MANUAL COVER 3 9/17/96 2:38 PM Page 1 ® CORPORAT I O N MechWarrior is a registered trademark of FASA CORPORATION. Activision is a registered trademark of Activision, Inc. © 1995 Activision, Inc. All rights reserved.
T herefore the youngest of them all stood up, And with a voice like amber wine she spoke: “Great sir, now all is clear and seeming well, Yet still there is but one remaining problem; My children, sir, they as of yet unborn, Shall never hear your words so pure and grand.” “You see”’ the great one spoke aloud, “It is your humble kin for whom I write this book. It is the law, our honor bound in hide.
PREFACE Preface This book outlines the codified rules of behavior all members of the Warrior Caste are expected to uphold. It is the very definition of what it means to be a MechWarrior. You must study it well, for ignorance of its contents is grounds for caste demotion. Each passage represents centuries of testing and modification, trial and error. The protocol contained herein has descended from Kerensky’s own words.
Table Of Contents 1 1 1 1 2 2 NON-COMBAT PROTOCOL . . . . . . . . . . . . . . . . Registration . . . . . . . . . . . . . . . . . . . . . . . Cadet Training . . . . . . . . . . . . . . . . . . . . . . Clan Archive . . . . . . . . . . . . . . . . . . . . . . . Career Advancement . . . . . . . . . . . . . . . . . • Clan Trials of Position . . . . . . . . . . . . . . . . . • Ranking Structure . . . . . . . . . . . . . . . . . . . . • Hall of Honor . . . . . . . . . . . . . . . . . . . . . . .
TABLE OF CONTENTS • Tactical Star Formations . . . . . . . . . . . . . . . Cockpit Controls . . . . . . . . . . . . . . . . . . . . Combat Variables . . . . . . . . . . . . . . . . . . . • Difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . • Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . • Detail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . • Altered Reality . . . . . . . . . . . . . . . . . . . . . . Launch . . . . . . . . . . . . . . . . . . . . . . . . . . .
31 31 33 33 34 34 35 35 36 36 36 36 37 38 APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . Appendix A — Default Control Configuration Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . Appendix B — Procedures for Customizing a BattleMech . . . . . . . . . . . . . . . . . . . . . . . . Appendix C — Weapons Systems . . . . . . . . . . Appendix D — Diagrams of the BattleMechs (Primary Configurations) . . . . . . . . . . . . . . Appendix E — Glossary . . . . . . . . . . . . . . . . . .
Trials of Grievance Trials of Grievance can be called by MechWarriors to resolve conflicts against other warriors who have displayed dishonorable behavior. Trial of Grievance protocol requires MechWarriors to report for instant action upon being called to a Trial. The opposing warrior must accept this challenge for no other reason than to defend his honor. Clan members have been known to call Trials of Grievance against other warriors simply out of envy of another warrior’s performance or Clan ranking.
J Star Formation A commander of a Star can select tactical Star formations prior to launch. By determining the general starmate positions from the Trial of Grievance display, a MechWarrior can issue an immediate Star formation order. Refer to “Tactical Star Formations” in the PreLaunch Protocol section. TRIALS OF GRIEVANCE J Clan Affiliation 2 Before launching on a Trial of Grievance, a MechWarrior must identify his Clan affiliation by displaying his Clan symbol under Friendly Star.
Non-Combat Protocol Registration Cadet Training It is recommended that all cadets undergo rigorous training drills prior to solo piloting on advanced ’Mech combat missions. Cadets are advised to report to CADET TRAINING immediately following registration. Once inside the Training Quarters, cadets should review the standard training missions and await instruction on NAV Computer training.
J Hunting Takes training cadets on a hunting-and-killing expedition against a drone ’Mech. J Inspection Instructs cadets to inspect likely targets and investigate their contents while under fire. J Trial of Position NON-COMBAT PROTOCOL Initiates a cadet in his first trial where he must hunt and destroy a veteran MechWarrior in one-on-one combat for a chance to earn the rank of MechWarrior.
Clan Trials of Position Ranking Structure A BattleMech pilot begins his career as a MechWarrior – the lowest-ranking member of the Warrior Caste with the right to command a ’Mech. A MechWarrior’s ultimate goal is to become Khan of his Clan. For this highest honor, a MechWarrior must excel throughout his career by achieving each possible rank and surpassing the highest levels of Clan honor before being invited to the last Trial of Position for Galaxy Commander and Khan.
Rules of Engagement NON-COMBAT PROTOCOL We are bound by the rules and traditions of our great forefathers to uphold the honor and glory of the Clans. Clan warfare follows a strict code of honor – a glorious method that is designed to preserve life rather than destroy it. Only warriors adhering to such codes shall emerge victorious and worthy of the honor of being BattleMech pilots. MechWarriors shall strive for perfection in combat, perfection in the life of a warrior – all for the glory of the Clans.
Pre-Launch Protocol Mission Briefing Upon reporting to the READY ROOM, each MechWarrior will receive a detailed MISSION BRIEFING in the form of an incoming coded message from the Keshik prior to launching a mission. The MISSION BRIEFING will describe the mission instructions, the objectives of the mission and a situational report of the ongoing conflict.
In addition to the Primary Objectives of a mission, Mechwarriors are often required to destroy Targets of Opportunity that may appear during a mission. These targets consist of enemy objects which are not explicitly described in the mission briefing, but are nonetheless viable targets whose destruction will hamper the enemy’s war machine. Various conflict scenarios also require a MechWarrior to meet an additional Return Condition before the mission can be declared officially over.
the specific objectives and environmental conditions of a mission. For example, a common deployment tactic is using a lightweight class ’Mech for reconnaissance missions since they are known for being highly efficient in expeditious inspections of enemy territories, yet not heavily armored. Refer to Appendix D — Diagrams of the BattleMechs for configuration specifics on Clan technology. J Firemoth Trading armor for a top speed of 162 kph, the 20-ton Firemoth is the fastest Clan ’Mech in existence.
J Stormcrow The Stormcrow offers 55 tons of solid combat power. With a potent spread of weapons, substantial speed and strong armor values, the Stormcrow is a wellbalanced all-around ’Mech capable of completing most combat objectives effectively. J Mad Dog A solid medium-weight ’Mech, the Mad Dog displays a solid mix of weapons for its 60 tons of fighting metal. Widely utilized for its long-range firepower, the Mad Dog is capable of giving a serious punch and is tough enough to take one.
J Gargoyle The Gargoyle packs its 80 tons with powerful firepower; however its weapons are highly ammo-intensive and demand a pilot’s constant gauging of depleted ammo. A superior close-range ’Mech, the Gargoyle is often employed for urban fighting and civil unrest. J Warhammer II-C This 80-ton heavy ’Mech retrofit is a popular deployment amongst the Clans.
BattleMech Components The internal structure of a BattleMech is composed of eight sections: Head, Center Torso, Left and Right Torso, Left and Right Arms, and Left and Right Legs. Each of these sections serves as a designated area for carrying weapons, ammunition or additional equipment in a BattleMech.
tend to limit space for weapons. Refer to “Heat Management, under “Basic Piloting” in the Combat Protocol section. J Jump Jets Most ’Mechs can be equipped with jump jets located in pods in the Leg and Torso areas to allow jump movement. Jump jets may only be mounted if there are sufficient critical slots in these areas.
J Equipment Every BattleMech is equipped with CASE (Cellular Ammunition Storage Equipment), a damage-control technology that mitigates the effects of internal ammunition explosions. When ammo explodes in a location with CASE, the force of the explosion is directed away from the ’Mech’s vital components, such as the cockpit or the engine. A pilot can choose to equip his ’Mech with MASC, enabling the capability of short bursts of speed. Refer to “MASC” under “Advanced Piloting” in the Combat Protocol section.
Star Configuration The organization of ’Mechs on the battlefield is based on a squadron of ’Mechs – the Star. A Star can include up to three members, with one member being the designated leader and commander of the Star. After each mission briefing, a MechWarrior is advised to consult the STAR CONFIGURATION Holoprojector to review the recommended ’Mech deployment.
Tactical Star Formations J Line Abreast This side-by-side formation is useful in bringing an entire unit’s weapons to bear on enemies positioned directly in the frontline of travel. It promotes accuracy in usage of weapons systems without a need for complex ’Mech handling or navigation. J Line Astern PRE-LAUNCH PROTOCOL This configuration assigns ’Mechs to a single-file formation recommended for strike missions heading straight into heavily concentrated enemy territories.
Cockpit Controls This pre-launch preparation area allows a pilot to customize and configure his ’Mech’s peripheral control systems to his own specific preferences. The Keshik will supply a recommended configuration (default) for each pilot prior to launch. Refer to Appendix A — Default Control Configuration Systems. Combat Variables Difficulty The difficulty of a mission is also greatly impacted by a pilot’s ability to manage his ’Mech’s heat.
Detail PRE-LAUNCH PROTOCOL A ’Mech’s Detail control panel allows a MechWarrior to activate unique in-cockpit visual systems before a mission begins. MechWarriors wishing to increase (PC) system performance should de-activate these Detail functions (toggle to OFF or Low): 18 Object Textures (ON/OFF) Changes the textured surfaces on all man-made objects. Terrain Textures (ON/OFF) Affects the texturing of most natural formations in the environment.
Launch Upon accepting the conditions of a mission, a MechWarrior and his BattleMech are transported to the pre-determined battle site via dropship along with his starmates. Many times the dropship will hover on the planet where the engagement is to take place, while other times a hostile environment will require the dropship to return for a fast pickup once the mission has ended. All arrangements for dropship pick-up and drop-off are detailed in the Mission Briefing.
Combat Protocol Basic Piloting Effective piloting involves the effective usage of basic in-cockpit systems and the careful analysis of the mission objectives and planetary environment. Mastering the essentials of piloting a BattleMech is the first step towards rapid career advancement. COMBAT PROTOCOL Heat Management 20 Internal heat buildup is one of most severe problems a BattleMech will encounter during combat.
Neural-Impulse Control The basic element of a ’Mech’s control system is the neural-impulse helmet. These bulky neurohelmets normally cover a MechWarrior’s entire head, attaching firmly to the shoulders of a pilot’s cooling vest. Electrodes on the interior of the neurohelmet channel sensory information from the BattleMech directly to the pilot, converting raw data on posture, movement, balance and speed into neural impulses for the human brain.
Steering The basic maneuvering of a ’Mech depends on a MechWarrior’s ability to steer under the varied conditions of combat. Steering a ’Mech effectively requires a continual assessment of the world’s surroundings and an appropriation of throttle control and speed consistent with the environmental conditions observed. It is important to note that extensive damage to a ’Mech’s internal structure may result from a collision between two objects traveling at high speeds.
Satellite Uplink The Satellite Uplink supplies a MechWarrior with a bird’s-eye view of the area as viewed from a geosynchronous observation point one kilometer overhead. This wireframe representation of the satellite view is beamed into a pilot’s neurohelmet. A pilot can increase the Satellite Uplink scaling factor to see a more detailed representation of an area, or decrease the scaling factor to cover a larger radius of the overhead view.
detected on the radar display is the currently targeted NAV point. Refer to “NAV Points” under “Navigation” in this section. J Heading Indicator This directional indicator shows a pilot his ’Mech’s heading in degrees, with zero indicating due North. RED arrows will appear on the indicator to show the direction to the targeted object, and a GREEN bar above this indicator will relate the degree of a torso twist.
J Targeting Reticle The Targeting Reticle indicates the object upon which a pilot’s weapons are being focused. The reticle appears in GREEN to indicate a weapon is armed and ready to fire, while a YELLOW reticle indicates the weapons system’s current state of recharging (e.g., loading energy weapons). A RED targeting reticle confirms that the object is within range of the selected weapon and is approximately on-target or in the case of homing weapons, that the targeting computer has acquired a lock.
J Off-Screen Targeting Indicator Off-Screen Targeting Indicator If a targeted object advances past a pilot’s visual range, an Off-Screen Targeting Indicator will alert the pilot of the relative heading of the target. This indicator appears in the form of a RED arrow along the perimeter of a pilot’s HUD to indicate a targeted object. This off-screen target information also appears in a scaled-down display on the radar screen.
J Rear View The Rear View camera can be activated to display a behind-the-’Mech exterior view to get a handle on what’s going on behind. J Down View The Down View camera captures a lower view from directly beneath the ’Mech – useful during jump jetting, especially while attempting DFA. Refer to “Jump Jetting” under “Advanced Piloting” in this section for DFA procedures. J Weapon View The Weapon View camera can be activated upon firing off a weapon to track its path until it reaches its target.
Battle Parameters Abort Mission Though considered a failed battle, a MechWarrior can opt to renege on an accepted mission once out on the battlefield. The Keshik disapproves of wasteful deployment and reviews the career of the pilot in question accordingly. Device Calibration This system allows a pilot to calibrate various cockpit control systems that may require re-alignment, including input devices as well as monitor brightness. Refer to Appendix A — Default Control Configuration Systems.
Deserting the Battlefield (Flee to DOS) Many warriors have been known to engage in such dishonored behavior when all else is lost. The Keshik justly records all bouts of weakness exhibited by pilots. Navigation Efficient navigation of a BattleMech requires a MechWarrior’s expeditious and orderly completion of a mission’s predetermined navigational sequence.
Targeting Along with the various special targeting systems developed for streak missiles, BattleMechs are equipped with advanced targeting systems that can garner more information about the targeted object and enhance the performance of direct-fire weapons, such as lasers, PPCs, Gauss rifles and autocannons. Targeting Info and Ranges COMBAT PROTOCOL Perhaps one of the most effective functions of a BattleMech’s targeting system is its ability to determine the range of a targeted object.
Inspection Many reconnaissance missions depend greatly on a MechWarrior’s skillful ability to inspect likely targets – e.g., enemy structures or foreign objects. To inspect a target, a MechWarrior must first position his ’Mech within range of the object, activate the targeting system and enable the Inspection computer. The Targeting Information system will then receive all information detailing the contents of a prospective target.
J Pulse Lasers The pulse laser uses a rapid-cycling, high-energy pulse to generate multiple laser beams, creating an effect comparable to machine-gun fire. J Extended Range Particle Projection Cannons The extended-range PPC utilizes magnetic-field generation to form nuclear particles into a sphere that it then accelerates at a high state of energy to cause not only its target collateral damage, but great heat on impact.
J Ultra Autocannons The Ultra Autocannon features a short, smooth-bore barrel, a modified breech mechanism, a rapid-feed reloader and specially designed ammunition. Such improvements to the standard autocannon reduce minimum ranges, extend maximum ranges and permit selective fire at either normal or double rates. J Gauss Rifles Gauss Rifle The Gauss rifle uses a series of electro-magnets to propel a projectile through its barrel and towards a target.
Jettison Ammunition A pilot is able to jettison the ammunition for a particular weapon by selecting that weapon in the firing chain and activating the Jettison Ammunition system in a BattleMech. This is a common practice in preventing internal ammo explosions in areas that have been badly damaged. It is also widely used for expelling ammo still carried for a weapon that has been lost or damaged.
J Life support systems fail – which can be fatal to the pilot in hostile environments. J A critical hit to the cockpit kills the pilot instantly. Some critical hits cause the ’Mech to lose the damaged part; this is known as “chunking.” The components in a chunked part are (obviously) rendered inoperable. Internal Ammo Explosions generally cause pilot ejection (unless his system is set to Override Auto-Ejection).
MASC The Myomer Accelerator Signal Circuitry system gives a BattleMech a short-term burst of speed at some risk to its fragile leg actuators. It works by boosting the signals to the myomer musculature, causing it to contract and relax at a quicker rate than usually possible. Although this increases speed, additional stresses could cause a breakdown in the heat dissipation for the system – causing it to fail. MASC is an advanced system only found on the Firemoth in its primary configuration.
mation of all wire-framed ’Mech units, it is useful in strategic targeting and advanced weapons usage. This system has proven an invaluable environmental aid due to its effectiveness in cutting through dense atmospheric conditions and enabling visibility. Enhanced Imaging signals can be simultaneously projected into a pilot’s neurohelmet while Pilot Eye Control, Tracking View or the Satellite Uplink is activated.
J Disengage and Reform Once a command has been made or wingman has been otherwise committed, a Star commander can also choose to withdraw the order and call the starmate back to rejoin the formation, regardless of the wingman’s current combat status. J Engage at Will This command will order starmates to actively search their radar systems to engage targets as they become readily available. J Shutdown A Star commander can order a starmate to shut down at any point.
J Terrain The varying types of terrain can have a significant effect on a BattleMech’s efficiency. The ease in navigational ability can be determined by the frictional coefficient on any sloped terrain. Man-walker ’Mechs are more effective deployments on rugged terrain than reverse-joint chicken-walkers since the latter type is lower to the ground and features less leg flexibility for climbing mountains or going over steep inclines.
APPENDIX A — DEFAULT CONTROL CONFIGURATION SYSTEMS Appendix A — Default Control Configuration Systems 40 Mouse Fire Weapon Target Item Under Reticle Cycle Weapon Torso Movement CH Joystick Cycle Weapon Group Pilot Eye Control Target Nearest Enemy Target Under Reticle Fire Weapon
Microsoft Sidewinder Pilot Eye Control Target Under Reticle Select Weapon Target Nearest Enemy Throttle Controls Torso Twist Phoenix System Infrared ON/OFF Cycle Weapon Group Fire Weapon Group Select NAV Point Overhead Map/Radar Zoom In Jump Jet (on applicable ’Mechs) Mission Orders Target Object Under Reticle Weapons (Full Screen) Cycle Target Cycle Through Heads Up Displays Fire Weapon Inspect Target Cycle Through Enemy Targets Targets Nearest Enemy Autopilot ON/OFF APPENDIX A — DEFAULT CON
Thrustmaster Joystick Cycle Weapon Group Pilot Eye Control APPENDIX A — DEFAULT CONTROL CONFIGURATION SYSTEMS Target Item Under Reticle 42 NOTE: Pilots opting to control their BattleMechs with the Thrustmaster WCS can access a pre-generated map in the form of custom controller configuration files in a CFGS subdirectory, or create their own.
Rudder Pedals Torso Twist APPENDIX A — DEFAULT CONTROL CONFIGURATION SYSTEMS Virtual I/O Helmet Pilot Eye Control 43
APPENDIX B — PROCEDURES FOR CUSTOMIZING A BATTLEMECH 44 Appendix B — Procedures for Customizing a BattleMech There are two basic considerations in balancing a BattleMech: (1) maximum weight and (2) critical space. Maximum weight is determined by the total allowable tonnage for the base chassis selected. Critical space refers to the critical slots in each section of a BattleMech designed to house weapons and ’Mech system components.
STEP 2 — Select Engine STEP 3 — Modify Heat Sinks Every BattleMech engine is equipped with heat sinks as standard equipment, but some ’Mechs will need additional heat sinks to effectively dissipate heat, depending on their weapons configuration. Select “Heat Sinks” on the configuration summary to display the Heat Sinks screen. A BattleMech may not carry a mix of normal and double heat sinks. Select ADD and DELETE to determine the number of heat sinks you’d like your ’Mech to carry.
APPENDIX B — PROCEDURES FOR CUSTOMIZING A BATTLEMECH STEP 6 — Modify Armor 46 You can add armor to your ’Mech in half-ton increments and as much as your ’Mech’s internal structure will allow. The armor factor is based on a ’Mech’s armor type and tonnage. Select “Armor” to display the Armor screen. You can add twice as much armor as internal structure to each area of a ’Mech’s torso, arms and legs, and three times as much to a ’Mech’s head. Select ADD or DELETE to modify your ’Mech with the desired armor.
If the weapon you have added is an ammunition-based weapon (i.e., non-energy weapon), you can add or delete ammo in keeping with the base chassis’s allowable tonnage and critical space – select ADD AMMO or DELETE AMMO from the Weapons and Ammo screen accordingly to change the amount of ammo for the currently selected weapon. Select “Equipment” on the configuration summary to display the Equipment screen.
APPENDIX B — PROCEDURES FOR CUSTOMIZING A BATTLEMECH Only a portion of the BattleMech's heat sinks have to be allocated to critical slots. Default heat sinks are assumed to be an integral part of the engine and are only destroyed if the engine is totally destroyed. 48 All weapons and equipment must be assigned to critical slots in a single location. Each ton of ammunition occupies one critical slot.
Appendix C — Weapons Systems Weapons Chart HEAT 12 5 2 15 10 4 2 1 1 1 2 6 0 1 1 3 7 2 3 4 2 3 4 2 4 5 6 DAMAGE 10 7 5 15 10 7 3 15 2 5 10 20 2 2 5 10 20 2/missile 2/missile 2/missile * * * 1/missile 1/missile 1/missile 1/missile RANGE (IN METERS) 1019 510 255 746 815 408 204 1820 800 700 600 450 175 700 600 500 400 497 497 497 497 497 497 1000 1000 1000 1000 TONNAGE 4 1 0.5 6 6 2 1 12 5 7 10 12 0.25 5 7 10 12 0.5 1 1.5 1 2 3 1 2.5 3.
Weapons Descriptions Extended-Range Lasers The extended-range laser is an upgraded version of the basic Clan laser with improvements that are obvious in its superior beam focusing and targeting equipment. The small extended-range laser is the lightest of all. It causes less damage than the large version and generates less heat. The medium version is heavier than the small version, but with more of the same advantages and drawbacks of the larger model.
destroys the capacitors that power this weapon. Such destruction causes a catastrophic discharge of the capacitor's stored energy with results similar to an ammunition explosion. If a Gauss rifle takes a critical hit, it causes an ammunition explosion in the location containing the rifle. LB-X Autocannon The LB-X autocannon makes use of light, heat-dissipating alloys to reduce weight and heat buildup.
Short-Range Missiles Short-range missiles are specially designed to fire at close range. Although the SRM-2 missile fires only two missiles at once, it can cause more the damage of a missile in the long range missile group. The SRM-4 fires four missiles at once and the SRM-6 version delivers six missiles in one powerful shot. Streak Short-Range Missiles These short-range missile launchers are linked to a computerized fire-control system which handles target acquisition.
Appendix D — Diagrams of the BattleMechs (Primary Configurations) Firemoth Internal Structure 3 6 5 3 4 Armor Value 5 5 2 4 2 3 4 Weight and Space Allocation (cont’d) Location Left Torso Right Arm Left Arm Primary Weapons Configuration Weapons & Ammo ER Medium Laser ER Medium Laser SRM-6 Ammo (SRM) 15 CASE SRM-4 Ammo (SRM) 25 CASE Mass: Chassis: Power Plant: Cruising Speed: Maximum Speed: Jump Jets: Jump Capacity: Armor: 20 tons Endo Steel 200 XL 108 kph 162 kph None None Ferro-Fibrous Location LA LA
Kit Fox Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 10 Armor Value 9 9 5 8 4 7 8 7 5 7 APPENDIX D — DIAGRAMS OF THE BATTLEMECHS Primary Weapons Configuration 54 Weapons & Ammo ER Large Laser Small Pulse Laser Streak SRM-4 Ammo (Streak) 25 CASE LB-5X Ammo (AC) 20 Mass: Chassis: Power Plant: Cruising Speed: Maximum Speed: Jump Jets: Jump Capacity: Armor: 30 tons Endo Steel 180 XL 64.8 kph 97.
Jenner II-C Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 11 Armor Value 7 13 7 8 4 4 9 8 6 8 Weight and Space Allocation Location Head Center Torso Right Torso Left Torso Primary Weapons Configuration 35 tons Endo Steel 315 XL 97.2 kph 151.2 kph 7 210 meters Ferro-Fibrous Location CT Critical 1 Ton 2 RT RA RT LA LT RT LL RL RT LT 1 1 1 1 1 0 3 3 1 0 1 1.5 1 1.5 1 0 1.5 1.5 0.
Nova Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 16 Armor Value 9 23 8 17 7 16 20 12 8 12 APPENDIX D — DIAGRAMS OF THE BATTLEMECHS Primary Weapons Configuration 56 Mass: Chassis: Power Plant: Cruising Speed: Maximum Speed: Jump Jets: Jump Capacity: Armor: 50 tons Standard 250 XL 54 kph 86.
Storm Crow Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 18 Armor Value 9 25 11 17 9 18 26 13 9 13 Capabilities The Inner Sphere was totally unprepared for a 'Mech equipped with double-barreled lasers on each arm and the heat sinks that allow the pilot to use them. The configuration of the Storm Crow could devastate a foe in moments. The speed and firepower of this version of the Storm Crow commands the respect of any military force.
Mad Dog Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 20 Armor Value 9 23 7 16 7 16 23 14 10 14 APPENDIX D — DIAGRAMS OF THE BATTLEMECHS Primary Weapons Configuration 58 Mass: Chassis: Power Plant: Cruising Speed: Maximum Speed: Jump Jets: Jump Capacity: Armor: 60 tons Standard 300 XL 54 kph 86.
Hellbringer Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 21 Armor Value 9 17 8 14 7 11 15 15 10 15 Primary Weapons Configuration 65 tons Standard 325 XL 54 kph 86.4 kph None None Standard Location CT LA LT LT LT RA RT RT RT RT RT Critical 0 2 1 1 1 2 2 1 1 1 0 Ton 0 6 1 1 1 6 3 1 0.
Rifleman II-C Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 21 15 10 15 Armor Value 9 30 12 20 10 20 30 APPENDIX D — DIAGRAMS OF THE BATTLEMECHS Primary Weapons Configuration 60 Weapons and Ammo Large Pulse Laser Large Pulse Laser Large Pulse Laser Large Pulse Laser Jump Jet Jump Jet Jump Jet Mass: Chassis: Power Plant: Cruising Speed: Maximum Speed: Jump Jets: Jump Capacity: Armor: 65 tons Endo Steel 195 Standard 32.4kph 54.
Summoner Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 22 Armor Value 9 27 8 22 7 17 23 15 11 15 Capabilities The huge Summoner, standing at least a meter taller than most other 'Mechs, appears most often in a configuration that is remarkable considering its lack of laser weaponry. Its mix of weapons complements this ’Mech's maneuverability to make it a deadly foe.
Timber Wolf Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 23 Armor Value 9 36 9 24 8 24 32 16 12 16 Weight and Space Allocation Location Head Center Torso Right Torso Left Torso APPENDIX D — DIAGRAMS OF THE BATTLEMECHS Primary Weapons Configuration 62 Mass: Chassis: Power Plant: Cruising Speed: Maximum Speed: Jump Jets: Jump Capacity: Armor: 75 tons Endo Steel 375 XL 54 kph 86.
Gargoyle Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 25 Armor Value 9 30 10 24 10 23 24 17 13 17 Primary Weapons Configuration 80 tons Standard 400 XL 54 kph 86.4 kph None None Ferro-Fibrous Location CT LA LA LT LT LT RA RA RT RT RT Critical 1 4 1 1 0 1 4 1 1 0 1 Ton 0.5 7 1.5 1 0 1 7 1.
Warhammer IIC Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 25 Armor Value 9 30 15 24 10 24 30 17 13 17 APPENDIX D — DIAGRAMS OF THE BATTLEMECHS Primary Weapons Configuration 64 Mass: Chassis: Power Plant: Cruising Speed: Maximum Speed: Jump Jets: Jump Capacity: Armor: 80 tons Endo Steel 320 Standard 43.2 kph 64.8 kph None None Ferro-Fibrous Weapons & Ammo ER PPC ER PPC Med. Pulse Laser Med. Pulse Laser Med.
Warhawk Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 27 Armor Value 9 42 10 26 10 28 35 18 14 18 Capabilities The Warhawk, with its paired PPCs in the Arms and a potent long-range missile launcher can destroy smaller 'Mechs with a single blast. Primary Weapons Configuration Mass: Chassis: Power Plant: Cruising Speed: Maximum Speed: Jump Jets: Jump Capacity: Armor: 85 tons Standard 340 XL 43.2 kph 64.
Marauder IIC Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 27 Armor Value 9 30 12 26 8 24 27 18 14 18 APPENDIX D — DIAGRAMS OF THE BATTLEMECHS Primary Weapons Configuration 66 Mass: Chassis: Power Plant: Cruising Speed: Maximum Speed: Jump Jets: Jump Capacity: Armor: 85 tons Endo Steel 340 Standard 43.2 kph 64.
Dire Wolf Head Center Torso Center Torso (rear) R/L Torso R/L Torso (rear) R/L Arm R/L Leg Internal Structure 3 31 Armor Value 9 47 14 32 10 34 41 21 17 21 Primary Weapons Configuration 100 tons Standard 300 XL 32.4 kph 54 kph None None Standard Critical 2 1 1 1 1 1 0 1 1 6 0 1 1 1 3 1 0 6 Ton 1 4 4 2 2 2 0 2.
Appendix E — Glossary (based on the FASA BattleTech descriptions) APPENDIX E — GLOSSARY BATCHALL The batchall is a ritual by which Clan warriors issue combat challenges. Though the type of challenge varies, most begin with the challenger identifying himself, stating the prize of the contest and requesting that the defender identify the forces at his disposal. The defender also has the right to name the location of the trial.
KESHIK Keshik is the ruling military group of the Clans responsible for delegating all military orders, including the evaluation of a MechWarrior’s eligibility for career advancement. KHAN Each Clan elects two leaders, or khans. One serves as the Clan’s senior military commander and bureaucratic administrator. The second khan’s position is less well defined. He or she is second-in-command, carrying out duties assigned by the first khan. KURULTAI A kurultai is a Clan war council.
Appendix F — Netmech for MS-DOS Note: You can skip the title screen movie and go immediately to the Transport Selection Screen by pressing Esc. Transport Selection Screen Change to the hard drive and directory where you installed NetMech. At the DOS prompt, type NETMECH. If you’re running Windows 95, you can start NetMech by opening the folder in which you installed it, and double-clicking on the NetMech icon. After a brief introduction, a screen with the following selections will appear.
Telecom Connection Screen If you choose Modem in the Transport Selection Screen, a screen with the following selections will appear. Note: Only two warriors can play via modem. WARRIORS — The callsigns of the players appear here. PHONE NUMBER — Listed here is the phone number of your fellow NetMech player. ADD — If you click this button, the Warrior Entry Screen will appear, allowing you to add new warriors and their phone numbers. Enter the name and number and click on ACCEPT.
Select Communications Port Screen If you choose Null Modem, to play via direct cable link between two players, a screen with the following selections will appear. BACK — Click this button to return to the Transport Selection Screen. ACCEPT — Highlight the com port you wish to use and then click here. You will then be taken to the Game Selection Screen. QUIT — Click this button to exit NetMech and retreat to the safety of your operating system.
Mission Setup Screen In an adaptation of the ancient Clan tradition of the batchall, the site and method of each confrontation are decided before combat begins. The Mission Setup Screen offers choices of missions and battle conditions. Because the privilege of making choices is reserved solely for game hosts, this screen only appears if you choose to host a game.
Collision Damage — If this option is chosen, ’Mechs will be damaged by falling or colliding with other objects. If not selected, ’Mechs are immune to this damage. Radar — If this option is chosen, ’Mechs are equipped with radar that allows them to locate, track and automatically target other warriors. If not enabled, targeting must be done manually (by moving the target reticle over the enemy ’Mech and pressing the letter Q).
Mission Information Screen This screen shows the mission and conditions that are being selected by the host, and only appears if you choose to join a game. When the host is finished establishing the mission conditions, the Clans Screen will appear. Note: If you choose to host a game, the Mission Setup Screen will appear, rather than this one. INTERCOM — This area serves as a communication link between warriors, and is invaluable during mission setup especially if you’re playing on teams.
INTERCOM — This area serves as a communication link between warriors. Click in the smaller bottom section and type your message, then press Enter to send it to all the warriors who have joined the mission. Messages that other warriors send to you will appear in the larger top section. Note: If you are playing a team mission, you may send messages to ALL warriors engaged in the mission or to your CLAN only; click to light up the appropriate box.
’Mech Selection Screen With widespread warfare breaking out between the Clans, the technician caste has been overwhelmed, and tech support has been reduced to simple repairs. As a result you will not be able to build your own ’Mech as you could in MechWarrior 2 and Ghost Bear’s Legacy. You can, however, select a chassis and some variants. It is also possible for you to design a ’Mech in the MechLab within the original MechWarrior 2.
Mission Results Screen This screen gives information about the mission just completed, including the score for each callsign and who completed the mission successfully. Click OK to end the mission.
MechWarrior 2 Game Credits Production Director Producer Lead Game Designer Game Designer/Writer Associate Game Designers John Spinale Josh Resnick Sean Vesce Zachary Norman Chad Findley Ken Hullet David White Production Coordinators Lars Fuhrken-Batista Andrew Held Production Assistant Jeehun Hwang CREDITS Programming 79 Simulation Programmers John Clarke Michael Douglas Scott Etherton John Keating Tim Morten Bob Mortensen Eric Peterson Dan Stanfill Dave Zobel Shell Programmers James Anhalt, III John
Packaging and Promotional Materials Creative Director Documentation Manager Graphic Designer Additional Cover Art Package Copywriter Manual Designer Manual Writer Manual Illustrations Pilot Note Illustration Ron Gould Mike Rivera Jonathan Brown Scott Goffman Danny Matson Veronica Milito Marcella Missirian Veronica Milito Zachary Norman Erik Jensen Quality Assurance Quality Assurance Director Jon Doellstedt Quality Assurance Manager Dave Arnspiger Lead Testers John Lafleur Jack Mamais Test Team Steven Bi
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MANUAL COVER 3 9/17/96 2:38 PM Page 1 ® CORPORAT I O N MechWarrior is a registered trademark of FASA CORPORATION. Activision is a registered trademark of Activision, Inc. © 1995 Activision, Inc. All rights reserved.