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* OhCrap: During the ''[=MechCommander=]'' intro, a ''Raven'' scout Mech pilot is ordered to get a ''Mad Cat's'' attention. He succeeds, and the now-enraged Smoke Jaguar turns his far bigger guns on the ''Raven.'' The ''Raven's'' pilot looks ready to [[BringMyBrownPants soil himself.]]
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* EjectionSeat: Used to preserve Mechwarriors in the event that their Mechs are damaged beyond combat effectiveness. This allows them to save themselves and become available for the next mission, as opposed to just [[KilledOffForReal dying]] outright.

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* EjectionSeat: Used to preserve Mechwarriors in the event that their Mechs are damaged beyond combat effectiveness. This allows them to save themselves and become available for the next mission, as opposed to just [[KilledOffForReal dying]] outright. It is not an ironclad guarantee to save them.

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* HoldTheLine


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* HoldTheLine
* HomingLasers: And PPC's.
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cut trope


* AwesomeYetPractical: The PPC (both the regular medium-range and the ER long-range variants) and the Large X Pulse Laser.
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* DiscOneNuke: If you can actually salvage the 75 ton [[SeriesMascot Mad Cat]] (see WakeUpCallBoss), it becomes this. If you salvage it perfectly intact, it's closer to a Disc One Nuclear Arsenal, as the heaviest Mechs you can have at this point are 55 ton Inner Sphere Mechs with inferior technology.
** The devs released a "Mad Cat Patch" which gave you a fully armed Mad Cat A at the start of the campaign. Every one in awhile, when the stars properly align, you'll take the second Mad Cat intact too. The havoc this wreaks on the game's balance must be seen to be believed.

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* DiscOneNuke: If you can actually salvage the 75 ton [[SeriesMascot Mad Cat]] (see WakeUpCallBoss), it becomes this. If you salvage it perfectly intact, it's closer to a Disc One Nuclear Arsenal, as the heaviest Mechs 'Mechs you can have at this point are 55 ton Inner Sphere Mechs with inferior technology.
** The devs released a "Mad Cat "''Mad Cat'' Patch" which gave you a fully armed Mad ''Mad Cat A A'' at the start of the campaign. Every one once in awhile, when the stars properly align, you'll take the second Mad Cat ''Mad Cat'' intact too. The havoc this wreaks on the game's balance must be seen to be believed.

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* SubsystemDamage: Mechs taking too much fire to their arms can lose them (and any attached weapons). A damaged leg causes Mechs to limp slowly, while disabling both legs leaves unable to do anything but fall over and hope for a repair truck.

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* SubsystemDamage: Mechs taking too much fire to their arms can lose them (and any attached weapons). A damaged leg causes Mechs 'Mechs to limp slowly, while disabling both legs leaves unable to do anything but fall over and hope for is considered a repair truck.kill. And if you blow off one of the side torsos, the 'Mech can kiss that arm goodbye too.


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** Players of the ''Desperate Measures'' expansion for the original game will remember unfondly their encounters with the Alacorn Mark [=VII's=] triple Gauss rifles.


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***Several pilots from the original campaign return with improved skills in the ''Desperate Measures'' expansion.


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** Firestarters, Commandos, and eventually even Clan light mechs become this in the first game. During ''Desperate Measures'' you may even find yourself treating Shadow Cats this way.


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** In the original game, expect to be on the receiving end of a rush of six to eight ''Firestarters'' several times.

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* CanonImmigrant: The Hollander II 'Mech.

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* CanonImmigrant: The Hollander II 'Mech.'Mech and the Stiletto from ''Desperate Measures'' both appeared here before they made it to the tabletop.


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** The devs released a "Mad Cat Patch" which gave you a fully armed Mad Cat A at the start of the campaign. Every one in awhile, when the stars properly align, you'll take the second Mad Cat intact too. The havoc this wreaks on the game's balance must be seen to be believed.
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* SubsystemDamage: Mechs taking too much fire to their arms can lose them (and any attached weapons). Damaged legs cause Mechs to limp slowly.

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* SubsystemDamage: Mechs taking too much fire to their arms can lose them (and any attached weapons). Damaged legs cause A damaged leg causes Mechs to limp slowly.slowly, while disabling both legs leaves unable to do anything but fall over and hope for a repair truck.
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* ExplodingBarrels: Massive gas storage tanks are a Mech-sized version of this. A few missions in the first game are very difficult unless you [[DefensiveFeintTrap lure an enemy]] into a field of gas tanks and set them off.

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* ExplodingBarrels: Massive gas storage tanks are a Mech-sized version of this. A few missions in the first game are very difficult unless you [[DefensiveFeintTrap lure an enemy]] into a field of gas tanks and set them off. And one mission places you in an urban center full of these, forcing you to check your fire, lest you start a chain reaction that can either kill your pilots or accidentally destroy your primary objectives.

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''[=MechCommander=]'' was released in 1998 and focused on Operation Bulldog, the Inner Sphere counter-offensive against Clan Smoke Jaguar, specifically the assault on Port Arthur. The player is in charge of Zulu Company of the First Davion Guards, and has to regroup their forces (scattered by a forced landing), fulfill their original objectives by harassing the Jaguars and preventing them from entrenching, and ultimately seize the starport so the main invasion force to land. An expansion pack, ''Desperate Measures'', continues Zulu Company's story as they hunt down a renegade Smoke Jaguar commander on Cermak, eventually culminating in a race to stop him before he can crack a Star League weapons vault for universally banned weapons of mass destruction. [[UpdatedRerelease The Gold edition]] has both campaigns available, as well as adding a few new features.

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''[=MechCommander=]'' was released in 1998 and focused on Operation Bulldog, the Inner Sphere counter-offensive against Clan Smoke Jaguar, specifically the assault on Port Arthur. The player is in charge of Zulu Company of the First Davion Guards, and has to regroup their forces (scattered by a forced landing), fulfill their original objectives by harassing the Jaguars and preventing them from entrenching, and ultimately seize the starport so the main invasion force to land. land.

An expansion pack, ''Desperate Measures'', continues Zulu Company's story as they hunt down a renegade Smoke Jaguar commander on Cermak, eventually culminating in a race to stop him before he can crack a Star League weapons vault for universally banned weapons of mass destruction. destruction.

[[UpdatedRerelease The Gold edition]] has both campaigns available, as well as adding a few new features.



Several days into the Civil War, suspiciously well-equipped and organized bandits begin raiding Steiner's military outposts and stealing supplies. In response, Archon Katrina Steiner has hired your unit to deal with them, as she worries that Steiner reinforcements would spark another conflict on Carver V. The Davion commander agrees to this, as she believes you will simply pull out once the job is done. You have other plans...

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Several days into the Civil War, suspiciously well-equipped and organized bandits begin raiding Steiner's military outposts and stealing supplies. In response, Archon Katrina Steiner has hired your unit to deal with them, as she worries that Steiner reinforcements would spark another conflict on Carver V. The local Davion commander agrees to this, as she believes you will simply pull out once the job is done. You have other plans...



* FailedASpotCheck: The Raven pilot in the opening cinematic of ''[=MechCommander=] 1'' declares that he "thinks" the area is clear of enemy Mechs: the page quote is his commander's response. He missed one...

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* FailedASpotCheck: The Raven pilot in the opening cinematic of ''[=MechCommander=] 1'' declares that he "thinks" the area is clear of enemy Mechs: the page quote is his commander's response.Mechs. He missed one...

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->''"Don't '''think''', Mechwarrior. '''Find out'''."''
-->--'''[=MechCommander=] 1 Introduction'''

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->''"Don't '''think''', Mechwarrior. '''Find out'''."''
->''You will have a plan. You will be right. You will be wrong. You will attempt the impossible. You will hesitate. You will panic. You will love your troops. You will curse their names. You will respect your enemy. You will pay the price. You will be defeated. You will face your fear. You will ask for a second chance. You will act on instinct. You will be exalted.'' '''You will know what it is to command.'''
-->--'''[=MechCommander=] 1 Introduction'''
1'''



''[=MechCommander=]'' was released in 1998 and focused on Operation Bulldog, the Inner Sphere counter-offensive against Clan Smoke Jaguar, specifically the assault on Port Arthur. The player is in charge of Zulu Company of the First Davion Guards, and has to regroup their forces (scattered by a forced landing) in order to complete the campaign. An expansion pack, ''Desperate Measures'', continues Zulu Company's story as they hunt down a renegade Smoke Jaguar commander on Cermak. [[UpdatedRerelease The Gold edition]] has both campaigns available, as well as adding a few new features.

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''[=MechCommander=]'' was released in 1998 and focused on Operation Bulldog, the Inner Sphere counter-offensive against Clan Smoke Jaguar, specifically the assault on Port Arthur. The player is in charge of Zulu Company of the First Davion Guards, and has to regroup their forces (scattered by a forced landing) in order to complete landing), fulfill their original objectives by harassing the campaign. Jaguars and preventing them from entrenching, and ultimately seize the starport so the main invasion force to land. An expansion pack, ''Desperate Measures'', continues Zulu Company's story as they hunt down a renegade Smoke Jaguar commander on Cermak.Cermak, eventually culminating in a race to stop him before he can crack a Star League weapons vault for universally banned weapons of mass destruction. [[UpdatedRerelease The Gold edition]] has both campaigns available, as well as adding a few new features.

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* EvaFins: The Inner Sphere ''[[AwesomeMcCoolName Awesome]]'' and ''[[NamesToRunAwayFromReallyFast Mauler]]'' Mech designs (the former of which had the fins roughly a [[OlderThanTheyThink decade]] before Anime/NeonGenesisEvangelion was released).


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* VerticalMechaFins: The Inner Sphere ''[[AwesomeMcCoolName Awesome]]'' and ''[[NamesToRunAwayFromReallyFast Mauler]]'' Mech designs (the former of which had the fins roughly a [[OlderThanTheyThink decade]] before Anime/NeonGenesisEvangelion was released).
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* VendorTrash: If you are able to complete most of a mission without spending any Resource points, it is a good idea to salvage as many mechs that you otherwise wouldn't in the field as your resources will allow, as you get them fully repaired for free. Fire Ants and Urbanmechs are very susceptible to this.
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* EvaFins: The Inner Sphere ''[[AwesomeMcCoolName Awesome]]'' and ''[[NamesToRunAwayFromReallyFast Mauler]]'' Mech designs (the former of which had the fins roughly a [[OlderThanTheyThink decade]] before NeonGenesisEvangelion was released).

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* EvaFins: The Inner Sphere ''[[AwesomeMcCoolName Awesome]]'' and ''[[NamesToRunAwayFromReallyFast Mauler]]'' Mech designs (the former of which had the fins roughly a [[OlderThanTheyThink decade]] before NeonGenesisEvangelion Anime/NeonGenesisEvangelion was released).
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* EvaFins: The Inner Sphere ''[[AwesomeMcCoolName Awesome]]'' and ''[[NamesToRunAwayFrom Mauler]]'' Mech designs (the former of which had the fins roughly a [[OlderThanTheyThink decade]] before NeonGenesisEvangelion was released).

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* EvaFins: The Inner Sphere ''[[AwesomeMcCoolName Awesome]]'' and ''[[NamesToRunAwayFrom ''[[NamesToRunAwayFromReallyFast Mauler]]'' Mech designs (the former of which had the fins roughly a [[OlderThanTheyThink decade]] before NeonGenesisEvangelion was released).
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Thanks for the correction to my earlier entry, you\'re right!

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* FailedASpotCheck: The Raven pilot in the opening cinematic of ''[=MechCommander=] 1'' declares that he "thinks" the area is clear of enemy Mechs: the page quote is his commander's response. He missed one...
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** Although don't tell that to Panther, the schlub who was driving one in the opening cinematic and [[FailedASpotCheck missed a 75 ton Assault mech]]

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** Although don't tell that to Panther, the schlub who was driving one in the opening cinematic of ''[=MechCommander=] 1'' and [[FailedASpotCheck somehow missed a 75 ton Assault mech]]Heavy Mech]].
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** Although don't tell that to Panther, the schlub who was driving one in the opening cinematic and [[FailedASpotCheck missed a 75 ton Assault mech]]

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The first game was released in 1998 and focused on Operation Bulldog, the Inner Sphere counter-offensive against Clan Smoke Jaguar, specifically the assault on Port Arthur. The player is in charge of Zulu Company of the First Davion Guards, and has to regroup their forces (scattered by a forced landing) in order to complete the campaign. An expansion pack, ''Desperate Measures'', continues Zulu Company's story as they hunt down a renegade Smoke Jaguar commander on Cermak. [[UpdatedRerelease The Gold edition]] has both campaigns available, as well as adding a few new features.

The second game was released in 2001 and switches to the perspective of a [[PrivateMilitaryContractors mercenary unit]] arriving on Carver V, formerly controlled by House Liao, in the midst of the [=FedCom=] Civil War, which has divided the [=FedCom=] force there into groups loyal to House Steiner or to House Davion. Now, Carver V is in an uneasy peace, as the former [=FedCom=] units are reluctant to engage former comrades, and Liao's battered forces are in no condition to force either one off.

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The first game ''[=MechCommander=]'' was released in 1998 and focused on Operation Bulldog, the Inner Sphere counter-offensive against Clan Smoke Jaguar, specifically the assault on Port Arthur. The player is in charge of Zulu Company of the First Davion Guards, and has to regroup their forces (scattered by a forced landing) in order to complete the campaign. An expansion pack, ''Desperate Measures'', continues Zulu Company's story as they hunt down a renegade Smoke Jaguar commander on Cermak. [[UpdatedRerelease The Gold edition]] has both campaigns available, as well as adding a few new features.

The second game ''[=MechCommander=] 2'' was released in 2001 and switches to the perspective of a [[PrivateMilitaryContractors mercenary unit]] arriving on Carver V, formerly controlled by House Liao, in the midst of the [=FedCom=] Civil War, which has divided the [=FedCom=] force there into groups loyal to House Steiner or to House Davion. Now, Carver V is in an uneasy peace, as the former [=FedCom=] units are reluctant to engage former comrades, and Liao's battered forces are in no condition to force either one off.



** Also happens to your Mechwarriors as you progress through the missions, based on their Piloting and Gunnery skills, which are increased by getting shot at and shooting at, respectively. The ranks go from lowly [[NewMeat Green]] to [[AcePilot Ace]], and each level allows you to select a skill. Aces have access to some of the most over-powered skills in the game in addition to their maxed out Gunnery and Piloting stats.

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** Also happens to your Mechwarriors as you progress through the missions, based on their Piloting and Gunnery skills, which are increased by getting shot at and shooting at, respectively. The ranks go from lowly [[NewMeat Green]] to Elite.
*** ''[=MechCommander=] 2'' adds
[[AcePilot Ace]], and each level allows you to select a skill. Aces have access to some of the most over-powered skills in the game in addition to their maxed out Gunnery and Piloting stats.

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* BadassNormal: Gunnery Sergeant Cash, your weapons' tech from the second game, used to be an ''infantryman'' in a universe where 20+ ton HumongousMecha are the norm.

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* BadassNormal: Gunnery Sergeant Cash, your weapons' weapons tech from the second game, used to be an ''infantryman'' in a universe where 20+ ton HumongousMecha are the norm.



* EnergyWeapons

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* EnergyWeaponsEnergyWeapons: A wide variety are available, including several kinds of [[FrickinLaserBeams lasers]]. They tend to be more compact than other weapon types, but generate more heat.



* [[FellOffTheBackOfATruck Fell Off the Back of an APC]]: Lieutenant Diaz tells you to say this if anyone asks you where you got the Tactical Data Display (the second game's manual) from.



* FragileSpeedster: ''[=MechCommander=] Gold's'' Inner Sphere ''Commando'' and ''Stiletto'', as well as the Clan ''Uller'' (Kit Fox) and ''Cougar'' Mechs.

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* FragileSpeedster: ''[=MechCommander=] Gold's'' Inner Sphere Light Mechs in general, especially the ''Commando'' and ''Stiletto'', as well as the Clan ''Uller'' (Kit Fox) (IS), ''Stiletto'' (IS), ''Uller/Kit Fox'' (Clan) and ''Cougar'' Mechs.(Clan).



* JackOfAllStats: The Inner Sphere ''Bushwacker'', designed with flexibility in mind.

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* JackOfAllStats: The Inner Sphere ''Bushwacker'', Medium Mechs in general are designed with flexibility in mind.mind, particularly the Inner Sphere ''Bushwacker''.



* MightyGlacier: Heavy and Assault class Mechs in general tend to qualify, but invoked the most with the Inner Sphere ''Atlas'' and Clan ''Turkina'' in ''[=MechCommander=] Gold''.

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* MightyGlacier: Heavy and Assault class Mechs in general tend to qualify, but invoked the most especially prominent with the Inner Sphere ''Atlas'' and Clan ''Turkina'' in ''[=MechCommander=] Gold''.''Turkina''.
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The first game was released in 1998 and focused on Operation Bulldog, the Inner Sphere counter-offensive against Clan Smoke Jaguar, specifically the assault on Port Arthur. The player is in charge of Zulu Company of the First Davion Guards, and has to regroup their forces (scattered by a forced landing) in order to complete the campaign. An expansion pack, ''Desperate Measures'', continues Zulu Company's story, as they hunt down a renegade Smoke Jaguar commander on Cermak. Both are merged in the Gold edition.

to:

The first game was released in 1998 and focused on Operation Bulldog, the Inner Sphere counter-offensive against Clan Smoke Jaguar, specifically the assault on Port Arthur. The player is in charge of Zulu Company of the First Davion Guards, and has to regroup their forces (scattered by a forced landing) in order to complete the campaign. An expansion pack, ''Desperate Measures'', continues Zulu Company's story, story as they hunt down a renegade Smoke Jaguar commander on Cermak. Both are merged in the [[UpdatedRerelease The Gold edition.
edition]] has both campaigns available, as well as adding a few new features.



* BadassNormal: Your weapons' tech from the second game used to be an ''infantryman'' in a universe where 20+ ton HumongousMecha are the norm.

to:

* BadassNormal: Your Gunnery Sergeant Cash, your weapons' tech from the second game game, used to be an ''infantryman'' in a universe where 20+ ton HumongousMecha are the norm.



** 'Mech designs that don't normally have jump jets in the original game get them here. [[spoiler: Including [[FinalBoss Colonel Renard's 100 ton Atlas.]] Yes, really.]]

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** 'Mech designs that don't normally have jump jets in the original game get them here. here, [[spoiler: Including including [[FinalBoss Colonel Renard's 100 ton Atlas.]] Yes, really.]]



* CanonImmigrant: The Hollander II 'mech.

to:

* CanonImmigrant: The Hollander II 'mech.'Mech.



* FragileSpeedster: ''[=MechCommander=] Gold's'' Inner Sphere ''Commando'' and ''Stilleto'', as well as the Clan ''Uller'' (Kit Fox) and ''Cougar'' mechs.

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* FragileSpeedster: ''[=MechCommander=] Gold's'' Inner Sphere ''Commando'' and ''Stilleto'', ''Stiletto'', as well as the Clan ''Uller'' (Kit Fox) and ''Cougar'' mechs.Mechs.



** The Clan ''Shadow Cat'', a very fast medium mech with respectable armament and armor for its weight class.

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** The Clan ''Shadow Cat'', a very fast medium mech Medium Mech with respectable armament and armor for its weight class.



* SnipingTheCockpit: Your Mechwarriors can be on both the giving and receiving end of this. It's always shocking to see one of your Veteran pilots [[KilledOffForReal die]] (not ejecting) at [[OneHitKill near full-HP from a lucky shot by an enemy Mech]], especially on higher difficulties.
* SubsystemDamage: Mechs taking too much fire to their arms can lose them (and the attached weapon). Damaged legs cause Mechs to limp slowly.

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* SnipingTheCockpit: Your Mechwarriors can be on both the giving and receiving end of this. It's always shocking Doing so tends to see one leave the rest of your Veteran pilots the Mech intact, which is excellent if you're planning on salvaging it. If if happens to yours, though, it can [[KilledOffForReal die]] (not ejecting) at [[OneHitKill near full-HP from a lucky shot by an enemy Mech]], especially on higher difficulties.
permanently kill]] your pilot.
* SubsystemDamage: Mechs taking too much fire to their arms can lose them (and the any attached weapon).weapons). Damaged legs cause Mechs to limp slowly.



** Also happens to your Mechwarriors as you progress through the missions, going from lowly [[NewMeat Green]] to [[AcePilot Ace]] by the endgame. Ace pilots get to choose a fourth skill from among some of the most over-powered in the game.

to:

** Also happens to your Mechwarriors as you progress through the missions, going based on their Piloting and Gunnery skills, which are increased by getting shot at and shooting at, respectively. The ranks go from lowly [[NewMeat Green]] to [[AcePilot Ace]] by the endgame. Ace pilots get Ace]], and each level allows you to choose select a fourth skill from among skill. Aces have access to some of the most over-powered skills in the game.game in addition to their maxed out Gunnery and Piloting stats.

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-->''"Don't '''think''', Mechwarrior. '''Find out'''."''
--->-- Mechcommander 1 Introduction

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-->''"Don't ->''"Don't '''think''', Mechwarrior. '''Find out'''."''
--->-- Mechcommander -->--'''[=MechCommander=] 1 Introduction
Introduction'''



The first game was released in 1998 and focused on the Inner Sphere assault of the Clan Smoke Jaguar planet Port Arthur. The player is in charge of the Zulu Company of the First Davion Guards, and has to gather their forces (scattered by a forced landing) in order to complete the campaign. An expansion pack, ''Desperate Measures'', continued to follow Zulu Company as they hunted down a renegade Smoke Jaguar commander on the planet Cermak.

The second game was released in 2001 and switches to the perspective of a [[PrivateMilitaryContractors mercenary unit]] stationed on the planet Carver V. The campaign is divided into three parts, and the player alternately works for a different faction in each part: Steiner, Liao, and a group of rebels supported by Davion.

The second game also had it's source code released some time ago, and a relatively new overhaul called [[http://www.moddb.com/mods/mechcommander-omnitech Omnitech]] is being worked on.

to:

The first game was released in 1998 and focused on Operation Bulldog, the Inner Sphere assault of the counter-offensive against Clan Smoke Jaguar planet Jaguar, specifically the assault on Port Arthur. The player is in charge of the Zulu Company of the First Davion Guards, and has to gather regroup their forces (scattered by a forced landing) in order to complete the campaign. An expansion pack, ''Desperate Measures'', continued to follow continues Zulu Company Company's story, as they hunted hunt down a renegade Smoke Jaguar commander on Cermak. Both are merged in the planet Cermak.

Gold edition.

The second game was released in 2001 and switches to the perspective of a [[PrivateMilitaryContractors mercenary unit]] stationed arriving on Carver V, formerly controlled by House Liao, in the planet midst of the [=FedCom=] Civil War, which has divided the [=FedCom=] force there into groups loyal to House Steiner or to House Davion. Now, Carver V is in an uneasy peace, as the former [=FedCom=] units are reluctant to engage former comrades, and Liao's battered forces are in no condition to force either one off.

Several days into the Civil War, suspiciously well-equipped and organized bandits begin raiding Steiner's military outposts and stealing supplies. In response, Archon Katrina Steiner has hired your unit to deal with them, as she worries that Steiner reinforcements would spark another conflict on
Carver V. The Davion commander agrees to this, as she believes you will simply pull out once the job is done. You have other plans...

The main
campaign is divided into three parts, and the player alternately works for a different faction in each part: Steiner, Liao, and a group of rebels supported by Davion.

Davion. The Mechs that can be purchased will also change depending on which faction you're currently working for.

The second game also had it's its source code released some time ago, and a relatively new overhaul called [[http://www.moddb.com/mods/mechcommander-omnitech Omnitech]] is being worked on.



* ArbitraryHeadcountLimit: A variation / justification: You can only bring a certain combined tonnage of 'Mechs into each mission. Which makes some sense, as mechs get transported long distances by drop (space)ships, which haven't exactly got infinite cargo capacity.
* AwesomeButImpractical: The Long Tom long-range artillery gun and Heavy Thunderbolt medium-range missile launcher, which can cause significant amounts of damage (and make [[TabletopGame/{{Warhammer 40000}} the loudest of booms]]) but are slow-firing, possess low ammunition and take up alot of room in weapon load-outs.
* AwesomeYetPractical: The PPC (both medium-range and ER long-range variants) and Large X Pulse Laser.
* BadassNormal: Your weapons' tech from the second game used to be an infantryman in a universe where 20+ ton HumongousMecha are the norm.
** And he gets all giggly when he gets his hands on Clan tech.
* BadassCrew
* BeamSpam: Still a very viable tactic as with MechWarrior, especially with Large X Pulse Lasers.
* CanonForeigner: 'Mech designs that don't normally have jump jets in the original game get them here. [[spoiler: Including [[FinalBoss Colonel Renard's 100 ton Atlas.]] Yes, really.]]

to:

* ArbitraryHeadcountLimit: A variation / justification: variation/justification: You can only bring a certain combined tonnage of 'Mechs into each mission. Which makes some sense, as mechs Mechs get transported long distances by drop (space)ships, [=DropShips=], which haven't exactly got certainly don't have infinite cargo capacity.
* AwesomeButImpractical: The Long Tom long-range artillery gun and Heavy Thunderbolt medium-range missile launcher, which can cause significant amounts of damage (and make [[TabletopGame/{{Warhammer 40000}} the loudest of booms]]) but are slow-firing, possess have low ammunition reserves and take up alot a lot of room in weapon load-outs.
* AwesomeYetPractical: The PPC (both the regular medium-range and the ER long-range variants) and the Large X Pulse Laser.
* BadassCrew: Forming one of these to pilot the {{Ace Custom}}s you come up with is just as important.
* BadassNormal: Your weapons' tech from the second game used to be an infantryman ''infantryman'' in a universe where 20+ ton HumongousMecha are the norm.
** And he gets all giggly when he gets his hands on Clan tech.
* BadassCrew
* BeamSpam: Still a very A viable tactic as with MechWarrior, tactic, especially with Large X Pulse Lasers.
* CanonForeigner: CanonForeigner:
**
'Mech designs that don't normally have jump jets in the original game get them here. [[spoiler: Including [[FinalBoss Colonel Renard's 100 ton Atlas.]] Yes, really.]]



* DiscOneNuke: If you can actually salvage the [[SeriesMascot Mad Cat]] (see WakeUpCallBoss), it becomes this. If you salvage it perfectly intact, it's closer to a Disc One Nuclear Arsenal.
** No kidding. There are 2 separate sets of units, Inner Sphere and Clan, clan being flatly superior almost across the board. By the time you face the Mad Cat, the biggest mech you can get is a 55 ton Inner sphere mech, and the biggest enemy you've seen was a 35 ton clan mech. The Mad Cat is 75 tons, and in every Battletech incarnation is among the top 10% of available units. Hell, its considered one of the 2 most iconic units in the series, along with the Atlas. People who have never played any Btech-related game recognize this thing.

to:

* DiscOneNuke: If you can actually salvage the 75 ton [[SeriesMascot Mad Cat]] (see WakeUpCallBoss), it becomes this. If you salvage it perfectly intact, it's closer to a Disc One Nuclear Arsenal.
** No kidding. There
Arsenal, as the heaviest Mechs you can have at this point are 2 separate sets of units, 55 ton Inner Sphere and Clan, clan being flatly superior almost across the board. By the time you face the Mad Cat, the biggest mech you can get is a 55 ton Inner sphere mech, and the biggest enemy you've seen was a 35 ton clan mech. The Mad Cat is 75 tons, and in every Battletech incarnation is among the top 10% of available units. Hell, its considered one of the 2 most iconic units in the series, along Mechs with the Atlas. People who have never played any Btech-related game recognize this thing.inferior technology.



* EnemyDetectingRadar: Expected in this type of game, but the Inner Sphere ''Raven'' (a mech that comes with advanced sensors, electronic countermeasures and probes to detect powered-down mechs right off the bat) stakes its meal ticket on this trope.
--> The first thing you see is this being subverted. The introductory cutscene appears to feature a blind Raven pilot, as he calls "all clear" before being chewed out by his MissionControl, then it becomes clear that he managed to miss a 75 ton Mad Cat.
** Especially in the second game, effective sensor use is vital. Only a handful of units have sensors, and the quality of those sensors varies greatly.

to:

* EnemyDetectingRadar: Expected in this type of game, but the Inner Sphere ''Raven'' (a mech that comes with advanced sensors, electronic countermeasures and probes to detect powered-down mechs right off the bat) stakes its meal ticket on this trope.
--> The first thing you see
Effective sensor use is this being subverted. The introductory cutscene appears to feature a blind Raven pilot, as he calls "all clear" before being chewed out by his MissionControl, then it becomes clear that he managed to miss a 75 ton Mad Cat.
** Especially
vital, especially in the second game, effective sensor use is vital.game. Only a handful of units have sensors, and the quality of those sensors varies greatly. The Inner Sphere ''Raven'' in particular has one of the best sensor suites around.



* EvaFins: The Inner Sphere ''[[AwesomeMcCoolName Awesome]]'' and ''[[NamesToRunAwayFrom Mauler]]'' mech designs (the former of which had the fins roughly a [[OlderThanTheyThink decade]] before NeonGenesisEvangelion was released).
* ExplodingBarrels: Massive gas storage tanks are a mech-sized version of this. A few missions in the first game are very difficult unless you [[DefensiveFeintTrap lure an enemy]] into a field of gas tanks and set them off.
* FinishHim: [=MechCommander's=] intro. The exact phrase is said.

to:

* EvaFins: The Inner Sphere ''[[AwesomeMcCoolName Awesome]]'' and ''[[NamesToRunAwayFrom Mauler]]'' mech Mech designs (the former of which had the fins roughly a [[OlderThanTheyThink decade]] before NeonGenesisEvangelion was released).
* ExplodingBarrels: Massive gas storage tanks are a mech-sized Mech-sized version of this. A few missions in the first game are very difficult unless you [[DefensiveFeintTrap lure an enemy]] into a field of gas tanks and set them off.
* FinishHim: [=MechCommander's=] intro. The exact phrase is said.said in the intro for the first game.



* FragileSpeedster: Mechcommander Gold's Inner Sphere ''Commando'' and ''Stilleto'', as well as the Clan ''Uller'' (Kit Fox) and ''Cougar'' mechs.
** The Clan ''Shadow Cat'' meanwhile approaches LightningBruiser territory.

to:

* FragileSpeedster: Mechcommander Gold's ''[=MechCommander=] Gold's'' Inner Sphere ''Commando'' and ''Stilleto'', as well as the Clan ''Uller'' (Kit Fox) and ''Cougar'' mechs.
** The Clan ''Shadow Cat'' meanwhile approaches LightningBruiser territory.
mechs.



* GeneralFailure: Jason Cho in the second game. You never actually see him fight, but in almost every mission briefing the Mandrissa tells you that he lost a battle.
* GeneralRipper: Colonel Renard from the second game.
* GlassCannon: From Mechcommander Gold, the Inner Sphere '''Hollander II'' and the Clan ''Vulture'' (Mad Dog).

to:

* GeneralFailure: Captain Jason Cho in the second game. You never actually see him fight, fight [[spoiler: until he tries to personally kill your unit]], but in almost every mission briefing briefing, the Mandrissa tells you that he lost a battle.
* GeneralRipper: Colonel David Renard from the second game.
* GlassCannon: From Mechcommander Gold, ''[=MechCommander=] Gold'', the Inner Sphere '''Hollander ''Hollander II'' and the Clan ''Vulture'' (Mad Dog).



* HeelFaceRevolvingDoor: You, in the second game. Justified due to being OnlyInItForTheMoney, and in the case of the rebels, revenge against Steiner and Liao for betraying you.
** Liao and the Mandrissa begrudgingly admit that they ''need'' you at their disposal - because you've trashed so many of their other forces whilst in the employ of House Steiner, and they somewhat-respect your capabilities. [[spoiler:You get RewardedAsATraitorDeserves when Renard demands the death of your unit in exchange for a treaty between Steiner and Liao.]]

to:

* HeelFaceRevolvingDoor: You, in the second game. Justified due to being OnlyInItForTheMoney, and in the case of the rebels, Davion's offer of captured Clan tech and [[spoiler: revenge against Steiner and Liao for betraying you.
you.]]
** Liao and the Mandrissa Liao's leaders begrudgingly admit that they ''need'' you at their disposal - because you've trashed so many of their other forces whilst in the employ of House Steiner, and they somewhat-respect your capabilities. [[spoiler:You get RewardedAsATraitorDeserves disposal[[spoiler:, though one does declare that YouHaveOutlivedYourUsefulness when Renard demands the death of your unit in exchange for a treaty between Steiner and Liao.]]Liao]] - since you've trashed so much of their military whilst in the employ of House Steiner.
-->'''Mandrissa Cho:''' ''"I see no need to check your references, Sang-wei (Captain), we have seen your work first-hand. It is an odd twist of fate, but the reduction of my military at your hands forces me to hire you as my mercenary."''



* LightningBruiser: Along with the aforementioned ''Shadow Cat'' (a very fast medium mech with respectable armaments), the Clan ''Mad Cat'' (Timber Wolf) and ''Thor'' (Summoner) are no slouches either for a pair of Heavy mechs that frequently come armed with ER PPCs.
** The Timber Wolf (Mad Cat) is THE Lightning Bruiser of the Btech Universe. It has a slightly above average speed, is more heavily armored and/or better armed than almost anything in it's speed category. In MC Gold and MC2, it has no weaknesses.
** All clan heavies available in the second game, but yea, especially the Mad Cat.
* MacrossMissileMassacre: You'll likely be seeing this alot if you arm your mechs with huge numbers of LRMs, particularly in the first game where missiles don't arc up like they do in the second.

to:

* LightningBruiser: Along with the aforementioned LightningBruiser:
** The Clan
''Shadow Cat'' (a Cat'', a very fast medium mech with respectable armaments), the armament and armor for its weight class.
** The
Clan ''Mad Cat'' (Timber Wolf) and ''Thor'' (Summoner) are no slouches either for a pair of decently fast Heavy mechs Mechs that frequently come armed with ER PPCs.
** The Timber Wolf (Mad Cat) is THE Lightning Bruiser
a hard-hitting array of the Btech Universe. It has a slightly above average speed, is more heavily armored and/or better armed than almost anything in it's speed category. In MC Gold weapons and MC2, it has no weaknesses.
** All clan heavies available in the second game, but yea, especially the Mad Cat.
are covered with plenty of armor.
* MacrossMissileMassacre: You'll likely be seeing this alot a lot if you arm your mechs Mechs with huge numbers of LRMs, [=LRMs=], particularly in the first game game, where missiles don't arc up like they do in the second.



* MightyGlacier: The Heavy and Assault class Mechs tend to qualify, but invoked the most with the Inner Sphere ''Atlas'' and Clan ''Turkina'' in Mechcommander Gold.

to:

* MightyGlacier: The Heavy and Assault class Mechs in general tend to qualify, but invoked the most with the Inner Sphere ''Atlas'' and Clan ''Turkina'' in Mechcommander Gold.''[=MechCommander=] Gold''.



* NonEntityGeneral: In both games, but particularly noteworthy in the second game, where [[EveryoneCallsHimBarkeep you are always referred to as "Commander"]].

to:

* NonEntityGeneral: In both games, but particularly noteworthy in the second game, where [[EveryoneCallsHimBarkeep you are always referred to as "Commander"]]."Commander" or "Sang-wei" (Captain)]].



* RealTimeWithPause: But wasn't always. The ability to issue orders while paused was actually added with [=MechCommander=] Gold and wasn't present in the original release.

to:

* RealTimeWithPause: But wasn't always. The ability to issue orders while paused was actually added with [=MechCommander=] Gold Present in ''[=MechCommander=] Gold'' and wasn't present in the original release.second game.



* RPGElements: The mechwarriors under your command grow in skill as they see more combat, which is [[VideoGameCaringPotential one of the reasons to try to keep them alive]].
** In the second game, pilot customization is taken to the next level, allowing you to choose a new skill for each pilot every time they move up a rank. They very from weapon specializations to increased skill with sensors, to increased likelihood of a head hit. Furthermore, the skills you choose for the early rank-ups improve in later rank-ups (example: The Sensor skill, available at regular. Without it, sensors just give you a marker showing a unit is there. When you get it at regular, it lets the pilot differentiate between vehicles and mechs. At Veteran, the pilot can tell weight class. At Elite, can tell exact model.)
* ShowsDamage: Mechs taking too much fire to their arms can loose them (and the attached weapon) and crippled mechs limp slowly through the battlefield.
* SnipingTheCockpit: Your Mechwarriors can be on both the giving and receiving end of this. It's always shocking to see one of your Veteran pilots [[KilledOffForReal die]] (not ejecting) at [[OneHitKill near full-HP from a lucky shot by an enemy mech]], especially on higher difficulties.
** This gets really annoying if its your star pilot that you've been grooming the entire game.
* SubsystemDamage

to:

* RPGElements: The mechwarriors Mechwarriors under your command grow in skill as they see more combat, which is [[VideoGameCaringPotential one of the reasons to try to keep them alive]].
** In the second game, pilot customization is taken to the next level, allowing you to choose a new skill for each pilot every time they move up a rank. They very vary from weapon specializations to increased skill with sensors, to increased likelihood of a head hit. headshots. Furthermore, the skills you choose for the early rank-ups improve in later rank-ups (example: The rank-ups. [[labelnote:*]]For example, the Sensor skill, skill available at regular.Regular. Without it, sensors just give you a marker showing a unit is there. When you get it at regular, Regular, it lets the pilot differentiate between vehicles and mechs.Mechs. At Veteran, the pilot can tell weight class. At Elite, they can tell exact the ''exact'' model.)
[[/labelnote]]
* ShowsDamage: Mechs taking too much fire to their arms can loose them (and the attached weapon) and crippled mechs limp slowly through the battlefield.
ShowsDamage
* SnipingTheCockpit: Your Mechwarriors can be on both the giving and receiving end of this. It's always shocking to see one of your Veteran pilots [[KilledOffForReal die]] (not ejecting) at [[OneHitKill near full-HP from a lucky shot by an enemy mech]], Mech]], especially on higher difficulties.
** This gets really annoying if its your star pilot that you've been grooming * SubsystemDamage: Mechs taking too much fire to their arms can lose them (and the entire game.
* SubsystemDamage
attached weapon). Damaged legs cause Mechs to limp slowly.



* TookALevelInBadass: [[spoiler:A crappy rookie pilot from the first game, callsign "Rooster", returns near the end of the second game as an elite [=MechWarrior=].]]
** Also happens to your Mechwarriors as you progress through the missions, going from lowly [[NewMeat Green]] to [[BadAss Elite]] by the endgame.
*** If you successfully max out a pilot's stats, they achieve a fifth rank, making the progression Green, Regular, Veteran, Elite, Ace. Ace pilots get to choose a fourth skill from among some of the most over-powered in the game. Having played the game through several times, this troper have never been able to get more than 2 Aces in a single playthrough.
* WakeUpCallBoss: The third mission of the first game, when your force consists mostly of, and is mostly fighting, light 20-30 ton mechs, suddenly throws a 75-ton ''Mad Cat'' at you. (Hint: you're supposed to run from it (or take note of all the [[ExplodingBarrels fuel tanks]] it's running past). [[DiscOneNuke But if you can salvage it...]])

to:

* TookALevelInBadass: TookALevelInBadass:
**
[[spoiler:A crappy rookie pilot from the first game, callsign "Rooster", returns near the end of the second game as an elite [=MechWarrior=].]]
** Also happens to your Mechwarriors as you progress through the missions, going from lowly [[NewMeat Green]] to [[BadAss Elite]] [[AcePilot Ace]] by the endgame.
*** If you successfully max out a pilot's stats, they achieve a fifth rank, making the progression Green, Regular, Veteran, Elite, Ace.
endgame. Ace pilots get to choose a fourth skill from among some of the most over-powered in the game. Having played the game through several times, this troper have never been able to get more than 2 Aces in a single playthrough.
game.
* WakeUpCallBoss: The third mission of the first game, when your force consists mostly of, and is mostly fighting, light 20-30 ton mechs, Mechs, suddenly throws a 75-ton ''Mad Cat'' ''[[LightningBruiser Mad Cat]]'' at you. (Hint: you're supposed to run from it (or take note of all the [[ExplodingBarrels fuel tanks]] it's running past). [[DiscOneNuke But if you can salvage it...]])



* ZergRush: Many of the missions have you facing off against massed groups of tanks and other vehicles.

to:

* ZergRush: ZergRush:
**
Many of the missions have you facing off against massed groups of tanks and other vehicles.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** No kidding. There are 2 separate sets of units, Inner Sphere and Clan, clan being flatly superior almost across the board. By the time you face the Mad Cat, the biggest mech you can get is a 55 ton Inner sphere mech, and the biggest enemy you've seen was a 35 ton clan mech. The Mad Cat is 75 tons, and in every Battletech incarnation is among the top 10% of available units. Hell, its considered one of the 2 most iconic units in the series, along with the Atlas. People who have never played any Btech-related game recognize this thing.


Added DiffLines:

** Especially in the second game, effective sensor use is vital. Only a handful of units have sensors, and the quality of those sensors varies greatly.


Added DiffLines:

** All clan heavies available in the second game, but yea, especially the Mad Cat.


Added DiffLines:

** In the second game, pilot customization is taken to the next level, allowing you to choose a new skill for each pilot every time they move up a rank. They very from weapon specializations to increased skill with sensors, to increased likelihood of a head hit. Furthermore, the skills you choose for the early rank-ups improve in later rank-ups (example: The Sensor skill, available at regular. Without it, sensors just give you a marker showing a unit is there. When you get it at regular, it lets the pilot differentiate between vehicles and mechs. At Veteran, the pilot can tell weight class. At Elite, can tell exact model.)


Added DiffLines:

** This gets really annoying if its your star pilot that you've been grooming the entire game.


Added DiffLines:

*** If you successfully max out a pilot's stats, they achieve a fifth rank, making the progression Green, Regular, Veteran, Elite, Ace. Ace pilots get to choose a fourth skill from among some of the most over-powered in the game. Having played the game through several times, this troper have never been able to get more than 2 Aces in a single playthrough.
Is there an issue? Send a MessageReason:
Cata has good armor, swap the weapons for AC or Gauss, watch the hilarity.


* GlassCannon: From Mechcommander Gold, the Inner Sphere ''Catapult'' and ''Hollander II'' and the Clan ''Vulture'' (Mad Dog), though more pronounced with the Catapult (which is basically an [[MacrossMissileMassacre LRM carrier]] in mech form).

to:

* GlassCannon: From Mechcommander Gold, the Inner Sphere ''Catapult'' and ''Hollander '''Hollander II'' and the Clan ''Vulture'' (Mad Dog), though more pronounced with the Catapult (which is basically an [[MacrossMissileMassacre LRM carrier]] in mech form).Dog).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Timber Wolf (Mad Cat) is THE Lightning Bruiser of the Btech Universe. It has a slightly above average speed, is more heavily armored and/or better armed than almost anything in it's speed category. In MC Gold and MC2, it has no weaknesses.
Is there an issue? Send a MessageReason:
None


* ArbitraryHeadcountLimit: A variation: You can only bring a certain combined tonnage of 'Mechs into each mission.

to:

* ArbitraryHeadcountLimit: A variation: variation / justification: You can only bring a certain combined tonnage of 'Mechs into each mission.mission. Which makes some sense, as mechs get transported long distances by drop (space)ships, which haven't exactly got infinite cargo capacity.
Is there an issue? Send a MessageReason:
None


* RealTimeWithPause

to:

* RealTimeWithPauseRealTimeWithPause: But wasn't always. The ability to issue orders while paused was actually added with [=MechCommander=] Gold and wasn't present in the original release.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

--> The first thing you see is this being subverted. The introductory cutscene appears to feature a blind Raven pilot, as he calls "all clear" before being chewed out by his MissionControl, then it becomes clear that he managed to miss a 75 ton Mad Cat.
Is there an issue? Send a MessageReason:
namespace stuff


* AwesomeButImpractical: The Long Tom long-range artillery gun and Heavy Thunderbolt medium-range missile launcher, which can cause significant amounts of damage (and make [[Warhammer40K the loudest of booms]]) but are slow-firing, possess low ammunition and take up alot of room in weapon load-outs.

to:

* AwesomeButImpractical: The Long Tom long-range artillery gun and Heavy Thunderbolt medium-range missile launcher, which can cause significant amounts of damage (and make [[Warhammer40K [[TabletopGame/{{Warhammer 40000}} the loudest of booms]]) but are slow-firing, possess low ammunition and take up alot of room in weapon load-outs.



* ZergRush: Many of the missions have you facing off against massed groups of tanks and other vehicles.

to:

* ZergRush: Many of the missions have you facing off against massed groups of tanks and other vehicles.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

-->''"Don't '''think''', Mechwarrior. '''Find out'''."''
--->-- Mechcommander 1 Introduction

A pair of RealTimeStrategy games, with a heavy focus on tactical gameplay, set in the BattleTech universe.

The first game was released in 1998 and focused on the Inner Sphere assault of the Clan Smoke Jaguar planet Port Arthur. The player is in charge of the Zulu Company of the First Davion Guards, and has to gather their forces (scattered by a forced landing) in order to complete the campaign. An expansion pack, ''Desperate Measures'', continued to follow Zulu Company as they hunted down a renegade Smoke Jaguar commander on the planet Cermak.

The second game was released in 2001 and switches to the perspective of a [[PrivateMilitaryContractors mercenary unit]] stationed on the planet Carver V. The campaign is divided into three parts, and the player alternately works for a different faction in each part: Steiner, Liao, and a group of rebels supported by Davion.

The second game also had it's source code released some time ago, and a relatively new overhaul called [[http://www.moddb.com/mods/mechcommander-omnitech Omnitech]] is being worked on.

----
!!These games provide examples of:
* AceCustom: Making these is an important part of the game.
* AggressiveNegotiations: About 2/3rds of the way through the second game. Blindingly obvious what will happen, since you have GeneralRipper meeting with GeneralFailure, they're both riding in Assault Mechs, they both brought a sizable "Honor Guard", and [[TemptingFate your tactical officer predicted that there wouldn't be any trouble during the mission.]]
* ArbitraryHeadcountLimit: A variation: You can only bring a certain combined tonnage of 'Mechs into each mission.
* AwesomeButImpractical: The Long Tom long-range artillery gun and Heavy Thunderbolt medium-range missile launcher, which can cause significant amounts of damage (and make [[Warhammer40K the loudest of booms]]) but are slow-firing, possess low ammunition and take up alot of room in weapon load-outs.
* AwesomeYetPractical: The PPC (both medium-range and ER long-range variants) and Large X Pulse Laser.
* BadassNormal: Your weapons' tech from the second game used to be an infantryman in a universe where 20+ ton HumongousMecha are the norm.
** And he gets all giggly when he gets his hands on Clan tech.
* BadassCrew
* BeamSpam: Still a very viable tactic as with MechWarrior, especially with Large X Pulse Lasers.
* CanonForeigner: 'Mech designs that don't normally have jump jets in the original game get them here. [[spoiler: Including [[FinalBoss Colonel Renard's 100 ton Atlas.]] Yes, really.]]
** The second game's Legion tank.
* CanonImmigrant: The Hollander II 'mech.
* DamageIsFire
* DiscOneNuke: If you can actually salvage the [[SeriesMascot Mad Cat]] (see WakeUpCallBoss), it becomes this. If you salvage it perfectly intact, it's closer to a Disc One Nuclear Arsenal.
* EjectionSeat: Used to preserve Mechwarriors in the event that their Mechs are damaged beyond combat effectiveness. This allows them to save themselves and become available for the next mission, as opposed to just [[KilledOffForReal dying]] outright.
* EnemyDetectingRadar: Expected in this type of game, but the Inner Sphere ''Raven'' (a mech that comes with advanced sensors, electronic countermeasures and probes to detect powered-down mechs right off the bat) stakes its meal ticket on this trope.
* EnergyWeapons
* EscortMission
* EvaFins: The Inner Sphere ''[[AwesomeMcCoolName Awesome]]'' and ''[[NamesToRunAwayFrom Mauler]]'' mech designs (the former of which had the fins roughly a [[OlderThanTheyThink decade]] before NeonGenesisEvangelion was released).
* ExplodingBarrels: Massive gas storage tanks are a mech-sized version of this. A few missions in the first game are very difficult unless you [[DefensiveFeintTrap lure an enemy]] into a field of gas tanks and set them off.
* FinishHim: [=MechCommander's=] intro. The exact phrase is said.
* FogOfWar
* FragileSpeedster: Mechcommander Gold's Inner Sphere ''Commando'' and ''Stilleto'', as well as the Clan ''Uller'' (Kit Fox) and ''Cougar'' mechs.
** The Clan ''Shadow Cat'' meanwhile approaches LightningBruiser territory.
* GameMod
* GeneralFailure: Jason Cho in the second game. You never actually see him fight, but in almost every mission briefing the Mandrissa tells you that he lost a battle.
* GeneralRipper: Colonel Renard from the second game.
* GlassCannon: From Mechcommander Gold, the Inner Sphere ''Catapult'' and ''Hollander II'' and the Clan ''Vulture'' (Mad Dog), though more pronounced with the Catapult (which is basically an [[MacrossMissileMassacre LRM carrier]] in mech form).
* HoldTheLine
* HeelFaceRevolvingDoor: You, in the second game. Justified due to being OnlyInItForTheMoney, and in the case of the rebels, revenge against Steiner and Liao for betraying you.
** Liao and the Mandrissa begrudgingly admit that they ''need'' you at their disposal - because you've trashed so many of their other forces whilst in the employ of House Steiner, and they somewhat-respect your capabilities. [[spoiler:You get RewardedAsATraitorDeserves when Renard demands the death of your unit in exchange for a treaty between Steiner and Liao.]]
* JackOfAllStats: The Inner Sphere ''Bushwacker'', designed with flexibility in mind.
* KooshBomb: Surprisingly enough...
* LightningBruiser: Along with the aforementioned ''Shadow Cat'' (a very fast medium mech with respectable armaments), the Clan ''Mad Cat'' (Timber Wolf) and ''Thor'' (Summoner) are no slouches either for a pair of Heavy mechs that frequently come armed with ER PPCs.
* MacrossMissileMassacre: You'll likely be seeing this alot if you arm your mechs with huge numbers of LRMs, particularly in the first game where missiles don't arc up like they do in the second.
* MagicTool: Repair vehicles.
* MightyGlacier: The Heavy and Assault class Mechs tend to qualify, but invoked the most with the Inner Sphere ''Atlas'' and Clan ''Turkina'' in Mechcommander Gold.
* MissionControl: Lieutenant Diaz in the second game.
* NonEntityGeneral: In both games, but particularly noteworthy in the second game, where [[EveryoneCallsHimBarkeep you are always referred to as "Commander"]].
* PraetorianGuard: Mandrissa Cho's Palace Guards and the Steiner Elite Guard from the second game.
* RealTimeWithPause
* RiskStyleMap
* RoaringRampageOfRevenge: The last 3rd (Davion supported rebels) of the second game's campaign.
* RPGElements: The mechwarriors under your command grow in skill as they see more combat, which is [[VideoGameCaringPotential one of the reasons to try to keep them alive]].
* ShowsDamage: Mechs taking too much fire to their arms can loose them (and the attached weapon) and crippled mechs limp slowly through the battlefield.
* SnipingTheCockpit: Your Mechwarriors can be on both the giving and receiving end of this. It's always shocking to see one of your Veteran pilots [[KilledOffForReal die]] (not ejecting) at [[OneHitKill near full-HP from a lucky shot by an enemy mech]], especially on higher difficulties.
* SubsystemDamage
* SupportPower: In the first game you can call in artillery, sensor probes, and [=UAVs=]. In the second, this expands to included fixed artillery emplacements, manned scout helicopters, salvage vehicles capable of restoring an enemy [='Mech=] and placing it under your control, and repair vehicles.
* TankGoodness: The Steiner Legion tank is a 100 ton monster that can match most 'Mechs in a straight up fight. The smaller but more numerous Storm tanks should not be underestimated either.
* TheComputerIsACheatingBastard: [[spoiler: Colonel Renard's Atlas has jump jets and generates more heat than it has capacity. All other 'Mechs must have less or equal heat generation.]]
* TookALevelInBadass: [[spoiler:A crappy rookie pilot from the first game, callsign "Rooster", returns near the end of the second game as an elite [=MechWarrior=].]]
** Also happens to your Mechwarriors as you progress through the missions, going from lowly [[NewMeat Green]] to [[BadAss Elite]] by the endgame.
* WakeUpCallBoss: The third mission of the first game, when your force consists mostly of, and is mostly fighting, light 20-30 ton mechs, suddenly throws a 75-ton ''Mad Cat'' at you. (Hint: you're supposed to run from it (or take note of all the [[ExplodingBarrels fuel tanks]] it's running past). [[DiscOneNuke But if you can salvage it...]])
* WeDoTheImpossible: Your mercenary company gains this reputation at the end of the second game.
* ZergRush: Many of the missions have you facing off against massed groups of tanks and other vehicles.
** You may also opt to perform these when the tonnage and your bank account allow. What better way to let the rookies stretch their legs than by purchasing a dozen Wolfhounds and just mobbing things to death?
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