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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...
-
- If you have any comments, questions or suggestions about
- Mercenaries or any other Activision product, please feel free
- to contact us. Before contacting Customer Support, please
- consult the Mercenaries Help file HELP.TXT. It contains the
- answers to some of our most frequently asked questions and may
- quickly provide a solution to your problem. If, after reviewing
- the Mercenaries Help file, you are still experiencing problems,
- please feel free to contact us through any of the services
- listed. So that we can better help you, please be at your
- computer and have the following information ready:
-
- 1. Complete product title.
-
- 2. Exact error message reported (if any) and a brief description of
- the problem.
-
- 3. Your computer's processor type and speed (e.g. 486 DX2/66, Pentium
- 90...)
-
- 4. Video and sound card makes and models (e.g. Diamond Stealth
- 64 video, Sound Blaster 16 sound...)
-
- PLEASE NOTE: TECHINCAL SUPPORT FOR MERCNET IS AVAILABLE VIA ON-LINE
- SERVICES ONLY.
-
- Online Services
- ---------------
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- Services with Activision Forums, E-Mail and File Library Support:
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- From any MSN window, pull down the Edit menu and select Go
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- and click OK.
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- support@activision.com
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- http://www.activision.com
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- Call our 24-hour voice-mail system for answers to our most
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