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1996-10-31
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THIS PATCH WILL UPDATE MECHWARRIOR 2: MERCENARIES 1.0 TO VERSION 1.05 AND IS
NOT INTENDED FOR USE WITH ANY OTHER MECHWARRIOR 2 PRODUCT.
If you have any questions or problems, please visit our Web Page
at http://www.activision.com
The patch is a self-extracting archive PLUS a second program that
needs to be run once.
Here's how to do it:
Before installing the patch:
1. You may want to run SCANDISK and DEFRAG on your hard
drive before patching to improve game performance.
2. NOTE: it is safest to uninstall Mercenaries and reinstall it before
patching. We expect that most people won't need to do this, but if
you have trouble, uninstall and try again.
3. NOTE: The patch will cause customized 'Mechs in saved games to
revert to standard 'Mechs. If you have any customized 'Mechs in
saved games, please sell off all of your customized 'Mechs before
patching.
4. Copy the patch to MERC105P.EXE in the same directory as
Mercenaries is installed in. (If you used the DOS installer, this is
usually C:\MERCS. If you used the Windows setup, this is usually
C:\Program Files\Activision\Mercenaries.)
To patch a DOS installation:
1. At the DOS prompt, change directories into the directory where
Mercenaries is installed (usually, you'll type CD \MERCS and press ENTER),
then run the patch by typing MERC105P.EXE at the command line.
2. It will ask you whether to extract to C:\MERCS.
Type Y and press Enter if that's where you installed Mercenaries.
(If you installed Mercenaries to a different location, type N.
It will then ask you where to extract the patch to.
If you downloaded the patch into the directory where
Mercenaries is installed, you can just press ENTER at the prompt.)
3. At the DOS prompt, type PROJPAT and press Enter.
To patch a Windows 95 installation:
1. Go to the folder where Mercenaries is installed (usually
C:\Program Files\Activision\Mercenaries). Double click on the
MERC105P.EXE icon. (If it isn't there, find where you downloaded
it to, and move it into the Mercenaries folder before running it!)
2. It will ask you whether to extract to C:\MERCS.
Type N and press Enter.
It will then ask you where to extract the patch to. Since you are
running the patch in the Mercenaries folder, you can just press ENTER
at the prompt.
3. From the Mercenaries directory run PROJPAT.EXE by
double-clicking on the PROJPAT icon.
IMPORTANT: You must run PROJPAT.EXE in order for the V.1.05
patch to work correctly.
This patch addresses problems in the following areas of
MechWarrior 2: Mercenaries:
1. MechLab
2. Extra Damage or weapons after missions
3. Multi-CD Rom
4. Invisible Cockpit Configuration settings
5. MercNet
6. Prince Luthor and Pirate Dropship missions
7. Various Crash Bugs
This patch also includes a few minor enhancements such as:
1. Statistics box in MechLab
2. Weapons info in MechLab
3. 'Mechs are now sorted by weight
4. /Ping in MercNet now allows players to measure lag and loss
5. MercNet Mech screen now shows all 14 weapons
-----------------------------------------------------------------------------
GAME WALK-THROUGH
If you don't feel comfortable with going straight into battle, it
may be smart for you to secure a training contract first. There is a
unit of Hanson's Rough Riders who are often looking for inexperienced
Mercs to back them up on some of there less dangerous contracts.
(Plus there is a good chance of picking up some extra cash along the
way.)
ComStar Terminal
To start with you will need to get to a ComStar terminal and sign in
with the Guild. You're going to need to give them a call sign and a
unit name. Think about them both, because once you have decided on
the names, you cannot change them. The ComStar terminal will also be
a place that you can check in with from time to time to find out what
is going on in the Inner Sphere.
The Office
In the office you'll find your personal terminal. This terminal houses
all the tools you need to manage your mercenary unit.
Mercenary Contract Database
The contract database lists all of the campaigns that that are
currently available. Be careful in your contract selection: once
you have chosen a contract, there is no way to back out of it. Pay
close attention to the monetary reward for completing each contract.
Lucrative contracts may look tempting, but with higher rewards come
greater risks and longer durations.
Personnel Database
At any given time there will be a number of mercenaries available for
hire. They have diverse backgrounds and skill levels, so be sure to
read their profiles: you get what you pay for. After you've hired a
mercenary, he or she will draw a monthly salary until you fire them
(or they meet their death in battle).
Inventory
From your office terminal, you can keep tabs on your current stores of
'Mechs, weapons, and equipment. These things are accumulated through
purchases or as salvaged bounty from missions.
Finances
Your monthly costs are reported in a short financial summary on your
office computer. Note that the more 'Mechs you own, the more techs
are required to maintain them.
The 'Mech Bay
The starport at Outreach contains a reasonably well-equipped 'Mech Bay.
In the 'Mech Bay, you'll find a terminal for managing your arsenal of
'Mechs and weaponry.
Arms Merchant
When it comes time to stock up on weaponry, access the Arms Merchant.
A wide variety of arms, munitions, and equipment can be found here.
Technical advances are frequently made, so keep an eye out for new
types of weapons and equipment.
If you signed on to a long contract, make sure that you have exact
replacements for the items on your 'Mech. Everything that gets
destroyed while on a mission has to be replaced from your inventory;
there's no Arms Merchant on a dropship.
Weapons and Ammo Tips
Make certain that you buy extra weapons before you go on campaign
missions (missions that will last for several months). These missions
are often on distant worlds where you can't get access to a reputable
arms-merchant. If weapons are destroyed, you won't be able to repair
them unless you have spare weapons on-hand in your inventory. Weapons
stored in your arms are more likely to be targeted by enemy
Mechwarriors and should be a priority when you are repurchasing extra
weapons.
When deciding on a contract, always weigh the missions risk against the
pay-off. Watch for salvage opportunities as well as the missions total
pay.
Remember that missions that offer a substantial cash reward are
probably difficult or risky missions, beware of any contract that
seems too good to be true.
Mech Factory
If you find yourself in the enviable position of having excess
C-bills, you'll want to trade in your current 'Mech for a more
powerful one. The 'Mech factory will be more than happy to accommodate
you, but be wary of the premium it will cost to repurchase your 'Mech.
As with weaponry, there are frequently advances in 'Mech chassis
design, so keep an eye out for new types of 'Mechs.
Customize
A large concern for many mercenaries is the cost of customizations.
Since each 'Mech in the Inner Sphere is assembled to a particular
specification, it is fairly expensive to make custom modifications.
Choose your customizations carefully BEFORE making any transactions
on the 'Mech Bay's computers to avoid wasting money and time with
unnecessary work on your 'Mech.
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. The
capacity of these areas is determined by the BattleMech's tonnage and
a pre-allocated assignment of critical space to the base chassis,
the main framework of each BattleMech. The available critical slots in
each section of the base chassis determine the space in which to
allocate the primary components of a 'Mech.
SELECTING AN ENGINE
Choose an engine for your BattleMech. Select "Engine" from the
configuration summary to display the Engine screen. Select FASTER or
SLOWER to scroll through the BattleMech engines available. Once you
have determined the engine you will use in your BattleMech, click on
the type of engine on the Engine screen to toggle between Std
(Standard) or XL (Extra Light) engine technology. An XL-type engine
weighs half as much as a standard engine of the same rating, but
occupies additional critical slots in each side of a 'Mech's Torso.
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. To add more heat sinks simple use the "Add" key to add them
to a particular location on your BattleMech. You may need to purchase
additional heat sinks first. To upgrade to double heat sinks you have
to buy an "Upgrade Package" available at the Arms Merchant. When you
buy an upgrade package all of your heat sinks become double heat sinks
and you will have to assign them to critical slots on your BattleMech.
The total weight of the default heat sinks is included in the engine
tonnage; extra heat sinks can be added at a weight cost per heat sink.
The critical slots required for the total number of heat sinks added is
determined by the 'Mech's engine rating.
DETERMINING JUMP CAPABILITY
BattleMechs may be equipped with jump jets in their Legs and/or Torsos
to allow jump capability. Each jump jet gives a 'Mech additional jump
capability.
DETERMINE INTERNAL STRUCTURE
The internal structure of a 'Mech can be constructed with standard or
Endo Steel technology. To upgrade your BattleMechs internal structure
you need to purchase an upgrade package from an Arms Merchant and then
assign the Endo Steel criticals to slots on your BattleMech.
Although using Endo Steel frees up tonnage that can be used to add
weapons and armor, it requires more critical slots to be carried by a
'Mech.
MODIFY ARMOR
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" from the
"Equipment" section 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. You will have to
buy a Ferro Fibrous upgrade package if you wish to upgrade your
BattleMechs armor from standard to Ferro Fibrous armor. For each ton of
standard armor added, you are supplied with plates of armor which you
can distribute to your 'Mech's structure.
Ferro-Fibrous armor increases the armor factor per ton, but occupies
more critical slots in a 'Mech's internal structure. Once you
determine the total tonnage of armor to add, you can distribute the
selected number of plates of armor to the different sections in
your BattleMech's internal structure.
The exact armor factor used to protect each area is left to your
discretion. Use the 'Mech diagram on the Armor Allocation screen
to select the section of the 'Mech to which you would like to add
armor, then use the first set of arrows on the left to increase or
decrease the amount of armor allocated to those areas. For areas to
which armor can be allocated to front and back sections, use the
second set of arrows to increase or decrease armor accordingly. The
Armor Allocation screen will indicate the armor assigned to each
section of the BattleMech.
ADD WEAPONS AND AMMUNITION
You can add up to fourteen weapons and as much ammo as your
BattleMech's total tonnage and critical slots will support. Select one
of the weapon buttons at the top of the screen to choose from a
selection of weapons. Then review the Weapons Table on the right to
determine which weapons are available for incorporation into your
custom 'Mech. To add a weapon to your configuration, select the weapon
you would like to add from the Weapons Table. Then, select ADD to add
it to the 'Mech's configuration. The added weapon will then appear in
your BattleMech. To delete a weapon, just select it on your BattleMech
and select REMOVE to remove it from the configuration.
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. First select the
AMMO button on the top of the screen. You will see a list of
available ammunition. Choose the ammo you want, the section you want
to add it to and hit the "Add" key.
ADD EQUIPMENT
Select "Equipment" on the configuration summary to display the
Equipment screen. Each 'Mech is equipped with several mandatory
equipment systems which are accounted for in the design of a
BattleMech. Both mandatory and assignable equipment will appear on
the Equipment screen to indicate which systems are included in your
configuration. In addition to various actuators, the other type of
equipment your 'Mech configuration can be equipped with is MASC to
enable a 'Mech with the capability of short bursts of speed at the
cost of heat build-up and increased stresses. Purchase MASC and then
assign the necessary criticals that appear with the ADD button.
If you do decide to customize your 'Mech, there are some things you
need to know. First of all, your 'Mech has a maximum tonnage. There
is only so much weight that its chassis design will tolerate. Usually
'Mechs are sold fitted with equipment up to their maximum weight limit.
You will have to remove weaponry and other equipment to free up some
weight.
In the Customize section of the 'Mech Ops computer located in the 'Mech
Bay, click on the part of your 'Mech that you would like to customize.
Highlight the desired item for removal and click "remove". That's all
you need to do; the rest is done by the 'Mech Bay technicians. To add
new items, select the desired section of your 'Mech, like before. This
time, select the exact weapon from the list on the right and click
"add". You can cycle through the various categories of items to add
using the row of buttons across the top of the screen.
Repair/Reload
Repairing a 'Mech is similar to customizing one, but it is both simpler
and less expensive. You will need to repair your 'Mech after every
mission, or else you will start the next mission with the damage you
sustained in the previous one. Remember that you need to have the
foresight to stock your inventory with exact replacement parts for the
items on your 'Mech.
There are two ways of repairing. "Repair All" will let your personal
technician know that he is to fix every single problem on your 'Mech.
If he can't fix or replace something, he will let you know.
Alternately, you can repair individual crits on your 'Mech by clicking
on specific regions of the 'Mech diagram, clicking on a specific item
in the list, and then clicking the "Repair" button.
The text for damaged crits is classified by color. Gray = normal,
yellow = light damage, red = heavy damage or no replacement in
inventory. If an item is red, that means you have no replacement for
the item in your inventory; you will have to make do without this item
until you have a chance to visit the Arms Merchant in the starport
between campaigns.
Dropships
Since most starports are located in extremely secure areas, you will
need a dropship to get you to and from missions. From most dropships,
you should be able to repair and reload your 'Mech, access your
inventory and financial databases, assign your starmates to their
'Mechs and review your current contract more thoroughly before going
into the mission. The latter is done by accessing the mission
computer.
Before any given mission you will have access to the mission briefing
given to you by your current employer and any of your own personal
notes on the situation. After a mission, when you are safely away
from any danger zone, your employer will send you a debriefing on the
situation and how you affected it. They will also give you the most
recent news on the situation as told by ComStar.
If you ever feel that you are running low on supplies or armaments,
you always have the option of aborting the mission without legal
repercussions, but there is no guarantee that your reputation will
fare as well. The best thing to do is to make sure that you are
completely prepared for any set of missions that you are about to
launch into.
When you get back to your starport always make sure to check your
inventory, there is always the chance you were able to pick up some
weapons off of destroyed 'Mechs that are still good. Plus some of the
larger employers have been known to give damaged enemy 'Mechs to
mercenaries as a bonus.
That should be enough to get you going. You're going to have to
figure the rest out for yourself. Where you go with your career is
entirely up to you, just remember that the Inner Sphere is in great
discord and anything could happen at any time. Once again, good luck
Mercenary.
COMSTAR ARCHIVE FILE: 66526-A456
Submitted by Primus Jack Mamais
Terra
BATTLEMECH WEAPONS INFORMATION
Weapon Heat Damage Range Tons Crits Ammo/ton
ER Large Laser 12 8 570 5 2 Nil
ER PPC 15 10 690 7 3 Nil
Flamer 3 2 90 1 1 Nil
Large Laser 8 8 450 5 2 Nil
Medium Laser 3 5 270 1 1 Nil
Small Laser 1 3 90 .5 1 Nil
PPC 10 10 570 7 3 Nil
Pulse Laser (Large) 10 9 300 7 2 Nil
Pulse Laser (Medium) 4 6 180 2 1 Nil
Pulse Laser (Small) 2 3 90 1 1 Nil
Anti-Missile System 1 Nil Nil .5 1 12
Autocannon/2 1 2 720 6 1 45
Autocannon/5 1 5 570 8 4 20
Autocannon/10 3 10 450 12 7 10
Autocannon/20 7 20 360 14 10 5
Guass Rifle 1 15 660 15 7 8
LB 10-X AC 2 10 540 11 6 10
Machine Gun 0 2 90 .5 1 200
Ultra AC/5 1 5 600 9 5 20
LRM5 2 1/per 630 2 1 24
LRM10 4 1/per 630 5 2 12
LRM15 5 1/per 630 7 3 8
LRM20 6 1/per 630 10 5 6
Narc Missile Beacon 0 None 270 3 2 6
SRM 2 2 2/per 270 1 1 50
SRM 4 3 2/per 270 2 1 25
SRM 6 4 2/per 270 3 2 15
Streak SRM-2 2 2/per 270 1.5 1 50
Arrow IV System 10 20 2 km 15 15 5
CASE 0 0 Nil .5 1 Nil
Heat Sink -1 Nil Nil 1 1 Nil
Double Heat Sink -2 Nil Nil 1 1 Nil
WEAPONS DESCRIPTIONS
Extended Range Lasers
The extended-range laser is an upgraded version of the basic 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. The
large version of the ER laser has a significant increase in range and
a damage potential that is slightly higher than the basic model, at a
cost of substantially more heat than the other versions.
Extended Range PPC
The Particle Projection Cannon fires high energy ion bolts which cause
damage through both the impact and high temperature. Extended-range
PPC is a significantly improved version of the particle projection
cannon. This PPC is smaller, lighter and more powerful than the basic
version with its longer range and harder punch. Heat buildup is also
much higher and could be a critical disadvantage of employing this
weapon.
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. This characteristic improves each laser attack's hit
probability with more damage per hit at the cost of increased heat
and a somewhat shorter effective range. They too are available in
small, medium and large versions.
Gauss Rifle
The Gauss rifle uses a series of magnets to propel a projectile
through its barrel and towards a target. While requiring a great deal
of power to operate, it generates very little heat and can achieve a
muzzle velocity twice that of any conventional weapon. Gauss rifle
ammunition consists of nickel-ferrous metal slugs. If Gauss ammunition
takes a critical hit, there is no explosion, but the hit destroys
the ammo-feed 'Mechanism rendering the rest of the ammunition in that
location useless. A critical hit on the Gauss rifle itself 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. The reduced space and weight
requirement of the LB-X autocannon allows this weapon to mount more
sophisticated fire-control systems.
In addition to these advantages, the LB-X autocannon can use special
cluster munitions that act much like an anti-BattleMech shotgun in
combat. When fired, the ammunition fragments into several smaller
submunitions. This improves the chances of scoring a hit and striking
a critical location, but reduces overall damage by spreading hits all
over the target area rather than concentrating on one location.
The 5X autocannon causes five times as much damage as the common
model, and the 20X causes 20 times more damage than the common model.
Machine Gun
The machine gun is a rapid-fire weapon. It is one of the lightest,
yet powerful weapons a BattleMech can carry. The sheer volume of
machine gun rounds which can be shot at close range increases the
probability of scoring a hit, but does not cause severe damage to its
target.
Ultra Autocannon
The ultra autocannon features a short, smooth-bore barrel, a modified
breech mechanism, a rapid-feed reloader and specially designed
ammunition. The AC/5 version causes five times more damage than the
common model. The ultra AC/10 causes ten times the damage and more
heat build-up, while the largest version causes 20 times the damage.
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 damage than 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. Once the
computer obtains a target lock, the streak missile will automatically
home in on its target. The sure-hit SRM-2 fires two missiles at once
while the SRM-4 blasts four missiles worth of firepower. The SRM-6
tops the streak missile family with a six-pack blast of guided bliss.
Long-Range Missiles
The long-range missile is a specialized weapon designed to make
contact with its target at long range through the use of its guidance
system. The LRM-5 sends off a five-pack of missiles at once. The
LRM-10 fires off ten missiles with one blast. The LRM-15 fires off a
15-pack of missiles and the LRM-20 leads this family of
missiles with a 20-pack of pure missile power. Its indirect hits
have been known to be as effective as its direct hits due to
area-effect explosions known as "splash damage." LRMs won't "lock"
at distances under 75M.
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. The following are the systems that comprise a BattleMech:
Engines
BattleMechs can be equipped with a wide variety of engines to determine
maximum land speed. There are two types of engines: standard or XL
engines. The XL engines are retrofit standard engines with new and
lighter shielding materials, greatly reducing overall engine weight at
the cost of compactness. Although normal engine weight is halved,
additional engine critical space must be allocated to both the Right
and Left Torsos.
Cockpit/Gyroscope
Every BattleMech includes a cockpit containing the MechWarrior's
control station, life-support system and electronic sensors. Damage to
a 'Mech's control components impacts its ability to move and jump. In
addition to a cockpit, every BattleMech is equipped with a powerful
gyroscope to keep it upright and able to move.
Internal Structure
Internal structure is the backbone of the 'Mech. A BattleMech's
internal structure can be designed in using one of two advanced
technologies: standard or Endo Steel. Made with zero-G manufacturing
techniques that mix high-density steel with lower-density titanium and
aluminum, Endo Steel is twice as strong per unit of weight as standard
materials. However, strength is traded at an increase in overall
bulk requiring more critical space in a 'Mech's internal structure.
Heat Sinks
Heat sinks supply a BattleMech with the ability to dissipate heat
internally. Double heat sinks can cool a 'Mech much more efficiently
with a heat-dissipation rate that is twice as fast as that of standard
heat sinks. Although double sinks weigh the same as standard heat
sinks, the double versions are considerably bulkier and take up extra
space aboard a 'Mech. At one ton and two critical slots each, Torso-
mounted double sinks tend to limit space for weapons.
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. To gain desired
jump capacity, a MechWarrior must evaluate the environmental conditions
of the mission as well as the overall mass of the 'Mech being
customized before determining the number of jump jets being added.
Armor
A BattleMech's armor provides the protective covering for its internal
structure and critical components. There are two types of armor a pilot
can choose to assign to a BattleMech: normal or Ferro-Fibrous armor.
Ferro-Fibrous armor is an improved version of the ordinary BattleMech
armor in that it greatly increases a 'Mech's tensile strength. Although
this advanced armor gives a 'Mech a greater armor factor for the same
weight, it is bulkier than its equivalent weight of standard armor
plating and requires more critical space in a 'Mech's internal
structure.
Weapons Systems
Pilots can equip their 'Mechs with any mix of weapons their assigned
base chassis will support. MechWarriors must weigh the advantages of
using different energy, missile or ballistic weapons systems against
the weight and space considerations of all possible combinations. Some
weapons systems are more powerful at the expense of greater heat
buildup, while other weapons cause less damage but have greater
distance advantages.
Ammunition
All weapons other than energy weapons (e.g., lasers) require a
pre-allocated supply of ammunition that can be determined by each
pilot. Ammo must also be allocated to critical slots within a 'Mech's
internal structure.
Equipment
Some BattleMechs are 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. BattleMechs
without CASE can be destroyed by a single internal ammunition
explosion.
Criticals
All components housed within a BattleMech must be assigned to critical
slots within a 'Mech's internal structure. The number of available
critical slots in each section of a 'Mech's base chassis limits the
mix of weapons and equipment with which any particular 'Mech can be
configured. The construction of a BattleMech cannot be completed until
each item has been assigned to the requisite number of critical slots.
CURRENT BATTLEMECH DESCRIPTION AND STATISTICS
ASN-21 Assassin
Overview:
Many of the purchasing agents for the Star League's military branch
seem to have overstepped their authority in the case of the Assassin
BattleMech. Although a new light 'mech was not required in great numbers,
lobbyists for Maltex Corporation managed to gain several key contracts
for the production of this 'Mech. Despite all the politics involved,
the Assassin turned out to be a successful 'Mech in combat. Its ample
firepower, good armor protection, and speed have made it a popular model.
Its mobility seems to be the key to its success in battle.
Stats:
Mass: 40 Tons
Chassis: Maltax 40
Power Plant: 280 VOX
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Jump Jets: 100AFVTA
Jump Capacity: 210 m
Armor: Lox loft series 1
Armament:
1 Martell Medium Laser
1 Holly Long-Range Missile Rack
1 Holly Short-Range Missile Rack
Manufacturer: Maltax Corporation
Communication System: Garret T15 B
Targeting and Tracking System: Garret 500S
AS7-D Atlas
Overview:
The sight of BattleMechs lumbering across the terrain is a familiar one
among the worlds of the Inner Sphere. Nevertheless, the sight of an
AS7-D Atlas still manages to make even experienced MechWarriors break
out in a sweat and brings the bitter taste of bile to their mouths.
The Atlas was designed as a last-ditch attempt to ensure the superiority
of the Star League's Regular Army over the growing armies of the House
Lords. It was an understandable reaction to the Cameron edicts passed
from 2751 to 2761 by the High Council, which permitted the five Lords
to double the size of their personal armies. General Kerensky himself
set down the specifications for the Atlas. He said that it should be "a
'Mech as powerful as possible, as impenetrable as possible, and as ugly
and foreboding as conceivable, so that fear itself will be our ally."
Stats:
Mass: 100 Tons
Chassis: Foundation Type 10X
Power Plant: Vlar 300
Cruising Speed: 32.4 kph
Maximum Speed: 54.0 kph
Jump Jets: None
Jump Capacity: None
Armor: Durallex Special Heavy
Armament:
1 Class 20 Autocannon
1 LRM-20 Missile System
4 Medium Lasers
1 SRM-6 Missile System
Manufacturer: Na'ir, Hesperus, Quentin
Communication System: Army Comm. Class 5
Targeting and Tracking System: Army Comp. Type 29K
AWS-8Q Awesome
Overview:
The AWS-8Q Awesome is one of the most feared vehicles on the battlefields
of the Succession Wars. First built in 2655 by the Technicron
Manufacturing Conglomerate under license from the Star League, it
soon became a popular heavy 'Mech in many regimental assault lances.
Based on the design of the STR-2C Striker, the original assault 'Mech,
the Awesome soon superseded that aging vehicle as the main heavy assault
'Mech in almost all the Successor States. The STR-2C Striker is almost
never seen in front-line regiments today.
The Awesome is widely used as an initial penetration assault vehicle.
Massed Awesome assault lances are sent to destroy a point in the enemy
defenses, allowing units that follow to exploit the breach. The Awesome
is also used in many defensive situations where it is usually responsible
for the most threatened or important areas of a perimeter.
Stats:
Mass: 80 Tons
Chassis: Technicron Type G
Power Plant: Pitban 240
Cruising Speed: 35.4 kph
Maximum Speed: 51.2 kph
Jump Jets: None
Jump Capacity: None
Armor: Durallex Heavy Special
Armament:
3 Kreuss Particle Projection Cannons
1 Diverse Optics Type 10 Small Laser
Manufacturer: Technicron Manufacturing
Communication System: Garret T19-G
Targeting and Tracking System: Dynatec 2780
CPLT-C1 Catapult
Overview:
The CPLT-C1 Catapult was produced by Hollis Incorporated in a limited
production run between 2561 and 2563 under a special military contract
with the Star League. It was officially classified as a close-support
vehicle, designed as a second-line defense with strong offensive
capabilities.
Early models of the Catapult were equipped with no close support
weapons. But the most current versions carry four medium lasers for
close support.
Stats:
Mass: 65 Tons
Chassis: Hollis Mark II
Power Plant: Magna 260
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Anderson Propulsion 21
Jump Capacity: 120 m
Armor: Durallex Heavy
Armament:
2 Holly LRM 15s
4 Martell Medium Lasers
Manufacturer: Hollis Incorporated
Communication System: O/P COM-211
Targeting and Tracking System: O/P 1078
CDA-2A Cicada
Overview:
Many small manufacturers entered the BattleMech industry as tensions
mounted near the time of the fall of the Star League. In this period,
HartfordCo, a known manufacturer of fine communications and targeting
systems, began constructing 'Mechs from their home planet of Bryant
near Earth. Their single contribution to battlefield technology was
the Cicada, which went into limited production in 2840.
With Bergan Industries holding almost a total monopoly on the contracts
for small recon 'Mechs, HartfordCo proposed a 'Mech heavier than the
Locust made by Bergan. It would be armed with the well proven Magna
laser systems, and be as fast as the Locust but weigh twice as much.
Most important, the price was right. Star League took a limited contract
for the Cicada, shipping it to replace many of the Locusts lost in
border areas.
Stats:
Mass: 40 Tons
Chassis: Hartford 300
Power Plant: 320 Pitban
Cruising Speed: 86.4 kph
Maximum Speed: 129.6 kph
Jump Jets: None
Jump Capacity: None
Armor: 3/Star Slab
Armament:
2 Magna Medium Lasers
1 Magna 200 Small Laser
Manufacturer: HartfordCo
Communication System: Hartford J15 B
Targeting and Tracking System: Hartford S1000
CN9-A Centurion
Overview:
The Centurion was designed and built by Corean Enterprises as an
operational partner for the highly successful Trebuchet. Produced from
2801 until the Corean plant on Ramen II was destroyed in 2845, it boasts a
poweful Luxor medium-heavy autocannon and two Photech 806c medium lasers.
For long-range hitting power, it has a chassis mounted Luxor 3R LRM-10.
This cross-section of weaponry gives the centurion a potential damage
curve that increases steadily as it nears its target.
Unfortunately, many CN9-As have developed defects in their autocannon
loading mechanisms. In many cases, it has been necessary to replace
the entire loader. As replacement parts for the Luxor autocannon become
increasingly rare, Techs often replace the entire autocannon with another
make or decide to mount a different type of weapons system in its stead.
No matter which alternative is chosen, it is an extremely complicated
and time-consuming operation, as the Luxor system was custom-fit into the
Centurion's chassis with no room left for modifications. Although the
CN9 is a fine 'Mech when in good condition, the defective autocannons
make its future uncertain. In the future, Centurions may adopt a variety
of roles, depending which refits they receive.
Stats:
Mass: 50 Tons
Chassis: Corean Model K7
Power Plant: 200 Nisson
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: StarGuard III
Armament:
1 Luxor D-Series Autocannon
1 Luxor 3R LRM-10
2 Photech 806c Medium Lasers
Manufacturer: Corean Enterprises
Communication System: Corean Transband-J9
Targeting and Tracking System: Corean B-Tech
CLNT-2-3T Clint
Overview:
Andoran Industries began construction of the CLNT-2-3T under the Star
League Armaments Act of 2507, which law provided border areas with
the latest in battlefield technology. The Andoran Industries project
resulted in the construction of over 200 of this class. The original
Clint prototypes mounted a heavier autocannon (Armstrong Buster Class)
and carried more ammunition. However, the chassis of these models
developed stress problems, and the armament was downgraded to its current
configuration.
This 'Mech functioned as a recon 'Mech as well as a well-armed, lower-end
medium 'Mech. Its history and combat performance shows that it served
those purposes well.
Stats:
Mass: 40 Tons
Chassis: Andoran Model III
Power Plant: Pitban 240
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: Andoran Model JJII
Jump Capacity: 180 m
Armor: Durallex Medium
Armament:
1 Armstrong Autocannon/5
2 Martell Medium Lasers
Manufacturer: Andoran Industries Ltd.
Communication System: Raldon R1
Targeting and Tracking System: Sloane 220 Lockover Systems
COM-2D Commando
Overview:
The Commando COM-2D was designed as an alternative to the more numerous
Wasps and Stingers as a reconnaissance 'Mech. While not jump-capable,
the Commando has far stronger weapons than either of the more famous scout
'Mechs.
Conceived by engineers at Coventry Defense during the last days of the
Protectorate of Donegal, the first prototype Commando was tested in 2463
and carried a large laser on the right arm. Because of the sudden heat
generated by the laser was breaking down the lubricants in the 'Mech's
wrist and hand, the weapon was later replaced with an SRM four-rack.
The Commando was commissioned by the Protectorate of Donegal in 2466,
then adopted by the entire Lyran Commonwealth after the Protectorate
became part of it. Though Star League made many attempts to draft the
Commando into its own forces, the Commonwealth managed, through clever
stalling and subtle lying, to keep the design to themselves. That has
proved a prudent move on the part of the Commonwealth.
Stats:
Mass: 25 Tons
Chassis: Coventry Metal Works
Power Plant: Omin 150
Cruising Speed: 64.8 kph
Maximum Speed: 97.2 kph
Jump Jets: None
Jump Capacity: None
Armor: Lexington Linked
Armament:
1 Shannon Six-Shooter Missile Pack
1 Coventry 4-Tube Missile System
1 Hesperus-B3M Medium Laser
Manufacturer: Coventry Defense Conglomerate
Communication System: TharHes Crystal Flower RG-2
Targeting and Tracking System: TharHes Star Shark
CRB-27 Crab
Overview:
The Crab has been well received in Kurita units since Comstar began
supplying them to the Draconis Combine. The 'Mech performed well in
the War of 3039, surprising Davion units with the weapons hidden inside
its claws. In fact, House Kurita would probably make the Crab one of
its standard designs if it had the factory to produce its own.
Stats:
Mass: 50 Tons
Chassis: Hollis Mark 1A
Power Plant: Magna 250
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
Jump Capacity: None
Armor: Paulina Heavy Ferro-Fibrous
Armament:
2 RAMTech 1200 Large Lasers
1 Ceres Arms Medium Laser
1 ExoStar Small Laser
Manufacturer: Cosara Weaponries
Communication System: Garret T11-b
Targeting and Tracking System: Garret D2j
CP 10-Z Cyclops
Overview:
Stormvanger Assemblies first placed the CP 10-Z Cyclops into production in
2710. Designed as a heavy assault vehicle for use in assault lances, the
Cyclops also proved a favorite among headquarters troops in higher-echelon
formations. With its sophisticated holographic Tacticon B-2000 battle
computer and its planet-wide communications capability, the heavy 'Mech
proved highly useful in this role. Except when the Cyclops is part of
an assault, tactical doctrine usually places it in the reserve, where it
can coordinate and support the overall actions of the other BattleMechs
in its command. At regimental level and higher, the commander's Cyclops
is usually guarded by a headquarters lance and supporting units.
Though individual commanders have occasionally made personal
modifications, the present-day Cyclops is virtually identical to the
prototype coming off the assembly line in 2710.
Stats:
Mass: 90 Tons
Chassis: Stormvanger HV-7
Power Plant: Hermes 360
Cruising Speed: 42.1 kph
Maximum Speed: 61.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Starshield Special
Armament:
2 Diverse Optics Type 20 Medium Lasers
1 Delta Dart Long Range Missile 10-Rack
1 Hovertec Short Range Missile Quad
1 Zeus-36, Mark III Autocannon
Manufacturer: Stormvanger Assemblies, Unlimited
Communication System: Olmstead 840 with SatNav Module
Targeting and Tracking System: Tacticon Tracer 280
DRG-1N Dragon
Overview:
In the first years of the Kerensky Protectorate, the lackluster
performance of the aging SHD-1R Shadow Hawk against newer designs made
apparent the need to replace it. In a major contest, the Luthien Armor
Works submitted its Dragon design and promptly lost the contract to the
upgraded Shadow Hawk, the 2H.
Amazed and angered, the owners of Luthien Armor Works went ahead with
production of a slightly less powerful Dragon. This design carried a
Class 2 Victory autocannon on its right arm instead of the more powerful
Imperator-A. It was this Dragon design that House Kurita privately
commissioned in 2754 as the basis for the Combine's private army until
the dissolution of The Star League.
Stats:
Mass: 60 Tons
Chassis: Alshain Type 56-60H
Power Plant: Vlar 300
Cruising Speed: 54.0 kph
Maximum Speed: 86.4 kph
Jump Jets: None
Jump Capacity: None
Armor: Starshield
Armament:
1 Telos DecaCluster LRM Missile System
1 Imperator-A Autocannon
2 Victory 23R Medium Lasers
Manufacturer: Luthien Armor Works
Communication System: Sipher CommSys 3
Targeting and Tracking System: Eagle Eye Sy10-10
HTM-27T Hatamoto-Chi
Overview:
The HTM-27T Hatamoto-Chi is one of the first BattleMechs fielded by
the DCMS utilizing advanced construction materials, most notably an
Endo Steel chassis. First deployed by the DCMS on An Ting in 3039, the
Hatamoto-Chi is a major conversion of the Wells Technologies CGR-1A1.
The modifications were so extensive that the 'Mech was given a new
designation.
Externally, the Hatamoto-Chi is similar to its parent design, retaining
the large shoulder assemblies and lacking a left hand, which give the
machine its characteristic silhouette. The most obvious distinguishing
characteristic of this class is the radiator fins mounted on the head.
Stats:
Mass: 80 Tons
Chassis: Earthwerks VOL Endo Steel
Power Plant: Pitban 320
Cruising Speed: 43 kph
Maximum Speed: 65 kph
Jump Jets: None
Jump Capacity: None
Armor: Mitchell Argon Ferro-Fibrous with CASE
Armament:
2 Tiegart Particle Projection Cannons
2 Bical-6 SRM Launchers
Manufacturer: Maltex Corporation
Communication System: Colmax 90
Targeting and Tracking System: Garret D2j
HNT-171 Hornet
Overview:
A design that has long been out of favor, the Hornet was one of the
first 'Mechs to use recovered technology in the hope of improving its
performance. The work was done at the high-security Kallon factory on
the planet Talon in the Wernke system. The HTN-171 model has appeared
in limited numbers in F-C units, mostly in the Sarna March.
The Federated Commonwealth version is far more effective than the old
HNT-151. It incorporates the lighter Endo Steel Construction, combined
with Ferro Fibrous armor and Cellular Ammunition Storage Equipment.
The 171 carries a half-ton less armor than the 151 but has virtually
the same amount of external protection and significantly more protection
against an ammunition explosion.
The MainFire Point Defense Anti-Missile System gives the Hornet better
defense against enemy missiles at the cost of a smaller laser. It remains
to be seen, however, whether the improved Hornet will prove more valuable
on the battlefield.
Stats:
Mass: 20 Tons
Chassis: Corean Model KL77 Endo Steel
Power Plant: Hermes 100
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Pitban LFT-50
Jump Capacity: 90 m
Armor: StarGuard CIV Ferro-Fibrous with CASE
Armament:
1 Holly LRM 5
1 Martell Medium Laser
1 MainFire Point Defense Anti-Missile System
Manufacturer: Kallon Weapon Industries
Communication System: Tri-Word Duplex 4880
Targeting and Tracking System: Dalban HiRez II
HBK-4G Hunchback
Overview:
The HBK-4G Hunchback is a heavy-hitting fighting vehicle. Serving in
medium and assault lances of many regiments of the Successor States, it
has earned a distinguished fighting record. Designed in early 2572,
the Hunchback continues as a popular vehicle both in House Liao and
House Kurita regiments. It is also used extensively by House Marik
armed forces.
The Hunchback is widely known for its streetfighting abilities in the
confined spaces of urban battles. With its massive firepower at close
range, it is more than a match for many heavier 'Mechs.
Stats:
Mass: 50 Tons
Chassis: Komiyaba Type VIII
Power Plant: Nissan 200
Cruising Speed: 43.9 kph
Maximum Speed: 63.5 kph
Jump Jets: None
Jump Capacity: None
Armor: Starshield
Armament:
1 Tomodzuru Autocannon Mount Type 20
2 Ichiba 2000 Medium Lasers
1 Diverse Optics Type 10 Small Laser
Manufacturer: Komiyaba/Nissan General Industries
Communication System: Sony MST-15
Targeting and Tracking System: Tacticon Tracer 300
JM6-S Jagermech
Overview:
Recognizing that the Rifleman was a good design that could be improved,
the designers at Kallon Industries began reviewing the RFL-3N's original
design in light of its battlefield performance. Three facts immediately
came to light. The Rifleman was prone to overheating, it did not carry
enough ammunition, and it was lightly armored in comparison with other
'Mechs of the same tonnage. Kallon designers reworked the blueprints,
making a few trade-offs, and created a first-grade 'Mech - The Jagermech.
Though still lightly armored for its weight, the Jagermech is less
likely then the Rifleman to overheat, as the large lasers have been
replaced with more ammunition and a pair of Mydron light autocannon.
Stats:
Mass: 65 Tons
Chassis: Kallon Type XII
Power Plant: 260 Magna
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Kallon Royalstar
Armament:
2 Mydron Model C Medium Autocannon
2 Mydron Model D Light Autocannon
2 Magna Mk. II Medium Lasers
Manufacturer: Kallon Industries
Communication System: Garret T11-A
Targeting and Tracking System: Garret D2j
JR7-D Jenner
Overview:
The Jenner is a relatively modern design, first constructed in 2784 by
Diplan Mechyards of Ozawa under contract to House Kurita. It was designed
as a fast, hit-and-run guerrilla fighter. With a maximum speed of 118.8
kilometers per hour and a jump capacity of 150 meters, it was hoped that
this 'Mech would form the foundation for a new, highly mobile lance.
The origional Jenners mounted two Argra 27C medium lasers and a Diplan
HD large laser on a central turret, but this configuration could easily
be disarmed by a direct hit to the turret. The medium lasers' targeting
system was also plagued with problems. However, because the chassis
and mobility sub-systems performed well in trials, designers decided
to refit the weapons systems instead of crapping the whole design.
The standard ten heat sinks allowed the 'Mech to move swiftly and fire
without overheating.
The Jenner was then modified to its current configuration, mounting four
Argra 3L medium lasers, two per side, on directionally variable mountings.
The Argra 3L replaced the older 27C because is had a better spectral
purity and a more rugged focal system.
The Thunderstroke SRM-4 was installed after additional testing showed
the need for increased short-range firepower. The resulting 'Mech was
the pride of Kurita forces. Designed and built at home, it was the
optimum mix of speed, jump capacity, and firepower.
Stats:
Mass: 35 Tons
Chassis: Diplan Scout-A
Power Plant: 245 Magna
Cruising Speed: 75.6 kph
Maximum Speed: 118.8 kph
Jump Jets: Smithson Lifters
Jump Capacity: 150 meters
Armor: Starshield
Armament:
4 Argra 3L Medium Lasers
1 Thunderstroke SRM-4
Manufacturer: Diplan Mechyards
Communication System: Dawson III
Targeting and Tracking System: Bk-309
JVN-10N Javelin
Overview:
The JVN-10N Javelin is one of the newer recon vehicles used by the
armies of the Successor States. First produced in 2751, the light 'Mech
still had not been entirely integrated into many 'Mech regiments by the
beginning of the First Succession War in 2786. Because of this, many
combatants were caught off guard when it appeared on the battlefield.
House Davion took a particular interest in the Javelin's development,
introducing them into many recon lances. Today, after centuries of
Succession Wars, the Javelin has come to be known as a reliable scout
'Mech.
The Javelin's main function is reconnaissance , though it is also used
extensively in ambushes. In that regard, the term "sneaky as a Javelin"
has become widespread among MechWarriors throughout the Inner Sphere.
Stats:
Mass: 30 Tons
Chassis: Duralyte 246
Power Plant: GM 180
Cruising Speed: 67.3 kph
Maximum Speed: 95.9 kph
Jump Jets: Rawlings 95
Jump Capacity: 180 m
Armor: Star Guard 1
Armament:
2 Arrowlite SRM 6 Racks
Manufacturer: Stormvanger Assemblies, Light Division
Communication System: Garret T10B
Targeting and Tracking System: Dynatec 128C
MAL-1R Mauler
Overview:
The Mauler is the Federated Commonwealth codename for a Kurita Assault
'Mech just beginning testing at the proving grounds of Luthien Armor
Works. The Draconis Combine has high security surrounding this project,
and all information is a combination of unconfirmed reports, speculation,
and analysis.
Stats:
Mass: 90 Tons
Chassis: Alshain Class 101
Power Plant: Hermes 270 XL
Cruising Speed: 32.4 kph
Maximum Speed: 54.0 kph
Jump Jets: None
Jump Capacity: None
Armor: New Samarkand Royal Ferro-Fibrous with CASE
Armament:
2 Victory Nickel Alloy Extended-Range Large Lasers
2 Shigunga Long Range Missile 15-Racks
4 Imperator Smoothie-2 Autocannon
Manufacturer: Luthien Armor Works
Communication System: Sipher Security Plus
Targeting and Tracking System: Matabushi Sentinel
ON1-K Orion
Overview:
The ON1-K Orion is an ancient BattleMech design. Created by the Terran
Hegemony as the first truly heavy 'Mech, the Orion has acted as the
brute force of major offensives for nearly 500 years. Even today, the
Orion is still a formidable 'Mech.
The original design was created in response to the theft of BattleMech
blueprints by commandos of the Lyran Commonwealth. To ensure the
continued dominance of the Hegemony's 'Mechs, engineers built the
"Ultimate BattleMech". Commissioned in 2570, the Orion first saw action
in the bloody Reunification Wars along the periphery. The original
Orion, the 1-C, did not have long-range missiles, and sported a Class
5 autocannon instead of the Class 10 seen today.
Stats:
Mass: 75 Tons
Chassis: KaliYama Chassis
Power Plant: Vlar 300
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Valliant Lamellor
Armament:
1 KaliYama Class 10 Autocannon
1 KaliYama Death Bloom Missile System
2 I.W.W. Medium Lasers
1 I.W.W. Class 4 S.R. Missile System
Manufacturer: KaliYama Weapons Industries of Kalidasa
Communication System: Irian Orator-5K
Targeting and Tracking System: Wasat Aggresor Type 5
PNT-9R Panther
Overview:
Designed as a fire support vehicle for reconnaissance units, the prototype
Panther was first built for Star League during the closing years of
the Cameron Dynasty. After being commissioned in 2739 to produce the
'Mech, Alshain Weapons began immediate delivery of Panthers to League
ground troops fighting renegade bandits along the Periphery.
The 'Mech's poor performance in the Battle of St. John pointed both a flaw
and a strength in it. The flaw was that the large laser carried in the
'Mech's right hand lacked effective range and power. The strength was
the 'Mech's basic hardiness. To improve this battleworthy machine's
firepower, Star League engineers replaced the large laser with a PPC.
The Draconis Combine is the only Successor State that today uses
the Panther in any significant numbers. The current model, 9R, is a
compromise developed by Combine engineers. Though lacking the original
Panther's sophistication, its systems are more adaptable to present-day
factories.
Stats:
Mass: 35 Tons
Chassis: Alshain 56-Carrier
Power Plant: Hermes 140
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Lexington Lifters
Jump Capacity: 120 m
Armor: Maxmillian 42
Armament:
1 Telos Four-Shot SRM Missile System
1 Lord's Light Particle Beam Weapon
Manufacturer: Alshain Weapons
Communication System: Sipher CommCon CSU-4
Targeting and Tracking System: Cat's Eyes 5
QKD-4G Quickdraw
Overview:
First produced in 2779, the QKD-4G Quickdraw was assigned to very
few 'Mech regiments before the start of the Succession Wars in 2786.
Since that time, however, it has slowly found its way into a number
of units in all five of the Successor States. Though designed as the
most likely replacement for the Rifleman support vehicle, the Quickdraw
has never realized this aim and so remains less known than the older
Rifleman design. Nevertheless, the Quickdraw's enormous firepower
capacity and good armor protection quickly earned it the acceptance and
respect of many MechWarriors.
Stats:
Mass: 60 Tons
Chassis: Technicron Type E
Power Plant: VOX 280
Cruising Speed: 42.1 kph
Maximum Speed: 66.7 kph
Jump Jets: Chilton 460
Jump Capacity: 150 m
Armor: Riese-475
Armament:
4 Omicron 4000 Medium Lasers
1 Delta Dart Long Range Missile Ten-Rack
1 Hovertec Short Range Missile Quad
Manufacturer: Technicron Manufacturing
Communication System: Garret T12E
Targeting and Tracking System: Dynatec 2180
RVN-3L Raven
Overview:
Two decades ago, the Raven was a House Liao experimental attempt
to produce a 'Mech that could provide a battalion or regiment with
sophisticated electronic-warfare capabilities. The equipment was not a
complete success, both because it was too heavy and because it was not
sophisticated enough to turn the tide of a battle. Recovered technology
has changed all that. Produced only by Hellespont Industries on Sian,
the Raven is striding off the assembly line bristling with the most
advanced electronics ever seen in the Inner Sphere.
Stats:
Mass: 35 Tons
Chassis: Hellespont Type R
Power Plant: 210 XL
Cruising Speed: 64.8 kph
Maximum Speed: 90.7 kph
Jump Jets: None
Jump Capacity: None
Armor: Hellespont Lite Ferro-Fibrous with CASE
Armament:
1 Harpoon SRM-6 Launcher
2 Ceres Arms Medium Lasers
1 Apple Churchill Guiding Light Narc Beacon
Manufacturer: Hellespont Industries
Communication System: Ceres Metals Model 666
Targeting and Tracking System: Apple Churchill 2000
TBT-5N Trebuchet
Overview:
Corean Enterprises constructed the Trebuchet (or Trenchbucket) from 2780
to 2845 as a main-line medium 'Mech. With the long-range punch of its
twin Zeus LRM-15s and the short range power of its three Magna Mk II
medium lasers, the Trebuchet is a dangerous opponent at any range.
As it was never intended to operate far from its supply lines, the
Trebuchet received only eight reloads for each of its missile racks.
This limited ammunition supply can become a serious problem if the
Trebuchet is trapped behind enemy lines.
Stats:
Mass: 50 Tons
Chassis: Corean Model 9C
Power Plant: 250 Magna
Cruising Speed: 54.0 kph
Maximum Speed: 86.4 kph
Jump Jets: None
Jump Capacity: None
Armor: Starshield
Armament:
2 Zeus LRM-15s
3 Magna Mk II Medium Lasers
Manufacturer: Corean Enterprises
Communication System: Corean Transband-J9
Targeting and Tracking System: Corean B-Tech
STN-3M Sentinel
Overview:
The Sentinel, a Star League design that Comstar supplied to the Draconis
Combine, fought its first battle in centuries during the Kurita
counter-thrust at the Davion planet Exeter during the War of 3039.
Along with the Crab, the Sentinel played a major role in the Combine's
destruction of vast areas of the planet.
Stats:
Mass: 40 Tons
Chassis: Defiant V
Power Plant: Pitban 240
Cruising Speed: 65 kph
Maximum Speed: 97 kph
Jump Jets: None
Jump Capacity: None
Armor: Valiant Lamellor
Armament:
1 KWI AC/5 Ultra Autocannon
1 Marklin Mini SRM-2 Launcher
1 Magna Mk II Medium Laser
Manufacturer: Defiance Industries
Communication System: Starlink/Benicia Model AS829G
Targeting and Tracking System: Targa-7, Vid-Com-17
STK-3F Stalker
Overview:
The Stalker is the most famous and most common heavy assault 'Mech.
A product of the Reunification War, the first prototype was produced
as early as 2594. Early models were not very heavily armed, but field
tests suggested that the STK would be most effective if it mounted
weaponry with differing optimal ranges. Although the resulting 'Mech
had far more weapons than could be safely fired in a single salvo, it
had an extremely flexible response capacity. The League computer systems
determined a target's range and suggested the optimum mix of weapons for
the situation. The resulting fire control system was the best available.
The STK represents BattleMech technology at its height.
Few Stalkers still retain the original computer equipment so vital to
proper operation in battle. The STK is still a fearsome 'Mech, but with
the loss of the computer, its pilots must be cautious not to overuse
their tremendous firepower. The large quantity of waste heat generated
by the lasers can quickly overheat the 'Mech despite its 20 heat sinks.
Stats:
Mass: 85 Tons
Chassis: Titan H1
Power Plant: 255 Strand
Cruising Speed: 32.4 kph
Maximum Speed: 54.0 kph
Jump Jets: None
Jump Capacity: None
Armor: Valliant Lamellor
Armament:
2 Jackson B5c LRM-10
2 Magna Mk. III Heavy Lasers
4 Magna Mk. II Medium Lasers
2 Thunderstroke SRM-6
Manufacturer: Triad Technologies
Communication System: Cronol PR
Targeting and Tracking System: Spar 3c Tight Band
UM-R60 Urbanmech
Overview:
Called upon to produce an effective light 'Mech for city-fighting, Orguss
Industries replied with Urbanmech. Cheap to produce, but potent in its
assigned duties, the 'Mech was manufactured in large numbers, many of
which have survived into the present era. Now common in city garrisons
and defensive units, the Urbanmech continues to be an effective battle
weapon.
Stats:
Mass: 30 Tons
Chassis: Republic-R
Power Plant: Leenex 60
Cruising Speed: 21.6 kph
Maximum Speed: 32.4 kph
Jump Jets: Pitban 6000
Jump Capacity: 60m
Armor: Durallex Medium
Armament:
1 Imperator-B Autocannon
1 Harmon Light Laser
Manufacturer: Orguss Industries
Communication System: Dalban Interact
Targeting and Tracking System: Dalban Urban
VTR 9B Victor
Overview:
The VTR 9B Victor was originally built under a defense contract with the
Star League in 2510. Defined as a heavy BattleMech, it was used as a
strong support 'Mech with jump capabilities. Earlier models carried a
sophisticated array of anti-infantry weapon systems, later discarded
due to the overheating problems common for a heavily armed 'Mech.
Also, technicians felt that this heavy-support 'Mech would not be
engaging infantry, so the flamer and machine gun systems were removed.
The Victor was originally outfitted with a Standus 20 tracking system,
but it was removed from all but the first-run prototypes due to its
tendency to project targets that didn't exist.
HildCo Interplanetary produced the 'Mech out of three plants whose
facilities were destroyed during the First Succession War. Most of the
firm's records fell into the hands of House Kurita, however. Thus, the
total numbers of Victors produced has been determined to be nearly 1000.
Many were lost during Kerensky's exodus from the Star League, and still
more were lost during the First Succession War.
Stats:
Mass: 80 Tons
Chassis: HildCo Type V
Power Plant: 320 Pitban
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: HildCo Model 12
Jump Capacity: 120 m
Armor: Durallex Heavy
Armament:
1 Pontiac 100 Autocannon/20
2 Sorenstein V Medium Lasers
1 Holly SRM 4
Manufacturer: HildCo Interplanetary
Communication System: Opus III Highbeam
Targeting and Tracking System: MaLandry 34
VND-1R Vindicator
Overview:
Much like the old joke about the camel, The VND-1R Vindicator is the
product of compromise and not inspiration. As Capellan Confederation
designers created this 'mech to fit as many roles as possible, it is
capable of fire support, point defense, and offense, though only in
lackluster fashion.
The First Succession War had proved disastrous for the Confederation,
who lost all but one of its 'Mech-producing facilities. The remaining
'Mech plant, on the heavily industrialized planet of Capella, was limited
to the production of 'Mechs of less than 60 tons. Also, because the
Confederation had few materials to build 'Mechs, its engineers decided
to build a 'Mech that was capable of several roles, yet could be built
with meager resources.
The Vindicator was designed and built in 2826, during the lull between
the First and Second Succession Wars. The first Vindicators had machine
guns mounted on their left arms instead of the small laser seen on
current models.
Stats:
Mass: 45 Tons
Chassis: Ceresplex IV
Power Plant: GM 180
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Anderson Propulsion 30
Jump Capacity: 121 m
Armor: Starshield
Armament:
1 CeresArms Smasher PPC
1 Sian/Ceres Jaguar LRM Missile System
1 CeresArms Medium Laser
1 Hessen Small Laser
Manufacturer: Ceres Metal Industries
Communication System: CeresCom Model 21-Rs
Targeting and Tracking System: C-Apple Churchill
WTH-1 Whitworth
Overview:
The Whitworth was first built in 2610 as a scout 'Mech intended to fill
the gap between the light Wasp and the medium Phoenix Hawk. Whitworth's
development program soon produced a well-armed, versatile vehicle.
Although slower than other scout 'Mechs, the Whitworth made up for it
with the protection given by its excellent Durallex Light armor.
The Whitworth was initially armed with Harpoon-6 SRM launchers.
Star League defense planners replaced these with Longbow-10 LRMs on
most models in an effort to discourage MechWarriors from engaging the
Whitworth in close-range combat. Known to critics and admirers alike
as the "Tin Woodsman", the Whitworth served throughout the Age of War
and then in Star League scout units thereafter.
The Star League's death throes also brought the destruction of many
Whitworths, serving as they did in heavy combat zones. Survivors were
quickly recruited into the forces of the Noble houses that replaced the
Star League, however. In the present Successor States era, Whitworths
continue to serve their units well.
Stats:
Mass: 40 Tons
Chassis: Whitworth Type I
Power Plant: LTV 160
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Whitworth Jetlift
Jump Capacity: 120 m
Armor: Durallex Light
Armament:
2 Longbow-10 LRM Launchers
3 Intek Medium Lasers
Manufacturer: Whitworth Company
Communication System: Garret T14
Targeting and Tracking System: Garret D2j
WFT-1 Wolf Trap
Overview:
The Wolf Trap, the Federated Commonwealth codename for House Kurita's
answer to the Wolfhound, is a rubric likely to stick, even though the
Draconis Combine will doubtless give it some Japanese name. This 'Mech
has been on the drawing boards for years, only recently entering
extensive field testing. One of the first completely new designs
to emerge since the recovery of Star League technology, it will be a
bellwether to see if other realms, such as the Free Worlds League and
Capellan Confederation, rush to produce new designs instead of revamping
old ones.
Stats:
Mass: 45 Tons
Chassis: Alshain Class 580 Endo Steel
Power Plant: Hermes 270 XL
Cruising Speed: 60.9 kph
Maximum Speed: 97.2 kph
Jump Jets: None
Jump Capacity: None
Armor: Durallex Special Medium with CASE
Armament:
1 Imperator Code Red LB 10-X Autocannon
2 Victory 23R Medium Lasers
1 Shigunga Long Range Missile 10-Rack
Manufacturer: Luthein Armor Works
Communication System: Sipher Security Plus
Targeting and Tracking System: Eagle Eye 400 XX
ZEU-6S Zeus
Overview:
The heavy 'Mech ZEU-6S Zeus is the Lyran Commonwealth's pride and joy.
The initial design ideas were first put to paper just after the start of
the war with the Draconis Combine in 2407. Three years later, when enemy
forces were threatening Hesperus II, two Zeus prototypes were already
lumbering across test terrains. The speed with which the Zeus was
brought from idea to reality astounded even the most optimistic generals.
The Zeus also had the best field test a new 'Mech could hope for.
When Kurita forces assaulted Hesperus II, the two Zeus prototypes
were there, aiding in the defense of the vital BattleMech factories.
These prototypes carried PPCs on their left arms. After the battle,
the pilots reported that the PPC was extremely erratic and unreliable.
Further research revealed that the PPC's insufficient shielding
created wild magnetic interactions between it and the 'Mech's engine.
The designers thus decided to drop the PPC in favor of the simpler
autocannon to insure quick delivery of the 'Mech to the front.
The autocannon gave the Zeus less punch but the same range as the PPC.
The Defiance factories on Hesperus II are the only ones currently
producing the Zeus, which first came off the production lines in 2411.
Stats:
Mass: 80 Tons
Chassis: Chariot Type III
Power Plant: Pitban 320
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Valiant Lamellor
Armament:
1 Thunderbolt A5M Large Laser
1 Coventry Star Fire LRM Missile System
1 Defiance Autocannon
2 Defiance B3M Medium Lasers
Manufacturer: Defiance Industries of Hesperus II
Communication System: TharHes Calliope ZE-2
Targeting and Tracking System: TharHes Ares-7
SECTION 6 - IF YOU STILL HAVE PROBLEMS...
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