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Follow the dark path or use the light

Battlefield 1942


Vehicle Guide

by nayhem

            wWWWWWWWWWWWw   ,wWWWW         ,wWWWWW     wWWWWWWWWWWWw
           WWWWP™™™™™WWWWW wWWWWWW      ,wWWWWWWWW    WWWWP™™™™™WWWWW
           WWWW      wWWWW ™F™WWWW    wWWWWP™WWWWW    WWWW      wWWWW
               ,wwwWWWWW™     WWWW  WWWWP™   WWWWW        ,wwwWWWWW™
            wWWWWWP™™         WWWW  WWWWWWWWWWWWWWWW   wWWWWWP™™
           WWWW™              WWWW  WWWWWWWWWWWWWWWW  WWWW™
 _______    ___  ____________________     _________________________     ______
|       \  /   \|__    __|__    __|  |   |  ____|  ___|  |  ____|  |   |   _  \
|  ===  / /  A  \  |  |     |  |  |  |   |  ¯¯¯¯|   __|  |  ¯¯¯¯|  |   |  | \  |
|  ===  \/  ___  \ |  |     |  |  |  |___|  ====|  |  |  |  ====|  |___|  |_/  |
|_______/__/   \__\|__|     |__|  |______|______|__|  |__|______|______|______/

                        BATTLEFIELD 2142™  VEHICLE GUIDE
                                 12 April 2008
                               ©2006 Nahum Reduta
                          nayhem_5J5, the red<>diamond


1.0  Notes                                       (To search for sections, type a
 1.1    Legal Notices                          forward slash "/" followed by the
 1.2    Version History                      section number in your search box.)
2.0  Vehicles
 2.1    Common Controls
 2.2    Battlewalker
 2.3    Tank
 2.4    FAV
 2.5    APC
 2.6    Gunship
 2.7    Air Transport
 2.8    Titan
 2.9    Anti-Vehicle Battery
 2.10   Anti-Air Battery
3.0  Northern Strike Vehicles
 3.1    Infantry Fighting Vehicle
 3.2    Speeder
4.0  Crashes
 4.1    Ground Vehicles
 4.2    Water Crossings
 4.3    Air Vehicles
 4.4    Infantry
5.0  Other Notes
 5.1    Active Defense
 5.2    Vehicle Damage
 5.3    Engineering 101
 5.4    Other Classes
 5.5    Taking Flight
 5.6    Vehicles as Family
 5.7    Random
6.0  Thanks

=NOTES= /1.0

==Legal Notices== /1.1
This guide is copyright ©2006 Nahum Reduta. No part of this guide may be
reproduced in any form without prior written consent.

This document is primarily hosted on GameFAQs. If you would like to host this
guide on your site, please contact me. With permission, the guide must be
reproduced in whole, and must be kept up-to-date.

For corrections or additions, gmail me at nayhem with the subject line beginning
"BF2142". All other correspondence may be considered junk and ignored outright.

==Version History== /1.2
v1.4: 12 Apr 2008
- Northern Strike vehicles (finally) added.
- More detailed damage notes in the Weaknesses section for each vehicle.

v1.3: 14 Dec 2006
- Added Crash section.
- Added Vehicle vs Vehicle notes.
- Patch corrections.
- More gunship aerobatics.

v1.2: 13 Nov 2006
- More fixes.
- Landing pad and chain of command notes.
- Some gunship aerobatics.

v1.1: 06 Nov 2006
- What were meant to be HTML links, "infinity" symbols, and other Unicode high
  characters became mistranslated by GameFAQs' importer. Document is now ANSI
- Launch Pod behavior notes.
- Some range and ammo corrections.

v1.0: 02 Nov 2006
- I use the default keys in the guide, although I myself am an ESDF-style
  player. If I'm confused about keys in this guide, tell me. If you are not
  already an ESDF guy, try it. It's a much more useful setup than WASD or arrow
  keys. Also try using the numpad for voting, squad/spawn screens, and
  viewing the scoreboard or console.
- Most of the positions should be correct. Actual weapons may be incorrect,
  especially for those vehicles that differ greatly between the two factions.
  Ammo counts would be useful, as well as the number of explosives or rockets
  needed to defeat each weapon.


==Common Controls== /2.1
[X]: Active Shielding (does not defend against mines or any attacks inside its
[F9]: Cockpit view - default view inside vehicle
[F10]: Chase View - view from behind, useful for navigating vehicle through
   tight spaces or rough terrain.
[F11]: Front View - view from front, useful for checking threats to your rear
[-]: Fly-by View - drops a static camera, useful for recordings or for
   identifying threats
[C]: Cycle views
[E]: Enter or Exit

===Land Vehicles===
[W]: Forward
[S]: Reverse
[A]: Turn left; (Nekomata) Strafe left
[D]: Turn right; (Nekomata) Strafe right
[Ctrl] (Battlewalker): Crouch; (Nekomata): Free Look
[Shift] or [W][W]: (Battlewalker, FAV, or Speeder) Boost
[Alt-Fire] (APC): Launch Pod

The EU scheme is grey digital camouflage and sharp features.
The PAC scheme is olive green and rounded features.

Passengers typically dismount from a vehicle on the side they are facing. For
example, the third rider in an FAV--sitting in the rear--will leave from the
rear. One can quickly access the other side of a neutral or allied vehicle by
entering it, switching to a seat on the other side, and exiting.

===Air Vehicles===
[W]: Forward Throttle
[S]: (Gunship) Hover Thrusters; (Air Transport) Landing Thrusters
[A]: Yaw Left
[D]: Yaw Right
[Mouse Y-axis]: Pitch
[Mouse X-axis]: Roll
[Ctrl]: Free Look
[E]: (Gunship) Eject; (Air Transport passenger) Launch Pod

EU air vehicles are black and have sharp features
PAC air vehicles are light tan camo and have smooth features.

When close enough to ground, occupants will exit the vehicle rather than use

==Battlewalker== /2.2
All-terrain Anthropoid Armor

-  L-5 Reisig (grey; fires conventional bullets)
-  T-39 Bogatyr (green; fires blue bolts)

1. Driver
2. Weapons Officer

The Battlewalker is one of Battlefield 2142's hallmark vehicles. Its bipedal
structure allows it to traverse the sizable obstacles, rough terrain, and
streams that traditional wheeled vehicles cannot. Still, it is vulnerable to
balance issues--it is entirely possible to walk off a bridge or cliff.
Regardless, it brings plenty of power to the front line.

P: (Riesig)  Twin Miniguns (900 × 6; auto/normal reload; instant; short
   (Bogatyr) Twin Plasma cannons (450; automatic; instant; short cooldown)
S: (Riesig)  Armor-piercing missiles (4 × 80; quick 1-by-1 reload; instant)
   (Bogatyr) Armor-piercing missiles (4 × 80; quick 1-by-1 reload; instant)

[Shift] Boost
[Ctrl] Crouch

The battlewalker drives like a traditional tank, with the upper cabin
independent of the walker apparatus. The yellow chevron symbols on the HUD show
the walker's heading, and a small white triangle shows the orientation of the
weapons officer. The driver has full view of the lower quadrant, and can fire
the cannons or rockets from full horizontal to about 60° below. (This leaves
the legs vulnerable to attack by tricky recon soldiers with RDX.)

The miniguns are intended to be used against infantry and other light armored
targets. Heavy armor can only be taken down with missiles. The Riesig's missiles
take a straighter path longer than the Bogatyr's.

Since the battlewalker is in a sense a giant soldier, strafing can be used to
great degree. Circle around targets to avoid fire and conserve shielding. The
most underused function of the battlewalker is its ability to crouch (hold
[Ctrl]), like when unmanned. You can conserve shielding this way.

Many times, the upper portion is open to fire, especially by tanks behind cover.
Crouching helps to avoid such fire, and can also kill infantry who attempt to
get underneath the battlewalker. By holding [Shift], the battlewalker can stride
more quickly, as long as needed. [Note: Your ability to maneuver may be affected
by your keyboard's ability to transmit simultaneous keypresses.]

The battlewalker is able to traverse slopes up to 45° (i.e. stairway at Suez
Canal building, slopes at Minsk and Shuhia Taiba), provided that they are
tackled head-on. When the battlewalker is on unsteady ground, the cabin will
shake. This usually means you are standing on some obstacle--like a roadblock--
or are on too steep a slope. Fix the situation by finding level ground or the
battlewalker will tip over. [Note: Unsteadiness may also be solved by exiting
the vehicle.]

===Weapons Officer===
P: (Riesig)  Infantry-scaled Turret (600; auto; instant; normal cooldown)
   (Bogatyr) Infantry-scaled Turret (600; auto; instant; normal cooldown)
S: (Riesig)  Anti-Air EMP Missile (2 × inf.; slow reload; instant [needs lock])
   (Bogatyr) Anti-Air EMP Missile (2 × inf.; slow reload; instant [needs lock])

The weapons officer aboard the battlewalker is able to cover the airspace above,
as well as about 15° below horizon to assail infantry. As with any anti-air
system, track an enemy aircraft for 1.5 seconds to lock on target. The upper
turret moves more swiftly than the main turret, and can repel infantry. (A lone
operator can switch to this position to better defend against sneak attacks by
recon or engineers.) However, its movement is locked with the cabin; aiming may
be difficult during motion.

Though intended for air targets, the AA missiles can also pulse ground vehicles
and infantry. Aim low, because their trajectory takes them upward. As of 1.25,
the AA missiles are much more effective at tracking targets.

Both positions on the battlewalker are protected. The battlewalker is one of the
more difficult armors to attack, because of its unusual design. Still, it is
vulnerable when struck in the proper places.

Small arms fire is able to do almost direct damage to the vents underneath,
unusual for conventional armor. (Each bullet inflicts 1% damage.) Anti-vehicles
weapons can cause significant damage to the rear of the central carriage. The
legs are otherwise the most vulnerable parts. RDX inflicts on average 30% damage
regardless of placement. Motion mines cause 35% damage. Grenades do not cause
significant damage.

Riesig vents:
Bogatyr vent:

===Versus Vehicles===
The battlewalker is tops among armor. It is intended to directly engage all
other vehicles, save for the Titan. Five direct hits with missiles will usually
take out a tank or APC, inflicting 15% damage each. The gunner can handle
aircraft and, with some skill, can even stun ground vehicles. The battlewalker
can also crush vehicles if it is able to get on top somehow. Given some crates
or a small cliff, one battlewalker can even crush another.  

With the exception of Engineers directly underneath or Recon with RDX, no one
weapon is able to defeat a battlewalker in one go. The closest competitor is a
tank at distance. Battlewalkers cannot retaliate with missiles that fly wildly
away. The main cannons can assail infantry, but won't affect armor at all.

The battlewalker does have some trouble with the AV battery. Guns and missiles
don't quite damage the machine from head-on. Splash damage is what usually kills
the railgun user.

[In German, "riesig" means "giant".]
[In Russian, "bogatyr" means "knight errant" or "ronin". Bogatyrs were wanderers
looking for adventure or wrongs to make right.]

==Tank== /2.3

-  A-8 Tiger (grey treaded tank)
-  Type 21 Nekomata (green hover tank)

1. Driver
2. Turret Gunner

The two tanks are the most dissimilar pieces of military machinery in BF 2142.
One of the stages attests that the Nekomata is vastly superior, and I am
inclined to agree. The Tiger is a classically designed tank, using treads for
transport. The Nekomata is a hover tank, and as such is less affected by
terrain; it is slightly quicker than the Tiger. With its fixed barrel, the
Nekomata's profile is always smallest in the direction it is facing--when it
strafes, it does not expose its side like the Tiger has to.

Like the battlewalker, both reticules for the occupants alert each of the
other's bearing. A good passenger scans the periphery for threats rather than
enjoying the driver's view. Make sure to watch for Engineers behind you.

P: Main Cannon (1 × 40; slow reload; instant)
S: Bilevel Zoom

[Ctrl] (Nekomata) Free Look

The tank's main cannon fires HEAT rounds that are effective in routing enemy
infantry as well as vehicles. They travel with very high velocity, but are still
affected by gravity at ranges beyond 50m. With zoom capabilities, the tank is
most effective at assailing distant targets. Tank shells can travel through
foliage and windows, striking as powerfully as if shot point blank.

Tanks are typically outmaneuvered up close, although sheer firepower can help
solve some close-quarters battles. Both tanks can run over infantry during
normal driving or turns using their respective locomotion. However, nimble
soldiers can still crawl underneath and perhaps escape death. Infantry struck by
tank shells (directly, not by blasts) are instantly killed and cannot be

P: Machine Gun (inf.; auto; instant; normal cooldown)

With a swifter cannon, the turret gunner can deal with infantry more effectively
than the driver. Like the battlewalker gunner, vehicle motion affects the turret
gunner. The MG is not centrally located on either tank--spinning the Tiger's
turret or the Nekomata's body will displace the gunner.

Both positions on the tank are protected. Both tanks have similar damage
profiles. No vehicle cannon--except the Bogatyr's, the tank's main gun, or Titan
ground defense guns--inflicts harm on the tank. Anti-air guns do not damage a

Tanks are vulnerable to attacks on the rear of the cabin--a single tank shell or
anti-vehicle weapon will kill it. Tank battles are quite random: each shell
inflicts either 25% or 50% damage, except against the rear vents. Anti-vehicle
weapons inflict more damage against the sides and top of the cabin, and less
against the turret.

RDX causes more damage when placed on the cabin (50%+) than on the turret
(25–50%). One particularly vulnerable area is the top of the cabin, which takes
almost 70% damage from a single Demopak. Two packs placed on the treads should
otherwise be sufficient.

[Motion Mine]

Grenades inflict at most 5% damage when underneath a tank.

===Versus Vehicles===
At close range, the Nekomata outclasses the Tiger. It has more freedom of
movement and does not expose these areas during combat. The Tiger is able to
spin its turret quickly, but should face its front armor just slightly away from
its threat (to permit strafing). While the Nekomata has superior mobility, it is
taller than the Tiger, giving it a slight disadvantage in size. On the other
hand, the Tiger remains stable on slopes while the Nekomata drifts downward.

A tank can engage a battlewalker with moderate success. Its low rate of fire is
certainly a factor in tank losses. The gunner aboard the battlewalker has a
chance of pulsing the tank with its missile, while the tank gunner cannot take
action. Target the rear carriage to inflict 50% damage; the upper section and
remaining carraige permits only 20% damage. The legs receive 30% damage from
tank shells.

The tank shines in long range engagement--it is ideally suited to attack distant
targets, and should be used this way rather than in head-to-head combat. At long
range, a battlewalker's missiles are inaccurate, while the tank's main cannon
fires with only ballistic trajectory to account for. Where a battlewalker can be
thought of as a giant assault soldier, a tank can be described as a huge sniper.
With good spotting, a tank can even fire over cover, almost like artillery.

APCs offer the most resistance against a tank, allowing only 45% to be dealt
against its sides or rear. Its forward armor permits only 25% damage.

Gunships are a major liability. The gunner can fire back and tick away, and the
driver may get a lucky shot off, but it is usually up to the pilot how the
encounter will end. Railguns can also pose a problem, having true aim. A tank
shell will however penetrate with ease.

[The German Tiger tanks--produced in two models--were used during WWII. They
were designed to be more powerful and protected than the more common Panthers/
Panzers. Currently, Germany relies on the A4, A5, and A6 Leopard main battle
[In Japan, the "nekomata" is a cat demon. After ten years of age, it acquires
its characteristic second tail and necromantic powers.]

==FAV== /2.4
Fast Attack Vehicle

-  MK-15 Bandit (grey, angular features)
-  UAZ-8 Ocelot (green, rounded features)

1. Driver
2. Turret Gunner
3. Passenger

P: Horn

[Shift] Boost

The FAV is meant to carry soldiers around ground, using its speed to outmaneuver
and dodge. It is also a useful vehicle for anyone needing to reach trouble spots
quickly, i.e. recons needing to sabotage assets, engineers needing to undo the
damage. Holding down [Shift] gives you extra acceleration to speed towards or
away from trouble. It only increases your top speed marginally.

FAVs can be driven offensively in certain occasions: infantry make for quick
kills on the way to an objective, for those of you seeking Wheels of Hazard pins
or Crew Service Ribbons. Recon soldiers can strap on some RDX and drive them
into an enemy vehicle, ditching at the last second to detonate the carbomb.
However, speed can also kill. Head-on collisions are usually fatal to FAVs on
both sides. Collisions with tougher vehicles and structures are also deadly. 

P: Machine gun (inf.; auto; instant; normal cooldown)

The FAV turret is more stabilized than other turrets. It can inflict damage on
other lightly armored vehicles. Unlike other vehicles, the gunner has no HUD
indication of where his driver is headed.

The passenger uses his own weapons and equipment. He can only scan the rear half
of the vehicle. If an engineer, he can use his repair tool while the vehicle is
in motion.

The driver and gunner are mildly protected by the chassis, the Ocelot's gunner
more so than others. The rear rider is fully exposed. Any occupant can be sniped
or gunned down, whether or not the vehicle is moving. The FAV does not have
active defense.

A single tank shell or anti-vehicle weapon can wreck an FAV. Strikes to the
interior will instantly destroy a fresh FAV. Battlewalker and gunship rockets
cause severe damage.

All other vehicle weapons and many firearms are effective against the FAV's
light armor. Assault rifles and lesser firearms may not penetrate, but can
strike the occupants through openings.

A single pack of RDX or motion mine can clear the vehicle, if not destroy it
outright. Grenades cause serious damage, more so if caught inside. Sentry guns
and APMs can be triggered by FAV occupants and harm or kill them.

===Versus Vehicles===
Get away.

One FAV can take on another--often the first to use their machine gun will win.

[Strangely enough, ocelots are native only to the American continents. Despite
this, BF2142 and the Metal Gear Solid series make references to Russian

==APC== /2.5
Assault Personnel Carrier

-  AMV-2 Groundhog (grey, sharp features, top turrets)
-  BTR-4 Romanov (green, rounded boat-like hull, side slots)

1. Driver
2. Weapons Officer
3. Left Side Passenger
4. Left Rear Passenger
5. Right Rear Passenger
6. Right Side Passenger

P: Infantry-scaled Turret (inf.; auto; instant; normal cooldown)
S: EMP grenade (1 × inf.; slow reload; instant)

The APC is much wider than it seems--it is easy to get caught on the corners of
buildings or lamp posts. Use the chase view ([F10]) if driving is difficult.
APCs will maul enemy infantry, but can only hold off armor until better-suited
allies can take care of them. The EMP grenade takes twice as long to reload
than its effect on vehicles. Alternate between EMP and active defense or the
mortar for best effect.

The sound of the launch system pressurizing will help you position the APC for
assaults on the enemy Titan. Similarly, when driving away from a Titan, the
launch system will depressurize.

===Weapons Officer===
P: Mortar (3 × inf.; slow reload; instant)

The mortar fires HE shells in volleys of three, lobbing in a high arc. They are
instantly deadly to infantry (they cannot be revived) and capable of damaging
light armor.

P: Machine Gun (inf.; auto; instant; normal cooldown)
S: Launch Pod

Each passenger gets a turret gun as well as a launch pod. Groundhog passengers
get top-mounted swivel turrets, while Romanov passengers peer out from slots
(limiting their vision) along the sides.

===Launch Pods===
The launch pods (usable from positions 3–6) are the primary means of boarding
either Titan from the ground. They will launch the occupant up to 150m into the
air, whatever is needed to reach the Titan decks. The HUD indicator to the right
of the crosshair indicates how high the pod will travel. The launch system can
be heard by all inside as it charges or releases pressure. Pods launch highest
in the vicinity of Titans--otherwise, they only reach about 50m off the ground.

To board a Titan, you must be at least 75m [?] to 150m [?] in order to reach
the decks. If you are too close, you will strike the underside of the Titan,
rebounding uncontrollably back to ground. Friendlies can use APCs to board their
own Titans. Be aware, each faction's APCs will launch towards the other's Titan.

Launch pods make a useful weapon of opportunity, causing plenty of damage to
whatever it lands on. It can destroy aircraft outright. Care should be taken, as
it is also possible to get yourself killed landing in inopportune places. Places
to avoid include the tops of silos, the hover banks and shields on Titans, and
vehicle turrets.

APCs can only barely hold off battlewalkers and tanks. However, a crewful of
passengers can use the pods to crush the enemy armor. The same goes for air

All of the occupants are protected. The front armor offers twice the protection
compared to the rest of the vehicle. All weaponry should be directed at the
sides, top, or rear of the vehicle. Anti-air turrets do not damage the APC.

RDX inflicts at least 50% damage, except when placed on the wheels. Two packs or
two motion mines are sufficient. APC's receive up to 5% damage from grenades.
The guns can reach a bit towards vertical, especially on the Romanov, so
infantry should be careful when hiding beside the vehicle.

During Titan matches, APCs should be removed from the Titan perimeter using the
ground assault cannons or by commandeering them. Stray APCs should also be
claimed as early as possible whether or not you intend to use them. They will
become a spawn point for later use, sometimes allowing for sneak attacks.

===Versus Vehicles===
APCs are quite durable, and can often force armor standoffs. Unless you are
close enough to fire pods, you cannot win. The mortar does little damage (1%
against heavy armor), and the EMP launcher reloads too slowly to completely lock
down a vehicle. Even if the enemy vehicle is stunned, it can still fire its

An APC v APC encounter is often a stalemate. Infantry within should wait until
the opposing mortar is reloading before attempting AV or RDX strikes.

The reach of the weapons systems allow APCs to engage air vehicles with some
success. Using EMP to cause crashes is the best case. Mortar strikes may kill
transport passengers, but usually won't destroy aircraft in one volley. An adept
pod user can destroy an aircraft, launching or falling. 

Use the mortar against AV batteries. Splash damage from the mortar is more
effective than direct strikes.

[The Romanov sheep, named after the Russian royal family, is known as a prolific
breeder. While North American and European sheep usually give single or twin
births, Romanovs typically deliver a litter of 5–9 young. The groundhog is not
quite as fertile, bearing 2—6 young. However, it does possess a comparatively
strong skull for an animal of its body mass.]

==Gunship== /2.6

-  UD-6 Talon (black)
-  Type 4 Doragon (beige)

1. Pilot
2. Weapons Officer

You must be beside the gunship cabin to board it. Stay clear of the engines when
they are on.

P: Armor-Piercing Missiles (10 × 6; very slow reload; instant)

[Ctrl] Free Look

To pilot a gunship, press [W] for forward throttle and [S] for hover thrusters.
While in forward throttle, the gunship can be pitched up and down to climb or
descend. While hovering, the gunship performs like a helicopter, where pitching
in either direction will result in motion in the opposite direction. With
enough speed, the gunship can fly straight up, or even complete a loop. The
tightest turns are made while the gunship is hovering. Use these maneuvers to
get the edge in dogfights.

To complete an inside loop, pull back on the stick by pushing up with the mouse;
you will have to keep pushing the mouse to maintain the climb. You may need to
use your hover thrusters to preserve enough clearance for the end of the loop.
Keep pushing with the mouse until the loop is complete. (If you are having
problems pitching back, try increasing the pitch factor in Control Options.)

Gunship loop:

Barrel rolls, Immelmann turns, hammerhead turns, and other aerobatics are made
possible by using hover thrusters for these tight maneuvers. When using the
forward thrusters, you will experience limitations in roll.

Maneuverability (by Zagashi):

Missiles fire from the wing pods, right then left--compensation may be needed
for close targets. They can be fired as quickly as your trigger finger can pull.
The missiles will track air targets, to better kill enemy aircraft. You will
need to provide leading for the missiles in order for them to track.

In order for the weapons officer to effectively use his cannon or guided
missiles, you need to face prospective targets.

Landing the gunship can be pretty tricky, as it is designed to fly fast and
hard. First, you must bring your airspeed down to a crawl--any faster and the
skids will buckle from under you. Then use the hover thruster [S] to descend at
a safe rate. Once landed, you can continue steering the gunship with the left
and right strafe keys ([A] and [D]).

===Weapons Officer===
P: Minigun (inf.; auto; instant; normal cooldown)
   Guided Missile (1 × 8; slow reload; instant)
S: Weapon Toggle

The cannon covers about half of the lateral area in front, and from in-line
with the gunship to somewhere near vertical. It fires HE shells to damage both
infantry and vehicles. The guided missile is aligned squarely with the gunship.
Viable targets appear with range designations. Once fired, it can be controlled
up to 600m--after this point, it detonates whether or not it has made contact.
A meter on the bottom of the HUD shows how much distance you have left.
Steering the missile is tricky as it is very responsive and accelerates as it
travels. While the pilot is engaging one target, the weapons officer can engage
another, as is the case with Titan cannons.

In a pinch, the pilot himself can man the weapons position. The gunship will
lose altitude, but with enough height the pilot can use both minigun and guided
missile! Switch back to regain control.

Example (by ebanpingvin):

Both occupants are protected. Gunships are less durable than air transports.
They are vulnerable to many vehicle weapons except APC and FAV machine guns.
Gunships are made more resilient to EMP as of patch 1.20, but can still be
brought down.

Explosives can be used against gunships near ground. Motion mines will track
gunships like other vehicles. One RDX pack will destroy a gunship. Frequently
visited landing pads are ideal locations for traps. The Titan hangar can be
mined--motion mines will strike gunships because it lifts off before taking

===Versus Vehicles===
Gunships are designed to take down other gunships and air transports. Each
missile inflicts 15% damage against aircraft.

They can succeed in assaulting ground vehicles as well. Each missile inflicts
10% damage in most cases.

The gunner's guided missile can wreck a vehicle by itself. They are a pain to
steer and can be deflected by active defense. However, should the target be
acquired early, the gunner can cease guidance by switching back to the cannon.
The missile will continue straight towards the target.

Gunships can defeat battlewalkers only with cunning and maneuvering.
Battlewalkers are invulnerable to the minigun and receive only 5% damage from
unguided missiles.

Gunships may be able to take out AA guns, but they are best avoided.
Memorization of AA locations is essential. The gunner can remove an AAB's user
without destroying the battery.

With some skill, gunships can shoot down Titan weapons. This effort is made
difficult by their small size and sometimes the shield protecting the rest of
the Titan. Stay just below the range of the AA guns and above the ground cannons
and you'll be fine.

[The Japanese romanization of "dragon" is "do·ra·go·n". Dragons have claws
rather than talons.]

==Air Transport== /2.7

-  UD-12 Shepherd (black)
-  BTR-20 Yastreb (beige)

1. Pilot
2. Left Gunner
3. Right Gunner
4. Left Front Passenger
5. Left Rear Passenger
6. Right Front Passenger
7. Right Rear Passenger

The air transport must be boarded near the cabin. No hanging from the rear fins!
Also, beware of the engine exhaust--it is deadly hot. You can avoid burning to
death by entering through the rear, even though there is no door!

On Titan assaults, air transports serve as mobile spawn points. Because of this,
transports spawn much more frequently than other vehicles. Like when squad
leaders operate vehicles, new spawns will appear aboard as other passengers. In
the early game, silos can be easily captured through air-dropping a few
passengers and continuing on to other silos. Landing the transport aboard the
enemy Titan will drastically help infiltration by providing a steady stream
of freshly spawned soldiers. Take measures to protect the transport once landed.

P: Horn
[E] Enter/Exit or Landing Pod

[Ctrl] Free Look

To pilot a transport, press [W] for ascent thrusters and [S] for landing
thrusters. The mouse acts like a stick, pitching or rolling the transport like
a helicopter. By pitching backward, the transport moves backwards--this can
help shake gunships off your six o'clock. The icon on the HUD can help you
quickly determine if the transport is moving forward, climbing, or descending.
If the level line is on the arrow side, you are moving forward; if it is on the
concave side, you are climbing; if it is not on the icon, you are falling
forward or backward.

With gunners aboard, fly steadily over infantry to allow the gunners an
opportunity to fire upon them with accuracy. The HUD shows where each gunner
is facing.

Landing the transport is easier than landing the gunship, but it is still
possible to crash. Using the landing thrusters alone 50m above ground will
still permit the craft to fall too quickly. Add short bursts of ascent thrusts
to soften the landing. Once landed, you can continue steering the transport with
the left and right strafe keys ([A] and [D]).

The transport cannot land where boxes, trees, buildings, or other obstacles are
in the way. Scope a landing zone ahead of time to make sure it is clear of
clutter and enemies. For landings near obstacles, try using the chase views
([F10] and [F11]) to get a better look at your surroundings.

Unless the transport is in immediate danger of being destroyed, it is inadvised
for the pilot to ditch his craft. An early exit usually results in the craft
crash-landing right on top of the pilot (and perhaps other passengers). If the
pilot feels it is necessary to depart, it is common courtesy to shout "Bail Out"
to the passengers.

P: (Shepherd) Gatling Cannon (inf.; fast auto; short warmup; normal cooldown)
   (Yastreb)  HE Chaingun (inf.; auto; instant fire; normal cooldown)
S: Bilevel Zoom
[E] Enter/Exit (see Launch Pods and Teamkills below)

On each side of the transport are cannons scaled to assault infantry and
aircraft. If you are the lone passenger, switch between the two to catch enemies
on either side.

Personal weapons and items
[E] Landing Pod

The passengers use their own weapons and devices. Positions 5 and 7 allow an
engineer to repair the transport while aboard by aiming their tool at the floor.
Explosives (RDX and mines) can be dropped from above, and detectors can be
attached to the craft.

The pilot is protected from infantry fire save for a door leading into the 
cabin. The miniguns offer some cover, but the gunners are otherwise open to
fire. All other positions are vulnerable from the side they face. The rest of
the transport will protect against small arms. The most vulnerable part is the
center of the cabin.

A single anti-vehicle weapon or tank shell inflicts 60% damage to an transport.

Again, landing the transport aboard the enemy Titan will drastically help
infiltration. To prevent this, the transport should be destroyed or piloted away
from deck. From the moment an enemy transport is boarded, it is considered a
team vehicle, unavailable for enemy spawns. Engineers can mine the rear decks
and wait with rocket in hand.

===Landing Pods and Teamkills===
Landing Pods are only available for the four passengers, similar to the four
rear positions on the APC. Some departures from an airborne transport happen
without a landing pod. If the transport is moving, the dismounting soldier may
be clipped by the guns and die instantly.

Unlike the APC and Titan, the transport's Landing Pods fall without manual
control. If you are attempting air drops over the enemy Titan, use the minimap
(press [N] to zoom in) to help keep your craft above the Titan.

===Versus Vehicles===
Air transports can take down other air transports and gunships, but it takes
time and good aim to do so. Dodging a gunship is tricky, but possible. Change
direction and drop underneath to reduce the amount of time you are targetable.
Conserve active defense for when you are flying directly towards a gunship.

Gunners must deal with momentum effects as well as the movement of their target.
The FAV is the only ground vehicle that the gunners can attack. The launch pods
can be used to crush vehicles, especially battlewalkers and AA stations.

AA stations are to be avoided at all costs. Your only hope against these (other
than launch pods) might be to steer the wreckage of your craft their way. 

[In Russian, "yastreb" means "hawk". Shepherds have little to fear from hawks.]

==Titan== /2.8
Airborne Carrier and Assault Craft

-  MK-I (sharp features, alternating hover banks and ground cannons;
   grey with blue shields)
-  Type 2 (rounded features, three hover banks; black with red shields)

Perimeter Defense
2. Stern
3. Bow
4. Starboard
5. Port

Air Defense
6. Stern (rear/left)
7. Bow (fore/right)

Left Launch Pod Bay
Right Launch Pod Bay

For completion purposes, the Titan Cannons are included here. When spawning
aboard your team's Titan, you'll notice six consoles at the rear of the hangar.
These control the Titan's ground assault and air defense cannons. The hangar is
almost completely protected against enemies--the exterior cannons
are vulnerable to counterattack, and console users are killed when the hull
is destroyed. Unlike other vehicles, the Titan does not have a proper "first"
position (perhaps because the commander directs Titan movement)--switching
between consoles is thus done using keys [F2]–[F7].

Titan consoles can be manned by anyone, but they benefit most from having
engineers nearby to repair them. Usable consoles have a green Titan symbol on
the screen above them; damaged consoles will fizzle with electricity, smoke
out, and display a red cross symbol. Unlike other equipment, cannons can be
damaged to -100% by maintaining fire upon them. Repairing a console from
0% to 100% normally uses up one repair session before an engineer has to wait
for his tool to cool down. (Remember, engineers, you get points for repairing
only those consoles that someone else is using. Don't fret if your seat is
taken.) The space in between the forward and rear ground consoles (or, between
the pillar and wall) is a good place for an engineer to lie down with access to
all six consoles.

===Perimeter Defense Cannons===
P: Heavy HE cannons (8 × inf.; short reload; instant)

The four central consoles control the ground cannons. Going clockwise, you have
the forward, left, right, and rear cannons. These cannons offer roughly 80° of
coverage laterally and vertically, with a maximum range of 300m and minimum of
roughly 25m [?]. They cannot fire upon anything directly beneath the Titan.
There are also regions below the Titan that are blind to fire, roughly along
the diagonals in relation to the Titan. Since orbital strikes are unavailable
during Titan battles, the perimeter defense cannons replace their functionality.

Each volley consists of eight HE shells, deadly to exposed infantry and
effective against vehicles. They are heavily affected by gravity, so some
compensation (as well as leading for moving targets) is necessary. Their most
important function is to provide suppressive fire during silo assaults and to
remove loose APCs from the Titan's surroundings. Neither Titan can attack the
other with its ground cannons.

It appears that the bow and stern cannons on one of the Titans has more angular
range than the other, covering about 240°, significantly more than the side

[1.40: Titan cannons now offer Titan defense points for infantry killed.]

===Air Defense Cannons===
P: Minigun (inf.; auto; long warmup; normal cooldown)

The two consoles in the rear control the air cannons. The left console controls
what I call the northeast sector--its range includes the forward and right
regions of airspace and overlooks the launch bay. The right console defends the
southwest airspace similarly--importantly, it overlooks the upper rear deck of
the Titan. These Vulcan cannons offer high rates of high-velocity fire with
little overheating. Given enough distance, they can attack the enemy Titan's
ground assault cannons. Neither Titan can use their air turrets against the
other. They can, however, blind players by lighting up the shield, and assail
outbound aircraft.

[1.40: Titan cannons now offer Titan defense points for infantry killed.]

===Launch Pods===
P: Launch Pod
S: Launch Pod

[E] Return to Hangar

The launch pods are located on either side of the launch bay. Once inside, you
can choose your initial launch vector, using the silo numbers or enemy Titan
icon as guides. They reach a maximum altitude of about 150m and have a maximum
range of 300m towards ground.

In order to use them to travel to the other Titan, you need to be within about
200m and use the pods facing that way. (The measurements in game are between
the Titan centers, not the pod bay and the landing sites. Pay attention.) You
must be able to land on either the two landing decks on the rear, the barriers
on either side, or the roof (where the air defense cannons can be attacked by
infantry). Landing on the shield is fatal; anywhere else, you will either get
stuck or ricochet back to ground.

Pod on top of your own Titan in order to quickly deal with threats at the rear
of the ship. When the Titan hull is destroyed, the pod bays cannot be used--you
must use aircraft or jump through the shield barrier in order to depart.

Perimeter cannons are vulnerable against gunship rockets, anti-aircraft cannons,
and anti-vehicle missiles. Reclined tanks can also fire upon perimeter cannons;
level tanks cannot. 

Air turrets are also vulnerable against gunship rockets and engineer's rockets.
(Engineers can fire from just outside their deck's hangar shield!) Once the
shields are down, they are also vulnerable to Demopaks. (Recons will
have to jump to plant RDX.)

The turret stations are directly above the reactor core; when it is destroyed,
anyone using a station is killed. Personnel in the landing bays are also killed.
However, the kills do not seem to be credited to whoever was responsible for the
final blow.

===Versus Vehicles===
The perimeter cannons will pummel anything. They only have trouble against
gunships that stay above the cannons' effective range.

The AA cannons will rip apart aircraft, but the targets will be alerted. 
Opposing AA guns cannot damage each other, nor can they damage perimeter

==AVB== /2.9
Anti-Vehicle Battery

-  Rorsch Mk-S8

P: Railgun (1 × inf.; slow reload; quick warmup)
S: Zoom and Stabilization

This is the stationary gun with one cannon. It fires a polarized shell at
tremendous speed and power. In zoomed-out mode, it moves slow and has wide
variance. When zoomed in, it moves very slowly and carefully, with aim fixed
directly upon the crosshair. Though it is meant to assail vehicles, it can also
be used to pick out infantry from a distance for one-hit kills. Each impact
strikes like a rocket. Since it is ground defense, it has limited recline--
about 20° above horizon.

Because of its high range, AVBs can be used offensively against each other.
Distant vehicles can also be struck, though the railgun projectile loses power
over long distances.

Though the railgun does not use detection of any sort, vehicles are still 
alerted when they are targeted.

Patch 1.05 corrects statistics handling so AVB kills now count towards ground
defense and the associated awards. 

The occupant has only partial cover--he is shielded from the front and rear,
but completely exposed from the sides. The front plate can take a beating, but
the tender equipment in the rear will kill the occupant when destroyed. Infantry
can attack from the sides, even with knives.

===Versus Vehicles===
Use them. Watch for tank shells and APC mortars, though. Grenades, too.

==AAB== /2.10
Anti-Air Battery

-  Rorsch Kz-27

P: Plasma Cannons (inf.; slow auto; instant; normal cooldown)
S: Anti-Air EMP Missiles (2 × inf.; very slow reload; instant [needs lock])

This is the stationary gun with two barrels that can recline. It has red muzzle
flashes from alternating cannons. If you spend a second or so to lock on to
aircraft, you can fire EMP missiles that track. Targeted aircraft will be
alerted. You can lock onto aircraft in a Titan's launch bay, though you won't
have much luck hitting them. Instead, try firing at the ground assault cannons
for Titan Attack points. (These contribute to a special pin for destroying Titan
cannons, not for the Titan Attack badges.) The range of the battery exceeds that
of the Titan cannon.

In a pinch, the AA cannons can be used against infantry. It is possible for one
to stand in between the axes of fire, so shift to the side a bit to hit your
mark. To prevent infantry from firing or knifing you, try spinning the turret in

The anti-air battery is vulnerable in a similar fashion as the anti-vehicle

===Versus Vehicles===
Use them against air vehicles.

AA batteries can damage light armor, but are useless against heavy armor.


The Northern Strike booster pack adds two vehicles, one used in the NS-exclusive
Assault Lines game mode.

Northern Strike vehicles contribute to special booster pack awards that give the
player unlock credits rather than career points. They do not contribute to the
core game's armor awards.


- A-3 Goliath

1. Driver
2. Left Forward Gunner
3. Left Rear Gunner
4. Right Rear Gunner
5. Right Forward Gunner

The Goliath IFV is built like a base. Though it has no more than 150% the armor
of other vehicles, it has seven repair cells that effectively give the IFV near-
limitless protection. It can withstand direct orbital strikes and eventually
regain all of its armor. On top of this, the forward armor is specifically
designed to resist motion mines.

It provides critical support for frontline troops. Soldiers nearby are healed
and kept supplied. Five gun positions provide excellent perimeter coverage. The
Goliath serves as a mobile spawn point, so long as there is an available seat.

Because all of the Goliath's weapons are limited in capacity, support soldiers
can earn plenty of resupply points by tending to a Goliath. Also, engineers are
encouraged to supplement the repair cells with their own tools, to avoid losing
the Goliath to a sustained barrage.

Tanks and gunships do not appear on Northern Strike Assault Lines maps. The
Goliath does not appear on Titan matches or non-Northern Strike Assault Lines
maps (so far, Highway Tampa).

P: Mine Launcher
S: Scattergun

The mines launched by the Goliath function differently from motion mines, even
though they are similar in appearance. Only one can be kept active at any time,
and it usually self-destructs before the next one is loaded. Once fired, it is
active, and will home in on enemy vehicles near its flight path.

The scattergun is like a more powerful shotgun. It causes grievous damage to
enemy infantry at a longer range.

Motion mines littered by the enemy are not a significant threat if the Goliath
has most of its repair cells. Mines can be neutralized completely by the forward
plating, resulting in no damage whatsoever. When using mines against a Goliath,
place them where they will make contact with the sides and rear.

===Forward Gunners===
P: 30mm Cannon

===Rear Gunners===
P: Heavy Machine Gun

All occupants are protected from small arms fire.

The repair cells on the sides, rear, and top of the vehicle are the key to
defeating the vehicle. They cannot themselves be repaired, nor can they be
replaced once destroyed. Enemy players receive a strategic object destruction
point for each cell destroyed. The cells can be destroyed with anti-vehicle
weapons or RDX. With reduced repair capability, the Goliath can fall to heavy
attacks. Railguns (AVB) and battlewalkers are effective Goliath-killers.
Railguns in particular can be deadly in pairs--clear these out as soon as

Even with all repair cells in place, a full set of motion mines targeting the
side or rear can destroy a Goliath. Using motion mine bait makes this task much
easier, provided the engineer is afforded enough time to deploy all of his

===Versus Vehicles===
Only the driver's motion mine launcher can be used against heavy armor. The
cannons can be used against light armor (FAVs, speeders), while the machine guns
and scattergun can be used against exposed riders.

Because the Goliath cannot effectively take on vehicles, it is best used to
assist those who can, either by providing cover or through support actions.

Railguns are very effective against the Goliath. Its front armor can protect
against everything but splash damage to the operator, long enough for repair
cells to be destroyed. Without all cells active, the railgun can destroy the
Goliath given enough time.

==SPEEDER== /3.2

- Type 34 Hachimoto

1. Driver
2. Gunner

Utilizing hover technology similar to the Nekomata, the Hachimoto is a swift
vehicle, even more so than FAVs. Its speed alone can be fatal to enemy infantry.
(Receiving the Operation Snowflake ribbon is dependent on the driver's ability
to earn five roadkills once the 50 kill requirement is met.)

On Northern Strike maps, the Hachimoto replaces the PAC's FAVs.

P: 30mm Cannon

[Ctrl] Boost

The driver's cannon resembles the Bogatyr's, and is able to chip away at heavy

Like the FAV, the driver can use the boost to speed past motion mines. Mines
that are already chasing the speeder usually cannot be avoided, and will kill
both occupants if given the chance.

P: Grenade Launcher
   Guided Missile
S: Toggle Weapon

The grenade launcher is well-suited to attacking infantry. The guided missile
works like the one found on gunships, but has less range (250m compared to 600m
for the gunship) and uses the control settings (mouse sensitivity, etc.) for
land vehicles.

Unless all of a Goliath's repair cells are destroyed, a single missile will not
destroy it without prior damage. It is otherwise able to defeat other vehicles
like the gunship guided missile.

The riders are only lightly armored against threats, and exposed all the while.
The gunner in particular is highly exposed, with only his turret and portions
of the cabin available as cover. Otherwise, the speeder is modestly armored, and
perhaps more durable than the FAV.

Because the speeder's propulsion cannot fully overcome its momentum at high
speeds, minor collisions can add up to major damage.

===Versus Vehicles===
The speeder is best used to ambush other vehicles. It has enough firepower to
hold its own, but must rely on speed and maneuverability to avoid taking fire.

=CRASHES= /4.0
Many people complain about crashes in Battlefield 2142. The ones I'm concerned
with here are vehicle crashes. Some consider crashing or ramming vehicles a
cheap tactic, or at least poor skill with vehicles. I am inclined to agree, and
so is DICE, since the victim of the crash seems to be awarded the kill more 
often than the aggressor.

==Ground Vehicles== /4.1
Vehicle collisions are typically limited to scuffles between armor, with neither
receiving significant damage. There are plenty of exceptions, though:

- Battlewalkers tend to have the most priority, since they are able to stomp
FAVs and even tanks given the chance.

- Accordingly, FAVs have the least priority, and at high speeds are destroyed

- Brushes against objects or over rough terrain will reduce vehicle health a few
points at a time. With enough damage, they can even be taken to the danger zone
and catch fire.

- Tanks and APCs can travel down some steep slopes with care due to their
length. Battlewalkers can also do so, apparently taking a big vertical stride.
Taking such slopes obliquely will significantly damage most vehicles, except the

- Going off a sharp edge will usually flip the vehicle over, resulting in its

==Water Crossings== /4.2
In any case, travelling through water is hazardous to vehicles. Vehicles
caught underwater will gradually lose health and be destroyed.

- APCs seem to have the easiest time travelling through shallow water. However,
they cannot cross water that reaches above midway.

- Battlewalkers can traverse deeper water due to their height.

- FAVs will most certainly not survive immersion.

- The Nekomata cannot cross water. It is much too heavy. It's a hover tank, not
a hovercraft.

- As no map using the Hachimoto contains water, its response to water is

==Air Vehicles== /4.3
- Collisions between aircraft are most certainly fatal. One exception is when
one aircraft uses its skids against an aircraft below it. It will still take
significant damage in most cases, but likely will not result in its immediate

- Another case is when one aircraft has more damage than the other. Minor 
collisions can result in the sturdier aircraft surviving.

- No aircraft can survive a collision with a ground vehicle. The ground vehicle
likely will not survive unless it has damaged the air vehicle in advance. This
knowledge can be useful for those wishing to quickly remove a dominant ground
vehicle from action.

- Aircraft suffer more from collisions with terrain or buildings than do ground
vehicles. The tail is particularly vulnerable. Proximity alarms help prevent
such crashes.

==Infantry== /4.4
- Collisions with vehicles are almost always fatal. A good number of teamkills
are the result of players trying to board vehicles or mishaps with exiting air

- A "road kill" is any situation where the body of a vehicle inflicts fatal
damage upon a foot soldier. These can either be impacts with a moving vehicle,
or explosions from a destroyed vehicle. For instance, to earn road kills with
the Titan, you need to use the cannons to destroy a vehicle near an enemy

- Though difficult, aircraft are capable of "drive-by" road kills. Transports
will have an easier time than gunships, since landings are easier with the

- Engine exhaust is fatal to infantry regardless of team allegiance; be careful
when boarding aircraft.

- Battlewalkers make for one notable exception to collisions with infantry.
Foot soldiers can find moderate safety between the legs of a battlewalker, and
can even target the vents underneath for significant small-arms damage. Those
that aren't careful can still be kicked around or stomped.


===Active Defense=== /5.1
- Active defense is ideally used to defend against unavoidable threats. These
include situations when mobility is impeded. Otherwise, motion is the best
defense against many attacks.

- Active defense does not work against gunfire, mines, RDX explosives, or
collisions with vehicles or structures. Even with active defense on, attacks can
still damage a vehicle to some degree. Only the pilot/driver (1st position) can
turn on active defense.

- Normally, the radar detector is your first clue to activate countermeasures.
Active defense should be raised when the klaxon is continuous and has been so
for some time. This indicates that a guided threat is definitely aimed in your
direction. The radar detector cannot detect approaching vehicles (especially
those at ramming speed), the Pilum Anti-Vehicle Rocket (the engineer's "Sniper
Rifle"), or gunfire.

- The motion mine detector raises a different klaxon than the radar detector.
Because active defense cannot block mines, you should stop your vehicle as soon
as possible

===Vehicle Damage=== /5.2
- Strikes from behind inflict more damage than those from in front. In the case
of one-hit kills, a strike from behind will destroy a vehicle instantly, while a
strike from the front will deplete the vehicle of over 90% armor, with the rest
lost due to vehicle failure.

- Vehicles with less than 18% armor will begin to fail, slowly losing armor
points as it catches fire. A klaxon will sound to warn its occupants. It is
impossible for a single engineer or landing pad to save a vehicle in this state.
An exception is the gunship, which can hold on with less armor remaining.
However, at 10%, vehicle failure is imminent in any case.

- When struck with EMP, all vehicles come to a halt, regardless of shielding,
though weapons can still be fired. Aircraft above 25m will crash to the ground.
EMP mines activate when a vehicle comes within 1m. The support gunner's EMP
grenades similarly stop a vehicle--he can keep a vehicle pinned if he has set an
ammo hub nearby. EMP missiles must lock on to be of any use, though aircraft can
still dodge them.

- It is possible, but difficult, to kill exposed vehicle occupants with the

- While inside a vehicle, the lower command on the commo rose (hold [Q]) becomes
"Bail Out". Issue this to passengers who aren't expecting to be dropped by air,
or who aren't familiar with the workings of motion mines.

- Anyone who dies inside a vehicle cannot be revived.

- Lamp posts are terribly fatal to aircraft!

- It is possible to instantly destroy your vehicle through prolonged contact
with objects, especially those that are disrupting your mobility.

===Engineering 101=== /5.3
- The engineer is ideally equipped to deal with all sorts of vehicles. His
weapons are capable of taking out FAVs, tanks, and gunships in one shot.
Motion mines will generally kill the vehicle and its occupant, regardless of
whether he bailed.

- To reduce the alarm window of a targeted vehicle, an Engineer can fire his
weapon slightly away from an intended target, then steer the projectile (by
holding down the fire key) towards the target at the last possible moment. Make
sure there is enough space for the projectile to maneuver, and that terrain
won't interfere. One disadvantage of using this technique is that it is much
more difficult to hit vulnerable areas of a vehicle.

- The Pilum H-AVR will not alert its target vehicle, unlike the other two
Engineer anti-vehicle weapons. However, the projectile can be heard well in
advance of impact.

- Engineers can repair FAVs and Transports from within (FAV 3rd position, or
Transport 5th and 7th positions.)

- Motion mines are best placed in areas that vehicle operators are not expecting
them, such as around corners, just over inclines, or even underneath vehicles.

- Engineers in 4th through 7th position aboard an air transport can "bomb"
vehicles with mines.

- Motion mines begin to hover when a vehicle comes within 15m, moving more
quickly the closer the vehicle is. A distinct alarm will sound, accompanied by
the mines levitating off the ground. If the driving position is vacated, the
mines will begin to halt, and eventually return to ground. Mines can be shot
away, but only a defuser, the Zeller rifle, other explosives, or mine bait will
remove them.

- Motion mines will attack air vehicles that are close enough to the ground.
This is a good way to defend the Titan rear decks from enemy transports. You can
also turn helipads into traps this way.

- Motion mines can be placed on top of vehicles. However, if you try to drive
a mined vehicle, the mines will detonate, leaving you rideless at best.

- Mines placed underneath a parked vehicle will detonate upon operation
regardless of who operates it.

- The engineer's tracking device can be deployed anywhere. Like RDX, it can be
affixed to vehicles, offering its occupants a way to detect approaching threats.
It can be placed anywhere on a vehicle, including its underside.

===Other Classes=== /5.4
- While RDX can be used to destroy an enemy vehicle, it may also cause the
occupants to ditch, expecting to survive sabotage. The recon can then commandeer
the vehicle for himself.

- The FAV can be used to quickly insert Demopaks in a useful location, though
the car is lost in the explosion.

- Support gunners are able to place ammo hubs near the Titan guns, although they
have infinite ammo. This is a form of "stat padding", regardless of whether you
use the guns or not. This is cause for administrators to wipe your record clean.
(This has been fixed as of patch 1.05.)

- Hubs or crates outside a vehicle cannot affect teammates inside. (Supply hubs
and crates do supply the vehicle itself, of course.)

- Advanced hubs can support other occupants of a vehicle or passengers in nearby

- Inside a vehicle, the "Need Pickup" message becomes "Get In", while the "Need
Medic" message becomes "Need Repairs". The "Follow Me" message becomes "Bail

===Taking Flight=== /5.5
- Air vehicles have extra roaming space at the border of every map to accomodate
flying. If, however, you exit your vehicle, you are subject to the standard
battle zone and will be punished accordingly for desertion.

- One exploit allows the gunship pilot to place the gunner out of bounds, and
makes for an under-handed way to clear a seat. This is a punishable offense, on
par with teamkilling to obtain a vehicle.

- To resupply and repair an air vehicle, return to a friendly or neutral landing
pad. Memorize where these are since they are not marked on the map. The launch
pads on the Titan work similarly, though you risk teamkilling those aboard
unaware. (The passages to the Titan reactor will likely see a lot of action late
in the game.) There are also some capture points with crates nearby that serve
the same function.

- Learning to land a transport will save your team a lot of grief. In single
player, Verdun offers both gunships and transports for both factions, as well as
tall obstacles. If landing aboard the enemy Titan is made difficult, hover above
it (earning Titan air drop points in the process).

- Conspiring to stat pad by switching seats repeatedly during Titan air drops is
a major cause of record wiping. This is corrected in Patch 1.05, apparently by
making Titan drops not count towards anything.

- Selfish pilots simply abandon their ride midflight; consequently, anyone
unlucky enough to spawn in the transport only has a short time to realize that
he is about to die in a crash not of his making. Be courteous and land the
transport, or give the occupants time to take the stick if you decide to eject.

- Due to the intense nature of flight, it is impossible for a Commander to use
his assets while being a pilot. Squad leaders have more leeway, needing only
tactical rose commands and careful aim.

- Aircraft have a separate proximity alarm when too close to buildings or

- BLOC-3 missiles plow through aircraft and weather with equal ease.

===Vehicles as Family=== /5.6
- APCs from either team can be used to board either Titan. However, when an APC
is in range of both Titans, an allied APC will preferentially launch pods
towards the enemy Titan, and vice versa. If you need to board your own Titan
using your own APC, drive it away from the enemy Titan.

- UAVs can be targeted by either team. Apart from some educated guessing, there
is no indication of which team a UAV belongs to. Make sure you don't destroy
your own commander's UAV.

=THANKS= /6.0
- Digital Illusions, CE for creating a wonderful and engaging game.
- Electronic Arts, for distributing said game.
- Planet Battlefield and BF2142 Fever, for quick references.
- CJayC, Sailor Bacon and GameFAQs, for hosting this guide, as well as my prior
  Metal Slug guides.
- Everyone I've fragged with/against on BF2142, and everyone on the GameFAQs
- BF Rules of Engagement, who work non-stop to keep the game clean of cheaters,
  griefers, dictators, and other wastes of space.
- Wikipedia and Jeffrey Friedl's Japanese-English Dictionary, for trivia.

- Zagashi, "Gunship: Maneuverability 101"
- ebanpingvin, "Battlefield 2142 gunship (beta :)"

- Jeff Veasey at GameFAQs
- Leo Chan at Neoseeker
- Dennis at Super Cheats
- John Powell at

==No Thanks==
- BATTLE NET, one of my former favorite servers, for unfairly banning me for
  stat padding. I don't know how getting aerated by an APC qualifies, so I'd
  appreciate some proof.
- Those of you who enjoy teamkilling. The lowest circle of Hell is reserved for

Battlefield 2142™ Vehicle Guide
©2006 Nahum Reduta

"Why use big words when miniscule alternatives exhibit opportune utility?"