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GBL cvr 1 9/17/96 2:58 PM Page 1
®
C O R P O RAT I O N
Activision is a registered trademark of Activision, Inc. © 1995 Activision, Inc.
Ghost Bear and Ghost Bear’s Legacy are trademarks of FASA CORPORATION.© 1995 FASA CORPORATION.
Clan Ghost Bear
Ghost Bear’s Legacy Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1
Non-Combat Protocol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2
Combat Simulator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2
Mission Computer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3
Selecting a ’Mech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3
New Weapon Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
4
Diagrams of the BattleMechs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
7
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
TABLE OF CONTENTS
Table of Contents
Ghost Bear’s Legacy
Introduction
The Star League, established in 2571, united the five powers of the Inner Sphere into a treaty of peace
and economic cooperation in an attempt to end decades of strife. By the twenty-eighth century, greed
and years of peace had overshadowed the hatred of war that had resulted in the League. In 2784, Aleksandr Kerensky, deposed leader of the Star League, assembled his loyal officers and departed from the
Inner Sphere on an exodus to begin a new civilization. The destiny of this civilization, its Hidden Hope,
was to one day return to the Inner Sphere and reform the Star League.
INTRODUCTION
In 2786, Kerensky founded the five planets of the Pentagon, which would be the refugees’ new home.
Fifteen years later, tensions among the different peoples again turned into war. After Aleksandr Kerensky’s death, his son Nicholas gathered together 800 loyal subjects, who left on another exodus to the
cluster world of Strana Mechty, “Land of Dreams.” Without the influence of a Kerensky, a two-decade
war broke out among the planets of the Pentagon.
1
On Strana Mechty Nicholas Kerensky restructured his society. He divided his 800 followers into 20
Clans, based on a caste system that placed the warrior at the head of the hierarchy. This is a Clansman’s family, he has no other. All allegiance is paid to one’s Clan.
The Clans returned to and conquered the planets of the Pentagon, and Kerensky continued to remove all
vestiges of Inner Sphere life. He established a eugenics program through which all those of the warrior
caste, the leaders of Clan society, are created through genetic manipulation of the original members of
themselves in battle. Freeborns, those not genetically created, are reviled.
Now, in 3058, the Clans are in the midst of an invasion to retake the Inner Sphere and take back their
rightful place as heads of the Star League. Each of the Clans strives to be the first to take Terra, the
cradle of the species. Although the Clans are presently bound by a truce, they await the time when they
will be able to resume their attack on those planets closest to Terra. Clan Ghost Bear, the mightiest of
Kerensky’s warriors, must head the Clans’ return home.
NON-COMBAT PROTOCOL
Non-Combat Protocol
Combat Simulator
When you’re in the Ice Clan Hall, the opening to the right leads to the Combat Simulator, where you
have four choices.
Note: These missions are randomly generated by the computer. You may use the ’Mech of your choice,
customizable in the ’Mech Lab.
Click on
LAUNCH
when ready
to play.
2
Click on the
’Mech’s name to
enter the ’Mech
Lab where you
can configure
your ’Mech.
Exit
Click on the up or
down arrow to select
different ’Mechs.
Mission Computer
The LAUNCH button
will get you started
on your mission.
The BREIFING section
gives written details
about your mission.
The LOGOFF
button will
take you back
to where you
were before
you came to
the computer.
NON-COMBAT PROTOCOL
Click on DETAILS to get
additional information
about what’s happening in
the universe around you.
3
The INTELLIGENCE section gives
you a communique from Headquarters. Click on VIEW to play it.
STARMATES
The ’MECH PLANT section allows
you to modify your ’Mech.
NOTE: You cannot choose ’Mechs when you are out on a mission; you can only do so when you are
at the Ice Clan Hall home base. Choose wisely.
Selecting a ’Mech
You can only change ’Mechs when you are at the Ice Clan Hall home base; you cannot do so when you
are out on missions, although you may configure your ’Mech before every mission. To enter the ’Mech
Lab, click on the name of the ’Mech.
NEW WEAPON SYSTEMS
New Weapon Systems
In addition to all the weapons available in MechWarrior 2, Ghost Bear’s Legacy provides these new
weapon systems for your use.
Anti-Missile System
The anti-missile system is a rapid-fire, point-defense machine gun capable of tracking, engaging, and
destroying incoming missiles. While very effective, the system’s primary drawback is its high ammunition consumption. When a salvo of missiles attacks any BattleMech equipped with an anti-missile
system, the system automatically engages the salvo before they can hit the protected ’Mech. An antimissile system may be turned on or off by pressing Ctl -A.
4
Arrow IV Missile Artillery
The Arrow IV is a stand-alone missile system designed to deliver long-range salvos. The Arrow system
uses the area-saturation missile, which attacks an area rather than a specific target, inflicting massive
explosive damage to any object within a 45-meter blast radius.
Flamer
The flamer is a short-range energy weapon that taps into the superheated plasma of the BattleMech’s
fusion reactor. The flamer causes a great deal of heat to buildup on the target but it also causes a large
heat build-up in the ’Mech that is using it. Therefore, caution should be exercised when using this
weapon system.
Inferno Missiles
Inferno missiles are special-purpose missiles designed to affect the heat level of enemy BattleMechs.
Inferno missiles come in guided and dumb-fire modes and operate the same as SSRM-2 and SRM-2
systems.
The Narc missile beacon is a heavily modified missile Iauncher that fires special missiles, called pods,
made up of powerful homing beacons mounted behind a magnetic head. If the missile hits its target, the
pod broadcasts a homing signal for any friendly missile systems equipped to receive Narc transmissions. Once established, the signal lock cannot be broken and the Narc cannot be destroyed.
Torpedoes
Torpedoes are maritime versions of regular short- and long-range missiles. Units equipped with torpedo
racks may not use normal missile ammo, and missile racks may not use torpedo ammunition.
NEW WEAPON SYSTEMS
Narc Missile Beacon
5
NEW WEAPON SYSTEMS
Weapons & Equipment
6
WEAPON TYPE
ER Laser (Lg)
ER Laser (Med)
ER Laser (Sm)
ER PPC
Pulse Laser (Lg)
Pulse Laser (Med)
Pulse Laser (Sm)
Gauss Rifle
LB 2-X AC
LB 5-X AC
LB 10-X AC
LB 20-X AC
Machine Gun
Ultra AC/2
Ultra AC/5
Ultra AC/10
Ultra AC/20
SRM-2
SRM-4
SRM-6
Streak SRM-2
Streak SRM-4
Streak SRM-6
LRM-5
LRM-10
LRM-15
LRM-20
Narc Missile Beacon
Torpedo
Inferno SRM-2
Inferno SSRM-2
Arrow IV System
HEAT
12
5
2
15
10
4
2
1
1
1
2
6
0
1
1
3
7
2
3
4
2
3
4
2
4
5
6
0
DAMAGE
10
7
5
15
10
7
3
15
2
5
10
20
2
2
5
10
20
2/missile
2/missile
2/missile
*
*
*
1/missile
1/missile
1/missile
1/missile
NA
2
2
10
2/missile
*
20/10
RANGE
(IN METERS)
1019
510
255
746
815
408
204
1820
800
700
600
450
175
700
600
500
400
497
497
497
497
497
497
1000
1000
1000
1000
497
497
TONNAGE
4
1
0.5
6
6
2
1
12
5
7
10
12
0.25
5
7
10
12
0.5
1
1.5
1
2
3
1
2.5
3.5
5
2
CRITICAL
1
1
1
2
2
1
1
6
8
4
5
9
1
2
3
4
8
1
1
1
1
1
2
1
1
1
4
1
AMMO
(PER TON)
—
—
—
—
—
—
—
8
45
20
10
5
200
45
20
10
5
50
25
15
50
25
15
24
12
8
6
6
0.5
1
12
1
1
12
50
50
5
Diagrams of the
BattleMechs
(Primary Configurations)
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
Internal
Structure
3
10
7
5
7
Armor
Value
9
15
5
10
4
10
14
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
ER Large Laser
RA
1
4
ER Medium Laser
RT
1
1
ER Medium Laser
LT
1
1
ER Small Laser
LA
1
0.5
Machine Gun
H
1
0.25
Ammo (MG) 400
CT
2
2
Mass: 30 tons
Chassis: Endo Steel
Power Plant: 270 XL
Cruising Speed: 97.2 kph
Maximum Speed: 138.6 kph
Jump Jets: None
Jump Capacity: None
Armor: Ferro-Fibrous
Armament:
2 Extended Range Medium Lasers
1 Large Pulse Laser
5 Machine Guns
Manufacturer: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
DIAGRAMS OF THE BATTLEMECHS
Incubus
7
DIAGRAMS OF THE BATTLEMECHS
Horned Owl
8
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
Internal
Structure
3
11
8
6
8
Armor
Value
9
13
6
10
4
9
11
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Large Laser
CT
2
6
Medium Laser
LA
1
2
Medium Laser
RA
1
2
Jump Jets
RL
2
1
Jump Jets
LL
2
1
Jump Jet
RT
1
0.5
Jump Jet
LT
1
0.5
Mass: 35 tons
Chassis: Endo Steel
Power Plant: 210 Standard
Cruising Speed: 60.9 kph
Maximum Speed: 97.2 kph
Jump Jets: 6
Jump Capacity: 180 meters
Armor: Ferro-Fibrous
Armament:
1 Large Pulse Laser
2 Medium Pulse Lasers
Manufacturer: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
I.S. Raven
8
6
8
Armor
Value
6
11
4
11
3
8
8
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
SRM-6
RT
2
3
Ammo (SRM) 15
LT
1
1
Medium Laser
RA
1
1
Medium Laser
RA
1
1
NarcBeacon
LA
2
3
Narc Pods (6)
LT
1
1
Mass: 35 tons
Chassis: Hellespont Type R
Power Plant: Hermes 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-6 SRM Launcher
2 Ceres Arms Medium Lasers
1 Apple Churchill Guiding Light
Narc Beacon
Manufacturer: Hellespont Industries
Primary Factory: Sian
Communications System: Ceres Metals
Model 666 with Guardian Electronic
Counter-Measures
Targeting and Tracking System: Apple
Churchill 2000 with Beagle Probe and
442x Target Acquisition Gear
DIAGRAMS OF THE BATTLEMECHS
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
Internal
Structure
3
11
9
DIAGRAMS OF THE BATTLEMECHS
Phantom
10
Internal
Structure
Head
3
Center Torso
12
Center Torso (rear)
R/L Torso
10
R/L Torso (rear)
R/L Arm
6
R/L Leg
10
CASE in all appropriate locations
Armor
Value
9
12
8
11
7
12
13
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
ER Medium Laser
RA
1
1
LRM-5
LA
1
1
Ammo (LRM) 24
LA
1
1
Ammo (LRM) 48
2
2
ER Small Laser
LT
1
0.5
Mass: 40 tons
Chassis: Endo Steel
Power Plant: 360 XL
Cruising Speed: 97.8 kph
Maximum Speed: 138.2 kph
Jump Jets: None
Jump Capacity: None
(in standard configurations)
Armor: Ferro-Fibrous
Armament: 6.5 tons pod space available
Manufacturer: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Linebacker
Armor
Value
9
23
10
22
9
20
24
Primary Weapons Configuration
Mass: 65 tons
Chassis: Endo Steel
Power Plant: 400 XL
Cruising Speed: 66 kph
Maximum Speed: 99.5 kph
Jump Jets: None
Jump Capacity: None (in standard
configurations)
Armor: Ferro-Fibrous
Armament: 17.5 tons pod space available
Manufacturer: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Weapons & Ammo Location Critical Ton
ER PPC
RA
2
6
SRM-4 Streak
RT
1
2
Ammo
(SRM Streak) 25
RT
1
1
ER PPC
LA
2
6
LRM-5
LT
1
1
Ammo (LRM) 24
LT
1
1
ER Small Laser
RT (R)
1
0.5
Capabilities
The Linebacker's increased speed means it
carries less armament, but those weapons
it does carry, along with its speed, make it a
formidable foe on the battlefield. In its
standard configuration, the Linebacker
punishes threats from a distance. Enemies
that do not succumb to its energy weapons
or run away from its missile barrage are
taken care of by its heavier compatriots.
DIAGRAMS OF THE BATTLEMECHS
Internal
Structure
Head
3
Center Torso
21
Center Torso (rear)
R/L Torso
15
R/L Torso (rear)
R/L Arm
10
R/L Leg
15
CASE in all appropriate locations
11
DIAGRAMS OF THE BATTLEMECHS
Grizzly
12
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
Internal
Structure
3
22
15
11
15
Armor
Value
9
31
10
23
7
22
27
Primary Weapons Configuration
Mass: 70 tons
Chassis: Endo Steel
Power Plant: 280 Standard
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: 4
Jump Capacity: 120 meters
Armor: Standard
Armament:
1 Gauss Rifle
1 LRM-10 Launcher
1 Large Pulse Laser
1 Medium Pulse Laser
1 Small Pulse Laser
Manufacturer: Unknown
Communications Systems: Unknown
Targeting and Tracking System: Unknown
Weapons & Ammo Location Critical Ton
Gauss Rifle
RA
6
12
Ammo (Gauss) 16
RA
2
2
Large Pulse Laser
LA
2
6
Medium Pulse Laser LA
1
2
Small Pulse Laser
LA
1
1
LRM-10
RT
1
2.5
Ammo (LRM) 12
RT
1
1
Jump Jets
RL
2
2
Jump Jets
LL
2
2
Capabilities
The Grizzly is used by PGC commanders
for roles that other Clans would fill with
Summoners and Hellbringers. The ’Mech's
heavier armor and standard engine give it a
much higher survival rate, which is fortunate because it is difficult to repair. The
Grizzly has layers of sloped armor that tend
to lodge in place when damaged, and its
bulky leg actuators are apparently unique
and hard to obtain.
The Grizzly mounts a deadly array of
weapons, featuring a massive Gauss rifle
in the right arm. The ’Mech's left arm sports
a trio of pulse lasers similar to, but smaller
than, the array featured in Configuration D
of the Executioner. The ’Mech's long-range
firepower is supplemented by a ten-pack of
long-range missiles in the right torso.
I.S. Hatamoto-Chi
Internal
Structure
3
25
17
13
17
Armor
Value
9
34
16
25
9
26
34
Primary Weapons Configuration
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 Cannon
2 Bical-6 SRM Launchers
Manufacturer: Maltex Corporation
Primary Factory: Errai
Communications System: Colmax 90
Targeting and Tracking System: Garret D2j
Weapons & Ammo Location Critical Ton
PPC
LA
3
7
PPC
LA
3
7
SRM-6
RT
2
3
SRM-6
LT
2
3
Ammo (SRM) 15
RT
1
1
CASE
RT
1
0.5
Ammo (SRM) 15
LT
1
1
CASE
LT
1
0.5
DIAGRAMS OF THE BATTLEMECHS
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
13
DIAGRAMS OF THE BATTLEMECHS
Naga
14
Internal
Structure
Head
3
Center Torso
25
Center Torso (rear)
R/L Torso
17
R/L Torso (rear)
R/L Arm
13
R/L Leg
17
CASE in all appropriate locations
Armor
Value
9
17
10
15
9
14
16
Primary Weapons Configuration
Mass: 80 tons
Chassis: Endo Steel
Power Plant: 400 XL
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
Jump Capacity: None (in standard
configurations)
Armor: Standard
Armament:
2 Arrow IV Missile Artillery Systems
7.5 tons-pod space available (including
Arrow ammo)
Manufacturer: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Weapons & Ammo Location Critical Ton
Arrow IV System
RA/RT
12 12
Ammo (Arrow) 15
RT
3
3
ER Small Laser
RT
1
0.5
Arrow IV System
LA/LT
12 12
Ammo (Arrow) 15
LT
3
3
ER Small Laser
LT
1
0.5
ER Small Laser
CT
1
0.5
Capabilities
The Naga was developed to deliver a
sustained barrage of artillery missiles. The
OmniMech's standard configuration best
fulfills this mission by carrying six tons of
missiles, assuring that it will be able to
support its Cluster mates through all but
the longest battle. However, the standard
configuration Naga is the most defenseless
in a short-range battle, with only three
small lasers to ward off any enemy that
manages to come close.
I.S. Victor
Internal
Structure
3
25
17
13
17
Armor
Value
9
30
15
20
10
15
20
Primary Weapons Configuration
Mass: 80 tons
Chassis: Alshain Class 920 Endo Steel
Power Plant: Pitban 320
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Lexington Ltd. Lifters
Jump Capacity: 120 meters
Armor: Durallex Heavy with CASE
Armament:
1 Dragon's Fire Gauss Rifle
2 Victory Heartbeat Medium Pulse Lasers
1 Telos-4 Short-Range Missile Delivery
System
Manutacturer: Independence Weaponry,
HildCo Interplanetary
Primary Factory: Quentin (Independence),
St. Ives (HildCo)
Communications System: Sipher Security
Plus
Targeting and Tracking System: Matabushi
Sentinel
Weapons & Ammo Location Critical Ton
Gauss Rifle
RA
7
15
Ammo (Gauss) 30
RT
2
2
CASE
RT
1
0.5
Medium Pulse Laser LA
1
2
Medium Pulse Laser LA
1
2
Medium Pulse Laser LA
1
2
Medium Pulse Laser LA
1
2
SRM-4
LT
1
2
Ammo (SRM) 25
LT
1
1
CASE
LT
1
0.5
Jump Jets
CT
2
2
Jump Jets
RL
1
1
Jump Jets
LL
1
1
DIAGRAMS OF THE BATTLEMECHS
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
15
Executioner
DIAGRAMS OF THE BATTLEMECHS
Primary Weapons Configuration
16
Weapons & Ammo Location Critical Ton
Gauss Rifle
LA
6
12
Double Heat Sink
LA
2
1
CASE
LA
0
0
Ammo (Gauss) 16
LT
2
2
ER Large Laser
RA
1
4
ER Large Laser
RA
1
4
Double Heat Sink (2) RA
4
2
Machine Gun
RT
1
0.25
Ammo (MG) 200
RT
1
1
CASE
RT
0
0
Capabilities
Mass: 95 tons
Chassis: Standard
Power Plant: 400 XL
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: 6
Jump Capacity: 120 meters
Armor: Ferro-Fibrous
Armament: 26.25 tons of pod space
available
Manufacturer: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
Internal
Structure
3
30
20
16
20
Armor
Value
9
37
9
20
8
22
28
Most Clan MechWarriors who pilot Executioners
choose the exceptional firepower of the Gauss. It
combines with the pair of large lasers to deliver harsh
punishment to opposing ’Mechs.
For extended missions where ammunition might
become a factor, the Clans normally outfit the
Executioner with three large pulse iasers in the left
arm and four extended-range medium lasers in the
right. The Executioner's 14 double heat sinks allow it
to use this array of lasers and still keep its heat under
control.
Somewhat similar in performance to the standard
version is model B, which carries the huge Ultra-20
Autocannon in the left arm and an extended-range
particle projection cannon in the right. A small laser
and anti-missile system round out its weaponry.
The fire-support version of the Executioner is
relatively uncommon. lts most distinguishing feature
is the enhanced targeting for all its weapons systems.
A highly unusual design for the Executioner has
also been spotted on Pinnacle. It features a stack of
two SRM-6 launchers affixed to its left arm. The right
arm is a large triangular pod with a large pulse laser
at the top, a row of three medium pulse lasers below
it, and a row of five small pulse lasers at the bottom.
This configuration has no hand, of course, and also
requires the removal of the lower arm actuator.
I.S. Annihilator
Internal
Structure
3
31
21
17
21
Armor
Value
9
25
10
21
9
24
24
Primary Weapons Configuration
Mass: 100 tons
Chassis: Star League MN-01
Power Plant: Nissan 200
Cruising Speed: 22 kph
Maximum Speed: 32 kph
Jump Jets: None
Jump Capacity: None
Armor: Starshield Special-b with CASE
Armament:
4 Mydron Excel LB 10-X Autocannon
4 Magna 400P Medium Pulse Lasers
Manufacturer: Unknown
Communications System: Garret T19-G
Targeting and Tracking System: Wasat
Aggressor Type 5
Weapons & Ammo Location Critical Ton
LB 10-X
RA
6
11
LB 10-X
LA
6
11
LB 10-X
RT
6
11
LB 10-X
LT
6
11
Ammo (LB 10-X) 20 RT
2
2
CASE
RT
1
0.5
Ammo (LB 10-X) 20
LT
2
2
CASE
LT
1
0.5
Medium Pulse Laser LA
1
2
Medium Pulse Laser RA
1
2
Medium Pulse Laser CT
1
2
Medium Pulse Laser CT
1
2
DIAGRAMS OF THE BATTLEMECHS
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
17
DIAGRAMS OF THE BATTLEMECHS
I.S. Atlas
18
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
Internal
Structure
3
31
21
17
21
Armor
Value
9
47
14
32
10
34
41
Primary Weapons Configuration
Mass: 100 tons
Chassis: Foundation Type 10X
Power Plant: Hermes 300 XL
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Durallex Special Heavy with CASE
Armament:
1 Dragon's Fire Gauss Rifle
1 Shigunga Long Range Missile 20-Rack
2 Victory Nickel Alloy Extended-Range
Large Lasers
2 Victory Heartbeat Medium Pulse Lasers
1 Yori Flyswatter Anti-Missile System
Manufacturer: Yori Mech Works,
Independence Weaponry
Primary Factory: Na'ir (Yori), Quentin
(Independence)
Communications System: Sipher Security
Plus
Targeting and Tracking System: Matabushi
Sentinel
Weapons & Ammo Location Critical Ton
Gauss Rifle
RT
7
15
Ammo (Gauss) 30
RT
2
2
LRM 20
LT
5
10
Ammo (LRM) 12
LT
2
2
CASE
LT
1
0.5
ER Large Laser
LA
2
5
ER Large Laser
RA
2
5
Med. Pulse Laser
CT (R)
1
2
Med. Pulse Laser
CT (R)
1
2
Anti-Missile System
LT
1
0.5
Ammo
(Anti-Missile) 12
LT
1
1
CASE
RT
1
0.5
Kodiak
Internal
Structure
3
31
21
17
21
Armor
Value
9
40
15
32
10
32
34
Primary Weapons Configuration
Mass: 100 tons
Chassis: Endo Steel
Power Plant: 400 XL
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard
Armament:
1 Ultra-20 Autocannon
2 Streak SRM-6 Launchers
8 Extended-Range Medium Lasers
1 Extended-Range Large Laser
Manufacturer: Unknown
Communications Systems: Unknown
Targeting and Tracking System: Unknown
Weapons & Ammo
Location Critical Ton
Ultra AC/20
RT
8
12
Ammo (Ultra AC/20) 10 RT
2
2
ER Large Laser
CT
1
4
2 Streak SRM-6s
LT
3
6
Ammo
(Streak SRM-6) 30
LT
2
2
4 ER Medium Lasers
RA
4
4
4 ER Medium Lasers
LA
4
4
Capabilities
Though never observed in action, certain
assumptions about the Kodiak's performance
can be made based solely on its weapon load.
A devastating Ultra-20 autocannon occupies
the entire right side of its torso. Opposite the
autocannon is a pair of Streak SRM-6 launchers. Combined, these weapons provide ample
close-in firepower but lack the ammunition to
fight an extended battle. Designers probably
disregarded this factor since the ’Mech is
intended for garrison use close to supply lines.
Above each hand is a claw-like array of four
extended-range medium lasers, giving the
Kodiak impressive hitting power even if it runs
completely out of ammunition. Supplementing
these weapons is a single ER large laser
mounted in the torso directly beneath the
engine. Likely added as an afterthought, this
weapon gives the ’Mech a single shot at long
range, but generates too much heat to be
used once the enemy closes in.
DIAGRAMS OF THE BATTLEMECHS
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
19
DIAGRAMS OF THE BATTLEMECHS
Stone Rhino
20
Head
Center Torso
Center Torso (rear)
R/L Torso
R/L Torso (rear)
R/L Arm
R/L Leg
Internal
Structure
3
31
21
17
21
Armor
Value
9
46
15
27
14
32
36
Primary Weapons Configuration
Mass: 100 tons
Chassis: Standard
Power Plant: 300 Standard
Cruising Speed: 32.4 kph
Maximum Speed: 54.0 kph
Jump Jets: 3
Jump Capacity: 90 meters
Armor: Standard
Armament:
2 Gauss Cannon
2 Large Pulse Lasers
1 Small Pulse Laser
Manufacturer: Unknown
Communications Systems: Unknown
Targeting and Tracking System: Unknown
Weapons & Ammo Location Critical Ton
Large Pulse Laser
LA
2
6
Large Pulse Laser
RA
2
6
Gauss Cannon
LT
6
12
Ammo (Gauss) 16
LT
1
2
CASE
LT
0
0
Gauss Cannon
RT
6
12
Ammo (Gauss) 16
RT
1
2
CASE
RT
0
0
Small Pulse Laser
H
1
1
Jump Jet
RL
1
2
Jump Jet
LL
1
2
Jump Jet
CT
1
2
Capabilities
The Stone Rhino weighs in at a massive
100 tons, comparable to the largest ’Mechs
ever manufactured. While such machines
bring awesome firepower to the battlefield,
ultimately, commanders cannot use them
effectively because they cannot afford to
lose one.
The Stone Rhino features twin Gauss
cannons, a large pulse laser mounted in
each arm and an almost superfluous small
pulse laser. The arm-mounted weapons
feature retractable shock-absorbing cowls
covering the barrels which allow the pilot to
use the arms as battering rams without
damaging the delicate laser assemblies.
Credits
Production
Art
3-D Animation and Artwork by
3-D Animation and Modeling by
3-D Animation and
Mission Geometry by
Ice Clan by
Intro Movie by
Jumpship Bridge by
2-D Art, Animations & Palettes by
Additional Art by
Conceptual Art by
Jack Burton
J.J. Franzen
Sean Kinnear
Scott Goffman
Tim Hoffman
Alan Iglesias
Danny Matson
Brian Jennings
Dan McGibins
Audio
Original Musical Score by Jeehun Hwang
Sound Engineering & Design by Bill Black
Sound Design by
SOUNDELUX MEDIA LABS:
Sound Effects Supervision &
Sound Design by Scott Martin Gershen
Alan Renken
Voice-Over Talent Peter Byrd
Zachary Norman
Scott Martin Gershen
Carole Ruggier
Bill Black
Barrett
Packaging and
Promotional
Materials
Documentation Manager Mike Rivera
Additional Cover Art by Scott Goffman
Quality Assurance
Quality Assurance Director Jon Doellstedt
Quality Assurance Manager Dave Arnspiger
Lead Tester Matt Candler
CREDITS
Associate Producer, Ghost Bear Legacy Jack Mamais
Game Designed by Chad Findley
Original Story by Chad Findley
Jack Mamais
Zack Norman
Written by Sacha Howells
Producer, MechWarrior Add-On,
NetMech and Ports Tim Morton
Executive Producer John Spinale
Shell/Sim Programming by Bill Ferrer
Additional Programming by John Clarke
Scott Etherton
Tools/Drivers Licensed from John Miles
John Lemberger
21
CREDITS
22
Test Team David Avery
Chris Campbell John
Cibulski
David Fielding
Rue Hon
Additional Testing By Keith Alexander
Robert Berger
Judith Chlipala
Curtis Crockett
Mark Harwood
Glenn Jost
Noah Katz
Nadia Kischk
Steven Mau
David Osper
Tyler Scott
Elizabeth Strozewski
Tim Vanlaw
Eric Zala
External Beta Testers Charles Bowlby
Bill “Axor” Brown
Paul Cabana
Alex Chan
Darren Chang
Gary Cook
Rich DeFrancesco
Sven Doersam
Brian Eichler
Carl Finley
Richard Grochowsk
Jody Johnson
Mark Kaelin
Bill Kirkman
Shaun Klomp
Mattew Lewis
Ed Milovic
Anthony Pham
Karen Rapchak
Donald Rinker
Joseph Ruffolo
James Sablatura
James Smith
Montgomery Spencer
Mike Udovic
FASA
3-D Rendering Assistance by Jamie Marshall
Original BattleTech Designs by Dana Knutson
Jamie Nelson
Steve Venters
BattleTech Background Material by The Adventure
Architects
Brent Carter
Rob Cruz
Evan Jameson
Rodney Knox
Sam Lewis
Bryan Nystul
Michael Pellicciott
Boy Peterson
Diane Piron-Gelman
Sharon TurnerMolvhill
Christopher Hussey
Laurie Mair
Gene Marcil
Stephane Matis
Ghost Bear Logo Designed by David R. Deitrick
Special Thanks To…
Tim Morten, Tom Dowd, John Lafleur, Josh Resnick, Ken
Hullett, Nathalie Deschartes, Ray Choi, Sean Espinoza, Indra
Gunawan, David Greenspan, Michael Schwartz, Bryan
Nystul, Alan Gershenfeld, Howard Marks, Trey Watkins,
Sarah Hanlon, Steve Willsey, Dan Stanfill, Kelly Rogers, Daiva
Venckus, Scully and John Keating, Graham Lau, Dustin
Browder and Glyphica Solutions.
COPYRIGHT:
The enclosed software product is copyrighted and all rights are reserved by Activision, Inc. It is published exclusively by Activision, Inc. The distribution of this product is intended for the use of the original
purchaser only and for use only on the computer system specified. Lawful users of this program are hereby licensed only to read the program from its medium into memory of a computer solely for the purpose of
executing the program. Copying (except for one backup copy on those systems which provide for it), duplicating, selling, or otherwise distributing this product is a violation of the law. This manual and all other
documentation contained herein are copyrighted and all rights reserved by Activision, Inc..These documents may not, in whole or in part, be copied, photocopied, reproduced, translated, or reduced to any
electronic medium or machine-readable form without prior consent, in writing, from Activision, Inc. Willful violations of the Copyright Law of the United States can result in civil damages of up to $50,000 in
addition to actual damages, plus criminal penalties of up to one year imprisonment and/or a $10,000 fine. In addition, violations of the Copyright law of other jurisdictions may result in civil damages and, in certain
circumstances, criminal penalties.
© 1996 Activision, Inc.
R
C O R P O RAT I O N
GBL cvr 1 9/17/96 2:58 PM Page 1
®
C O R P O RAT I O N
Activision is a registered trademark of Activision, Inc. © 1995 Activision, Inc.
Ghost Bear and Ghost Bear’s Legacy are trademarks of FASA CORPORATION.© 1995 FASA CORPORATION.
Clan Ghost Bear