Commando Mass: 25 tons Chassis: Foundation Ultralight Endo Steel or Coventry Metal Works Power Plant: Omin 150 Cruising Speed: 64.8 kph Maxiumum Speed: 97.2 kph Jump Jets: None Jumping Capacity: None Armor: Lexington Ltd. High Grade Ferro-Fiberous with CASE
Or Lexington Limited Armor Factor for MWO: 108 of 178 possible Manufacturer: Coventry Defense Conglomerate Or Coventry Metal Works Communications System: TharHes Crystal Flower RG-2 or Cyclops14 Targeting and Tracking System: TharHes Star Shark. Or Cyclops Multi-Tasker10 with Artemis IV System
The Commando was designed as an alternative to the more numerous Wasps
and Stingers as a reconnaissance Mech. While not jump-capable, the
Commando has far stronger weapons than either of the more famous scout
Conceived by engineers at Coventry Defense during the last days of the
Protectorate of Donegal, the first prototype Commando was tested in 2643
and carried a Large Laser on the right arm. Because the sudden heat
generated by the laser was breaking down the lubricants in the Mechs
wrist and hand, the weapon was later replaced with an SRM rack
The Commando was commissioned by the Protectorate of Donegal in 2466,
then adopted bye the entire Lyran Commonwealth after the Protectorate
became part of it. Though Star League made many attempts to draft the
Commando model into its own forces, the Commonwealth managed , through
clever stalling and subtle lying o keep the design to themselves. That
has proved a prudent move on the part of the Commonwealth\
Despite the lightness of its armor ,the Commando's ten srm's allow the
Mech to fulfill a secondary role as an emergency barrage vehicle.
Though it is unusual to combine two missiles systems in one Mech, it
prevent a lucky enemy hit from knocking out all the missile tubes, thus
rendering the Commando ineffective. The idea works well. The Commando
can lay down a heavy pattern of missile fire directed at one target or
split his fire and shoot at two separate targets.
This design features also has its drawbacks. The two different missile
systems require two different command systems. The medium laser
requires a third command system, all of which requires a much larger
computer than originally planned. This is one of the reasons that the
Commando's weight went up from the original 20 to 25 tons. Despite the
difficulties, the various Lyran Mech plants, especially the one at
Coventry were producing many Commandos annually.
The Commando keeps a good supply of ammo for its missile systems,
carrying 25 rounds for its right-arm launchers in its right torso and
carrying 15 rounds in its left torso for the chest's six launchers.
Just because the Commando packs firepower comparable to some heavier
Mechs does not mean it can go toe-to-toe with them. Indeed, because of
the Commando's thin armor, pilots must take special care to avoid
exposure to enemy fire. The Mechwarrior may instead use the Commando's
firepower to let loose with a barrage of a heavier Mech, and then run.
He has to hope that the enemy will be to busy dealing with the damage
suffered by his Mech to follow to closely.
With its two articulated hands, the Commando can pick up and carry its
share of cargo. It can also brawl with a slight edge against light to
medium Mechs that have no hands, such as the Locust and Ostcout.
It 25 tons of moving metal can ever be called stealth, it is that for
which the Commando was designed. Commandos are often dispatched alone
or in pairs, assigned either to scout ahead for the enemy, or as eyes of
the retreat, gauging the proximity of pursuers. The Mech excels at
Unlike other Successor States, the Lyran Commonwealth awards special
commendations to scouts who perform beyond the call of duty. In the
lengthy dedications of these commendations are many stories of Commandos
on the battlefield.
One impressive account tells of Lewan and Cynth Tulmani, a
brother-and-sister scout team in what was once Winfield's Guards. In
3011, the unit was two regiments strong and stationed at Sevren. Poor
intelligence reports suckered them into believing that the thrust of
Kurita's attack would bypass them. Many Mechs including Lewan and
Cynth's were trapped in a mountain pass when the were attacked and mowed
down by bombardment.
Upon regaining consciousness, the Tulmanis found their Mechs damaged and
themselves hurt and alone. Lwean's mech was minus its left arm, and
Cynth was riding a headless machine. Looking east, they could see that
the capital city, their destination, was burning. They decided to
travel west toward a more distant and perhaps still intact city to link
up with reinforcements or any other stragglers.
Travellin by night to avoid the numerous Kurita patrols, at least they
arrived at the city still held by the Lyran Commonwealth. They arrived
just in time to see Dropships of the 2nd Donegal Guards landing and
mustering for a counterattack. Unfortunately, very few of the arriving
officers were familiar wit the surrounding countryside, and so Cynth and
Lwean immediately volunteered their services. With very little repair
to either themselves or their Mechs, the two scouted the advance of the
2nd Donegal Guards.
Since that time, the scouts of Winfield's Brigade wear on the lapels the
green tartan stripe of the Donegal Guards, in honor of the Tulmanis'
The COM-1D is directly comparable to the Commando COM-3A in terms of the
number of energy and missile Hardpoints. Unlike the COM-3A, both energy
hardpoints are in the arm, give all energy weapons a firing arc of
This original production model of the Commando made use of weapons that
allowed it to engage enemies at both short and medium ranges. The Large
Laser provides respectable punch for a 'Mech of its size and the SRM 6
is capable of exploiting any holes opened up by the laser. Light armor
and relatively low speed will hurt its chances of survival in a
protracted battle, it's best chance for success can be found in
Like all Commandos, the COM-1D possesses impressive Speed and maneuverability.
The two missile hardpoints must share only two available Critical Spaces
in the center torso, limiting the size and types of weapons that can be
installed on the 'Mech. Additionally the -1B lacks the Commando
COM-2D's ability to mount the extremely useful ECM.
Launchers in the center torso will fire six missiles at a time. However,
since no missile system that fires more than six missiles at a time can
be installed in the center torso, this not a concern. Since the left
arm cannot carry weapons, it can be used as a shield from incoming fire,
or simply stripped of armor to allocate tonnage elsewhere.
The Commando COM-2D is one of very few 'Mechs capable of carrying an
ECM, and is the lightest 'Mech capable of doing so. Compared to other
Commandos, it has the greatest number of missile Hardpoints.
The COM-2D makes for an ideal scout 'Mech in urban combat areas, where
its SRM4 and SRM 6 give it excellent hit-and-run firepower. A Medium
Laser allows the 'Mech to reach out to medium ranges. Compared to most
other stock Commando loadouts, the -2D has impressive Alpha Strike
damage potential. This combined with its decent armor compared to other
Commandos means the -2D can brawl at short range if necessary.
Like all Commandos, the COM-2D is capable of impressive Speed and
maneuverability. Three missile Hardpoints meant it can carry a larger
number of SRMs and Streak SRM 2s than other Commandos. The most notable
feature of this model however is the fact that it can mount ECM. This
allows it to protect itself and nearby friendlies from enemy radar and
missiles. It can also be used to counter enemy ECM.
A relative lack of energy hardpoints limits its ability to mount lighter
energy weapons and must rely on heavier missile weapons and their
requisite need for ammunition tonnage.
Launchers in the center torso can only fire six missiles at a time while
launchers in the right arm can only fire 4 missiles at a time. All
missiles fired from there will launch in waves of 6 and 4 respectively.
Also, the only Energy Hardpoint is located on the left arm.
The three energy Hardpoints of the COM-1B, all of which are located in
the arms, give the 'Mech a 120° firing arc for all energy weapons. The
center mounted missile hardpoint ensures the -1B has something to fire
should all other sections of the 'Mech get destroyed.
When compared to the -1D, the COM-1B downgrades its short range missile
array to add a Medium Laser and a ton of armor. This gives the Commando
more independence from ammunition and a greater range to attack with.
Additional armor increases its survivability.
Like all Commandos, the -1B possesses impressive Speed and
maneuverability. Arm mounted energy weapons give the 'Mech a wide firing
The -1B lacks any noticeable flaws, but lacks the Commando COM-2D's ability to mount the extremely useful ECM.
The center torso missile hardpoint can only fire two missiles at a time.
All missiles fired from there will fire in waves of 2 at a time.
The COM-3A compares directly to the Commando COM-1D in terms of
Hardpoints. Unlike the -1D though, the hardpoints of the -3A are more
spread out. The energy hardpoints are divided between the two arms
rather than housed in one, and the missile points are spread out over
two locations rather than crowded into the limited space of the center
The -3A increases the short range missile loadout of the -2D which
results in a very dangerous quick strike 'Mech. A Medium Laser and
Flamer adds to the short range punch of this Commando. The -3A hits hard
than other stock Commandos, but has light armor. Only one ton of ammo
is carried for the two SRM racks, enough for 8 full shots each. Once
gone, its damage potential is greatly reduced. Saving the SRM shots for
targeting areas with low or no armor protecting internal structure would
maximize their usefulness.
Like all Commandos, the -3A is capable of impressive Speed and
maneuverability. The energy weapons have a minimum firing arc of 120°
The -3A lacks any noticeable flaws, but lacks the Commando COM-2D's ability to mount the extremely useful ECM.
Both missile launchers can only fire 6 missiles at a time, causing long
range missile that fire more than 5 at a time to fire in waves of six.
The Death's Knell model of the Commando is a Hero Mech. The Death's
Knell offers more Energy Hardpoints than other Commando models. Like all
Hero Mechs, the Death's Knell provides a 30% bonus.
The Death's Knell forgoes any missile weapons for four Medium Lasers,
all of which are mounted in the arms and can be aim together easily. 11
Double Heat Sinks help to manage the heat load more effectively than
standard ones. Finally, the -TDK is faster and better armored than any
other stock Commando.
Like all Commandos, the TDK is fast and maneuverable. All of the 'Mechs
hardpoints are located in the arms, which gives all weapons a firing arc
of 120° minimum relative to the legs.
While the TDK offers more energy hardpoints than any other Commando, it
is easily out matched by all currently available Jenners, all of which
offer 4 energy hardpoints at a minimum, can match the TDK in speed, and
have the ability to jump.
Captain Bono Duganmare Commander of a company of the 22nd Skye Rangers,
Duganmare has the unenviable task of training inexperienced warriors.
Quiet yet demanding in his silver Commando, The Death's Knell, the
captain moves about the training field, cajoling his men to work harder.
If that approach does not produce results, he resorts to a trainee
'Mech's backside instead.
Though concerned about his men's welfare in battle, Duganmare knows
enough to let them do their jobs with great tactical expertise. Not a
flashy hero with many kills to his name, he nevertheless has earned the
respect of both his men and of his superiors, who treat him like a
valuable resource. Some recent rumors suggest that he will head up the
first Commonwealth Military Academy on Tharkad.