DEEP SPACE (GULF SECTOR)

Mission Objectives:
+ Destroy the gate
+ Block the Bentusi Ships

The captured crew of the Taiidan ship confirmed that the Beast and the
Imperialist are going to capture the Republican secret weapon, codenamed Nomad
Moon, locted in a lage shipyard not so far from your position. Your engineers
also adapted the Siege Cannon to produce a massive feedback in any
Beast-infected lifeform, but you're still not able to fire it more than once.
You must reach the Bentusi for asking help.

As you arrive in-system, one Bentusi ship is trepassing a inter-galaxy gate.
You cannot stop this ship, so you have to watch it only. Bentusi ships are
immune to EMP burst and you don't want to fire on them, so you must destroy the
6 generators around the gate.

Move all Capital Ship INCLUDING Carriers and any vessel with firepower except
the Processor toward the portal and begin to destroy the generators.
Concentrate fire on a single emitter at once. You should be able to stop the
second ship trying to use the gate.

After you destroyed trhee or four generators, the Bentusi will begin to launch
their Super Acolytes in groups of 6. Do not send any Strike Craft against them,
they will be destroyed in seconds; just wait that the fighters are in range of
your Capital Ships, and shoot them down.

When you destroy all generators, three other Bentusi ships (with a total of
four if you stopped the second ship) will jump into system, and they will go
after the Kuun-Lan (only one) and your Capital Ships (three ships will surround
your group). The Bentusi ship near the Kuun-Lan won't launch Super Acolytes, so
concentrate on your Capital Ships: only try to shoot down Acolytes, ignore the
Bentusi ships.

When the Bentusi will destroy one Capital Ship (Processor included) or badly
damage the Kuun-Lan (see below), you will engage in a verbal battle with them.
Eventually the Bentusi will cease fire, and will agree to help you. Four new
technologies will be available: Advanced Fighter and Frigate Drive, Armor and
Force Field Level 3. Before jumping to the next mission, research them and
update all surviving crafts and replace your losses.

If you do not shop the second ship, the Bentusi rienforcements will jump over
your MotherShip, and they will send Super Acolytes. Quickly recall your Capital
Ships and destroy the enemy Acolytes. When they destroy a ship or the Kuun-Lan
is at red health status, the discussion will begin and the mission will be
finished.

MISSION 16: SOJENT-RA SYSTEM (FAR REACHES SECTOR)

Mission Objectives:
+ Localize the Clee-San
+ Damage the Clee-San
+ Dock the Clee-San with a Worker
+ Harvest resources
+ Engage and destroy the Beast Fleet

With the help of the Bentusi, the Siege Cannon should be able to sustain
continued fire. The Bentusi were trying to escape from the Beast as this
bio-technological lifeform keeps the alive for controlling ships. The Bentusi
are in symbiosis with their ships, like Karan Sjet with the MotherShip during
the Homeworld war; this is why the Bentusi helped the Kushan and why they
weren't reluctant to help you. Tactical proposes to lay down a trap for your
old Hangar Module, now the Beast MotherShip, infected with a small part of the
Beast original form. The target will be the Clee-San, as it is the first
infected ship.

However, you don't know where the Clee-San exaclty is...during your research,
you encounter the Kiith Manaan fleet, which knows where Clee-San is. Seems that
the Beast is going to infect a whole planet.

Once you jump into the system that the Manaan told you, you don't really know
whre the Clee-San is. Send a Recon (or a Mimic...do not use ACVs or Acolytes)
to the marked area. The Clee-San is escorted by a large fleet, including
Carrier, Heavy Cruisers, Frigates and full Strike Craft support. You need to
close enough to fire a glancing blow with your Siege Cannon.

Begin to move your fleet including the Kuun-Lan. Keep your Capital Ships before
the MotherShip, and have the Carriers guard it. Keep your ACVs (you'll need the
EMP) with the Capital Ships. During your travel, you'll encounter 2 Heavy
Cruisers escorted by Ramming, Multi-Beam and Hive Frigates, Corvettes (usually
Multi-Gun) and fighters (Interceptors, Acolytes and Attack Bombers). Unleash
the EM Pulse on the Cruisers, then engage with the ACVs their escorts and let
the Capital Ships destroy the Cruisers. I forgot to say that you'll encounter
these Cruisers in two separate groups (_...).

You should have reached the distance for firing the Cannon now. Move away every
ship in front of the Kuun-Lan, and issue the firing order.

If the projectile hit, Tactical will inform you that the Clee-San is damaged
but still active, and the Siege Cannon is intact; it also telles you to dock
the Clee-San with one Worker before the Clee-San explodes. However, it escort
is still active.

Send the Capital Ships with ACV support, you'll encounter a third Heavy Cruiser
and a lot of Frigates. Use the ACVs to EMP the most dangerous ship in visula
range, and use concentrated fire to quickly destroy your opponents. ACVs will
be useful to destroy enemy Minions ramming your ships.

Once you have reached the Clee-San, recall the ACV and destroy the Carrier
inside the Force Field, then deal with the Sentinels, Defense Field Frigates
and Workers. Send one Worker near the Clee-San it will automatically dock.

The Worker crew extimates that even the few active bio-circuits would be able
to revolution their ship designs, but Tactical points out that these circuits
were memebers of your Kiith...once the Worker has finished its work, the
Clee-San will explode.

Begin to harvest resources now. Immediately send four Workers to salvage the
medium and small crystals in the area (if you didn't before) or harvest the
nearby asteroyd belt.

After 2 or 3 minutes, the Beast MotherShip will appear near the two crystal
located on the map's side. It is imperative to destroy any ship in the area.

Do not move directly the Kuun-Lan toward the Beast, but position one Seeker
between you and the enemy. The first wave of crafts will be composed of
Seekers. Use your ACVs to deal with them. The second wave is formed of various
Frigate and Corvettes and an Heavy Cruiser. Try to shot at this group with the
Siege Cannon, and finish the group with the Capital Ships. Begin to move
Kuun-Lan, and when you reach an 70/80% of accurancy, fire the first shot. This
shot will damage the MotheShip and destroy most of the ships escorting it. The
next waves of Beast crafts will be mostly Seekers (maybe in higher difficulty
levels it will use Acolytes/ACVs), usually 7 to 10, covering 3 or 4 Cruise
Missiles; do not bother to engage them with your Capital Ship, use the ACVs
instead. You might lose a Frigate or two to Cruise Missiles, so keep the ACVs
before your main strike force or engage the Missiles only. Keep the Kuun-Lan
moving, until it reaches a 100% accurancy. Fire the second shot. The Beast will
be badly damaged this time, ready for a relatively quick kill by massed Capital
Ship fire.
Move your Capital Ships close to the MotherShip and finish it. Ignore the
fighters it will release (Seekers and Cruise Missiles; if you're lucky enough
the Missiles will be destroyed as soon as they exit the Hanger by your
Multi-Beam Frigates or slam themselves on Super-Capital Ships), and be prepared
for the explosion. The shockwave will damage your ships, and it is better to
move the Frigates away to avoid stupid losses. Strike Crafts will be
obliterated, so keep the ACVs near the Kuun-Lan.

Now it is time to destroy the Naggarok. Before jumping to the next mission, be
sure to collect all resources in the area (especially crystals), you'll may
need them for the next mission. If you want, retire your Workers to free some
SUs. If you have a Processor...well, you cannot retire it, so you can choose
between keeping it as an escort for the Kuun-Lan or destroy it with your ships.
If the Ion Frigates and Revelation-class Destroyers survived, do not retire
them: they do not use SUs but give you a lot of firepower.

MISSION 17: NAVAL BASE ALPHA

Mission Objectives:
+ Destroy the Naggarok
+ Destroy the repulsor field emitters
+ Destroy the Nomad Moon
+ Recon the unknown hyperspace signatures

Here we are. The final battle against the Beast.
The Imperialist Taiidan and a large Beast fleet is attacking the Republican
base, and the Beast already took control of the Nomad Moon. Republican fleet is
overwhelmed, and seems that the Beast wants to destroy any opposition. When you
enter the system, you request informations about this weapon, but Cruise
Missiles destroy the Carrier before it can send any data. (BTW, I want to know
why the Kuun-Lan identified itself as a WarShip... ;)

Swith the sensor display. You will notice several Beast ships attacking a small
group of Republican Taaidan. Use the Siege Cannon to destroy small crafts (with
100% accurancy Strike Crafts and Frigates will be destroyed or badly damaged),
and send your Super-Capital Ships to finish all survivors. You'll encounter an
Heavy Cruiser. You can use a EMP burst or simply concentrate fire on it.

Begin to move your fleet, including the Kuun-Lan. Several group of ships will
attack you. Keep the Capital Ships as a spearhead, and at least five ACVs to
guard the other ships from fighter assaults. The Beast will use Cloacked
Fighters as well, so it's better to keep a Seeker near the Command Ship to
detect incoming cloacked crafts. The Beast will send a lot of Frigates, and
seldom Heavy Cruisers backed up by fighters (prepare to fend off strafing runs
staged by Attack Bombers, Missile Corvettes and Interceptors). Do not esitate
to use the Siege Cannon to kill the Cruisers' escorts, the Ships will be able
to concentrate on the Cruisers and finish them quickly.

Your target, the Naggarok, is directly in front of you, but send a Recon or a
Mimic to scout the exact position of the Nomad Moon and the Beast. The Nomad
Moon is the large spherical object, and the four smaller spheres are repulsor
filed emitters; the Naggarok is behind the Moon, and there are two Beast
Carriers near the Republican weapon, plus one Carrier. Each of these vessels
has full escort of Strike Crafts, and the Carriers will continue to produce
Hive, Multi-Beam, Ramming and Ion sion. The best way to destroy the Nomad Moon
is to use the Siege Cannon combined with 2 or 3 Destroyers. Keep away most of
Capital Ships from the Moon, or you will have a rude awakening.

When the Moon is down to 50% health, an Imperial fleet will arrive in the area
ordering to surrender. Ignore it. Near the crystal field, Tactical will pick up
other hyperspace signatures, and orders you to send a Seeker and see what kind
of ships are. They are Beast ships.
Wait until the Carrier is near the crystal field, and use the Destroyer to blow
a single crystal. The shockwave caused by the explosion will destroy all other
crystal, and hopefully the whole Beast fleet.

After the Moon, you should go after the Naggarok, but the alien ship will eat
one of your Capital Ships. Regroup the remaining ones and form a defensive wall
between the Kuun-Lan and the Naggarok.

The Bentusi will jump over your Command Ship, and will send you datas aboput
their Super Acolytes. Build 10 fighters, but maintains at least 10 ACVs (I
reccomend 15), 1 Dreadnought and 4/5 Destroyers.

The Taiidan fleet will retreat from battle, leaving only the Beast to destroy.

Before attempting to attack the Naggarok, you must research a way to eliminate
its anti-inertial drive.

If you do not blow at the righ moment the crystals, you'll have to face 3 Heavy
Cruisers with full escort, plus one Carrier that was hiding behind the Naggarok
(you can attack it before, but this will trigger the Imperialis fleet event).

The Naggarok will come near you to consume one of your Capital Ships (does it
must recharge itself?), and then will move to the edge of the map. This
"recharge" occurs once every minute, so be quick to build 15 ACVs to EMP it and
10 Super Acolytes to provide additional firepower to your Capital Ships when
the Naggarok comes to eat.
Replace the "cosumed" ships with Multi-Beam Frigates, Destroyers or Super
Acolytes. Dreadnoughts will take too much time, and other crafts will be
useless against the Naggarok.

The first time I used a single EMP burst fired by 15 ACVs, the Naggarok
retreated to repair its drive, and four Heavy Cruisers jumped into the area.
Send your Super Acolytes to intercept the Cruisers and their escort (5/6
Multi-Gun Corvettes for each vessel) toward the nearest. With ten Acolytes you
should be able to destroy two Cruisers and their escort. The other two Cruisers
will be on your Command Ship, and the remaining Capital Ships will destroy them
if you can concentrate their fire on a single unit per time.

Then send the ACVs for an EMP burst. After an EMP burst, the Naggarok will
retreat to be repaired by a Worker. Before destroying the Worker, use the EMP
on the Naggarok. The Beast vessel will begin to move toward your Capital Ships;
attack it with everything you have, including Carriers and the Kuun-Lan. I was
lucky enough to destroy the Naggarok when it was eating the second Capital
Ship. I really don't know if after the second time other Cruisers will jump,
but they weren't so hard to take down (thanks to the Super Acolytes), so you
can afford that risk.

Once the Naggarok is destroyed, game is over.

**************
11-EASTER EGGS
**************

I opened this mission after I noticed some citations in the game. If someone
has something to subscribe, mail me at briareos@inwind.it. You will get
credits, of course.

1) Mission 2 movie: between all Taiidan and Higaraan vessels, you can notice a
Worker salvaging the Narcissus, Nostromo's escape pod. What is the Nostromo?
Watch Alien (the first, by Ridley Scott NdB)!

2) The Nostromo is a commercial vessel, the Kuun-Lan too. Both vessels were
assigned to mining or mining-related duties. Both vessels find something that
is unknown in this galaxy, and this thing is very bad, and they are obliged to
pick up those things.

3) In nearly every debris field you can see the forward section of a Corellian
Corvette, the ship escaping from the Imperial-class Star Destroyer Damage in
the first minutes of Star Wars Episode 4: A New Hope.


*******************
12-CREDITS and MISC
*******************

The first credit goes to Relic, for Homeworld. Then to Barking Dog Studios for
Cataclysm. The third is to me, Briareos Kerensky (briareos@inwind.it), the
fourth to GameFAQs (and all sites showing this FAQ with my permission) and the
fifth to you for reading it.
For now, no one sent me mails about this FAQ, but if someone writes something
interesting, I will put his or her name here. Here we go:
1)Sebastian Mundt for his help about the Acolytes in mission 4
2)Christoph Holtzmuller for asking for codes (and with this I should have
covered everything about HW:C)
3)Yiulius Leonard for the Taiidan SU/weapon stats.
I would like to thank my computer, which will hopefully find rest after this
X'mas; Yoko Kanno for Cowboy BeBeop soundtrack; Shiro Sagisu for Evangelion
CDs; Dynamic Italy for publishing Evangelion tapes once or twice a year, though
they told us that they would be released once every two months; my dog, a 11
years old boxer (probably he will be death when you will read those lines), for
waking me up at 5:00 AM even on Sunday; the official Cataclysm site for
Tech/Ships' English names; Leader for having translated only game's texts
(knowing how their dubbers mauled MechCommander and Falcon 4.0...); FastWare
for having produced FastPad; I would like to thank my girlfriend, but I haven't
one.
Sites authorized to show this FAQ:
+ GameFAQs (www.gamefaqs.com)
+ The Clans Hall (http://www.sealteamsix.com/briareos/index.html visit it, it's
my personal site ;)
+ Esprit Network (http://cataclysm.esprit-str.com), translated in French
+ Video Games Strategies (http://www.gameadvice.com)
+ DHL.Net (http://DLH.Net)
+ Neo Seeker (http://www.neoseeker.com)
+ Action Trip (http://www.actiontrip.com)
+ GameSpot (http://www.gamespot.com)
+ The Cheat Empire (http://home.planetinternet.be/~twuyts)
To ask permission to post this document, just send a mail writing down the URL.
To contact me, write at briareos@inwind.it; ICQ UIN is 40534369; Odigo ID is
264286. Write only about this FAQ or if you have a cute (female)friend/sister
to introduce.

Copyright (c) Briareos Kerensky 2000/2001. Reproduction  and translation of
this document (as a whole or parts of its) in any mode without permission is
strictly forbidden.
All names and marks are proprieties of respective owners.MECHCOMMANDER
WALKTHROUGH
by Briareos Kerensky (briareos@inwind.it, briareos_CWE), ver 1.8, 16/12/2000

Table of Contents
1-Update History
2-History Briefing
3-Weapons/Equipment Briefing
4-'Mechs Briefing
5-Vehicle/Infantry/Turrets Briefing
6-How to costumize a 'Mech and Assembly a Perfect Lance
7-MechWarriors
8-General Tactics
9-Multiplayer Tactics
10-Walkthrough
11-Cheats
12-Credits and misc

****************
1-UPDATE HISTORY
****************

21/12/2000-version 1.8. General Tactics updated, operation Vanguard and
Linchpin completed. Hey, I've almost made it!

16/12/2000-version 1.6. General Tactics online, operation Skyhook completed.
First four missions of operation Vanguard. 100 Kbs reached an passed!

12/12/2000-version 1.4. Completed ammo table, and begun working on the
walkthrough. This will be long, but I'll eventually fo it. Operation Beachhead
completed. MechWarriors, General and Multiplayer Tactics online. Correctd a
stupid mistake about "making a perfect STAR" in the table of contents...

10/12/2000-version 1.0. History, Weapons/Equipment, 'Mechs,
Vehicle/Infantry/Turrets, How to costumize a 'Mech and Cheats sections
completed.

******************
2-HISTORY BRIEFING
******************

After years of wars General Alexandr Kerensky left the Inner Sphere, the known
part of our galaxy, with the bulk of the Star League Defense Force, searching
for a place where cultural and racial differencies won't be a problem. This
happened in year 2784.
When Kerensky's heirs, the Clans, returned to the Inner Sphere in 3050, they
conquered more than 200 worlds in less than one year. Though the Successor
States managed to win few battles, the Clans where unstoppable, until ComStar
challenged them on the planet Tukayyid in 3052, eventually winning and giving
15 years of relative peace to both sides.
During this period the Inner Sphere Great Houses gathered together and prepared
a plan to drive a Clan away from the Inner Sphere: the chosen was Clan Smoke
Jaguar; composed of the best Inner Sphere units from all the Great Houses, Task
Force Serpent began its work in 3057, with the task of freeing the Jaguar
Occupation Zone. A primary target of this first part was freeing Port Arthur,
an important planet supplying orbiting decks and large spaceports.


*********************
3-WEAPONS TECHNOLOGY
*********************

Unlike all other BT-related game, in MechCommander you do not directly pilot a
'Mech, but you are a tactical officer sitting in your HQ and directing up to 12
MechWarriors and their 'Mechs into battle. Aspects like internalheat,
ammunition, weapon usage aren't under your control, and yu must be careful to
costumized your 'Mechs before the battle. I divided the weapons by their range,
as this is the most important factor of the game (ammo included...maybe). Note
that Clan weapons are superior to their Inner Sphere counterparts for weight,
firepower and range.

-----------------------
--SHORT RANGE WEAPONS--
-----------------------

Short range weapons can it targets up to 75 meters away. Energy weapons in this
category are light and do not cause too much damage, while balistic and
missiles offers great firepower at cost of ammo quantity and weight. They are
the only weapons capable of firing at very close targets (25-50 meters)

LASER
Cost: 1060
Load Value: 4
Recycle: 5.0
Damage: 2.0

The basic Inner Sphere short-range energy weapon. It is a good choice as backup
weapons for long-range fighters. As a laser, it doesn't need ammo.

PULSE LASER
Cost: 1130
Load Value: 6
Recycle: 1.75
Damage: 1.0

Heavier than the Laser, the Pulse Laser is more accurate, fires faster but does
less damage and weights more. Exchange four standard Lasers for thwo or three
Pulse Lasers when you have the chance.

CLAN PULSE LASER
Cost: 1700
Load Value: 3
Recycle: 1.75
Damage: 1.0

It's equal to the I.S. Pulse Laser, but weights less, even than a standard
Laser. Use them on your most powerful 'Mechs.

SRM RACK
Cost: 410
Load Value: 3
Recycle: 4.0
Damage: 1.0 per missile
Ammo: 62

An other I.S. classical short-range weapon, the SRM pack does the same damge of
a laser per missile. The SRM pack fires two missiles in a salvo, but one or
both missiles may miss the target if you MechWarriors do not aim accurately. It
is limited by ammo.

CLAN SRM RACK
Cost: 740
Load Value: 3
Recycle: 3.0
Damage: 1.0 per missile
Ammo: 83

The lighter version of the I.S. SRM Pack.

STREAK SRM RACK
Cost: 1300
Load Value: 5
Recycle: 4.0
Damage: 2.0
Ammo: 62

Advanced Short-Range Missiles. The SSRM pack fires two missiles per volley, and
both missiles will automatically hit. Limited usefulness as they use ammo.

CLAN STREAK SRM RACK
Cost: 1450
Load Value: 4.75
Recycle: 3.0
Damage: 2.0
Ammo: 83

The Clan version of the Streak SRMs. Lighter and fire faster.

FLAMER
Cost: 2030
Load Value: 8
Recycle: 7.5
Damage: 5.0

Basically useless, as you can mount two standard Lasers for two Flamers.
Intereting the damge value, but it has a slow recharge.

CLAN FLAMER
Cost: 3620
Load Value: 7
Recycle: 6.0
Damage: 5.0

Excalty like its Inner Sphere counterpart, though is weights less and has a
faster recycle. Not worth its money, however.

HEAVY AUTOCANNON
Cost: 10890
Load Value: 19.5
Recycle: 7.5
Damage: 15
Ammo: 13

Deadly at short range, the Heavy AC is the best to take out heavy 'Mechs with
very few shots. Every lance has to use one 'Mech with this weapon, as it will
greatly help in short-range duels. Very limited ammo supply.

CLAN HEAVY ULTRA AUTOCANNON
Cost: 1130
Load Value: 21
Recycle: 5.0
Damage: 15
Ammo: 10

It does the same damage of a standard Heavy AC but fires faster. Change the
standard Haevy AC with the Ultra model when you can.

------------------------
--MEDIUM RANGE WEAPONS--
------------------------

Medium range weapons are able to hit targets up to 150 meters, but they suffer
of a minimum range (25-50) meters where they cannot fire. Medium range weapons
should be substituted by their ER (Extended Range) counterparts when possible
to ensure an higher damage curve.

LARGE PULSE LASER
Cost: 4350
Load Value: 12
Recycle: 2.0
Damage: 2.0

The big brother of the Pulse Laser.

CLAN LARGE PULSE LASER
Cost: 8010
Load Value: 11
Recycle: 2.0
Damage: 2.5

The Clan variant of the Pulse Laser. Lighter and more powerful. A must for any
heavy 'Mech.

CLAN ER (EXTENDED RANGE) LASER
Cost: 2380
Load Value: 3.5
Recycle: 5
Damage: 2.0

This is the Clan version of the standard Laser, though it is lighter, does more
damage and has a longer range.

LARGE LASER
Cost: 4480
Load Value: 9.5
Recycle: 5.0
Damage: 4.0

The basic I.S. energy weapon. It has a good firepower/recycle/load value
balance, and can be used by a wide variety of 'Mechs.

PPC (PARTICLE PROJECTION CANNON)
Cost: 6900
Load Value: 12.0
Recycle: 7.5
Damage: 7.5

More powerful than the Large Laser but with higher recycle value, balanced by a
moderate damage value.

AUTOCANNON
Cost: 7000
Load Value: 15.5
Recycle: 5.0
Damage: 6.0
Ammo: 40

It may be an option to the Large Laser, but it is limited by ammunition.

CLAN ULTRA AUTOCANNON
Cost: 12590
Load Value: 13.5
Recycle: 7.5
Damage: 6.0
Ammo: 30

Lighter and more powerful than the I.S. counterpart. If you used the standard
AC, replacing it with an Ultra AC will make your 'Mech deadlier.

----------------------
--LONG RANGE WEAPONS--
----------------------

These weapons can hit targets up to 225 meters away. They represent the larger
variety of weapons, and deadliest. They suffer of the minimum range, and must
be backed up by short-range weapons.


ER LARGE LASER
Cost: 5210
Load Value: 11.0
Recycle: 5.0
Damage: 4.0

A good weapon that should be mounted on any 'Mech. It keeps the same balance of
its cousin, exchanging weight for range.

CLAN ER LARGE LASER
Cost: 9690
Load Value: 10.0
Recycle: 5.0
Damage:5.0

Weights less and is more powerful than the I.S. counterpart.

ER PPC
Cost: 7210
Load Value: 14.5
Recycle: 7.5
Damage: 7.5

The ER version of the PPC. It is a bit bulkier than its older cousin, however.

CLAN ER PPC
Cost: 21450
Load Value: 13.5
Recycle:5.0
Damage: 11.25

Welcome the ultimate weapon. The PPC is an energy weapon, so  it doesn't need
ammo to work. It has the longest range and inflicts high amounts of damage to
anyone so foolish to dare to step on your path. You'll see very few Clan ER
PPCs, so manage them carefully.

LRM RACK
Cost: 1760
Load Value: 4
Recycle: 10.0
Damage: 1.25 per missile
Ammo: 24

The LRM pack launches 5 missiles in a salvo and, like SRMs, not all missiles
will hit the target if the MechWarrior doesn't aim accurately. It is the only
weapon that can fire over walls, so be sure to have at least one 'Mech with a
good ammunition load.

CLAN LRM RACK
Cost: 2340
Load Value: 3
Recycle: 10.0
Damage: 1.25 per missile
Ammo: 24

A lighte version of the LRM launcher

LIGHT AUTOCANNON
Cost: 1410
Load Value: 9.5
Recycle: 2.0
Damage: 1.0
Ammo:100

Basically useless, especially later in the game when ER technology will be
availabel.

LIGHT ULTRA AUTOCANNON
Cost: 2740
Load Value: 9.5
Recycle: 1.33
Damage: 1.0
Ammo: 112

The Ultra AC is a good choice for fast-moving (light/medium) fire-support
'Mechs. Not good as an ER Large Laser (balistic weapon=ammo) however

CLAN LIGHT ULTRA AUTOCANNON
Cost: 3550
Load Value: 8.5
Recycle: 1.33
Damage: 1.0
Ammo: 112

This Clan version is lighter than its I.S. counterpart.

GAUSS CANNON
Cost: 15150
Load Value: 16.5
Recycle: 5.0
Damage: 7.5
Gauss: 16

With this weapon you can turn a close-range brawler in a powerful long-range
fighter with no los of effectivness. Recomended for the Assault 'Mech class.

CLAN GAUSS CANNON
Cost: 18520
Load Value: 13.5
Recycle: 5.0
Damage: 7.5
Gauss: 16

A good option to the PPC, the Gauss Rifle is impaired by its limited ammo
supply.

-------------
--EQUIPMENT--
-------------

This category contains sensor suites. Sensor suites are used by 'Mechs and some
vehicles to detect targets; Every 'Mech must mount at least the I.S. Basic
Sensor. Probes and ECM Suites have a limited usefulness as they can be used
only by light Clan 'Mechs or by the I.S. Raven. If you destroy a 'Mech with a
direct hit to the head, the sensor suite will be automatically destroyed.

BASIC SENSOR
Cost: 1000
Load Value: 0
Range: 350 m

All I.S. 'Mechs come equipped with this sensor suite. Change it for a Standard
Clan suite or an I.S. medium sensor when possible, this will give you an edge
over your enemy.

MEDIUM SENSOR
Cost: 2000
Load Value: 0.5
Range: 470 m

Upgrading the standard I.S. sensor suite to this will be a great idea,
especially is used on relatively light 'Mechs.

ADVANCED SENSOR
Cost: 6000
Load Value: 1.0
Range: 525 m

Only the Raven or light Clan 'Mechs can use this suite. Useless if you use
other 'Mechs.

BEAGLE PROBE
Cost: 1000
Load Value: 1.5

Only for Raven and light Clan 'Mechs. The Beagle Probe can detect shutdown
'Mechs at half the sensor's max range. Basically useless in single player as
all enemy 'Mechs will be active.

GUARDIAN ECM SUITE
Cost: 3000
Load Value: 1.5
Range: 525 m

Though it would be VERY useful, the ECM suite will cut effectivness of all
enemy sensors within its range (provided that the scanning unit is within ECM
range). However only light Clan 'Mechs and the Raven are able to use it.

CLAN STANDARD SENSOR
Cost: 1500
Load Value: 0
Range: 385 m

The standard Clan sensor suite. It has a longer range than its I.S.
counterpart. Save them for salvaged Clan 'Mechs.

CLAN EXTENDED SENSOR
Cost: 3500
Load Value: 0.5
Range: 490 m

Any 'Mech can use this suite, and it would be great to have enough Extended
Sensors to equip your company. However, you will get very few sensors, and they
should be used on costumized Assault 'Mechs (read below).

CLAN ACTIVE PROBE
Cost: 1200
Load Value: 1.0

A lighter version of the Beagle Probe.

CLAN ECM SUITE
Cost: 3400
Load Value: 1.0
Range: 525 m

A lighter version of the Guardian ECM.

*****************
4-'MECHS BRIEFING
*****************

The deadliest war machine ever created, the BattleMechs dominate the 31st
Century battlefield. Inner Sphere 'Mechs use less advanced technology than the
Clan ones, but this technology is readiliy available. Note that some Clan
'Mechs recieved a code-name from Inner Sphere warriors. I included their
original name into brackets. Though 'Mechs are divided in BattleMechs
(hardwired weapons, can be costumized in an assembly plant and with great loss
of time) and OmniMechs (modular weapons pods, can be costumized everywhere in
few hours), MechCommander hasn't this restriction. Note that all Clan 'Mechs
are Omnis, with the exception of the Hunchback IIC, and all I.S. 'Mechs are
standard BattleMechs.

-----------------------
--INNER SPHERE 'MECHS--
-----------------------

COMMANDO
Class: light
Tonnage: 25 tons
Speed: 27 m/s
Internal Structure: light

Armor Variant
Cost: 14150
Armor: light
Jump Capacity: none
Payload: 16
Standard Weapon Configuration: 1 Laser, 4 SRM Racks, 1 Sensor-Basic

Jump Variant
Cost: 16250
Armor: light
Jump Capacity: medium
Payload: 16
Standard Weapon Configuration: 1 Laser, 4 SRM Racks, 1 Sensor-Basic

Weapon Variant
Cost: 13290
Armor: light
Jump Capacity: none
Payload: 19
Standard Weapon Configuration: 2 Lasers, 1 Streak SRM Rack, 2 SRM Racks, 1
Sensor-Basic

The lighest 'Mech of the game, the Commando bases its weaponry around SRM
Racks, and it is ideal for reconaissance. You will encounter groups of
Commandos and Firestarters, but both 'Mechs lack good long-range capability, so
concentrate fire on single targets.

FIRESTARTER
Class: light
Tonnage: 30 tons
Speed: 27 m/s
Internal Structure: light

Armor Variant
Cost: 17620
Armor: light
Jump Capacity: none
Payload: 19
Standard Weapon Configuration: 2 Heavy Flamers, 1 SRM Rack, 1 Sensor-Basic

Jump Variant
Cost: 19720
Armor: light
Jump Capacity: medium
Payload: 19
Standard Weapon Configuration: 2 Heavy Flamers, 1 SRM Rack, 1 : 35380
Armor: light
Jump Capacity: none
Payload: 30
Standard Weapon Configuration: 1 Laser, 1 Gauss Rifle, 1 Large Laser, 1
Sensor-Basic

The Hollander is designed around the massive Gauss Rifle, and it is its main
weapon. This lightweight 'Mech is a fast-moving, long-range, direct-fire weapon
platform, and can threat even assault 'Mechs. Its armor is very thin, however,
and the short-range weapons are not able to withstand such attacks. This
version weights 10 tons more than the standard Hollander.

HUNCHBACK
Class: medium
Tonnage: 50 tons
Speed: 18 m/s
Internal Structure: heavy

Armor Variant
Cost: 33160
Armor: moderate
Jump Capacity: none
Payload: 28.5
Standard Weapon Configuration: 2 Lasers, 1 Heavy AC, 1 Sensor-Basic

Jump Variant
Cost: 33680
Armor: moderate
Jump Capacity: short
Payload: 28.5
Standard Weapon Configuration: 2 Lasers, 1 Heavy AC, 1 Sensor-Basic

Weapon Variant
Cost: 34100
Armor: moderate
Jump Capacity: none
Payload: 33
Standard Weapon Configuration: 1 Laser, 1 Heavy AC, 1 Large Laser, 1
Sensor-Basic

The Hunchback is designed for urban combat and its weapons reach at maximum the
medium range. Though the Heavy AC can do large amount of damages, it has a very
limited ammo supply.

CENTURION
Class: medium
Tonnage: 55 tons
Speed: 18 m/s
Internal Structure: heavy

Armor Variant
Cost: 34090
Armor: moderate
Jump Capacity: none
Payload: 31.5
Standard Weapon Configuration: 2 Lasers, 1 AC, 2 LRM Racks, 1 Sensor-Basic

Jump Variant
Cost: 34610
Armor: moderate
Jump Capacity: short
Payload: 31.5
Standard Weapon Configuration: 2 Lasers, 1 AC, 2 LRM Racks, 1 Sensor-Basic

Weapon Variant
Cost: 36390
Armor: moderate
Jump Capacity: none
Payload: 26
Standard Weapon Configuration: 1 PPC, 1 AC, 2 LRM Racks, 1 Sensor-Basic

The workhorse of the Federated Commonwelath, the Centurion is a medium
BattleMech capable of performing various tasks. This particular version of the
basic chassis supports additional 5 tons. The Centurion excels at medium-short
ranges, where its AC (and its PPC in the W configuration) can deal substaintial
damage to everyone. The W variant lacks short range weapons.

CATAPULT
Class: heavy
Tonnage: 65 tons
Speed: 18 m/s
Internal Structure: heavy

Armor Variant
Cost: 37200
Armor: heavy
Jump Capacity: none
Payload: 36
Standard Weapon Configuration: 2 Pulse Lasers, 6 LRM Racks, 1 Sensor-Basic

Jump Variant
Cost: 39920
Armor: moderate
Jump Capacity: short
Payload: 36
Standard Weapon Configuration: 2 Pulse Lasers, 6 LRM Racks, 1 Sensor-Basic

Weapon Variant
Cost: 37070
Armor: moderate
Jump Capacity: none
Payload: 40
Standard Weapon Configuration: 1 Laser, 1 Large Pulse Laser, 6 LRM Racks

An other fire-support 'Mech, this time the Catapult's weaponry is centered
around 6 LRM Racks; like all fire-support 'Mechs the Catapult is afraid of
close combats, though its armor is heavier than the JagerMech's one.

JAGERMECH
Class: heavy
Tonnage: 70 tons
Speed: 18 m/s
Internal Structure: heavy

Armor Variant
Cost: 37080
Armor: moderate
Jump Capacity: none
Payload: 41
Standard Weapon Configuration: 2 Lasers, 1 ER Large Laser, 2 Light Ultra ACs, 1
Sensor-Basic

Jump Variant
Cost: 39800
Armor: moderate
Jump Capacity: short
Payload: 41
Standard Weapon Configuration: 2 Lasers, 1 ER Large Laser, 2 Light Ultra ACs, 1
Sensor-Basic

Weapon Variant
Cost: 36030
Armor: moderate
Jump Capacity: none
Payload: 45
Standard Weapon Configuration: 1 Large Pulse Laser, 1 ER Large Laser, 2 Light
Ultra ACs, 1 Sensor-Basic

Heavier than the standard JagerMech, this versions weights 70 tons instead of
the usual 65. It keep the same role, of supporting its lancemates from afar
thanks to its twin Ultra ACs. The best way to engage a JagerMech is to use
long-range weapons with more firepower than its ACs, or to quickly close
distances to destroy it quickly. Weapon Variant lacks short-range weapons, and
it is very susceptible to this tactic.

AWESOME
Class: assault
Tonnage: 80 tons
Speed: 18 m/s
Internal Structure: heavy

Armor Variant
Cost: 51490
Armor: heavy
Jump Capacity: none
Payload: 54.5
Standard Weapon Configuration: 2 Lasers, 3 ER PPCs, 1 Sensor-Basic

Jump Variant
Cost: 54170
Armor: moderate
Jump Capacity: short
Payload: 54.5
Standard Weapon Configuration: 2 Lasers, 3 ER PPCs, 1 Sensor-Basic

Weapon Variant
Cost: 48310
Armor: moderare
Jump Capacity: none
Payload: 59
Standard Weapon Configuration: 2 Pulse Lasers, 3 ER PPCs, 1 Sensor-Basic

The Awesome is the only Inner Sphere 'Mech that can rival with the Atlas in
long-range fights: its three ER PPCs can disable most 'Mechs in one single
shot, and the two Lasers, upgrade to Pulse versions in the W variant, can deal
with lightly armored threats within the main gun's minimum range. Use this lack
of short-range protection to enageg an Awesome.

ATLAS
Class: assault
Tonnage: 100 tons
Speed: 15 m/s
Internal Structure: heavy

Armor Variant
Cost: 69510
Armor: heavy
Jump Capacity: none
Payload: 66.5
Standard Weapon Configuration: 2 Pulse Lasers, 2 ER Large Lasers, 4 LRM Racks,
1 Gauss Rifle, 1 Sensor-Basic

Jump Variant
Cost: 73550
Armor: moderate
Jump Capacity: short
Payload: 66.5
Standard Weapon Configuration: 2 Pulse Lasers, 2 ER Large Lasers, 4 LRM Racks,
1 Gauss Rifle, 1 Sensor-Basic

Weapon Variant
Cost: 68480
Armor: moderate
Jump Capacity: none
Payload: 73.5
Standard Weapon Configuration: 1 Pulse Laser, 4 LRM Racks, 1 Laser, 2 ER PPCs,
1 Gauss Rifle, 1 Sensor-Basic

Designed to represent the Death on the battlefield, the Atlas is the heaviest
'Mech in the game, and the second speaking about rude power. The standard
weapon load consit of one Gaus Rifle packed up by two ER weapons and 4 LRM
racks, giving the Atals an unique flexibility at logn-range attacks. Medium and
short ranges the Atlas can use 2 Pulse Lasers. Second only to the Masakari, but
readily (well, you need enough RPs...) available.

---------------
--CLAN 'MECHS--
---------------

ULLER (KIT FOX)
Class: light
Tonnage: 30 tons
Speed: 27 m/s
Internal Structure: light

Armor Variant
Cost: 23410
Armor: light
Jump Capacity: none
Payload: 21
Standard Weapon Configuration: 1 Clan Streak SRM Rack, 2 Clan ER Lasers, 1 Clan
Light Ultra AC, 1 Sensor-Standard

Jump Variant
Cost: 25510
Armor: light
Jump Capacity: medium
Payload: 21
Standard Weapon Configuration: 1 Clan Streak SRM Rack, 2 Clan ER Lasers, 1 Clan
Light Ultra AC, 1 Sensor-Standard

Weapon Variant
Cost: 22460
Armor: light
Jump Capacity: none
Payload: 25
Standard Weapon Configuration: 2 Clan Streak SRM Racks, 2 Clan ER Lasers, 1
Clan Light Ultra AC, 1 Sensor-Standard

The lighest Clan 'Mech you'll encounter the Uller provides some long-range
firepower thanks to its Light Ultra AC, though it excels at medium and short
range combats where its twin Lasers and Strek SRM can deal significant amounts
of damge to other light 'Mechs. Ullers will usually escort Cougars, forming a
deadly couple for any light 'Mech Lance.

COUGAR
Class: light
Tonnage: 35 tons
Speed: 27 m/s
Internal Structure: moderate

Armor Variant
Cost: 33870
Armor: moderate
Jump Capacity: none
Payload: 28
Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Large Pulse Laser, 3
LRM Racks, 1 Sensor-Standard

Jump Variant
Cost: 36050
Armor: light
Jump Capacity: medium
Payload: 28
Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Large Pulse Laser, 3
LRM Racks, 1 Sensor-Standard

Weapon Variant
Cost: 38280
Armor: light
Jump Capacity: none
Payload: 34
Standard Weapon Configuration: 2 Clan Large Pulser, 4 LRM Racks, 1
Sensor-Standard

The Cougar is a light 'Mech dedicated to fire support and long-range fights.
Its high speed allows the Cougar to quickly change firing positions and escape
from close assault, where its light armor and lack of short-range weapons will
be deadly for this 'Mech. You'll encounter large numbers of Cougars, and you'll
be able to salvage every variant. The J variant is useful for reconaissance
duties.

HUNCHBACK IIC
Class: medium
Tonnage: 50 tons
Speed: 18 m/s
Internal Structure: heavy

Armor Variant
Cost: 57530
Armor: moderate
Jump Capacity: none
Payload: 35.5
Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Heavy Ultra AC, 1
Clan Pulse Laser, 2 Clan ER Lasers, 1 Sensor-Standard

Jump Variant
Cost: 57130
Armor: light
Jump Capacity: short
Payload: 35.5
Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Heavy Ultra AC, 1
Clan Pulse Laser, 2 Clan ER Lasers, 1 Sensor-Standard

Weapon Variant
Cost: 77450
Armor: light
Jump Capacity: none
Payload: 45.5
Standard Weapon Configuration: 1 Clan Heavy Flamer, 2 Clan Heavy Ultra AC, 1
Clan ER Lasers, 1 Sensor-Standard


The only Clan 'Mech without Omni capabilities, the Hunchback IIC is a redesign
of the venerable I.S. Hunchback, Clans over-exalted its short-range
capabilities by usign two Heavy Ultra ACs in its W config. Other variant are
less effective, though they are still deadly at short ranges. The tactic to use
against Hunchback IICs is to concentrate long-range fire on one 'Mech per time,
destroying legs for jumping between targets without too much worry.

VULTURE (MAD DOG)
Class: heavy
Tonnage: 60 tons
Speed: 24 m/s
Internal Structure: heavy

Armor Variant
Cost: 56910
Armor: moderate
Jump Capacity: none
Payload: 46
Standard Weapon Configuration: 2 Clan Large Pulse Lasers, 8 LRM Racks, 1
Sensor-Standard

Jump Variant
Cost: 62610
Armor: moderate
Jump Capacity: short
Payload: 46
Standard Weapon Configuration: 2 Clan Large Pulse Lasers, 8 LRM Racks, 1
Sensor-Standard

Weapon Variant
Cost: 61870
Armor: moderate
Jump Capacity: none
Payload: 52
Standard Weapon Configuration: 2 Clan Pulse Lasers, 2 Clan ER Large Lasers, 8
LRM Racks, 1 Sensor-Standard

The Vulture is a fire-support 'Mech. Its 8 LRM Racks allow it to fire a barrage
of LRMs from behind walls and trees; twin Large Pulse Lasers ensure coverage of
medium ranges, but the A and J variants lack short range weapons. The W variant
features 2 Pulse Lasers and switch to ER Large Lasers, partially eliminating
this drawback. Vultures will continue to fire with everything they have while
retreating. The best tactic with this 'Mech is to close enough to silence its
LRM launchers, and blast it away with Heavy AC shots.

LOKI (HELLBRINGER)
Class: heavy
Tonnage: 65 tons
Speed: 24 m/s
Internal Structure: heavy

Armor Variant
Cost: 70540
Armor: moderate
Jump Capacity: none
Payload: 50.5
Standard Weapon Configuration: 2 Clan Streak SRM Racks, 4 Clan ER Lasers, 1
Clan Ultra AC, 1 Clan ER PPC, 1 Clan Sensor-Standard

Jump Variant
Cost: 74760
Armor: moderate
Jump Capacity: short
Payload: 50.5
Standard Weapon Configuration: 2 Clan Streak SRM Racks, 4 Clan ER Lasers, 1
Clan Ultra AC, 1 Clan ER PPC, 1 Clan Sensor-Standard

Weapon Variant
Cost: 80120
Armor: moderate
Jump Capacity: none
Payload: 56.5
Standard Weapon Configuration: 2 Clan Streak SRM Racks, 2 Clan ER Large Lasers,
2 Clan Gauss Rifles, 1 Clan Sensor-Standard

Named Loki for its "utterly mad weapon configuration", the Loki is a
well-balanced OmniMech capable of taking a large number of tasks, including
recon when deployed in its Jump variant. The Loki is a good fighter at all
ranges, and the only way to destroy a Loki is to attack it from several points,
and keep moving. The W variant is adapt to long-range direct-fire barrages, and
it is the only variant relatively defenless at short range.

THOR (SUMMONER)
Class: heavy
Tonnage: 70 tons
Speed: 24 m/s
Internal Structure: heavy

Armor Variant
Cost: 74390
Armor: heavy
Jump Capacity: none
Payload: 53.5
Standard Weapon Configuration: 1 Clan Heavy Ultra AC, 1 Clan Pulse Laser, 2
Clan Ultra ACs, 2 Clan Streak SRM Racks, 1 Sensor-Standard

Jump Variant
Cost: 78130
Armor: moderate
Jump Capacity: short
Payload: 53.5
Standard Weapon Configuration: 1 Clan Heavy Ultra AC, 1 Clan Pulse Laser, 2
Clan Large Pulse Lasers, 2 Streak SRM Racks, 2 Sensor-Standard

Weapon Variant
Cost: 79870
Armor: moderate
Jump Capacity: none
Payload: 58
Standard Weapon Configuration: 1 Clan Heavy Ultra AC, 1 Clan Pulse Laser, 2
Clan Ultra ACs, 2 Clan Streak SRM Racks, 1 Sensor-Standard

The Thor has its weapon load centered around several balistic weapons; the main
weapon is a mammoth Heavy Ultra AC, backed up by 2 Streak SRM Racks, this makes
the Thor well-suited for short-range duels, and the design doesn't lack few
long-range weapons.

MAD CAT (TIMBERWOLF)
Class: Heavy
Tonnage: 75 tons
Speed: 24 m/s
Internal Structure: heavy

Armor Variant
Cost: 92790
Armor: heavy
Jump Capacity: none
Payload: 57.5
Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Large Pulse Laser, 2
Clan ER PPCs, 4 Clan LRM Racks, 1 Sensor-Standard

Jump Variant
Cost: 96970
Armor: moderate
Jump Capacity: short
Payload: 57.5
Standard Weapon Configuration: 1 Clan Heavy Flamer, 1 Clan Large Pulse Laser, 2
Clan ER PPCs, 4 Clan LRM Racks, 1 Sensor-Standard

Weapon Variant
Cost: 95560
Armor: moderate
Jump Capacity: none
Payload: 65
Standard Weapon Configuration: 1 Clan Pulse Laser, 2 Clan Large Pulse Lasers, 2
Clan ER PPCs, 4 Clan LRM Racks, 1 Sensor-Standard

This 'Mech balances firepower, mobility and armor in a very effective way. Mad
Cats form the backbone of any heavy assault force. Though sightly less
effective than the Masakari, the Mad Cat is still a 'Mech to be renocked with.
It flexible configuration allows to use it in a wide variety of roles, and the
best way to use a Mad Cat chassis is to mix weapons of all ranges, though
specialized Mad Cats with LRMs and Heavy Ultra ACs will be a nasty surprise for
anyone.

MASAKARI (WARHAWK)
Class: Assault
Tonnage: 85 tons
Speed: 18 m/s
Internal Structure: Heavy

Armor Variant
Cost: 102020
Armor: heavy
Jump Capacity: none
Payload: 69
Standard Weapon Configuration: 2 Clan Heavy Flamers, 2 Clan ER PPCs, 2 Clan
Large Pulse Lasers, 2 Clan LRM Racks, 1 Sensor-Standard

Jump Variant
Cost: 105460
Armor: heavy
Jump Capacity: short
Payload: 69
Standard Weapon Configuration: 2 Clan Heavy Flamers, 2 Clan ER PPCs, 2 Clan
Large Pulse Lasers, 2 Clan LRM Racks, 1 Sensor-Standard

Weapon Variant
Cost: 102480
Armor: heavy
Jump Capacity: none
Payload: 74
Standard Weapon Configuration: 2 Clan Heavy Flamers, 2 Clan ER PPCs, 2 Clan
Gauss Rifle, 2 Clan LRM Racks, 1 Sensor-Standard

The most powerful 'Mech in the game. It is faster and has more weapon capacity
than an Atlas, keeps the same amount of armor and weights 15 tons less.
Salvaging any Masakari you see is an obligation, especially in the almighty
Weapon variant, though the Jump variant will be a good addition to any force.
All configurations are capable of handling any situation, excelling at
long-range barrages. If you salvage a Masakari-W, try to mount 4 Clan ER PPCs,
one Advanced Sensor Suite and some medium/short range weapons; with this weapon
configuration, your Masakari will be able to destroy most 'Mechs in few, well
placed shots. If you are going to engage a Masakari, close with it ASAP: with
only two Flamers as short-range defense, the Masakari's effectivness in almost
cut in half.

************************************
5-VEHICLES/INFANTRY/TURRETS BRIEFING
************************************

------------------
--ARMED VEHICLES--
------------------

SAVANNAH MASTER
Cost: 1000
Weight: 5 tons
Type: light hovertank
Speed: 21 m/s
Armor: very light
Equipment: Small Laser

This light hovercraft will be only a nuisance, even for the lighest 'Mech. Do
not understimate them when in groups, however.

ARMORED CAR
Weight: 8 tons
Type: light wheeled tank
Speed: 27 m/s
Armor: very light
Equipment: Laser

An other useless vehicle, though better armed and armored than the Savannah
Master.

APC
Cost: 2160
Weight: 10 tons
Type: Armored Personnel Carrier
Speed: 18 m/s
Armor: light
Equipment: Laser

The APC can carries people and keeps a good armor protection and firepower for
a small vehicle.

J.EDGAR
Cost: 4500
Weight: 25 tons
Type: light hovertank
Speed: 18 m/s
Armor: light
Equipment: 2 Pulse Lasers

Things become to get serious. Not a threat for anything heavier than 40 tons,
the J.Edgar is fast and well armed. Pick it out with long-range fire.

HARASSER
Cost: 3040
Weight: 25 tons
Type: short-range fire support hovercraft
Speed: 18 m/s
Armor: light
Equipment: 4 SRM Packs

Do not understimate the Harasser, especially when it attacks in groups. Its
speed allows it to outmanuever heavy 'Mechs, and the SRMs can deal significant
damage to thin (rear) armors. Pick them out with medium/long-range fire.

PEGASUS
Cost: 3100
Weight: 15 tons
Type: recon hovercraft
Speed: 21 m/s
Armor: light
Equipment: 3 SRM Packs, 1 Sensor-vehicle

The Pegasus is ideal for fast recons in enemy territories when infantry
resistance is expected. Do not use them to engage any other vehicle, the
Pegasus will be destroyed or badly damaged.

SARACEN
Cost: 3920
Weight: 35 tons
Type: long-range fire support hovercraft
Speed: 18 m/s
Armor: light
Equipment: 2 Light ACs

The best way to engage a Saracen is to rush within the minimum range of its two
guns; in this way you should be able to save more armor than a long-range
exchange will.

STRIKER
Cost: 10200
Weight: 35 tons
Type: long-range fire support vehicle
Speed: 15 m/s
Armor: light
Equipment: 5 LRM Packs

Engage as it is a Saracen, but keeps in mind that the Striker can fire over
walls tanks to its LRM Packs.

MINELAYER
Cost: 9000
Weight: 40 tons
Type: support vehicle
Speed: 18 m/s
Armor: light
Equipment: mines

Lay down mines. The mines can seriously damage any 'Mech up to 50/60 tons. AI
isn't smart enough to fire at the terrain to destroy them, and so they'll keep
moving on your minefields, making them an easeier target for your 'Mechs. If
you encounter minefields, stop immediately and begin to fire on the terrain:
the mines will explode with one shot.

CONDOR
Cost: 9410
Weight: 50 tons
Type: medium hovertank
Speed: 15 m/s
Armor: light
Equipment: Large Pulse Laser

SRM CARRIER
Cost: 3210
Weight: 60 tons
Type: short-range support vehicle
Speed: 18 m/s
Armor: very light
Equipment: 6 SRM Packs

BULLDOG
Cost: 12590
Weight: 60 tons
Type: light tank
Speed: 12 m/s
Armor: light
Equipment: 1 Heavy AC

ROMMEL
Cost: 15700
Weight: 65 tons
Type: medium tank
Speed: 12 m/s
Armor: light
Equipment: 2 ACs

VON LUCKER
Cost: 18260
Weight: 75 tons
Type: heavy tank
Speed: 12 m/s
Armor: light
Equipment: 1 Gauss Cannon, 1 AC

LRM CARRIER
Cost: 13420
Weight: 60 tons
Type: long-range support vehicle
Speed: 15 m/s
Armor: light
Equipment: 7 LRM Packs

A more powerful version of the Striker. Engage it at short range and remember
that it can fires over walls.

SHREK
Cost: 30660
Weight: 80 tons
Type: assault tank
Speed: 9 m/s
Armor: moderate
Equipment: 1 Clan ER PPC, 1 ER PPC

The best way to deal with this vehicle is to set ambushes or attack with LRMs
when protected by walls or trees. If this is not possible, try to engage at
short-range where PPCs aren't effective. In couple they can take down Assault
'Mechs, so be careful.

--------------------
--UNARMED VEHICLES--
--------------------

SWIFT WIND
Cost: 1500
Weight: 5 tons
Type: recon car
Speed: 21 m/s
Armor: very light
Equipment: 1 Sensor-vehicle

The Swift Wind is designed to perform long-range recon. It hasn't considerable
armor, and relies on speed to protect itself. The Sensor suite leaves no space
for weapons, so you have to keep it away from enemies.

REPAIR VEHICLE
Cost: 4500
Weight: 35 tons
Type: support vehicle
Speed: 18 m/s
Armor: light

The Repair Vehcle can repair damaged armor and provide ammunition. It cannot
repair destroyed weapons or equipments, nor can heal wounded MechWarrior. It
may be useful in the first missions, where your pilots and your light 'Mechs
will be overwhelmed by heavier enemy 'Mechs.

CARGO TRUCK
Weight: 40 tons
Type: support vehicle
Speed: 18 m/s
Armor: very light

Cargo carriers. Nothing more. Totally unarmed and not so fast. They are usually
guarded by fast 'Mechs.

AEROSPACE SPOTTER
Weight: 45 tons
Type: support vehicle
Speed: 15 m/s
Armor: light

Though it has no weapons on its own, the Spotter can direct deadly Aerofighter
attacks on you. Take them out at first sight, then scatter your 'Mechs to dodge
the AF Strike.

MOBILE HQ
Weight: 50 tons
Type: support vehicle
Speed: 15 m/s
Armor: light

Totally unarmed, the Mobile HQ will rely on its escort and it speed to fend off
attacks. When captured, it reveals enemy positions.

MINESWEEPER
Cost: 4000
Weight: 40 tons
Type: support vehicle
Speed: 18 m/s
Armor: light

Minelayers lay down minefield, and minesweepers remove them. Every detonated
mine will reduce the vehicle's armor.

TANKER
Weight: 55 tons
Type: support vehicle
Speed: 18 m/s
Armor: very light

Tankers carry large amounts of fuel and ther flammable liquids. When struck by
enemy fire, the Tanker will explode, damaging everything in a 75 meters-wide
area. Ideal to damage light 'Mechs and vehicles; "chain fire" of multiple
Tankers can damage and/or destroy any 'Mech.

LONG TOM
Weight: 70 tons
Type: mobile artillery
Speed: 15 m/s
Armor: very heavy

This tank will provide the artillery strikes so useful to decimate enemies at
extreme ranges. When moving the Long Tom is not able to fire, so be sure to
guard them against any attack.

TRAIN
Weight: 40 tons
Type: support vehicle
Speed: 18 m/s
Armor: very light

It is exactly the same thing of a Cargo Truck, but this time it moves on rail.
When you destroy the locomotive, the other wagons won't be able to move.

------------
--INFANTRY--
------------

ELEMENTALS
Weight: 1 ton per Armor
Type: Power Armor
Speed: 3 m/s
Armor: very light
Equipment: Small Laser, SRM Pack

Elementals will always act in groups of five. In Battletech they are a threat
even for an Assault 'Mech, but in this game they are only a nuisance. I think
they can be a threat for Light 'Mechs when 10/15 Armors begin to fire at one
'Mech, but you could easily outrun them.

SOLDIER
Weight: less than 1 ton
Type: Foot Soldier
Speed: 1.5 m/s
Armor: none
Equipment: none

When you destroy a vehicle or a 'Mech its pilot will escape and begin to run
oevr the battlefield. Do not bother to take them out with weapons, nor to hunt
them down; they can be easily killed by stepping over them. They have no
weapons.

-----------
--TURRETS--
-----------

STANDARD TURRETS
Armor: very light
Equipment: 1 Pulse Laser or 1 AutoCannon or 4 LRM Packs

You will found these automated turrets guarding several thing in the game. The
most annoying is the LRM turret, which can fire over walls. All of them can be
destroyed in ranged combats with one well-placed shots. Just do not epose your
back to them.

POP-UP TURRETS
Armor: very light
Equipment: 1 Pulse Laser or 1 AutoCannon or 4 LRM Packs

These turrets will pop-up from their hidden positions when you enter their
range. Tactically they are more powerful than the standard turrets, though it
is really easly to recognise the armored doors. Fire at them when they are
hidden with long-range weapons. Both type of turres can be used by you by
capturing the Turret Control building or put out of commission by destryoing
their Generators

*******************************************************
6-HOW TO COSTUMIZE A 'MECH AND ASSEMBLY A PERFECT LANCE
*******************************************************

Long title, isn't it? This section will describe how to costumize your 'Mechs
and assembly a balanced Lance. A Lance is composed of 4 'Mechs, and 3 Lances
form a Company. Each Lance should contain two all-around 'Mechs and one
long-range and one short-range fighters, though you can form specialized Lances
according to the mission profiles. If you are going to command an entire
Company, it is better to group 'Mech by weapon ranges: this will allow you to
use 'Mech more efficently: think if half your lance is firing LRMs while the
other half is going to engage the selected target with their Heavy ACs, and
this target is protected by 'Mechs, vehicles, turrets, and they are activated
by your approaching 'Mechs.
'Mechs suited for long-range fightings should use as their main weapons ER
Lasers and ER PPCs, with Gauss Rifles as secondary/back up weapon; this will
free you of ammo problem, while keeping damage values at high levels. Do not
forget to include LRM Racks for indirect fire, and be sure that more than one
'Mech has them: by countinously firing only the LRM Racks of a single 'Mech
will deplete ammo in seconds. Medium and short range weapons should be
included,  Lasers and other energy weapons in primis, especially when the
primary weapon is a Gauss Rifle or LRM Racks.
Fire support 'mechs should be medium and light 'Mechs, where the balance of
speed and payload can turn them into highly effective fast-moving boats. Heavy
and Assault 'Mechs can be fitted for this role, though it is better to balance
weapons.
On the other side short-range brawlers should use at least one Heavy AC. This
weapon has little ammo bins, so be sure to backup them with large amounts of
medium and short range weapons. Including few LRM Racks isn't a bad idea. Heavy
and Assault 'Mechs are the best for this role, where it large payload capacity
allows them to mount several backup weapon systems.
All-around 'Mechs will be the backbone of every Lance, as they are able to
inflict damage at every range with no or very few loss of effectivness. An
other job where Heavy and Assault 'Mechs excels.
A balanced 'Mech should include two main long-range weapons, usually ER Lasers
or PPCs, and other weapons capable of medium and short range combats, and this
time you can use  all weapons: a deadly combinations is two Clan ER PPCs and
one Clan Heavy Ultra AC, backed by Pulse Lasers and few LRM Racks, for indirect
fire capability. An other combination, though very diffuclt to obatin, is
composed of 4 Clan ER PPCs, 4 Clan Pulse Laser and a Clan Advanced Sensor
Suite. Use a Masakari W for this configuration, and permanently assign to this
'Mech your MechWarrior with the highest Gunnery Skill.
Try to mount at least one Clan Advanced Suite on one of your 
GUNNERY: medium
PILOTING: very low
JUMPING: very low
SENSORS: low
INITIAL RANK: green
AVAILABLE FROM: op1m1

NAME: Hunter (*)
GUNNERY: medium
PILOTING: medium
JUMPING: low
SENSORS: medium
INITIAL RANK: regular
AVAILABLE FROM: op1m1

NAME: Linx (*)
GUNNERY: medium
PILOTING: medium
JUMPING: medium
SENSORS: medium
INITIAL RANK: regular
AVAILABLE FROM: op1m1

NAME: Fiend
GUNNERY: very low
PILOTING: medium
JUMPING: low
SENSORS: very low
INITIAL RANK: green
AVAILABLE FROM: op1m2
COST: 3200 RP

NAME: Rooster
GUNNERY: very low
PILOTING: medium
JUMPING: low
SENSORS: very low
INITIAL RANK: green
AVAILABLE FROM: op1m2
COST: 3200 RP

NAME: Siren
GUNNERY: medium
PILOTING: very low
JUMPING: low
SENSORS: very low
INITIAL RANK: green
AVAILABLE FROM: op1m3
COST: 3200 RP

NAME: Mistyque (*)
GUNNERY: low
PILOTING: very low
JUMPING: medium
SENSORS: low
INITIAL RANK: green
AVAILABLE FROM: op1m3

NAME: Gunman
GUNNERY: medium
PILOTING: low
JUMPING: very low
SENSORS: very low
INITIAL RANK: green
AVAILABLE FROM: op1m4
COST: 3200 RP

NAME: Countess (*)
GUNNERY: medium
PILOTING: medium
JUMPING: medium
SENSORS: medium
INITIAL RANK: regular
AVAILABLE FROM: op1m4
COST: 5000 RP

NAME: Isis
GUNNERY: very low
PILOTING: low
JUMPING: very low
SENSORS: medium
INITIAL RANK: green
AVAILABLE FROM: op1m4
COST: 3200 RP

NAME: Hitman (*)
GUNNERY: high
PILOTING: low
JUMPING: medium
SENSORS: medium
INITIAL RANK: regular
AVAILABLE FROM: op1m5
COST: 5000 RP

NAME: Scarab (*)
GUNNERY: medium
PILOTING: medium
JUMPING:  very low
SENSORS: medium
INITIAL RANK: regular
AVAILABLE FROM: op1m5
COST: 5000 RP

NAME: Skater
GUNNERY: very low
PILOTING: low
JUMPING: medium
SENSORS: very low
INITIAL RANK: 3200
AVAILABLE FROM: op1m6
COST: 3200 RP

NAME: Flacon (*)
GUNNERY: medium
PILOTING: high
JUMPING: medium
SENSORS: medium
INITIAL RANK: regular
AVAILABLE FROM: op2m1

NAME: Baron
GUNNERY: low
PILOTING: very low
JUMPING: very low
SENSORS: medium
INITIAL RANK: green
AVAILABLE FROM: op2m3
COST: 3200 RP

NAME: Spice
GUNNERY: low
PILOTING: very low
JUMPING: medium
SENSORS:  very low
INITIAL RANK: green
AVAILABLE FROM: op2m2
COST: 3200 RP

NAME: Ronin
GUNNERY: medium
PILOTING: very low
JUMPING: very low
SENSORS: low
INITIAL RANK: green
AVAILABLE FROM: op2m5
COST: 3200 RP

NAME: Gator
GUNNERY: medium
PILOTING: low
JUMPING: very low
SENSORS: very low
INITIAL RANK: green
AVAILABLE FROM: op2m6
COST: 3200 RP

NAME: Rebel
GUNNERY: very low
PILOTING: medium
JUMPING: very low
SENSORS: low
INITIAL RANK: green
AVAILABLE FROM: op3m1
COST: 3200 RP

NAME: Outlaw
GUNNERY: high
PILOTING: medium
JUMPING: high
SENSORS: low
INITIAL RANK: regular
AVAILABLE FROM: op3m2
COST: 5000 RP

NAME: Burnout
GUNNERY: low
PILOTING: low
JUMPING: medium
SENSORS: very high
INITIAL RANK: regular
AVAILABLE FROM: op3m4
COST: 5000 RP

NAME: Vixen (*)
GUNNERY: very high
PILOTING: very high
JUMPING: very high
SENSORS: very high
INITIAL RANK: elite
AVAILABLE FROM: op3m5
COST: 9800 RP

NAME: Goblin (*)
GUNNERY: medium
PILOTING: medium
JUMPING: medium
SENSORS: medium
INITIAL RANK: veteran
AVAILABLE FROM: op3m5
COST: 7200 RP

NAME: Gator
GUNNERY: medium
PILOTING: low
JUMPING: very low
SENSORS: very low
INITIAL RANK: green
AVAILABLE FROM: op3m5
COST: 3200 RP

NAME: Mantis (*)
GUNNERY: high
PILOTING: high
JUMPING: medium
SENSORS: medium
INITIAL RANK: veteran
AVAILABLE FROM: op3m6
COST: 7200 RP

NAME: Firestorm (*)
GUNNERY: high
PILOTING: very high
JUMPING: very high
SENSORS: very high
INITIAL RANK: elite
AVAILABLE FROM: op4m1

NAME: Dragon
GUNNERY: high
PILOTING: very high
JUMPING: medium
SENSORS: medium
INITIAL RANK: veteran
AVAIALABLE FROM: op4m1
COST: 7200 RP

NAME: Blaze
GUNNERY: medium
PILOTING: high
JUMPING: high
SENSORS: high
INITIAL RANK: veteran
AVAIALABLE FROM: op4m1
COST: 7200 RP

NAME: Paingod (*)
GUNNERY: high
PILOTING: very high
JUMPING: very high
SENSORS: very high
INITIAL RANK: elite
AVAIALABLE FROM: op4m6
COST: 9800 RP

NAME: Thunder
GUNNERY: medium
PILOTING: high
JUMPING: very high
SENSORS: high
INITIAL RANK: veteran
AVAIALABLE FROM: op4m6
COST: 7200 RP

NAME:
GUNNERY:
PILOTING:
JUMPING:
SENSORS:
INITIAL RANK:
AVAIALABLE FROM: opXmX
COST: XXXX RP

*****************
8-GENERAL TACTICS
*****************

I'm going to divide this section into two parts, logistic and combat phase:

Logistic phase: it is imperative to repair all your 'Mechs damaged in the
previous mission before doing everything else. Then de-assign all MechWarriors
(drag them from the 'Mechs' stats to the MechWarrior box on the left), and then
read the briefing, examine the map and decide which 'Mechs you will use. Now
assign your MechWarriors: take the one with the highest rank or gunnery skill
and assign him/her to the most powerful 'Mech you are going to use, then assign
the second best pilots to the second best 'Mech and so on, until all 'Mechs
have a pilot. Have all wounded MechWarrior rest from one mission: they will
regain two health points instead of the single if they enter battle; wounded
pilots will perform below their standards; if the pilot has lost four or more
health points, make him/her rest for two missions.
If you salvaged 'Mechs, do not automatically sell them, especially if they are
Clan 'Mechs: put them on the active 'Mech roster, and see if they have weapons
left on their chassis (white letters): if the 'Mech won't be useful ("strange"
tonnages like the 45-tons Hollander or 'Mechs with not enough payload like the
JagerMech), remove all active weapons and equipment and sell the chassis. I
suggest to do not sell Clan 'Mechs because they can mount more weapons than
Inner Sphere 'Mechs; do not sell Clan weapons too. Check everytime the weapon
shop, and buy any advanced weapon it has (ER Lasers/PPCs, Gauss Rifles...).
When you assign MechWarriors to 'Mechs, try to assign green and regular
'MechWarriors to the ligher 'Mechs, later in the game having them at least at
regular rank and with a decent gunnery skill.

Combat Phase: keep you lances together, and BE PRUDENT. The AI in this game is
good, and several vehicles/'Mechs are permanently on patrol of some areas. Pay
attention to the numbers of enemy contacts the mini-map on the MFD shows, and
if the situation is confused, zoom in. Always keep the minimum maginification
possible both in th main game window and in the map, close views are too close,
though every single sprite is worth of this zoom. Capture everything you can:
turret and gate control towers will attract enemy fire, and it's better to
loose them than your 'Mechs. Always climb hills: having an higher point of view
will reveal a great portion of the map: this is important because you can
realize what particular type of enemy produces a contact, and if it is active
or not (just point on the enemy and if it is 'XXXX without crew', it's
inactive); this will also allow you to place an artillery strike on the clear
terrain, an important thing: you can destroy things without being touched...
To use artillery strikes, remember that small strikes have a 6 seconds delay
and only the central area allocates significant damage values, whilke the large
has a 14 seconds delay and allocates damge roughly equal to a small artillery
strike in the side areas, and has a larger impact area. Other "omni" tools, the
probe and recon camera don't allocate damage, but allows you to scan the unknow
areas: the first, the probe, doesn't reveal the map but picks up all enemies in
a large circular area, and this area decreseases every second after the probe
has been depolyed. The recon camera is a small UAV (Unmanned Aerial Vehicle)
with a recon camera that flies in concentrical circles: the camera begins near
the center, and increases the diameter every 5 or 6 seconds; the camera shows
the map, but can be destroyed by enemy forces.
There are three types of walls: light, medium and hardened: all except the
light must be phisically destroyed with weapon fire to open a arded by two
Armored Cars (a single PPC hit from afar will blow them). The first champ has a
laser turret defending it, though you won't need to engage it. Coming from the
North there is a ridge you can use to fire at the Tanker near the Gas Tower.
This will blow nearly everything. If you need to finish off something, use the
Firestarter's PPC to hit from a safe position. Then head North-West, toward the
little peninsula. You'll find two J.Edgars guarding a container with 2 Lasers
inside.
Now head toward the second objective; you'll need your Firestarter's PPC to
disable the Laser Turret. Make Hunter fire from a safe distance. This should
bring up the Commando A guarding the three garrison buildings. Concentrate fire
on it, and don't bother to replay the mission if you don't salvage the 'Mech.
After your first 'Mech to 'Mech battle, step into the champ and reduce all
three buildings to rubble.
Now head toward the third and last objective. Destroy the turret near the area,
the circle it to reveal an Uller W guarding the last objectives and some
vehicles without crew. The Uller is a good piece of battlefield salvage, so try
to hit its head or its leg. Engage it at short range with your Commandos first,
then order your Firestarter to fire its PPC from afar. This should allow you to
finish the Uller quickly. After this battle, destroy the small building near
the vehicles. Congratulations, mission 1 completed!

MISSION 2

Mission Objectives:
+ Capture bondsmen prison-ban (6000 RP)
+ Escort the APC to the extraction point (12000 RP)
* Capture the Mobile HQ to reveal the prison position
Maximum Tonnage: 80 tons
Maximum Units: 3
Artillery: 2 big

Logistic Phase: Just repair 'Mechs.

Combat Phase: The Dropship will position your three 'Mechs and one APC in a
little forest in the northest part of the map. It is vital to guard the APC
throughout the mission. Start by setting on fire a small number of trees. The
APC carries a Laser, so use it to avoid ammo wastes. Now head left, and destroy
all Armored Cars following you. Cross the brige, and destroy it. If you don't
do it fast, other Armored Cars, J.Edgars and one Hollander A will be on you; as
these units will follow you until you destroy them or they destroy you, heading
left and destroying the bridge will keep enemies busy for the whole mission.
Now head south toward the last know position of the enemy's Mobile HQ. This
vehicle will be guarded by a Striked and a J.Edgar; take out the Striker first,
then maul the J.Edgar. During this battle, send one Commando or the APC to
capture the Mobile HQ. There is also a container with 4 ACs in the area.
After you captured the vehicle, the area sorrounding the prison will be
revealed. There are two Commandos, one W and the other A. Use your available
artillery strikes to hit the Commandos. DO NOT place the artillery marks
directly on the Commandos, or the artillery will destroy the prision. The large
artillery attack should be enough to badly damage or even destroy both 'Mechs;
after you hit the 'Mechs with artillery strikes, they'll begin to come after
you (if still alive). Few well-placed shots, especially from the Firestarter's
PPC, will destroy them. Now it is time to position the APC near the prison and
escape to the extraction point. If you have enough armor left to fight the
Hollander, three Armored Cars and one J.Edgar, position the APC near the trees
sorrounding the point and move your 'Mechs toward the extreme East of the map.
The Hollander might also be relatively near you, just pay attention to the
contacts your MechWarriors report. Do not try to engage the Hollander at long
and medium ranges, the Gauss Rifle can destroy your light 'Mechs with few
shots; instead keep your 'Mechs close with the 'Mech, and ignore vehicles until
you ahve destroyed it. Now finish off the vehicles, and coast along the small
lake to find a warehouse with two Clan Streak SRM Racks. Now return to the
extraction mark and be ready for the third mission.

MISSION 3

Mission Objectives:
+ Find the Raven (9000 RP)
+ Escort the Raven to the extraction mark (9000 RP)
Maximum Tonnage: 115 tons
Maximum Units: 4
Artillery: 2 little, 3 big

Logistic Phase: You should be able to buy a new Firestarter W and Siren, a godd
MechWarrior will be available. Use her on the Commando A, and move Beast on the
Commando W and Linx to the new Firestarter. Useless to say that you must repair
all damages suffered by your 'Mechs. Deploy the two Firestarters and the two
Commandos.

Combat Phase: You start in the west. Quickly capture the container (2 LRM
Racks), the move your 'Mechs toward the forest to the North. Do not try to
cross the bridge or get near it, several air strikes will reduce it to rubbles.
Not enough a Saracen will try to fire at you with its long-range guns, so be
quick to move your 'Mechs.
Begin to follow the road until you see some fuel tanks. Move all but one 'Mechs
away from them, and keep this 'Mech at a safe distance from them, though it
should be able to fire at the tanks. Two vehicles are patrolling the area, and
the quickest way to destroy them is to hit on tank; the hockwave will destroy
all other tanks and everything near them. Now move right. and climb the hill.
Being at the top of the hill will reveal a small champ with two Commandos (W
version) guarding two containers, and one Saracen patrolling the area. Use your
two small artillery strikes to attack directly the Commandos. Now move near the
trees east to the hill; the Commandos (it is unlikely that the two strikes will
kill the 'Mechs) will begin to move toward you, like the Saracen mentioned
before. Finish them, and move to capture the two containers (1 Large Pulse
Laser, 1 Streak SRM Rack).
Now it is time to head to west, and locate the Raven. Your friend is shutdown,
and you do not have access to Beagle Probes for now, so you must visually
localize it, and approach it to start it up. The Raven you'll get (and will
keep throughout the game) is a W variant, and is piloted my Mistyque, a good
MechWarrior (not excellent, but can be useful on light and medium 'Mechs).
Now you have to take her and the 'Mech to the extraction point. As the bridge
was destroyed at the beginning of the mission, you must complete your
clock-wise turn on the island. Before doing so, head west. You should have
noticed vehicles patrolling the western part of the island, and in fact their
are guarding some containers. If are good enough at calculating artillery's
lag, use one large strike to destroy the Striker and the J.Edgar patrolling the
area together, but be ready to engage other vehicles.
After this little detourn, return to head right, until you reach a paved road.
Position your 'Mechs near the small island, and send one 'Mech (whatever...the
Raven is the best, though this is going to be risky) where the road does a 90
turn; while you are doing so, to Commandos-J will begin to move toward your
reinforced lance, but they will stop just before the road. The scouting 'Mech
should be able to have a clear line of sight to the Commandos, or just have
uncovered the map to place an artillery strike (a big one) very near to the two
enemies. This attack will put the 'Mechs out of commission, though they won't
be salvageable...continue to move right until your Raven picks up two unknow
signals. Begin to move along the lake/sea's coast, until you find a small champ
with 4 AC turrets and the relative Control Tower. Use one of your Commandos to
capture the Twoer, then the small container (1 SRM Rack). Position all of your
'Mechs, except one within the champ's perimeter, and move the remaining one
tworad the tow previous signals and when they begin to move, order your 'Mech
to take position with the others. Thw two signals are 2 Firestarters-A, and the
AC turrets will help to bring 'hem down. Have you did so, move on of your
'Mechs where the Firestarters were, and capture the large resuppling base (3
Heavy Flamers, 1 Pulse Laser, 2 LRM Racks, 1 Pulse Laser and 1 LRM Rack).
Now move all of your forces toward the lower left edge of the map, on the small
hill; at the very edge of the map there is a small island connected with a
bridge to the main area, sorrounded by fuel tanks. On this small islans there
is a Mad Cat A, and your five 'Mechs won't be able to face it, even if you use
the previously captured AC Turrets. To destroy it, place one Firestarter within
effective PPC range near the first fuel tank, and use one other 'Mech to
attract the Mad Cat away from its position, and let the Firestarter use its PPC
on the fuel tank: the resulting explosion will destroy all other tanks, the Mad
Cat and the bridge. It is also possible to simply issue an artillery strike on
the bridge or directly firing on the fuel tank, but you won't get the kill mark
for this Clan OmniMech.
Now it's time to destroy the Saracen patrolling the extraction zone, capture a
container with one PPC inside and escape from this island by walking on the
extraction mark.

MISSION 4

Mission Objectives:
+ Destroy Clan HQ (9000 RP)
+ Retreat to extraction marker (12000 RP)
* Defend allied supply base (7000 RP)
Maximum Tonnage: 200  tons
Maximum Units: 6 (4/2)
Artillery: 3 small

Logistic Phase: Repair your 'Mechs, and make all your wounded pilots to rest
and buy Countess. From this mission, examining the map before entering combat
is vital. You start in the upper-left edge of the map, and your objective is on
the lower edge, near the horizontal center of the map; the HQ is located on a
small island connected by two bridge to the land; the main bridge, in the
south, heads directly to the base main gates, while the second, from the east,
to a small plain near the south wall of the base. Between these two bridges
there is a small hill. Other terrain features aren't important for the mission.

Combat Phase: You begin in the supply base you can defend. Though this is an
optional objective, the RPs of this objective will be useful, and you won't
have too much to do. If you deployed the Raven, its pilot will spot 5 contacts,
2 at the right an 3 directly in front of you. Move to intercept the two
contacts, they are going after the base. As these contacts are Saracens, close
quickly with them and hammere them away with short range weapons.
Now it's time to destroy the three contacts at the south; they are 2 SRM
Carriers and one J.Edgar. Try to destroy them all now, or all retreating units
will reinforce the enemy base defense force. Continue to follow the road
directing south, and you'll find an Uller A; try to salvage it, then move
toward East; there is also a small hill that allows you too see the northest
part of the enemy base. From what you see, the Clan HQ is at its center, with
fuel tanks and a power generator to its right. At its left there is a crew
barrack, one Bulldog without crew and one Striker (active). Though it would be
easy to destroy the HQ with the artillery strikes, use one of the strikes on
the fuel tanks; this will destroy a portion of the perimetal wall and the power
generator. Without this generator the laser turrets sorrounding the base won't
be active. Then use the second strike on the crew barrack (the bulldog won't be
activated) and the third on the Striker.
Continue to move toward east until one of your MechWarriors spot 3 contacts,
then head toward them. Destroy the 2 SRM Carriers and the single J.Edgar, and
cross the nearby bridge. Once you have stepped over the small island, several
(about 10) Armored Cars will swarm you. This attack will pose some problems, as
the Cars won't stop to move to hit your backs; do not order to all 'Mechs to
attack a single Car, but instead order a single 'Mech to engage a single Car;
this will allow you to destroy the group faster. Now take care of the
previously hidden Striker, and then of the remaining Uller A. Try to salvage
it. Now the base is free of enemy presence, except the inactive Bulldog. If you
want destroy it and capture the two containers (4 SRM Racks, 2 ACs, 2
Sensors-Basic); destroy the Clan HQ and return to your base.

MISSION 5

Mission Objectives:
+ Defend both farms (45000 RP)
Maximum Tonnage:  240 tons
Maximum Units: 10 (4/4/2)
Artillery: 5 small, 1 big

Logistic Phase: I hope you salvaged at least one Uller in the previous
missions. Repair your 'Mechs and buy Hitman and Scarab. Buy a Minelayer too.
You start in the upper-right corner of the map; to reach the first farm proceed
in a straight line; for the seond, turn left at the first farm. Both farms are
sorrounded by forests which limit movements and access points, except a wide
area on the second farm's north side. On the upper edge of the map there is a
small champ with some containers defended by vehicles, but do not try to
capture it if this is the first time you play the mission. Not so far away, on
the west there is a railroad.

Combat Phase: Start by mining the road where you start, and move all of your
'Mechs except two to the second farm. After the minelayer finished in mining
the road, move it to the small passage between the two forests, and mine the
sorrounding are, passage included. If you aren't fast enough to mine this are 4
Saracens will begin to fire at your minelayer. If this happends, move the
minelayer to the second farm, and let the Saracens walk on the mines :) If
something survives, finihs it off with the two 'Mechs guarding the first farm,
and them move all 'Mechs in the second farm's area, which is under attack by
four Condors.
Near the second farm, on the east, there is a small passage, which will be used
by enemy vehicles, usually 2 LRM Carriers; send you minelayer to mine the area,
and then move it to the big cultivated area, and begin to mine it, especially
where the trees form a natural passage between the farms and the other parts of
the map. While you are doing so, to SRM Carriers will attack the first farm,
but if you mined the areas I told you, they won't be a trouble.
Returing to your minelayer, when the LRM Carriers begin to close and/or when
you spot an Hunchback A and two SRM Carriers, move it to the second farm and
mine the are sorrounding the farm.
Your enemies will begin to step on the mines: the LRM/SRM Carriers will be
destroyed at the first contact, while the Hunchback will need some mines to go
down; hopefully, it will be badly damage when it will reach the farm; to engage
it, fire your long range weapons as many times as you can, and if it closes on
your 'Mechs, keep them moving.
Now it's time to repel an attack by two couples of light 'Mechs, nominally a
Cougar A with an Uller A and an Uller W and a Firestarter A. The attack
directions and timings of these couples differ slightly, though the will attack
from the railroad, and will come after your 'Mechs and the second farm. Note
that these 'Mechs will try to "engage" the farms instead of your 'Mechs, so
you'll have to jump from target to target. After these four 'Mechs have been
destroyed, the mission is finished.

MISSION 6

Mission Objectives:
+ Destroy all 'Mechs defending the industrial complex (XXXX RP)
Maximum Tonnage:  tons
Maximum Units:
Artillery: 1 small

Logistic Phase: For this mission you'll need at least one medium 'Mech. If you
salvaged the Hunchback in the previous mission, replace all damage equipment,
and buy a new Centurion (maybe a W variant). Repair all 'Mechs and assign your
best pilots to the medium ones. If you captured the Mad Cat during the third
mission (or installed the Mad Cat patch, whihc gives you a Mad Cat A for
free...), deploy it immediately, the mission contains 7 'Mech and more than 10
vehicles, and they are not Armored Cars. This mission is staged on a small
peninsula: you start in the south and your obejctive is in the north. There are
two roads which goes directly to the industrial complex, and there is a
concrete wall acting a guard point before the real wall sorrounding the
complex. On the right you have some hills, but if you haven't jump-capable
'mechs you won't be able to move on them. On the right there is a forest.
Intelligence reports that a Clan captain piloting a Catapult is in the area.

Combat Phase: It is foolish to force the two blockades: turrets and vehicles
will make your life very difficult, and you need all of your weapons and armor
for the industrial complex. Begin to enter the forest, and follow the ideal
road that the trees create. You may need to set on fire some trees. Be careful,
this way is the most secure, but it has few pop-up turrets. When you spot a
clearing, you will notice rectangels with the same colors of the background,
though their perimeter is clearly visible. Have your 'Meches fire when these
turrets are still hidden; theorically you need only to destroy three of them.
When you leave the forest, you'll be on the west-most part of the wall closing
the industrial complex. All the perimeter is guarded by AC Turrets, but you
won't need to destroy them, there is the possibility to capture them and use
for your mission, but you must first penetrate into the perimeter. Destroy the
two nearest turrets with long and medium-range fire, the destroy two section of
the wall, and send the fastest 'Mech you have to capture the Control Tower.
This will bring on your side the remaining turrets, but not all. Now six
vehicles, two SRM Carriers, and four J.Edgars will begin to attack you, but
won't be a real problem. After this skirmish enter the perimeter and move along
the wall to reach the main gates (on the right). Quickly dispatch the Rommel
tank and the Striker. The Rommel has an AC as short-range weapon, so pick it
out with long-range weapons, then close with the Striker and send it to its
creator (Kali Yama Weaponries, Vehicle Dision...ah ah ah ah...ehm _...).
Capture the Gate and Turret Control towers, and group your 'Mechs near the
barracks, but not so close, try to keep a safe distance from the fuel tanks.
Two Harraser will try to attack you, but the closed gates and the turrets will
blown them, so turn your attention to the several contacts near the objective
counter.  These contacts are 6 Firestarters (5 W variants and a single A). Send
the fastest 'Mech you have to lure these 'Mechs into a trap: once they are near
the fule tanks, fire at them and destroy/damaged them with little effort.
Finish the 'Mechs with concentrated fire.
Now it is time to destroy the last 'Mech, a Catapult A, patrolling a hill on
the northest edge of the map, piloted by the Clan captain. Once again, send
your fastest 'Mech near the contact, and let the Catapult fire one LRM volley;
this will reveal the map sorrounding the firing position, eventually giving you
a place where setting your only artillery strike. Place it near the two other
vehicle contacts, this will destroy the Catapult's close-range escort. Now move
all your 'Mechs to engage the Catapult; it is foolish to try to start a
long-range fight with it, whatever 'Mechs you have. Move on the hill (the
access ramp is located on the north side), and slug its armor with close-range
weapons. If you have only light 'Mechs this battle will last for a while, but
with a Centurion and other medium 'Mechs (who said Hunchback?) you'll get the
upper hand faster. Congratulations, you have just finished operation Beachhead!

----------------------
--OPERATION: SKYHOOK--
----------------------

MISSION 1

Mission Objectives:
+ Escort the Hunchback IIC to the extraction marker (25000 RP)
Maximum Tonnage: 150 tons
Maximum Units: 4
Artillery: 4 small
Probes: 1

Logistic Phase: Repair your 'Mechs, and deploy the light and medium 'Mechs you
have. Enemy opposition won't be so strong to require heavy 'Mechs. The map has
a river running through it from north to south, with two bridges: the first
(coming from the north) is unprotected, while the second has a wall section
protecting it. Near the extraction point there is a small paved area.

Combat Phase: You begin on the left shore, while the HunchBack IIC A piloted by
Falcon on the right one. It is imperative to get the Hunchback with your lance
ASAP: as you move the captured Clan 'Mech formations of 2 vehicles (usually
Harrassers or Condors) will try to stop it; the Hunchback IIC has a large-bore
AC, but it won't have enough ammo to destroy them all. Begin to move your lance
toward the south, and try to keep your 'Mechs on the left side of the map, to
cross the hills and avoid enemies. After half a minute begin to move the
HunchBack IIC toward the first bridge.
Now you 'Mechs (the ones you deployed) should have picked up vehicle contacts:
the first bridge is guarded by one Aerospace Spotter and 4 Harrassers. Use one
or two of your artillery strikes to take care of them, especially of the
Spotter. Now move the Hunchback IIC across the bridge, and be sure to destroy
the second Spotter it will encounter. Once all your 'Mechs are on the same
shore (the left one), destroy one bridge section and return on the hills, and
proceed south, toward the extraction marker.
Once you reach the second bridge, use one artillery round to destroy the
Strikers and the fuel tanks. Ignore the Rommel tanks, they will stay there.
Continue to head south, until you see the small paved area I mentioned in the
logistics phase. This paved area contains three 'Mechs (two Hunchbacks W and
one Hollander A) and two tankers. Try to ignite all fuel tanks in the area by
using your artillery rounds on the four pressure tanks; if you are lucky, the
round will arrive when one tanker is between the pressure tanks and the smaller
fuel tanks (at the south of the base), destroying or badly damaging the 'Mechs
in the area.
Now move in and finish all 'Mechs. If you didn't blow the smaller tanks, just
wait until the first Hunchback and the Hollander are near them, and destroy one
fuel tank with a direct hit. If the 'Mechs don't explode, be sure to engage the
Hunchback first, from medium/long range, and keep your 'Mechs moving. If the
Hunchback IIC still has rounds for its Heavy AC, send it to destroy the
Hollander while the other 'Mechs fight with the enemy Hunchback. Now you have
to fight the other Hunchback.
Once all 'Mechs have been destroyed, explore the paved are: you'll find (near
the river) some warehouses with 2 Flamers, 2 Light Ultra ACs, 4 LRM Racks, 3
Clan Streak SRMs, 1 Clan ER Laser, 2 Sensors Standard.
Once you have finihed capturing enemy supplies head to the extraction marker.

MISSION 2

Mission Objectives:
+ Destroy all power generators (10000 RP)
+ Retreat to extraction marker (5000 RP)
Maximum Tonnage: 200 tons
Maximum Units: 4
Artillery: 2 small, 1 big

Logistic Phase: Deploy medium and heavy 'Mechs only. You won't need fast 'Mechs
for recon duties. The terrain of this mission features some hills and a single
river which divides the map into two areas: the first, and the biggest,
features your main objective and the majority of the enemy units; the second
area has the extraction marker, and it's connected to the main part with a long
bridge. The area is fitted with perimetal sensors.

Combat Phase: You'll start near a road. Follow it until you spot 2 vehicle
contacts. These two vehicles are Bulldog heavy tanks, and you can take them out
with concentrated long-range fire. Shortly after, or during the battle with the
Bulldogs other four vehicles, 2 Strikers and 2 Harrassers, will reach your
'Mechs. Dispatch them too, and continue along the road until you reach a
passage formed with two forest sections. Follow this passage until you reach
four vehicles guarding a container; the vehicles are two SRM Carriers and two
Strikers; the container has 2 Pulse Lasers inside.
Now proceed right, through a nearby passagge (formed by forest sections) to an
other small supply base, this time guarded by a single Harrasser; destroy it
and capture the three LRM Racks inside the container. Now return on your steps,
and continue along the road until the terrain turns from grass to sand: from
this point, bgin to move near the forest on the lowest edge of the map, until
you see some ridges; among these ridges there is a natural ramp leading toward
an hill. Climb on that hill: this will reveal a small vehicle supply base with
five vehicles: 2 Bulldogs, two Strikers and one Harraser; all of these vehicles
are inactive except one Striker. Use one small artillery strike to desstroy the
active Striker and then destroy the barrack containing the vehicle pilots with
long-range fire.
Now return on the road you was following, and be sure to move near the hill, or
you will step over a minefield. Moving in this way should expose you to a
single sensor only. By following that road, you'll enter the main enemy base
from the west, the side with less enemies: you'll encounter 1 Bulldog and one
Striker, backed by three AC turrets. You can easily pick them out with
long-range fire.
Move past the destroyd turrets, and capture the Control Tower; this will bring
the remaining three turrets located on the north side of the base. These
turrets will also take care of the Bulldog and the Commando A. You may need to
fire a salvo or two to the Commando.
Continue to proceed right: you'll find two vehicle repair bases and one HQ.
Destroy the repair bases, and capture the HQ: this will reveal positions of two
other small supply bases, one on the main continent, near the other two,
guarded by a Centurion J and the second near the extraction marker, guarded by
2 Harrasers and one Bulldog. Use your large artillery strike on the Centurion
(do not place the counter directly on the 'Mech, or you'll destroy the
container) and the remaining small strike on the vehicles. The container guarde
by the Centurion contains 1 Flamer, 2 Streak SRM Racks and one
sensor-Intermediate. To reach the last supply base, you have to enter a road
between two forest section, and it is mined. Use medium- and short range
weapons to fire on the terrain. You can recognize by the small cans positioned
at the beginning and at the end of the minefield.
You will reach this area at the end of the mission, however, so let's return to
the previously captured HQ: continue to head right: your MechWarriors will spot
a 'Mech contact guarding the power generators: this 'Mech is a Catapult W, but
won't fire until you are very near, so you won't have to worry about its LRM
launchers. Once you have destroyed it, capture the nearby warehouse (1 PPC, 1
Clan Gauss Rifle, 1 Flamer and 1 Clan Streak SRM Rack) and destroy the power
generator.
Now head to the bridge, and take care of the two vehicles guarding it, a Rommel
and a LRM Carrier.
Once you land on the island, you'll be assaulted by 2 SRM Carriers, one Bulldog
and one Hunchback J. Try to move the battle near the upper-right edge of the
map, where several fuel tanks awaits only one shot to destroy your enemies with
ttheir shockwave.
Folow the paved road until you reach the Clanner's barracks, and destroy the
five Elementals, then mve into the base and conquer 2 Pulse Lasers, 2 Flamers
and 1 SRM Rack inside a warehouse.
Now head to the last supply base (the one guarded by the three vehicles,
described above) and then to the extraction marker (you'll need to destroy the
trees around it).

MISSION 3

Mission Objectives:
+ Destroy the convoy (30000 RP)
Maximum Tonnage: 300 tons
Maximum Units: 8 (4/4)
Artillery: 2 small
Probes: 1
Recon: 1

Logistic Phase: Deploy medium 'Mechs and Clan heavies if you have. You'll need
both firepower and speed for this mission. The map has a river running through
it from north to south. The river forms an arc few meters from its ideal
beginning, and its ideal end divides itself into two smaller rivers with a
small island between them. on the left shore there is a city in favour of the
Clan government, and it is possible that people in it will try to stop you.

Combat Phase: You have to destroy a convoy composed of 6 truks plus one tanker,
at the end of the convoy. It is escorted by two Hunchback IIC J, one Cougar J,
an Aerospace Spotter at the head of the convoy and other vehicles, mostly
Rommel tanks and Strikers.
Quickly move all yur 'Mechs away from the shore, or enemy's jump-capable
Hunchback IICs will attack you. Though deploy jump-capable 'Mechs can be a good
idea, keep in mind that they should have at least a medium/short jump distance,
and probably you'll have very few 'Mechs able to reach to other shore jumping.
In this phase you can also fire your two artillery shots trying to it the
convoy vehicle; targeting the 'mech is quite uneffective, as the Hunchback
IICs' armor is too thick and the Cougar is too fast to track it. Place the
recon camera at the possible end of the river, to reveal the final part of the
convoy's route or on the city or on the island between the two rivers'
branches.
Keep moving south until your 'Mechs pick up several vehicle signals: these
contacts are at least eight Savannah Masters waiting for you. Do not order all
of your 'Mechs to engage a single vehicle, and order a single 'Mech to engage
one vehicle at once. Continue to move south, and when you encounter a sensor
tower, destroy it ASAP: this will allow you to move with more stealthness. The
tower is guarded by a group of vehicles: 1 Aerospace Spotter, 2 Strikers, 2
Bulldogs and 1 Harasser: engage the Aerospace Spotter first, then go after the
Bulldogs then the Strikers and finally fight against the Harasser.
Continue to head south one more time: you should now reach the city: on the
right there is a vehicle contact, but do not attack it: it's a minelayer, and
you risk to step over a minefield if you try to attack it. Move on the west
side of the city, and try to engage the fewest vehicles you can: you'll need
all your armor for the end of the mission. At the beginning of the city there
is a storage depot eith one Heavy AC and a Gauss Rifle inside it. The city is
lightly garrisoned, with only a LRM carrier guarding the center.
Outside the city there is a contact with a sensor circle: it is not a 'Mech,
it's a Swiftwind, and it's useless to attack it. on the south of the city you
can see some fuel tanks: do not destroy them, they won't destroy any vehicle,
but will destroy a warehouse.
Move past them, and capture the three warehouses with 2 Heavy Flamers, 3 Pulse
Lasers and 1 Large Laser inside them.
Proceed along the paved road and destroy the Bulldog and the two Strikers
guarding the access to the bridge leading to the other shore.
Cross the bridge, and be sure to have one of your medium 'Mechs leading the
way: on the small island before the other shore one Bulldog and 2 Strikers will
wait you. Once you have dealt with them, finish to cross the bridge and begin
to head north when you see a small road. Proceed until you find two ridges
coasting the road, and place your 'Mechs on them. Burn one section of trees on
one ridge, and place your 'Mechs there.
Wait until the convoy arrives: immediately destroy the Aerosapce Spotter, then
concentrate on the convoy vehicles, and ignore escorting vehicles and 'Mechs.
To destroy faster the convoy and maybe damage/destroy its escort, target the
tanker at the end of the convoy.

MISSION 4

Mission Objectives:
+  Destroy all Smoke Jaguar HPGs (25000 RP)
Maximum Tonnage: 400 tons
Maximum Units: 8 (4/4)
Artillery: 2 small
Probes: 1
Time limit: 15 minutes

Logistic Phase: For this mission, deploy at least one heavy and four medium
'Mechs; light 'Mechs aren't strictly needed, though they can help. Note that
this mission must be completed within 15 minutes; you have to move across a
dense city and penetrate in an heavily defended Clan base and destroy the two
HPGs in it. The area is fitted with perimetal alarms, and the north and south
areas of the city are mined. The whole area is sorrounded by forests. Be sure
to deploy some LRM-equipped 'Mechs.

Combat Phase: You start in the west. Move along the road, and destroy the
sensor on the left and continue until you see the first houses. Begin to circle
the city in a clockwise order: enter from the west and destroy the alarm and
the SRM Carrier you'll see. Capture the nearby warehouse (2 Heavy Flamers, one
Beagle Probe) and move toward east. Near the center of the city there are
several vehicles backed up by an Uller J. Pick out the LRM Carrier with long
range fire (primary LRMs...you pilots aren't smart enough to move in to use
other weapons...) and wait the Uller. It should attack you with Light AC
shells, and won't pose big problems: the place where the Uller is is relatively
open, and your pilots will be able to fire with direct-fire weapons such as
Lasers and PPCs. It's safer to engage it from long range, to keep the nearby
Rommel out from the battle for now. After the Uller, use the same tactic with
the Rommel.
Now continue moving toward south: you'll find a warehouse (2 Streak SRMs, 2
Intermediate Sensors) guarded by an Elemental point (5 battle armors). Then
move east, and destroy the alarm tower and the LRM/SRM Carriers protecting it.
There is a Cougar nearby: though it has LRM Racks, don't worry, you 'Mechs will
destroy it even in a LRM slugfest, but it's better to move into direct line of
sight to criplle it faster.
It is time now to move out the city, and begin to plan the assault to the HPG
station. This station is heavily defended by an other Uller J, an Hunchback IIC
A, AC turrets all along the perimeter and a large vehicle continget.
Circle the outer walls and begin your attack from the north, by destroying the
turrets on this side. You should also be capable of seeing behiond the medium
wall sorrounding the base (at least  for the side you are): there is an LRM
Carrier and one of the five turret Control Towers of the base: pick them out
from your position: this will power up the Uller J: pick it out with massed
long-range fire too. After you destroyed the Uller the Hunchback IIC will power
up: guess what kind of tactic you should use against it? Massed long-range
attacks, of course. Do not let it come too close, or its Heavy AC will cause
you problems. After the Hunchback, destroy the gate control tower: the vehicles
inside the base will attack the gates, revealing themselves: place both
artillery strikes on them, and destroy some wall sections to enter the base:
the best position is the norther angle of the base, which has no vehicles and a
turret control tower very near: it is better to take out control towers than
trying to capture them for this mission.
When you step in the base, all remaining vehicles will come after you: most of
them are LRM Carriers and Strikers, though there are few SRM Carriers and
Rommel tanks: destroy the SRM Carriers first and then close and destroy all
remaining vehicles. Now capture the two warehouses in the base (worth 3 Pulse
Lasers, one Standard Sensor, 1 ER Large Laser, 1 Light AC and 1 Advanced
Sensor), destroy/capture the remaining turret and gate control towers (two gate
towers for the two HPGs; turret towers are 5 in total) and destroy the two
HPGs.

MISSION 5

Mission Objectives:
+ Destroy the train (45000 RP)
Maximum Tonnage: 240 tons
Maximum Units: 8 (4/4)

Logistic Phase: Nothing much to say. Deploy a good number of medium 'Mechs with
fast weapon cycling (Pulse Lasers, ACs). The map has a railroad across it from
east to west and two big hills, each on one side of the road, and both are high
enough to reveal big portions of the map. There is also a very small river near
the railroad, and there is a bridge south of your starting position. The train
travels twoard west and it's composed of one locomotive and other 10 cars; none
of these cars is explosive.

Combat Phase: You'll start over the hill north of the railroad. You can notice
three Hunchbacks J near you. They shouldn't have noticed you due to their
limited sensor range, and if you want you can attack them; these three 'Mechs
will rendez-vous with the train and its escort (three Ullers A), so having one
or two of them down will help when you reach the train.
Now move toward the bridge (you can deirectly see it): there are 5 Rommels (3
clearly visible and 2 hidden, but you will pick their contacts): quickly
dispatch it and move across the bridge and move toward the other big hill.
Climb the hill to its top: this will reveal an other great portion of the map.
Once you have reached the top, move toward the railroad few meters.
Now wait for the train. Once the first Uller is within weapon range, fire a
salvo of long-range weapons. If this doesn't destroy it, do not mind, and
quickly destroy the train's locomotive: this will stop the other cars; ignore
all 'Mechs escorting it, and keep your 'Mechs moving to avoid enemy fire and in
the meanwhile target the remaining cars. Once the train is destroyed, the
mission is finished.

MISSION 6

Mission Objectives:
+ Capture Clan HQ (16000 RP)
TIME LIMIT: 6 minutes
+ Defend captured HQ (16000 RP)
Maximum Tonnage: 400 tons
Maximum Units: 8 (4/4)
Artillery: 2 small, 2 big

Logistic Phase: For this mission you should have at least two heavy 'Mechs with
long-range weapons. Other 'Mechs should be within 45 tons; you'll need armor
protection and firepower for this mission.
The HQ you have to capture is in the south-west, guarded by several AC turrets
and other vehicles and 'Mechs. The hill where you start will allows you to
directly see the Clan base and part of its garrison force. Other parts of the
map will be useless to you, but there are two sensor towers you can use to
detect incoming enemy forces.

Combat Phase: Move toward the base. Remember that you have a temporal limit of
6 minutes to capture the HQ. Approach the base from the east: this will alert
two of the three Rommels and the single Uller W protecting it; do not destroy
turrets on this side, you'll need them later.
After you destroy the three enemies, move toward the north side of the base:
there are tow access ramps: one in the north-east corner of the base, and the
biggest, in the center of the norther side. Use the second ramp, destroy the
two turrets and access the base. There should be the third and last Rommel
garrisoning the base, so pick it out.
Now move to capture all structures inside the base: the HQ first, the sensor
control tower (will bring online the two sensor towers in the north and east
side of the map), the 2 turret control towers and the five warehouses
containing 2 Large Pulse Lasers, 1 Heavy AC, 2 PPCs, 3 Clan ER Medium Laser, 1
Pulse Laser, 1 Light AC and 6 Clan Streak SRMs.
After you captured the HQ, enemy forces in the area will begin to move to
destroy it: the first group of enemies is composed of three Strikers, coming
from the north.
The second is a mixed 'Mech/vehicle group with two Commandos J and four
Harassers. With the base AC turrets on your side and your medium/heavy 'Mechs
this base will be very easy.
The next two attacks will be staged by couples of 'Mechs. The first two 'Mechs
you'll see will be two Hunchbacks A from north-east. Try to use one small and
one big artillery strike to reduce their armor, and wait them in the base. Let
the turrets attack the 'Mechs first, and then fire with concentrated fire on a
single 'Mechs at time.
The second couple of 'Mechs is composed of the Hollanders J, from the east. For
these 'Mechs is better to move out the base and engage them at short range.
Last, but not least, three Centurions W will come from the east; return to the
base, and let the turrets engage the 'Mechs first. You can also fire the
remaining two artillery shots to make your job easier.

----------------------
--OPERATION VANGUARD--
----------------------

MISSION 1

Mission Objectives:
+ Escort two ambulances to extraction marker (10000 RP)
* Escort five ambulances to the extraction marker (25000 RP)
Maximum Tonnage: 150 tons
Maximum Units: 4
Artillery: 4 small
Recon: 1

Logistic Phase: Mhm...with such a limited weight you have to deploy light and
medium 'Mechs only. Three mediums will work fine, though this will limit your
movement capabilities. You are going to hate thids mission, though.
There is a paved road where the ambulances (5) will move on, and will follow it
until they reach the friendly base, located in the upper-left corner of the
map. The road runs through a city and a small lake, though there's no bridge:
the road is built on a small portion of land running through the lake.
Intelligence reports that a Vulture is in the area.

Combat Phase: To ambulances will begin to move 10 or 15 seconds after the start
of the mission, and won't stop to move even under fire. Begin immediately by
moving your 'Mechs along the road. Some meters after your start position three
jump-capable 'Mechs (J variant), a Commando and two Firestarters will attack
you. Try to destroy this 'Mechs ASAP, you'll need to rush: two Aerospace
Spotters wait for the convoy near the first bend. After these two vehicles, two
Rommels will try to stop the convoy: near them there is a small hill: climb it
to reveal a mobile HQ: if you have fast 'Mechs, try to capture it: this will
reveal a container with two Ullers (one A and one W variant) in the lower-left
corner of the map: place to artillery strikes on them, and place the recon
camera near the friendly base, slightly to the south: the Vulture W position
will be revealed, and place an artillery strike directly on it.
You should be now near the first two bends: detroy the three pop-up AC turrets
and then move into the city and destroy the 10 Elementals in it. There is an
other container on the north of the city (2 Large Pulse Lasers); be sure to
capture it.
Move out of the city, and position your 'mechs on the ridge on the north of the
road, and move: this will allow you to destroy a LRM Carrier with direct fire
weapons; now head to the ridge on the other side and destroy a second LRM
Carrier trying to ambush the convoy.
There is an other threat to destroy: a Cougar W is rushing from behind: move
one or two 'Mechs to engage it, and try to place an artillery strike on his
path; the Cougar slows down when enetering the path protected by the pop up
turrets, and do not follow the road when inside the city.
Now you should be at the bend leading to the base: move to engage the two
Ullers, and capture the container if you have a fast 'Mech or the convoy os
relatively behind you.
Return on your main path, and destroy the two Armored Cars blocking the way.
After these cars, group your 'Mechs and begin to move toward the base: it'snow
time to face the Vulture. The best tactic to use against this 'Mech is to
quickly close distances, and duke it out at short ranges. After this 'Mech has
been destroyed, wait until the remaining ambulances (at least two) reach the
base.

MISSION 2

Mission Objectives:
+ Destroy two Industrial complexes (4000 RP)
+ Destroy Major Piotrev's unit (20000 RP)
+ Destroy primary power generator
Maximum Tonnage: 300 tons
Maximum Units: 8 (4/4)
Artillery: 1 small
Recon: 1

Logistic Phase: Deploy  medium and heavy 'Mechs only.
The map has the industrial complexes in its center, and on the south the power
generator. There are three sensor towers in the lower part of the map, linked
to the sensor control building in the main enemy base. Near the cost there are
two paved areas. The enemy main base is sorrounded by hills, while the power
generator by woods.

Combat Phase: Begin to move south near the coast: you'll find a mobile HQ
protected by 2 Strikers and one AeroSpace Spotter. Quickly disable the mobile
hQ's escort and then capture it: this will reveal the enemy base. Continue to
head south to reveal a second paved area with one warehouse (2 Large Lasers).
You should also be able to see the forest sections on the south side of the
base contaning the power generator. Burn some sections and destroy the wall,
enter the base but DO NOT destroy the generator. Take care of the 5 (three on
the east and two on the north sides) AC pop-up turrets and move out of the
perimeter.
Move in a straight line from the generator's main gates toward one of the hills
sorrounding the main base: there you'll find two Ullers (one W and one A
variant). As they powerup when you're near them, you'll probably be able to
destroy one of them before it can fire back. After the Ullers, go after the two
Cougars W coming from your rear.
It is time to begin to pick out main base defenses: there are 5 Condors, 1 SRM,
1 Saracen and three Ullers (two A and one W) in total, plusa pletora of LRM and
Laser turrets. The base has hardened walls circling it. Three Condors are
patrolling the base outside the walls, while the Ullers inside. Begin to pick
out the Condors patrolling the base, but stay outside from LRM turrets' range
and try to attract the Ullers outside the base.
Now send one of your 'Mechs to destroy the power generator, and move the
remaining ones inside the base, and destroy all remaining enemies inside.
Capture all structures in the base, but do not destroy the industrial
complexes. The base contains 2 'Mech Repair Hangars (capture them immediately
and reapir your 'Mechs), 4 turret control towers (capture them, and do not
destroy any turret, especially on the west side), one warehouse with 1 Ultra AC
and 3 Clan Streak SRM Racks inside and one sensor control building. After you
captured the first building, Major Piotrev's unit will begin to move in: this
unit is composed by 5 'Mechs, four JagerMechs (two J, one A and one W) at full
strenght and one Awesome A at yellow armor conditions; they enter the map from
the lower-left corner, and will walk toward the gates on the west sside of the
base. Use you recon camera to spot them, and place the only artillery strike on
them; try to target the Awesome, the JagerMechs aren't good in close-range
fighting and their thin armor will collapse if you didn't destroy the turrets
outside the base.
To engage this assault Star, place you 'Mechs on the upper-left corner of the
base, and order to fire holding the position until the first Jagermech will
fire back. Then the battle will become a free-for-all; eventually you'll made
it.
After you destroyed Piotrev's Star, repair your 'Mechs and then destroy the two
industrial complexes to end the mission.

MISSION 3

Mission Objectives:
+ Capture 4 trucks (10000 RP)
+ Capture 7 trucks (20000 RP)
Maximum Tonnage: 300 tons
Maximum Units: 8 (4/4)
Artillery: 2 small
Probes: 2

Logistic Phase: You'll need fast 'Mechs for this mission, though an heavy one
won't hurt. Assign four 'Mechs to the first group. and be sure that all of them
have at least a top speed of 20 m/s. Assign all other 'Mechs to the second
group. This time deploy medium 'Mechs, you'll need more firepower than speed
for this group.
The map has a river running from west to east, and has two bridges: one on the
upper-right corver of the screen, and the second opposite of the first. Near
the second brdige there is a paved area.

Combat Phase: Your 'Mechs start in norther area of the map. Use your tow probes
and place one on the right and one on the upper side of the map: now you can
see where the vehicles and their escorts start.
Here's a little description of the three convoys (7 vehicles in total): the
first starts from east-south-east and will travel to west to reach the second
bridge: it this convoy there are 2 trucks, escorted by a Hunchback A, an SRM
Carrier and a Rommel. The second convoy starts from the same position but will
take the first bridge and then proceed west to cross the paved area; this
convoy provides 2 trucks, one Cougar W, one Striker and one Rommel. The third
convoy (3 vehicles) starts in the uppe-right corner of the map and willmove
toward the upper-left corner. It is escorted by two Cougars W and one Rommel.
Move your first group toward the second bridge: you'll find some turrets plus
the appropriate control tower: capture it and destroy the turrets protecting
the warehouse (3 Pulse Lasers, 2 Standard Sensors). Now cross the bridge and at
the bend of the paved road turn east: you'll encounter the convoy: destroy the
escort first, then capture the two trucks.
Head back to the paved area, and wait for the second convoy. Move your second
lance (F2) toward the third convoy (simply move on an ideal horizontal line
toward east), but not too much: it is beeter to explore the area a bit and then
return to your original position: you'll may want the support of your first
lance for the last part of the mission. The secod convoy will arrive in about
half a minute: destroy the escort and capture the two trucks.
Now the primary objective is completed; you can complete the secondary one by
moving your first lance near the second one a wait for the third convoy:
quickly destroy the escort as soon they enter visible area, then capture the
last third trucks. If a truck exits from the map area, and you captured at
least four trucks, the mission will automatically ends.

MISSION 4

Mission Objectives:
+ Capture enemy HQ (10000 RP)
TIME LIMIT: 15 minutes
+ Escort prisoners to friendly base (10000 RP)
+ Protect friendly base (10000 RP)
Maximum Tonnage: 425 tons
Maximum Units: 8 (4/4)
Artillery: 1 small, 1 big
Probes: 1

Logistic Phase: Deploy heavy and medium 'Mechs only. Though the resistance in
this mission is composed of light 'Mechs and vehicles, you'll need some serious
firepower to destroy them quickly. Deploy at least six 'Mechs.
The map is set on a hilly country wich will limit movement capabilities of both
sides, though there are several "roads" running through the hills. Your base is
the east, while the enemy prisoner champ is in the west.

Combat Phase: Both lances begin in he base's perimeter; your base is protected
by 4 AC and 2 LRM turrets. Move the first lance and leave three 'Mechs to
protect the base. Move your assault force toward the enemy base by placing them
in the "road" in the lower edge of the map. By doing so, you will already know
what kind of terrain the APC containing the prisoners will use to reach your
base: this "road" passes through the small forest in the south of the map, so
be sure to cross it with your 'Mechs.
The road will be free of enemies if you took the right one, except a recon
group composed of two Cougars A and one Uller W just outside the forest.
Outside the woods there is a small hill with its top outside the map, but
explore it: you'll need this later.
By now, 2 Ullers J and one Cougar J will attack your base: destroy them with
the 'Mechs you keep near your base.
Continue to move toward the enemy base: two Rommels will try to stop you, like
2 other Cougars J. Once you're near the enemy base, you'll notice 2 Lase
turrets with a Rommel backing up them. Destroy the Rommel first, then go for
the turrets.
Move past the turrets, and engage the remaining enemy forces before capturing
the HQ that will free the prisoners. There are 3 Bulldogs and three 'Mechs (one
Uller W, one Uller J and a Cougar A) protecting it. Try to keep a these 'Mechs
relatively stationary and place one big  on the right. Mine the entire north
area of the base and the terrain outside it. After the first Pegasus finished
its recon, move both vehicles near the sensor array and let the minelayer mine
the west area.
The first attack will come from east, by 4 jump-capable Firestarters. They'll
jump directly into the base, where your 'Mechs are waiting.
The second wave will composed of 3 Cougars W and 2 Ullers W, plus one Centurion
W and 3 Hunchbacks W, coming from the hill on the bases's right. The light
'Mechs will try to destroy as many turrets as possible and some wall sections,
to enter the perimeter. Combined fire from the turrets and your 'Mechs should
be able to stop them before doing serious damage, but the Centurion and the
Hunchbacks will pose a great threat: they'll destroy the walls first, then will
begin to enter the perimeter.
While you're dealing with these forces, 6 Rommels will approach the base from
the north, bu if you mined the area, their life will be short. Remember that
you have tow Pegasus hovertanks to use if the Rommels pass the minefield.
After this wave, you'll have a short period of peace where you can repair all
of your 'Mechs; after you did that, move on the west side and be prepared to
fend off the last attack.
3 Hunchbacks W, 2 Catapults W and 5 LRM Carriers will try to destroy the turret
control towers and the nearby fuel deposit, so go out from the base and engage
them before they can deal serious damage. If you mined the area, the vehicles
won't be a problem, and the 'Mechs will be damage. Engage the Hunchbacks first,
and then the Catapults.

MISSION 6

Mission Objectives:
+ Destroy Clan Administartion Building (25000 RP)
+ Retreat to extraction marker (5000 RP)
+ Capture Sensor array (10000 RP)
Maximum Tonnage: 450 tons
Maximum Units: 8 (4/4/4)
Artillery: 1 small, 1 big
Recon: 1

Logistic Phase: Deploy heavy and assault 'Mechs as main force, but one fast
'Mech with one ECM suite will help. Be sure to keep this 'Mech away from
combat, however.
The map has a city in its center, and your objective is on the west, protected
by an hardened wall and a lot of vehicles and 'Mechs. The Sensor array is
between the city and the objective. There are two islands on the south, and the
Clan citadel is on a isle. There are two bridge, one from the south and one
from the west.

Combat Phase: You'll begin in the lower-left corner of the map, in the extreme
west. Move toward the city until you see the first houses, then move right
until you spot four 'Mech contacts. Use your recon camera on them: there are
four Jagermechs (two W and two A) protecting a small depot. Use your large
strike on them, and after the attack, the four 'Mechs will begin to attack you.
Destroy them and the two Catapults W coming from the north to reinforce their
friends.
Now move into the depot, capture the repair base and dock, then exit and return
to the city, where two Strikers await their fate.
Do not move toward the sensor base for now, but take the paved road heading
east: two Catapults will try to destroy the bridge connecting the isle to the
mian land: destroy them ASAP and do not let them destroy the bridge. Move on
the conquered island, destroy the three LRM Carriers and capture the warehouses
containing 2 Light ACs and 2 Basic Sensors.
It is now time to destroy the power generator in the depot were the Jagermechs
were, and head toward the sensor array: destroy the 2 Catapults W and capture
everything in it, including the turret control towers; some Jagermechs
protecting the admin buildings may decide to come after you. Wait one or two
minutes before leaving the base, and go toward the two Catapults A; destroy
them from long range, and then head toward the repair base, dock with it and
approach the enemy stronghold from the south.
2 Strikers are guarding the entrance, and after you entered the perimeter, 5
Jagermechs W will attack you. On the right there is a power generator, but it
is better to keep the active, capture the nearby control tower and use them
against the Jagermechs.
Now move north to find the admin building (ignore it for now) and a warehouse
(one Guardian ECM and 2 Flamers). Ignore the turrets and the control tower,
they won't hurt you in any way.
Return to the admi building and begin to climb the hill: there are one Mad Cat
W, 4 Bulldogs and 2 Hunchbacks A protecting the extraction marker. Place the
remaining artillery strike on the Mad Cat and them move to engage all remaining
forces, Bulldogs first.
Move to the repair base, dock, return to the admin building, destroy it and go
to the extraction marker.

----------------------
--OPERATION LINCHPIN--
----------------------

MISSION 1

Mission Objectives:
+ Escort APC to the Masakari (2000 RP)
+ Destroy orbital guns (18000 RP)
Maximum Tonnage: 15 tons
Maximum Units: 1
Artillery: 3 small

Logistic Phase: you need a vehicle there. Even a Swiftwind will work fine, as
the APC has a laser, though the ideal is a Pegasus hovertank.
The map has a city in its center, and you start on the west, your objective in
the north-east, while the Masakari is on the east.

Combat Phase: Immediately move your two vehicles along the road, and when you
see an hill, climb it: there's a small vehicle base with 3 Harrasers and one
AeroSpace Spotter guarding the road, so you need an other route to reach the
city. MOve toward the water, and move aslong the coast, and when you passed the
champ, get into the city. During your travel an AeroSpace Spotter and a
Swiftwind will notice you and will begin to stalk you, like all other units in
the area.
In the city there are 6 Elementals, plus one other Swifwind and an other
AeroSpace Spotter. Do not try to fight them, your vehicles will be destroy in
seconds. Instead, try to head toward the Masakary: you'll road will beblocked
by trees. Put them on fire with a single weapon hit (the APC's laser will work)
and while the fire does its work, continue to escape from your enemies.
When the road is free of obstacles, exit from the city at full speed and do not
worry about your stalkers: they won't follow you.
Head for the Masakari: there are 3 Saracens and one Condor protecting it, but
you should be able to get the APC near the Masakari. After your MechWarrior,
Firestorm, activates it, destroy the four vehicles, capture the repair base and
dock if necessary. Though the Masakari is a J variant, YOU'VE GOT THE POWER!
Now begin to move toward the orbital guns. Climb the hill, and you'll be able
to see the vehicles guarding it: there are several LRM Carriers, Condors and
Saracens, but the artillery strikes on the most populated groups will do fine.
Finish them with your new Masakari and enter the first perimeter. One Rommel
with two Ullers J are waiting for you. Disable the vehicle first, the go for
the Ullers.
Before destroying the guns, move near the ridge on their norther side, destroy
the two AC turrets and the turret control tower, jump on the ridge and capture
the warehouses (4 LRM Racks, 1 ER PPC).
Now head back to the repair base, dock, and then destroy the orbital guns.

MISSION 2

Mission Objectives:
+ Destroy 7 of the 12 supply trucks (22000 RP)
* Destroy all 12 trucks (15000 RP)
Maximum Tonnage: 360 tons
Maximum Units: 12 (4/4/4)
Artillery: 1 small
Probes: 2

Logistic Phase: You'll need at least six 'Mechs with a minimum speed of 18 m/s.
If you can, deploy a light 'Mech with one ECM suite. Half of your forces will
be F1, while the other half F2 or F3.
In this mission, F1 will begin at the north of the base, on a hill, while F2
and F3 on its east. The whole area is covered by trees, except few roads and a
small river on the left.

Combat Phase: Begin by ordering F2 to destroy the perimetal sensor and the
pop-up turret near their positiom, and if you have the ECM equipped unit in
this unit, move it near F1 and move your first lance near the bridge on the
west. Keep F2 where is it.
The base is well protected by LRM turrets and has four 'Mechs inside: one
Hollander W, one Hunchback IIC W, one Firestarter A and one Cougar W, plus
three Rommels, without crew, near the barracks.
Once you've positioned your lances, place the only artillery strike you have on
the Rommel's crew barracks: this will also destroy a truck. After the artillery
strike hit, the alarm will sound and the trucks will begin to move: 4 will try
to reach the bridge on the west, just where F1 is. Other four trucks will try
to escape from the southern gates of the base, and if you have a third lance,
place it near the gate and wait for the trucks. The other four trucks will try
to escape from the east gate, where F2 is: two trucks will follow the road, but
the other two will turn to south.
Though completing this mission in all of its objectives will bring you a
moderate number of RPs, I reccomend to ignore the second group of trucks (the
one escaping from the south gate) and capture all buildings inside the base,
especially the warehouses: here is it whta you'll find: 2 Standard Sensors, 1
Clan ECM Suite, 2 Ultra ACs, 1 ER Large Laser, 2 Pulse Lasers, 2 Light ACs and
3 Clan SRM Racks.
However, if you want to track down the trucks after this, head south from the
base at your maximum speed: the trucks from the south gate will head toward the
lower edge of the map, in the center, while the other two trucks (the ones from
the east gate which turned south) will exit the map at the lower-right corner
of the map.
There are several forces on this map, including LRM Carriers, one Cougar J, one
Firestarter W, one Centurion W and one Hunchback IIC W.

MISSION 3

Mission Objectives:
+ Capture the HQ ( RP)
+ Destroy all 'Mechs in the area ( RP)
* Protect all turret control towers ( RP)
Maximum Tonnage: 300 tons
Maximum Units: 8 (4/4)
Artillery: 2 small
Probes: 4
Recon: 1

Logistic Phase: Deploy 6 fifty tons 'Mechs. Heavier 'Mechs, with their limited
number, and light 'Mechs, because they're light, won't be effective as a group
of Hunchbacks and Hunchback IICs.
The map has the base on the north, while you start on the south. In the middle
there's a city, and there are only to ways to reach the base. One is protected
by turrets, while the other is free of stationary defenses. You start on a
small hill.

Combat Phase: Immediately move your 'Mechs toward the turret-protected road:
from the lower-right edge of the maps 5 Hunchback IICs (all W configuration)
and 3 Swiftwind will begin to move toward the base. Engaging them now will be
pure madness, wait to capture the base. The other road is protected by 6 Von
Luckers and 4 LRM Launchers, and will lead you toward the city, protected by
Condor hovertanks and LRM Carriers.
Use one artillery strike on the first turret control tower, and use your recon
camera to reveal the other, and use your second strike on it, then move past
the turrets and head toward the base.
DO NOT enter the city, or the vehicles will begin to follow you, and having
more enemies at the end of the mission won't be a good idea.
Once you've reached the base, destroy the gates and capture all buildings in
it, except the HQ. The warehouses contain 3 Clan Streak SRM Racks and 2 Large
Pulse Lasers.
Now the Hunchbacks should be at the base's gates. The LRM turrets will damage
them, and if they enter the base, use your 'Mechs to repeal the attack. Be sure
to keep all turret towers online. After you repelled the Hunchbacks, repair
your 'Mechs and wait for the 'Mechs coming from the upper-right corner of the
map.
Let the LRM turrets attack the 5 Ullers J, and finish them with your 'Mechs
only if they enter the perimeter. Now it's time to take care of the three
Vultures (two A and one W); they should have destroyed most of your turrets,
and engaging them won't be easy: try to repair as many 'Mechs as possible, the
move out and engage them at short range to negate their advantage over long and
medium distances.
After all 'Mechs have been destroyed, go to the repair bases, dock and then
capture the HQ. If you want, go to the city, destroy all vehicles, capture the
warehouses inside it (4 SRM Racks, 2 Large Lasers, 5 Pulse Lasers, 2 PPCs, 1
Advanced Sensor, 1 Beagle Probe, 1 Guardian ECM), then return to the base,
repair and capture the HQ.

MISSION 4

Mission Objectives:
+ Capture all industrial complex (10000 RP)
+ Defend the captured complex (10000RP)
+ Destroy all enemies in the area (15000 RP)
Maximum Tonnage: 480 tons
Maximum Units: 10 (4/4/2)
Artillery: 1 big
Probes: 6

Logistic Phase: Deploy heavy and assault 'Mechs only. Be sure to have at least
one unit equipped with an heavy AC.
The map has the industrial complexes (2) on the north, a small hill on the
upper-right corner of it plus a small city. There is a small river partially
dividing the north part from the south one. Near the river, on the east there
is a paved area protected by an hardened wall.

Combat Phase: You start in the south; on the right there is an hill. Climb it,
and this will reveal 2 Lokis W and two Thors W proceding to the industrial
complexes. Engage them now, and do not waste the artillery strike attempting to
hit them.
Now follow the paved road until the bridge; cross it and you'll reach the
repair base. Dock with it and then head north-east, toward the hill on the
upper-right corner.
Climb it. You'll notice that some enemy forces are entering the area: in
sequence, one Loki A, 2 Firestarters J, one Bulldog and one Von Lucker, a Loki
A, two Hunchback IICs (one W and one A) and finally a Thor W.
After you destroted these rienforcements, head toward the city (just follow the
railroad) and capture the three warehouses (1 ER PPC, 1 Gauss Cannon, 2 Pulse
Lasers) and try to reveal the units protecting the industrial zone without
powering them up, and place the artillery strike directly on them. They'll move
to attack you. The group of 'Mechs protecting the base consist of at least 8
Firestarters (most J variants) and 4 Hunchback IICs (two A and two W).
After these 'Mechs immediately move into the industrial zone and destroy the
four Von Luckers and the three Bulldogs threating the two complexes. If they
destroy even one of them, the mission won't be completed and you'll have to
play it again. Before capturing the two industrial complexes, be sure to repair
your 'Mechs and to capture the eight warehouses in the industrial zone (2 ER
Large Lasers, 1 Large Laser, 2 Flamers, 3 Pulse Lasers, 3 LRM Racks, 2 Streak
SRMs).
There is an other way to attack the industrial complex: after you visited the
city, head back to the starting position, and head north, this time passing
from the west. You'll engage the vehicles first, and then the 'Mechs; there is
a major drawback however: the enemy 'Mechs outnumber you, and they'll go after
the complexes first, and with such a large number, they'll destroy them in
seconds.

MISSION 5

Mission Objectives:
+ Destroy all 'Mechs in the area (XXXXX RP)
Maximum Tonnage: 500 tons
Maximum Units: 10 (4/4/2)
Artillery: 3 small, 4 big
Probes: 2

Logistic Phase: Only heavy and assault 'Mechs, with a good number of high-power
long-range weapons.
The first two lances will begin in the east part of the map, while the third
(only two 'Mechs) can be deployed on the west. Deploy two assault 'Mechs with a
good speed (18 m/s) here, and the rest as F1 or F2. The east and north parts of
the map have dense forests on them, while the west one is desert with a lot of
hills and ridges. A river runs through the whole map, and in the
east-south-east there is a paved area.

Combat Phase: Begin by moving the F3 'Mechs on the hill at your right to reveal
a bridge. Place them near it and have you remaing 'Mechs reach F3 as fast as
you can. 5 Cougars (2 A and 3 W) will cross it; destroy them all, and do not
let them escape.
After these 'Mechs, place your 'Mechs in the valley on the west, near the city,
but in the sand area: the 'Mechs coming from the extreme west (first four
Jagermechs, 2 A and 2 W, and then four Lokis, 2 A and two W) will try to escape
by taking the road leading north.
Before dealing with these 'Mechs, however, place one big artillery strike on
the bridge from where the Cougars came when the four Catapults (using the same
vector used by the Cougars) are near them. The first has to be placed at the
beginning (the part near you) and then at the end, to trap the Catapults on the
bridge; if you are fortunate, these attacks will kill some 'Mechs too.
It is now time to attack the Jagermechs: do not try to intercept them with your
artillery strikes, it is better to try to stall them and place an artillery
strike directly on them. While you're dealing with the Jagermechs, the Lokis
will try to escape: make th first 'Mech of the line fall, and the go after the
'Mechs standing still as the fallen 'Mech tries to regain its feet. Be sure to
destroy them all before going after the remainign Jagermechs: the Lokis will
try to escape, while the Jagermechs attacks you.
If you where able to trap the Catapults, you may want to visit the
paved area at south-west: it is protected by two sets of LRM turrets with two
control towers, and the single container has 3 Intermediate Sensors and 3
Streak SRMs inside it.

MISSION 6

Mission Objectives:
+ Destroy Orbital Gun alpha (7500 RP)
+ Destroy Orbital Guns beta (15000 RP)
+ Destroy Orbital Guns charlie (22500 RP)
Maximum Tonnage: 560 tons
Maximum Units: 8 (4/4)
Artillery: 3 small

Logistic Phase: Heavy and assaut 'Mechs only one more time, with a good mix of
long and short range weapons.
There are three areas with orbital guns in them: one, sorrounded by forests,
the second, on an island and a third on a highlands. There are several small
hills, plus a small river, sorrounding the island where the second guns are.

Combat Phase: You'll begin near a small hil, on the west. Climb it and destroy
the three LRM Carriers nearby. Continue west and destroy the two other
vehicles, Von Luckers tanks. Capture the container they were guarding (2 Light
ACs) and go for the small hills, at north-east.
After you climbed them, you'll see how the first and the seconds guns are
protected, plus a small paved area and 4 vehicles (2 Bulldogs and 2 Von
Luckers).
I reccomend to go for the second area first: it is protected by 3 Von Luckers,
2 AeroSpace Spotters, 1 Vulture J and 2 Thors W (plus four LRM Carriers standin
still). Try to take out one AeroSpace Spotter first, then go after one
Von-Lucker and the Vulture; if you attack not from the bridge, but from the
east, the Von-Luckers will block the bridge, allowing you to place one
artillery strike on the remaining units; if you are fortunate enough, this
strike will take out the remaining vehicles and damage the two Thors; destroy
with your 'Mechs all remaining forces, cross the bridge and cripple the LRM
Carriers. Capture the Sensor Control building and then the two Reapir Bases. Do
not destroy the guns (there are tow guns, one north and one south from the
Sensor building) for now, and repair your 'Mechs before going for the first
objective.
Before attacking the first orbital gun, destroy the tanks protecting the
container (2 Pulse Lasers).
To attack the first area, place two artillery strikes on the four Von Luckers
on the east, and attack from the west, where several tankers are.
Go near the tankers, and the force protecting the gun, three 'Mechs (one
Vulture J and two Atlases A) and 2 AeroSpace Spotters, will begin to travel
toward you. Fire at the tankers to destroy as many units as possible and then
destroy all remaining enemies.
Destroy the gun and the Mobile HQ (this will reveal the base previously
visited).
Now return to the base for repairs and head south-east to find one container
(two Clan ER Lasers) guarded by the usual 2 Von Luckers and 2 Bulldogs.
Now proceed in the opposite direction to find the last paved area, this time
with 3 Von Luckers and two LRM Carriers; the container has 3 Streak SRMs
inside.
It is time now tho head for the contacts sorrounding the third place: the four
contacts you see are four Atlases (all A variants). After these 'Mechs, repair
one more time and begin to approach the objective: the first thing you'll
encounter is a perimeter composed of perimetal sensors and pop-up LRM Turrets
forming a very thigh circle. Destroy two or three sensors and turrets, and then
go for the two Thors A. After these two 'Mechs destroy the two Orbital Guns on
this hill, go for repairs the last time and destroy the remaining guns.

-----------------------
--OPERATION CUTTHROAT--
-----------------------

MISSION 1

Mission Objectives:
+  (XXXXX RP)
Maximum Tonnage: XXX tons
Maximum Units: X (X/X)
Artillery:
Probes:
Recon:

Logistic Phase:

Combat Phase:

*********
11-CHEATS
*********

This Cheat will work with version 1.8, and requires at least a basical skill in
handling files. Note that I, the sites hosting this FAQ, Fasa Interactive,
Fasa, MicroProse and the national distributor and anyone else won't answer of
any damage done by you.
Remember that winners do not use drugs nor cheats, and with cheats the game
will lose half of its beauty.
First of all, search the WINDOWS.FIT file (it should be in the main
MechCommander directory) and rename it "ixtlriimceourl" (without quotes and
extension), then choose what you want to do and do what is required:
+ 1000000 RP: in the logistics phase type: poundofflesh.
+ Finish Mission: during compat press CTRL-ALT-W.
+ Invincibility: during combat type osmium.
+ Maximum Gunnery Skill for you pilots: during combat type deadeye
+ Repair 'Mechs during combat: during combat type lorrie; this repair 'Mechs
and replenish ammo bins.
+ No weight limits: during logistics phase type rockandrollpeople.
+ Gives one of each weapon: during logistics type hereitcomes; this code can be
used more than once.
+ Salvage all 'Mechs: during logistics type glennrocksthehouse. Once you typed
this code, it will works throughout the whole game. Do not check your salvages,
or you will loose all the 'Mechs you destroyed.
+ Disable fog of war: during combat type mineeyeshaveseentheglory.
+ Show framerate: during combat type framegraph.
+ Unlimited artillery strikes: during combat type lordbunny.

*******************
12-CREDITS and MISC
*******************

First credit? To Fasa for having created the whole BattleTech universe. Then to
me, Briareos Kerensky and to all site showing this FAQ with my permission;
visit them at:
1) The Clans Hall (http://www.sealteamsix.com/briareos/index.html; it's my
site. Visit it and leave your sign on the guestbook, this will make me very
happy)
2) GameFAQs (http://www.gamefaqs.com)
3) Neoseeker (http://www.neoseeker.com)
4) The Cheat Empire (http://home.planetinternet.be/~twuyts)
5) Video Games Strategies (http://vgstrategies.about.com)
6) Cheat City (http://www.cheatcity.com)
7) Sjel's Walkthrough Page (www.sjel.org)
an everyone who helped with this document.
Special thanks to:
all italian BT/MW players; all programs I used to do this FAQ;
my turtle and my dog (he's not died yet); my PC (asking every time to kill him
when I push any of its buttons); Dynamic Italia for having published
Evangelion's 10th Genesis and posticipated all other tapes I and the italian
otaku community were (are) waiting for; all soundtracks that accompained me
during this long work (nominally: all Eva OSTs, Cowboy Bebop OST, MW2
soundtrack ;^D and everythign from Beethoven, Back, Pachelbel, Wagner, Saint
Saen, Orff and everyone I forgot); Leader for having traslated the game, and
employed the worst dubbers on Terra and one of those translator softwares for
this purpose...really, sometime is better to avoid translations...; my still
trasparent and bodyless girlfriend.
Though it is a project, I want to realize FAQs on every BattleTech product
readily available, and if I get my hands over a working old PC (386 or 486), on
all products. Keep an eye for these FAQs on the sites listed above.
To ask permission to post this document, just send a mail writing down the URL.
To contact me, write at briareos@inwind.it; ICQ UIN is 40534369; Odigo ID is
264286. Write only about this FAQ or if you have a cute (female)friend/sister
to introduce.

Copyright (c) Briareos Kerensky 2000/2001. Reproduction  and translation of
this document (as a whole or parts of its) in any mode without permission is
strictly forbidden.
All names and marks are proprieties of respective owners.
