VEHICLES and MISC ENEMIES BRIEFING


Unlike all other MW games (mhmm...MechCommander and MechCommander 2 excluded,
IMO) MW4 has a large variety of vehicles, including ground, water and air
threats; there are also DropShips there...


For Ground vehicles: tracked and wheeled vehicles cannot cross water and their
speed is reduced when climbing hills, but they gain a bonus when travelling on
concrete. Hovercrafts, on the other hand, can cross any kind of water and do
not lose speed when climbing, but they do not gain any bonus when on concrete.
Of course, air targets ignore the underlying terrain. VTOLs and spheroid
Dropships can hover.


Vessels cannot travel on land.


-------------------
--GROUND VEHICLES--
-------------------



BULLDOG

Type: tracked
Turret constitution value: 10
Body constitution value: 10
Maximum Speed: 18 kph
Weapons: 1 SRM 4, 1 Large Laser



The most common vehicle. Fast and decently armored, Bulldogs will often act in
groups to swarm a single target. They prefer to use their Large Lasers instead
of the SRMs.

 



CONDOR

Type: hover
Turret constitution value: 4
Body constitution value: 4
Maximum Speed: 24 kph
Weapons: 1 Medium Laser, 1 AC/5

Not as fast as an Harasser, but clearly superior. It features a good armor
protection with a good complement of a single long range weapon and a
medium-range laser.

 



HARASSER

Type: hover
Turret constitution value: 1
Body constitution value: 1
Maximum Speed: 27 kph
Weapons: SRM 6

Faster than the heavier Condor, but less armored and armed, though its
firepower is superior to the Condor's in close quarters.

 



SCUD LAUNCHER

Type: tracked
Turret constitution value: 10
Body constitution value: 10
Maximum Speed: 15 kph
Weapons: SKUD missile

A large caterpillar vehicle carrying a big artillery missile. It needs to stop
in order to fire and expect at least one Artillery Loader along with it.
Totally defenseless, the Scud Launcher (and the Artillery Loader, which has the
same stats of the Scud Launcher) is often guarded by other units.

 



ARTILLERY TANK

Type: tracked
Turret constitution value: 10
Body constitution value: 10
Maximum Speed: 15 kph
Weapons: 1 Logn Tom cannon

A large caterpillar vehicle with a full-sized Long Tom cannon for artillery
use. Totally undefended at close ranges.

 



ARTILLERY LOADER

Type: tracked
Turret constitution value: 10
Body constitution value: 10
Maximum Speed: 15 kph
Weapons: none

A large tracked vehicle carrying ammunition for the SKUD launcher. Totally
defenseless and slow-moving.

 


LRM CARRIER

Type: tracked
Turret constitution value: 1
Body constitution value: 1
Maximum Speed: 15 kph
Weapons: 2 LRM 20s

The LRM Carrier and its short-range cousin, the SRM Carrier are tanks
especially designed to fire barrages of missiles. Probably the LRM Carrier is
the deadlier of the two because it usually sits on ridges or behind obstacles
and start hammering you and your allies with accurate LRM fire. The best way to
deal with them is to close or take out from long range before the rain starts.

 



SRM CARRIER

Type: tracked
Turret constitution value: 1
Body constitution value: 1
Maximum Speed: 15 kph
Weapons: 3 SRM 6s

Basically it's a LRM Carrier with SRM Racks instead of the LRM ones. Usually
deployed in cities or on broken terrains to support 'Mechs with additional
short-range punch.

 



VEDETTE

Type: tracked
Turret constitution value: 4
Body constitution value: 4
Maximum Speed: 23 kph
Weapons: 1 AC/5, 1 Machine Gun

A blocky and sturdy tank with a long-range, small-caliber gun. In groups can
pose a threat. More a nuissance than a threat if alone or in couple, though the
tick armor might be irritating.

 



MAGI

Type: tracked
Turret constitution value: 2 (approx)
Body constitution value: 2 (approx)
Maximum Speed: 27 kph (approx)
Weapons: 2 Large Lasers, 2 Machine Gun Arrays.

A very rare vehicle. It can be considered a threat at close ranges, if you want
(Magis generally...do nothing, they just go around firing at trees or at
animals).

 



QUAD PANZER

Type: tracked
Turret constitution value: 27 kph (approx)
Body constitution value: 27 kph (approx)
Maximum Speed: 27 kph (approx)
Weapons: 4 Large Pulse Lasers

Relatively rare, the Quad Panzer is a fast, lightly armored vehicle with some
medium-range firepower thanks to its pulse lasers. Not really a threat, but
they tend to swarm a single target.

 



MYRMIDONS

Type: tracked
Turret constitution value: 4 (approx)
Body constitution value: 4 (approx)
Maximum Speed: 27 kph (approx)
Weapons: 1 PPC

A medium tank, well armored and built for medium range fire-support. Its PPC
can deal some damage even to evey 'Mech, and Myrmidons usually attacks in
groups of four.

 



DEMOLISHER II

Type: tracked
Turret constitution value: 8 (approx)
Body constitution value: 8 (approx)
Maximum Speed: 15 kph (approx)
Weapons: 1 LB-X 20 AC, 1 AC/20, 1 Machine Gun Array

The Demoslisher is slow and have a tremendous firepower at close range, plus a
good armor protection that makes them the most dangerous vehicle on the
battlefield. However, they totally lack long-range weapons, and they are no
match for even medium-sized 'Mechs with one long-range weapon. Demolishers tend
to attack in couples.

 



SWIFTWIND

Type: wheeled
Turret constitution value: none
Body constitution value: 1
Maximum Speed: about 50 kph
Weapons: none

A fast wheeled vehicle with a radar transciever on its back used for
reconaissance. Totally unarmed and very easy to take down.

 


HUMVEE

Type: wheeled
Turret Constitution value: none
Body constitution value: 1
Maximum Speed: about 30 kph
Weapons: none

The littler brother of the Swiftwind.

 



APC

Type: wheeled
Turret constitution value: none
Body constitution value: 4
Maximum Speed: about 30 kph
Weapons: 2 Medium Lasers or 2 Machine Gun Arrays

Though it is an APC, you won't see men coming out from it, though its double
Machine Gun Arrays or Medium Lasers might pose a threat to light 'Mechs if
there are more than 5 APCs in the area.

 



MOBILE TURRET CONTROL

Type: tracked
Turret constitution value: none
Body constitution value: 2
Maximum Speed: about 30 kph
Weapons: none

Mobile Turret Controls are used to control Mobile Turrets (see below). Totalyy
unarmed and poorly armored. Once destroyed, all Mobile Turrets under its
control will immediately shut down.

 


FUEL TRUCK

Type: wheeled
Turret Constitution value: none
Body constitution value: 1
Maximum Speed: about 30 kph
Weapons: none

When struck by fire, this truck will explode, so pay attention.


----------------
--AIR VEHICLES--
----------------


SHILONE

Type: airplane
Turret constitution value: none
Body constitution value: 1
Maximum Speed: 55 kph
Weapons: bombs

I know, the manual says Chippewa, but the game says Shilone, so for me is a
Shilone (though Shilones are usually employed by house Kurita and Chippewas by
house Steiner)...in fact, nothing more than a sitting duck. Any average pilot
should be able to destroy it with a single shot. Shilones tend to ignore you
while they concentrate their bombs on targets you have to defend. All flying
crafts when destroyed will crash to the ground. Even if one of them hits you on
your head, it won't damage you, nor the small explosion will.

 



NIGHTSHADE

Type: VTOL airplane
Turret constitution value: none
Body constitution value: 1
Maximum Speed: 54 kph (exitameted)
Weapons: LRM-10

In MW4:Mercs Nightshades are far more dangerous than in the original game.
First, they are faster and have LRMs, and they use them as hit and run weapons:
they come fast, they fire, they retreat and repeat this until shooted down.
They are weak, but should not be underestimated, they can be nasty when
backedup by other vehicles.

 


STILETTO

Type: airplane
Turret constitution value: none
Body constitution value: 1
Maximum Speed: 54 kph (exitameted)
Weapons: Ultra AC/2

A very light and agile fighter with a single, small caliber weapon. Not a real
threat, it is relatively hard to hit because of its small frontal section. It
can also come equipped with bombs.

 


TRANSPORT COPTER

Type: helicopter
Turret constitution value: none
Body constitution value: 1
Maximum Speed: 35 kph
Weapons: none

A simple twin rotor transport copter; it has no weapons.

 



PEREGRINE

Type: helicopter
Turret constitution value: none
Body constitution value: 1
Maximum Speed: 35 kph
Weapons: 1 SRM 4

A medium/light copter. Not a real threat.

 



NIGHTWIND

Type: helicopter
Turret constitution value: none
Body constitution value: 1
Maximum Speed: 35 kph
Weapons: 2 LRM 5s, Medium Pulse Laser

An heavy copter with some long-range punch. It usually attacks in groups, and
this makes its missiles relatively dangerous. They do not use their Lasers too
much.

 



HROTHGAR class DROPSHIP

Type: Spheroid DropShip
Turret constitution value: unknown
Body constitution value: unknown
Maximum Speed: unknown
Weapons: 4 PPCs, 4 Large Lasers, 4 Gauss Rifles

A Spheroid dropship with lot of firepower. Hrothgar Dropships, aside of their
unspellable names, tend to target you with Gauss Rifles and Lasers, keeping the
PPCs for protection during lift-offs. The easiest way to destroy a Hrothgar is
to target it from long range, on an elevated position, so that the DropShip
won't be able to fire its guns, positioned in the middle of its chassis, or
behind the gantry of the landing pad (if any).

 



OVERLORD class DROPSHIP

Type: Spheroid DropShip
Turret constitution value: unknown
Body constitution value: unknown
Maximum Speed: unknown
Weapons: 4 Light Gauss Rifles, 4 Gauss Rifles, various lasers

A massive Dropship able to move 12 'Mechs within a star system. It has an
impressive array of weapons, starting from various classes of Gauss Rifles for
long-range firepower and various lasers (but no PPCs) for close-in works. It is
more armored than a Hrothgar DropShip, and should be picked out with long-range
weapons to avoid to have to deal with the lasers.

 



TALON class DROPSHIP

Type: Aerodyne DropShip
Turret constitution value: unknown
Body constitution value: unknown
Maximum Speed: unknown
Weapons: 4 Large Lasers, 4 ER Large Lasers, 3 LRM 10s

Your Dropship. You won't have to engage one in combat.



------------------
--WATER VEHICLES--
------------------



PATROL SHIP

Type: small ship
Turret constitution value: none
Body constitution value: 2
Maximum Speed: about 40 kph
Weapons: 1 Ultra AC/5 or Large Laser

A small, fast boat armed with an Ultra AC/5 or a Large Laser. It won't pose a
big problem, even if they engage in groups.

 



DESTROYER

Type: battleship
Turret constitution value: none
Body constitution value: 10
Maximum Speed: about 15 kph
Weapons: 2 LRM 20s, 4 Long Toms

Big, slow-moving, heavily armed and armored. If your 'Mech has an AMS/LAMS they
won't be a big problem, especially if you keep circling around them. Though
they have Long Toms, they prefer to fire LRMs; also, their shots with Long Toms
are highly inaccurate, and often tend to target fixed targets with them.



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



STRONG POINT DEFENSE

Type: high-profile defense bunker
Body constitution value: 15 (approx)
Weapons: 2 LRM 10s, 1 Gauss Rifle, 2 Ultra AC 5s

This bunker has been built to defend high-profile installations, and does it
very well. All weapons in the bunker have a limited range of fire (approx 90
degress), but usually the back of this installation is protected by terrain,
which makes them a very dangerous defensive position;the high armor rating
makes them almost suicidal to approach stright-forward. The best way to engage
is to use Long-range weapons like PPCs or Gauss Rifles.

 



CALLIOPE TURRET

Type: fixed heavy turret
Body constitution value: 5
Weapons: 2 LRM 15s, 2 Clan ER Medium Pulse Laser

The Calliope Turret is especially designed to take out threats at long range.
It is heavily armored and pretty accurate when firing the LRMs. It is slightly
less efficent with the Pulse Lasers, but it is still dangerous. Try to take out
with massed long-range fire or quickly close distances, it tends to engage
targets within a 800 meters radius or even less, due to LRM's locking time. All
fixed turrets are controlled by buildings, a Turret Control and a Power
Generator, though probably you'll notice this after the turrets are destroyed.
Once one of those buildings is down, all turrets linked to them won't work
anymore.

 



LASER TURRET
Type: fixed heavy turret
Body constitution value: 10
Weapons: 2 Large Lasers or 2 Clan ER Large Lasers

A very good armored heavy turret with twin Large Lasers. Should be took out
from afar with PPCs or other long-range weapons.

 



FIXED TURRET

Type: fixed heavy turret
Body constitution value: 3
Weapons: 2 Medium Lasers

A small turret with a single or twin Medium Lasers. Dangerous at close range if
there are many of them. As with Calliope Turrets, Laser Turrets are controlled
by a Turret Control and a Power Generator.

 



MISSILE TURRET

Type: fixed heavy turret
Body constitution value: 3
Weapons: 1 LRM 5

Just like the fixed turret, but has LRMs in place of Lasers.

 



MOBILE TURRET

Type: mobile field turret
Body constitution value: 2
Weapons: 1 Ultra AC/5 or AC/5 or Gauss Rifle

Independent movable turrets with small-caliber ACs or, a lot rarer and
dangerous, a Gauss Rifle. They do not rely on Power Generators, but are always
slaved to a Mobile Turret Control which works in the same way as the fixed
Turret Control building.

 



GUARD TOWER

Type: fixed outpost
Body Constitution value: 5
Weapons: 1 Clan ER Medium Pulse Laser or 1 Clan ER Medium Laser

Small outposts with a single laser turret. They aren't very dangerous, but have
an armor roughly equal to a Calliope Turret's one.

 

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