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BattleTech Reference
®
®
*X05-89263*
m
MWBTRv.4-AAS
JD-0927-67
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In Canada: Regular business hours for no-charge
assisted support are 8AM to 11PM Eastern Time
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RESTRICTED
DJ-1202-94
Contents
SECTION 1.0
PREFACE
3
SECTION 2.0
SYSTEMS CHECK
4
2.1 Setting Up Your System __________________________________________ 4
2.2 Setting Up Your Controls __________________________________________ 5
SECTION 3.0
EQUIPMENT SPECIFICATIONS
6
3.1 BattleMech Specifications _________________________________________ 7
3.2 Weapons Specifications _________________________________________ 34
3.3 Vehicle Specifications __________________________________________ 42
3.4 Terrain Notes _______________________________________________ 44
SECTION 4.0
WORKING IN THE MECHLAB
4.1
4.2
4.3
4.4
4.5
SECTION 5.0
46
Slots and Weight ______________________________________________ 47
Customizing and Configuring a BattleMech _______________________________ 48
Chassis ___________________________________________________ 48
Weapons __________________________________________________ 49
Armor ___________________________________________________ 63
BATTLE STRATEGIES
5.1
5.2
5.3
5.4
5.5
5.6
5.7
64
Manage Your Heat ____________________________________________ 65
Know the Enemy _____________________________________________ 66
Tactical Maneuvering ____________________________________________ 71
Shoot to Kill _________________________________________________ 73
Use Your Lancemates Effectively _____________________________________ 73
Change Views as Necessary ________________________________________ 74
Perform Field Repairs ___________________________________________ 75
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
1
DJ-1202-94
SECTION 6.0
RESTRICTED
FINDING SOME ACTION
6.1
6.2
6.3
SECTION 7.0
ADDITIONAL OPERATIONAL DETAILS
7.1
7.2
APPENDIX A
2
86
Getting Help ________________________________________________ 86
Exploring Your Options __________________________________________ 88
GLOSSARY
CONTENTS
76
Campaign ___________________________________________________ 77
Instant Action ________________________________________________ 79
Multiplayer Action ____________________________________________ 80
90
RESTRICTED
Section 1.0
NL-0205-94
Preface
If you are reading this MechWarrior ® BattleTech ® Reference , we assume you are a member of
the Inner Sphere’s finest and have been selected to protect the interests of the Federated
Commonwealth. This training reference was first introduced by Victor Davion for field
training hand-chosen MechWarriors in the critical elements of BattleTech. The information
contained in this MBR, much of which only lived in the minds of the most experienced
MechWarriors and Davion himself, was deemed crucial to any hope of victory in the Clan
Invasion.
This limited edition of the MechWarrior BattleTech Reference (MBR) serves the same
purpose here on Kentares IV where it is used to train new generations of Commonwealth
MechWarriors in critical aspects of BattleTech; you must, necessarily, learn the rest in
combat. Use this reference often.
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
3
GA-0905-38
Section 2.0
RESTRICTED
Systems Check
Before climbing into your BattleMech ® and engaging in combat, make sure to carefully evaluate the
system configuration. This section of the MBR shows you how to configure your system for your
MechWarrior training.
2.1
SETTING UP YOUR SYSTEM
Begin by inserting the proprietary MechWarrior CD-ROM into your computer. Guard this Inner
Sphere proprietary software at all costs—you and your Lancemates’ lives depend on it.
To install the MechWarrior system
1. Insert the MechWarrior disc into your CD-ROM drive.
2. When the main setup screen appears, click I n s t a l l.
3. Click N e x t until you are asked to choose a suitable drive to install to. You can change the default
drive by clicking the C h a n g e button. Once selected, click O K.
4
SECTION 2.0
SYSTEMS CHECK
RESTRICTED
GA-0905-38
4. Click I n s t a l l to begin installation of MechWarrior Vengeance.
5. When setup is complete, you can view the ReadMe file or click P l a y to play the game.
2.2
SETTING UP YOUR CONTROLS
Maximum control allows maximum efficiency while battling the enemy. Make sure your joystick is
fine-tuned and calibrated so you can swivel on a pinpoint and fire when ready.
To calibrate your BattleMech’s joystick
1. From the Start menu, choose Settings/Control Panel and double-click the Game Controllers icon.
2. Make sure the General tab is selected.
3. If your preferred controller is listed here, skip to Step 6. If no game controllers are listed in the
list box, click the A d d button.
4. In the Add Game Controller dialog, choose the controller that best fits your joystick and click O K.
5. If your joystick doesn’t appear in the list, click the A d d O t h e r button. You may have to provide a
disk to choose a driver from the Manufacturers list on the left. Follow the Install Wizard from that
point on to install the drivers.
6. Choose your controller from the list and click the P r o p e r t i e s button.
7. On the Test tab, test each button on your joystick to make sure it all works properly. If one of the
buttons does not work peroperly, you will need to calibrate your controller.
8. Click the Settings tab and then click the C a l i b r a t e button. Follow the instructions to begin the
calibration process.
9. Click O K to close the Settings tab and click O K again to exit the Game Controllers dialog box.
10. Activate the system by inserting the MechWarrior disc into the CD-ROM drive. When you see the
initial screen, click P l a y. Or, with the disc already in the drive, click Start\Programs\Microsoft
Games\MechWarrior Vengeance\ and click on the MechWarrior: Vengeance icon to launch yourself
into a full-blown ’Mech ® attack!
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
5
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CB-0608-64
Section 3.0
Equipment Specifications
The information contained in this section may mean the difference between success and
failure, or life and death, for you as well as your Lancemates. It is your duty to live and
breathe the advantages and disadvantages of the various BattleMech configurations in order
to inflict damage upon enemies of the Commonwealth.
6
SECTION 3.0
EQUIPMENT SPECIFICATIONS
RESTRICTED
3.1
CB-0608-64
BATTLEMECH SPECIFICATIONS
First and most importantly you must gain knowledge of the different BattleMechs you have
at your disposal and in which you will fight in battle. You must understand and take into
consideration how the manufacturer of the BattleMech designed it, and how it was intended
to be used. By choosing the right BattleMech and outfitting it properly for a mission, you’ll
have the added advantages you need.
For example, maybe it’s speed that’s essential for covering great distances and outflanking
the enemy without a crosshair being drawn on your back. Or, perhaps it’s tonnage and battle
armor you need—a hefty layer of armor between you and enemy weapons might ensure
longevity. As a MechWarrior, you must pay strict attention to all operational aspects of your
BattleMech in order to complete your assigned missions successfully.
The following information is as up-to-date as Inner Sphere Intelligence has been able to get
it. It provides specifications for the default configurations of the BattleMechs, including
standard weapons loadouts. For convenience, the BattleMechs are grouped as light, medium,
heavy, and assault. Additional pages have been added at the back of each section for the
new BattleMechs in each category. For more information regarding possible options for
outfitting your BattleMech, see Section 4.0 Operating in the MechLab.
3.1.1
About the HUD
The first thing you must know about any ’Mech is how to use the heads-up display (HUD). The
HUD is what you see when you ’re inside the cockpit of the’Mech and looking out. Display items
in the HUD provide you with all kinds of important information about your ’Mech’s performance
as well as the enemy’ s. For more detailed information on the HUD and its use, refer to the
MechWarrior Quick Reference included with this edition of the MBR, and keep it close at hand!
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
7
CB-0608-64
3.1.2
’Mech
Name
RESTRICTED
Light BattleMechs
Chassis
Max
Speed
(KPH)
Max
Weight
(tons)
FF/4.5
Endo Steel
97
IS
FF/6.5
Normal
IS
FF/5
Endo Steel
Type
Armor
(tons)
Cougar
Clan
Raven
Osiris
Weapons
Electronics
Jump
Jets
35
Clan ER Lg. Laser (2),
Clan LRM 10 (2),
Clan ER Sm. Laser,
Clan ER Med. Laser
Beagle
Yes
100
35
NARC Beacon,
Sm. Pulse Laser (2),
Sm. Laser, LRM 15
Beagle,
Guardian ECM
Light Amp.
No
130
30
SRM 6, Med. Laser (5),
MG Array
None
Yes
WARNING!
KEY
AC: Autocannon
CSTRK: Clan streak
short-range missile
FF: Ferro Fibrous
Informatio
n in this
docu
is current
at the time ment
printing.
of this
Not all in
formation
may be 100%
accurate to
you encoun
what
ter in the
field.
IS: Inner Sphere
LRM: long-range
missile
MG: machine gun
8
SECTION 3.0
MRM: medium-range
missile
PPC: Particle
Projection Cannon
EQUIPMENT SPECIFICATIONS
R: Reactive
Ref: Laser Reflective
Scatter: scattershot
SRM: short-range missile
RESTRICTED
CB-0608-64
COUGAR
Type Clan
Armor/Tonnage
Ferro Fibrous/4.5
Chassis Type Endo Steel
Max Speed (KPH) 97
Max Tonnage 35
Weapons Clan ER Large
Laser (2), Clan LRM 10
(2), Clan ER Small Laser,
Clan ER Medium Laser.
Electronics
Beagle
Jump Jets Yes
Notes Khan Marthe Pryde
of Clan Jade Falcon
wanted to bring a new and
deadly BattleMech to the
field of battle. Knowing
she had already taxed her
Clan to the limit, she
took an unprecedented
step. Rather than build
from the ground up, she
elected to modify a
proven design. Beginning
with a stock chassis from
a Clan Adder, the scientists managed to field a
virtually new design,
code named the Cougar, in
roughly half the time
normally required.
7m
Front
Side
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
9
RESTRICTED
CB-0608-64
RAVEN
Type Inner Sphere
Armor/Tonnage
Ferro Fibrous/6.5
Chassis Type Normal
Max Speed (KPH)
100
Max Tonnage 35
Weapons NARC Beacon,
Small Pulse Laser (2),
Small Laser, LRM 15
Electronics Beagle,
Guardian ECM, Light Amp.
Jump Jets No
Notes This light assault
’Mech was a Capellan
Confederation experimental attempt to produce a
’Mech that could provide
sophisticated mobile
sensor and electronic
warfare capabilities.
Variations of it have
appeared among the armies
of most of the other
Inner Sphere houses.
6.5m
Front
10
Side
SECTION 3.0
EQUIPMENT SPECIFICATIONS
RESTRICTED
CB-0608-64
OSIRIS
7.5 meters
Type
Inner Sphere
Armor/Tonnage
Ferro Fibrous/5
Chassis Type
Endo Steel
130
Max Tonnage 30
Weapons SRM 6, Medium
Laser (5), Machine Gun Array
Electronics None
Jump Jets Yes
Notes The lightest but fastest
’Mech available. This and its
maneuverability make it a good
scout ’Mech.
Max Speed (KPH)
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
11
ment
docu
is
!
NG
RESTRICTED
this me of th
I
N
n
R
i
ti
WA
ion
on
CB-0608-64
3.1.3
Medium BattleMechs
t
i
the
orma
rmat
Info rrent at all inf o what
t
u
is c ing. Not curate
d.
c
fiel
t
a
n
e
%
h
0
t
pri
0
be 1 nter in
Jump
may
cou
Weapons you en
Electronics
Jets
Chassis
Max
Speed
(KPH)
Max
Weight
(tons)
FF/8.5
Normal
85
55
Med. Pulse Laser (2),
LRM 5, LRM 10, AC/10
None
No
Clan
FF/9.0
Endo Steel 102
45
Clan ER Lg. Laser
Clan ER Med. Pulse (3)
Clan ER Sm. Laser
Clan MG Array (2)
CSTRK 6
None
Yes
Chimera
IS
Ref/9
Endo Steel
102
40
None
Yes
Hellspawn
IS
FF/8.0 Endo Steel
106
45
Guardian ECM
Yes
Uziel
IS
FF/8
95
50
Lg. Laser, Med. Laser
MRM 20, MG Array
Med. Pulse Laser (3)
LRM 10 (2)
SRM 6, PPC (2)
MG Array (2)
None
Yes
’Mech
Name
Armor
Type (tons)
Bushwacker
IS
Shadow Cat
Endo Steel
KEY
AC: Autocannon
CSTRK: Clan streak
short-range missile
FF: Ferro Fibrous
IS: Inner Sphere
LRM: long-range
missile
MG: machine gun
12
SECTION 3.0
MRM: medium-range
missile
PPC: Particle
Projection Cannon
EQUIPMENT SPECIFICATIONS
R: Reactive
Ref: Laser Reflective
Scatter: scattershot
SRM: short-range missile
RESTRICTED
CB-0608-64
BUSHWACKER
Type Inner Sphere
Armor/Tonnage
Ferro Fibrous/8.5
Chassis Type Normal
Max Speed (KPH) 85
Max Tonnage 55
Weapons Med. Pulse Laser
(2), LRM 5, LRM 10, AC/10
Electronics
None
Jump Jets No
Notes A medium-sized
’Mech based on captured
Clan Vulture schematics,
this unusual chassis
design is now commonly
used by Inner Sphere
units assigned to guard
the Clan border.
9m
Front
Side
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
13
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CB-0608-64
SHADOW CAT
Type
Clan
Armor/Tonnage
Ferro Fibrous/9.0
Chassis Type Endo Steel
Max Speed (KPH)
102
Max Tonnage 45
Weapons Clan ER Large
Laser, Clan ER Medium
Pulse (3), Clan ER Small
Laser, Clan MG Array (2),
CSTRK 6
Electronics
7.5m
None
Jump Jets Yes
Notes This medium-sized
’Mech is usually used for
recon, but is deadly in
any capacity. With good
speed, jump capability,
and maneuverability, it
also flaunts extensive
armor and advanced Clan
weaponry.
Front
14
SECTION 3.0
Side
EQUIPMENT SPECIFICATIONS
RESTRICTED
CB-0608-64
CHIMERA
9 meters
Type
Inner Sphere
Armor/Tonnage
Reflective/9
Chassis Type
Endo Steel
102
Max Tonnage 40
Weapons Large Laser, Medium
Laser, MRM 20, MG Array
Electronics None
Jump Jets Yes
Notes A new general-purpose
’Mech that has capabilities in all
areas. Very well-rounded.
Max Speed (KPH)
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
15
RESTRICTED
CB-0608-64
HELLSPAWN
Type
9 m et er s
Inner Sphere
Armor/Tonnage
Ferro Fibrous/8.0
Chassis Type
Endo Steel
106
Max Tonnage 45
Weapons Medium Pulse
Laser (3), LRM 10 (2)
Electronics Guardian ECM
Jump Jets Yes
Notes a general-purpose ’Mech
that affords us a good view of the
battlefield and the maneuverability to reach any spot on it.
-above-average speed for a ’Mech
of its size.
-inclusion of jumpjets and the
Guardian ECM suite help close
the range on the enemy.
It has thick Ferro Fibrous armor
which vastly improves our chances of
getting out alive when stumbling
into ’Mechs too heavy to handle.
the weapons are designed to be
effective in almost any situation.
the pair of LRM racks ensures that
even at long range it can’t be
ignored. Backing up the LRMs are
a trio of medium Pulse lasers.
Max Speed (KPH)
16
SECTION 3.0
EQUIPMENT SPECIFICATIONS
RESTRICTED
CB-0608-64
UZIEL
8.5 met ers
Type
Inner Sphere
Armor/Tonnage
Ferro Fibrous/8
Chassis Type
Endo Steel
95
Max Tonnage 50
Weapons SRM 6, PPC (2), MG
Array (2)
Electronics None
Jump Jets Yes
Notes Maneuverability with
good firepower and decent armor,
the Uziel is a good performer in
any role.
Max Speed (KPH)
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
17
CB-0608-64
3.1.4
RESTRICTED
Heavy BattleMechs
Chassis
Max
Speed
(KPH)
Max
Weight
(tons)
R/12.5
Endo Steel
76
Clan
FF/9.5
Normal
Clan
FF/11.5
Nova Cat Clan
Thor
’Mech
Name
Armor
(tons)
Catapult IS
Loki
Mad Cat
Type
Clan
Weapons
Electronics
Jump
Jets
65
Sm. Pulse Laser,
LRM 20 (2),
Lg. Laser
Light Amp.
Yes
83
65
Clan ER Med. Pulse (2), Guardian ECM,
Clan ER Med. Laser (2), Beagle
Clan LBX Scatter 10 (2),
CSTRK 6, Clan LAMS
No
Endo Steel
85
75
Clan ER Lg. Laser (2),
None
Clan ER Med. Laser (2),
Clan LRM 20 (2),
Clan ER Med. Pulse (2),
Clan MG Array (2)
No
Ref/14
Endo Steel
73
70
Clan ER Lg. Laser (3),
Clan ER PPC (2),
Clan ER Sm. Pulse
No
FF/10.5
Normal
85
70
Clan Ultra AC/5 (2),
Light Amp.
Clan ER Med. Laser (4),
Clan MG Array,
Clan LRM 15
WARNING!
ment
his docu
ion in t
f this
o
e
m
i
Informat
t
t the
a
t
n
ion
e
r
r
m
is cu
infor at
Not all
.
at
g
h
n
w
i
t
o
n
t
pri
rate
00% accu
.
d
l
e
i
f
e
may be 1
r in th
e
t
n
u
o
c
n
you e
18
SECTION 3.0
EQUIPMENT SPECIFICATIONS
None
Yes
RESTRICTED
’Mech
Name
CB-0608-64
Chassis
Max
Speed
(KPH)
Max
Weight
(tons)
R/10
Normal
85
60
Clan ER Med. Pulse (2), None
Clan LRM 20 (2),
Clan ER Lg. Pulse (2)
No
IS
Ref/12
Endo Steel
81
60
None
No
IS
FF/13
Endo Steel
81
75
LRM 10,
Ultra AC/5 (2),
MG Array
Medium Laser (2)
LBX Scatter 20,
Med. Pulse Laser (4),
MRM 20,
Guardian ECM
Yes
Type
Armor
(tons)
Vulture
Clan
Argus
Thanatos
Weapons
Electronics
Jump
Jets
KEY
AC: Autocannon
CSTRK: Clan streak
short-range missile
FF: Ferro Fibrous
IS: Inner Sphere
LRM: long-range
missile
MG: machine gun
MECHWARRIOR: VENGEANCE
MRM: medium-range
missile
PPC: Particle
Projection Cannon
BATTLETECH REFERENCE
19
R: Reactive
Ref: Laser Reflective
Scatter: scattershot
SRM: short-range missile
RESTRICTED
CB-0608-64
CATAPULT
Type Inner Sphere
Armor/Tonnage
Reactive/12.5
Chassis Type Endo Steel
Max Speed (KPH) 76
Max Tonnage 65
Weapons Small Pulse
Laser, LRM 20 (2), Large
Laser
Electronics Light Amp.
Jump Jets Yes
10m
Notes This heavy ’Mech is
designed for second-line
defense with strong
offensive capabilities.
It is most effective as a
standoff threat with its
long-range missile racks
firing at maximum range.
Front
20
SECTION 3.0
Side
EQUIPMENT SPECIFICATIONS
RESTRICTED
CB-0608-64
LOKI
Type Clan
Armor/Tonnage
Ferro Fibrous/9.5
Chassis Type Normal
Max Speed (KPH) 83
Max Tonnage 65
Weapons Clan ER Medium
Pulse (2), Clan ER Medium
Laser (2), Clan LBX
Scatter 10 (2),
CSTRK 6
Electronics Guardian
ECM, Beagle
11m
Jump Jets No
Front
Notes This was one of the
Clan’s most easily recognized ’Mechs. Its combination of weapons makes
it a ’Mech to be feared
in any situation.
Side
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
21
RESTRICTED
CB-0608-64
MAD CAT
Type Clan
Armor/Tonnage
Ferro Fibrous/11.5
Chassis Type Endo Steel
Max Speed (KPH) 85
Max Tonnage 75
Weapons Clan ER Large
Laser (2), Clan ER Medium
Laser (2), Clan LRM 20
(2), Clan ER Medium Pulse
(2), Clan MG Array (2)
Electronics
None
Jump Jets No
Notes This heavy ’Mech
was the first to appear
in the Inner Sphere. It
also has been the most
used.
10.5m
Front
22
Side
SECTION 3.0
EQUIPMENT SPECIFICATIONS
RESTRICTED
CB-0608-64
NOVA CAT
Type Clan
Armor/Tonnage
Reflective/14
Chassis Type Endo Steel
Max Speed (KPH) 73
Max Tonnage 70
Weapons Clan ER Large
Laser (3), Clan ER PPC
(2), Clan ER Small Pulse
Electronics
None
Jump Jets No
Notes Following Clan Nova
Cat’s defeat at Tukayyid,
that Clan began talks
with the Draconis Combine. Khan Severen Leroux
at the same time ordered
the construction of a new
heavy BattleMech. Built
to protect the Clan both
militarily and spiritually, the design was
titled Nova Cat, imbuing
it with the spirit of the
Clan. Nova Cat’s standard
configuration has awesome, long-range firepower. However, the
MechWarrior must alternate weapon fire to
control heat buildup.
10m
Front
Side
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
23
RESTRICTED
CB-0608-64
THOR
Type
Clan
Armor/Tonnage
Ferro Fibrous/10.5
Chassis Type Normal
Max Speed (KPH) 85
Max Tonnage 70
Weapons Clan Ultra AC/5
(2), Clan ER Medium Laser
(4), Clan MG Array, Clan
LRM 15
Electronics Guardian
ECM, Light Amp.
10.5m
Jump Jets Yes
Notes This heavy ’Mech
offers mobility and
short-range to mediumrange capability. It
successfully blends
firepower and capability.
Front
24
Side
SECTION 3.0
EQUIPMENT SPECIFICATIONS
RESTRICTED
CB-0608-64
VULTURE
Type Clan
Armor/Tonnage
Reactive/10
Chassis Type Normal
Max Speed (KPH) 85
Max Tonnage 60
Weapons Clan ER Medium
Pulse (2), Clan LRM
20 (2), Clan ER Large
Pulse (2)
Electronics
None
Jump Jets No
10m
Front
Notes This heavy ’Mech
serves mostly as fire
support with its longrange missile racks able
to launch from long
distance.
Side
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
25
RESTRICTED
CB-0608-64
9.5 me ter s
ARGUS
Type
Inner Sphere
Armor/Tonnage
Reflective/12
Chassis Type
Endo Steel
81
Max Tonnage 60
Weapons LRM 10, MG Array,
Ultra AC/5 (2), Medium Laser (2)
Electronics None
Jump Jets No
Notes Carrying a good balance
of missile, beam and ballistic
weapons, the Argus is the lightest
of all assault ’Mechs available.
Max Speed (KPH)
26
SECTION 3.0
EQUIPMENT SPECIFICATIONS
RESTRICTED
CB-0608-64
THANATOS
10 mete rs
Type
Inner Sphere
Armor/Tonnage
Ferro Fibrous/12
Chassis Type
Endo Steel
73
Max Tonnage 75
Weapons LBX Scattershot 20,
Flamer (4), MRM 40
Electronics None
Jump Jets Yes
Notes A general-purpose design.
Could adequately fill any role
outside of scout. Has found a niche
as the command ’Mech in reserve
units. In this role, a Mechwarrior
can jump in at any spot on the
battlefield and make a difference.
Max Speed (KPH)
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
27
NG!
ument
WARNIRESTRICTED
his doc
f this
on in t
CB-0608-64
3.1.5
Assault BattleMechs
o
ti
Informa t at the time ation
m
n
r
e
o
r
f
in
is cur
Not all e to what
.
g
n
i
t
prin
curat
100% ac
field.
may be
in the
r
e
t
n
u
o
c
Jump
you en
Weapons
Electronics Jets
Chassis
Max
Speed
(KPH)
Max
Weight
(tons)
FF/18
Normal
57
100
Sm. Pulse Laser, PPC (2),
LRM 10 (2), Gauss Rifle,
Sm. Laser (3), AMS,
Med. Laser
None
No
IS
FF/15
Normal
75
80
SRM 2 (2), PPC (3),
Med. Pulse Laser (2)
None
No
Daishi
Clan
FF/14.5
Normal
51
100
Clan ER Lg. Laser (4),
Clan ER Med. Pulse (4),
Clan Ultra AC/5 (2),
Clan MG Array (2),
Clan LRM 10
None
No
Mauler
IS
R/13
Normal
65
90
Med. Laser (4),
None
LRM 10 (2), Ultra AC/2 (4)
No
FF/13.5
Endo Steel
73
90
Clan Gauss Rifle (2)
Clan LRM 10 (2)
Clan ER Med. Laser (4)
Yes
’Mech
Name
Type
Armor
(tons)
Atlas
IS
Awesome
Mad Cat Clan
Mark II
KEY
AC: Autocannon
CSTRK: Clan streak
short-range missile
FF: Ferro Fibrous
IS: Inner Sphere
LRM: long-range
missile
MG: machine gun
28
SECTION 3.0
MRM: medium-range
missile
PPC: Particle
Projection Cannon
EQUIPMENT SPECIFICATIONS
None
R: Reactive
Ref: Laser Reflective
Scatter: scattershot
SRM: short-range missile
RESTRICTED
CB-0608-64
ATLAS
Type Inner Sphere
Armor/Tonnage
Ferro Fibrous/ 18
Chassis Type Normal
Max Speed (KPH) 57
Max Tonnage 100
Weapons Small Laser (3),
Medium Laser, Small Pulse
Laser, AMS, PPC (2), LRM
10 (2), Gauss Rifle
Electronics
None
Jump Jets No
Notes The sight of an
Atlas still makes even
the most experienced
MechWarrior break out in
hives. The head, cockpit,
and arsenal of weaponry
create a perfect combination of function and fear
factor.
13m
Front
Side
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
29
RESTRICTED
CB-0608-64
AWESOME
Type Inner Sphere
Armor/Tonnage
Ferro Fibrous/15
Chassis Type Normal
Max Speed (KPH) 75
Max Tonnage 80
Weapons SRM 2 (2),
Medium Pulse Laser (2),
PPC (3)
Electronics
None
Jump Jets No
Notes One of the most
feared assault ’Mechs on
the battlefield. It is
often used in defensive
situations as well, where
it is usually responsible
for the important areas
of the perimeter.
11m
Front
30
Side
SECTION 3.0
EQUIPMENT SPECIFICATIONS
RESTRICTED
CB-0608-64
DAISHI
Type Clan
Armor/Tonnage
Ferro Fibrous/14.5
Chassis Type Normal
Max Speed (KPH) 51
Max Tonnage 100
Weapons Clan ER Large
Laser (4), Clan ER
Medium Pulse (4), Clan
Ultra Autocannon 5 (2),
Clan MG Array (2), Clan
LRM 10
Electronics
11.5m
Front
None
Jump Jets No
Notes This is a heavy
assault ’Mech whose name
means “Great Death.” It
is one of the biggest and
deadliest ’Mechs due to
its firepower comprised
of lasers, Autocannons,
and other weapons.
Side
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
31
RESTRICTED
CB-0608-64
MAULER
Type Inner Sphere
Armor/Tonnage
Reactive/13
Chassis Type Normal
Max Speed (KPH) 65
Max Tonnage 90
Weapons Medium Laser
(4), Ultra AC/2 (4), LRM
10 (2)
Electronics
None
Jump Jets No
Notes First built by the
Draconis Combine, the
Mauler is now being seen
in Davion military units
since the signing of the
Star League Constitution.
It has acquitted itself
well in the fight against
the Clans.
12m
Front
32
SECTION 3.0
Side
EQUIPMENT SPECIFICATIONS
RESTRICTED
CB-0608-64
MAD CAT MARK II
12.5 meters
Type
Clan
Armor/Tonnage
Ferro Fibrous/13.5
Chassis Type
Endo Steel
73
Max Tonnage 90
Weapons Clan Gauss Rifle (2),
Clan LRM 10 (2), Clan ER Medium
Laser (4)
Electronics None
Jump Jets Yes
Notes Larger and more powerful
than the original Mad Cat. Plus,
the jump Jets make it a different
threat altogether.
Max Speed (KPH)
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
33
CB-0608-64
3.2
RESTRICTED
WEAPONS SPECIFICATIONS
The following tables provide you with weapons specifications. These include specifications and notes for ballistic, beam, and missile
weapons.
3.2.1
Ballistic Weapons Specifications
Ballistic
Weapons
Shots/
Ton
Slots
Heat
Damage
Range
Tons
Field Notes
I like this Gauss. Good range and good damage.
Excellent for striking while on the move.
Another version - lighter and more manageable.
Gauss Rifle
24
3
1
17
800
16
Light Gauss Rifle
30
2
0.8
12
1200
13
LBX Scattershot 10
36
2
1.0
14
450
12
The damage drops as range
increases. The number listed is for
maximum damage (close range).
LBX Scattershot 20
20
3
2.0
24
300
15
The damage drops as range
increases. The number listed is for
maximum damage (close range).
Long Tom Cannon
18
3
14
25
700
20
ent
docum his
G!
N
s
I
i
N
h
t
R
f t
n
WA
ime o
ion i
e t
mat
tion
Infor ent at th
forma t
n
i
r
l
r
is cu g. Not al te to wha
a
in
accur e field.
print
100%
th
e
b
n
i
y
ma
nter
u
o
c
n
you e
Gauss Rifle
Light
Gauss Rifle
34
SECTION 3.0
LBX Scattershot
10 and 20
Was great against slow and
static targets - not the
faster ones.
The new Long Tom is
awesome. It does serious
damage to a target andge
additional splash dama .
to anything in proximityl
Enjoyed using it and wil
use it again!!
Long Tom
EQUIPMENT SPECIFICATIONS
RESTRICTED
CB-0608-64
continued
Ballistic
Weapons
Shots/
Ton
Slots
Heat
Damage
Range
Tons
Autocannon 5
120
1
0.2
2
600
8
Autocannon 10
36
2
0.6
9
400
13
Ultra Autocannon 2
240
1
0.1
1
900
8
Ultra Autocannons fire two regular
Autocannon shots.
Ultra Autocannon 5
120
1
0.15
2
600
10
Ultra Autocannons fire two regular
Autocannon shots.
Machine Gun Array
450
1
0
0.2
150
2
Machine Gun Arrays are groups of
machine guns mounted together. The
effect is that of multiple machine
guns firing at the same time from
the same place. Inner Sphere MG
Arrays are groups of three, whereas
Clan MG Arrays are groups of four.
AMS
30
1
.3
0
100
1.5
Didn’t like the AMS taking up space and
weight. Never actually needed it – never
gave ‘em a chance.
Autocannon
AC/5 and AC/10
Machine Gun Array
AMS
BATTLETECH REFERENCE
35
UltraCannon
2 and 5
MECHWARRIOR: VENGEANCE
Field Notes
CB-0608-64
RESTRICTED
continued
Ballistic
Weapons
Shots/
Ton
Slots
Heat
Damage
Range
Tons
Field Notes
The Clan version is excellent and my favor
ite of all
Gauss weaponry.
Clan Gauss Rifle
24
3
1
17
800
13
Clan LBX
Scatter 10
36
2
1.0
14
450
10
The damage done drops as range
increases. The number listed is for
maximum damage (close range).
Clan LBX
Scatter 20
20
3
2.0
24
300
12
The damage done drops as range
increases. The number listed is for
maximum damage (close range).
Clan Ultra
Autocannon 2
240
1
0.1
1
900
6
Ultra Autocannons fire two regular
Autocannon shots.
Clan Ultra
Autocannon 5
120
1
0.15
2
600
8
Ultra Autocannons fire two regular
Autocannon shots.
Clan Machine
Gun Array
600
1
0
0.3
200
2
Machine Gun Arrays are groups of
machine guns mounted together. The
effect is that of multiple machine
guns firing at the same time from the
same place. Inner Sphere MG Arrays are
groups of three, whereas Clan MG
Arrays are groups of four.
Clan
Gauss Rifle
36
Clan LBX Scattershot
10 and 20
SECTION 3.0
Clan Ultra
Autocannon
2 and 5
Clan Machine
Gun Array
EQUIPMENT SPECIFICATIONS
RESTRICTED
3.2.2
CB-0608-64
Energy Weapons Specifications
Energy
Weapons
WARNING!
ent
is docum
on in th
this
f
o
e
m
Informati
i
the t
t
a
t
on
n
e
t
r
a
r
is cu
inform i
Not all
t
.
a
g
h
n
w
i
t
o
n
pri
curate t
.
Field Notes may be 100% ac
d
l
e
i
f
the
unter in
you enco
Slots
Heat
Damage
Range
Tons
Small Laser
1
0.1
0.3
150
0.5
Medium Laser
1
.6
1.2
300
1
Large Laser
2
5
7.5
600
5
Small Pulse Laser
1
0.05
0.15
150
1
Medium Pulse Laser
1
0.3
0.6
300
2
Large Pulse Laser
2
1.75
2.62
600
7
PPC
3
10
10
750
7
A hit by a PPC will short out the
HUD for a brief period.
Flamer
2
4
1
150
1
Flamers not only do damage to the
target, they add heat to it.
Bombast Laser
2
8
10
500
7
The bombast laser is a charging weapon.
Pulling the trigger begins the charge cycle.
Letting it go fires the weapon. When the
weapon is fully charged, it fires automatically.
Laser
(Small)
Laser
(Medium)
Laser
(Large)
Pulse Laser
(Small)
MECHWARRIOR: VENGEANCE
Pulse Laser
(Medium)
BATTLETECH REFERENCE
Pulse Laser
(Large)
37
PPC
Flamer
CB-0608-64
RESTRICTED
continued
Energy
Weapons
Slots
Heat
Damage
Range
Tons
Small Clan ER Laser
1
0.2
.35
200
0.5
Medium Clan ER Laser
1
1.2
1.5
400
1
Large Clan ER Laser
2
8
8
800
4
Small Clan ER Pulse
1
0.12
0.27
200
1.5
Medium Clan ER Pulse
1
0.6
0.75
400
2
Large Clan ER Pulse
2
3
3
800
6
Clan ER PPC
3
15
14
900
6
Clan Flamer
1
2
1
150
0.5
Clan LAMS
1
1.8
0
100
1.5
Field Notes
A hit by a PPC shorts out the
HUD for a brief period.
Flamers not only do damage to the
target, they also add heat to any
target that uses heat.
Clan LAMS
Clan ER Laser
(Small)
Clan ER Laser
(Medium)
Clan ER Laser
(Large)
38
Clan ER Pulse
(Small)
SECTION 3.0
Clan ER Pulse
(Medium)
Clan ER Pulse
(Large)
EQUIPMENT SPECIFICATIONS
Clan ER PPC
Clan Flamer
RESTRICTED
3.2.3
CB-0608-64
Missile Pack Specifications
Missile
Weapons
I agree with the Duke
on this one.
Missiles/
Ton
Slots
Heat
Damage
Tons
Range
SRM 2
120
1
0.4
2
2
250
SRM 4
120
1
0.6
4
3
250
SRM 6
120
2
.8
6
4
250
MRM 10
240
1
2.4
8
5
400
MRM 20
240
2
4.8
16
8
400
MRM 30
240
2
11
24
11
400
MRM 40
240
2
13
32
13
400
Field Notes
Prefer the SRM 6 for the weight in
most situations.
Prefer the SRM 6 again.
.
No lock-on, but good in a close-in firefight
.
shots
any
e
wast
Don’t
ht.
weig
Worth the
No lock-on just
like the
SRMs.
WARNING!
this document
Information in
is
the time of th
is current at
n
io
at
rm
fo
all in
printing. Not
at
wh
to
te
ra
cu
may be 100% ac
in the field.
you encounter
SRM 2
SRM 4
SRM 6
MECHWARRIOR: VENGEANCE
MRM 5
MRM 10
BATTLETECH REFERENCE
MRM 15
39
MRM 20
CB-0608-64
RESTRICTED
continued
Missile
Weapons
Missiles/
Ton
Slots
Heat
Damage
Tons
Range
LRM 5
240
1
1.2
4
3
1000
LRM 10
240
1
2.4
8
6
1000
LRM 15
240
2
3
12
8
1000
LRM 20
240
2
6
16
11
1000
Thunderbolt
Missile
15
3
6.4
28
15
1000
NARC Beacon
6
1
1
0
4
450
Flare Launcher
10
2
0
1
360
1
lights ‘em up at
night and was like
shooting swamp frogs
in a barrel.
LRM 5
Field Notes
There’s a lock-on time for the long-range
for
This intriguing Inner Sphere invention isage.
dam
us
serio
does
but
tion,
situa
al
speci
a
Flare Launcher
LRM 10
LRM 15
40
SECTION 3.0
LRM 20
missiles.
Thunderbolt
Missile
EQUIPMENT SPECIFICATIONS
On the target range this
morning I ruined half of
the targets and didn’t
leave much for my
Lancemates to shoot at
– and they’re the ones who
really need the practice!
NARC
Beacon
RESTRICTED
CB-0608-64
continued
Missile
Weapons
Missiles/
Ton
Slots
Heat
Damage
Tons
Range
CSTRK 2
120
1
0.6
2.4
2
250
CSTRK 4
120
1
.9
4.8
3
250
CSTRK 6
120
2
1.2
7.2
4
250
Clan LRM 5
240
1
1.2
4
2
1000
Clan LRM 10
240
1
2.4
8
3.5
1000
Clan LRM 15
240
2
3
12
4.5
1000
Clan LRM 20
240
2
3.6
16
6
1000
1
0
2
600
Clan NARC Beacon
CSTRK 2
CSTRK 4
6
CSTRK 6
Clan LRM 5
MECHWARRIOR: VENGEANCE
Field Notes
These CSTRKs have auto lock-on.
Just target the ’Mech in the
reticle and fire.
The lock-on time for the long-range
missiles is about the same as the
inner sphere version.
Clan LRM 10
Clan LRM 15
BATTLETECH REFERENCE
41
Clan LRM 20
Clan
NARC Beacon
WARNING!
CB-0608-64
3.3
VEHICLE SPECIFICATIONS
Ground
Vehicle
Turret
Armor/IS
Body
Armor/IS
Max
Speed
(KPH)
Informatio
n in thRESTRICTED
is docu
is current
at the time ment
printing.
of this
Not all in
formation
may be 100%
accurate to
you encoun
what
ter in th
e field.
Weapons
Field Notes
Bulldog
10
10
18
SRM 4,
PPC
Condor
4
4
24
ML,
AC/5
Harasser
1
1
27
SRM 6
A durable combat vehicle mounted with
short-range missile packs. Ability to
move quickly, attack, and get clear.
LRM Carrier
1
1
15
LRM 20 (2)
SKUD Launcher
10
10
15
SRM Carrier
NA
1
15
SRM6 (3)
Vedette
4
4
23
AC/5, MG
Our firepower is vastly superior over these
vehicles in the field as long as the nerves are calm
and the hands are steady. The key is not letting
their speed on the ground distract you from
the crosshairs.
Condor
Bulldog
Harasser
42
SECTION 3.0
LRM
Carrier
A slow, medium-sized tank, armed with a
variety of weapons for short to medium
range.
SKUD Launcher
EQUIPMENT SPECIFICATIONS
SRM
Carrier
Vedette
RESTRICTED
CB-0608-64
Air
Vehicle
Turret
Armor/IS
Body
Armor/IS
Max
Speed
(KPH)
Weapons
Field Notes
Chippewa
NA
1
55
Bombs
Hrothgar
Dropship
Unknown?
?
Nightshade
NA
1
35
2 ML
Peregrine
NA
1
35
SRM2
Tough shooting these out of
the air from the ’Mech.
Sometimes had to climb the
nearest hillside just to get a
good shot! Had to keep
moving to avoid their bombs
as well.
Talon
Dropship
Unknown?
?
Water
Vehicle
Turret
Armor/IS
Destroyer
Unknown?
Unknown?
Patrol Boat
Chippewa
Hrothgar
Dropship
Body
Armor/IS
PPC (4),
Large Lasers (4),
Gauss Rifle (4)
Large Lasers (4),
ER Large Lasers (4),
LRM 10 (3)
Max
Speed
(KPH)
Weapons
Field Notes
Long Toms (4), LRM 20 (2)
Ultra AC/5
Night Shade Fighter
MECHWARRIOR: VENGEANCE
Peregrine Attack
Chopper
Or Large Laser??
Talon Dropship
BATTLETECH REFERENCE
43
Patrol
Boat
Destroyer
CB-0608-64
3.4
RESTRICTED
TERRAIN NOTES
This terrain table provides you with the latest information about how various terrains will affect the performance of your BattleMech
in the field. We’ve tried to include all the known terrains in which we’ve field tested the BattleMechs in battle or otherwise, but
some, particularly the newer BattleMechs, are still not known. Remember, different terrains will affect the top speed of your
BattleMech, so plan accordingly.
Terrain
Type
Description
Effect on Vehicles
Effect on ’Mech
Grass
Grassy slopes, short farm
fields, and so on.
None
No observed effect.
Dirt
Plowed fields, packed
dirt.
None
No effect noticed. Cleaned a lot
of dust and dirt out of the ’Mech
after a long day of training.
Concrete
Solid, smooth, flat, manWheeled vehicles have top
Successful piloting reduced by 5%.
made terrain. This includes speed increased by 25%.
on
Didn’t like the way the ’Mech performed
concrete, tarmac, blacktop,
in
speed
top
at
fine
Was
ete.
concr
or
t
men
pave
and so on.
treacherous
Rough
Hard, broken surface too
small to block ’Mech
movement. This can be
damaged concrete blocks,
scatterings of boulders,
stalagmites, and so on.
Snow
straight line but making turns was
Only tracked vehicles can and difficult. Prefer to stay off the roads.
travel over this terrain.
The ’Mech absolutely did not move
Top speed for tracked
well on the rough stuff this
vehicles over this terrain
morning. The tracks have the
reduced by 30%.
upper hand.
Snow that is higher than a
’Mech’s ankles, but lower
than its knees.
In training, I had a heyday
with the tracks in snow. Ran
circles around them and they
were easy targets.
44
No effect for Hover
All ’Mechs have their top speed
vehicles. Tracked vehicles’ reduced by about 15%.
top speed is cut in half.
Wheeled vehicles can’t
move through snow.
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continued
Terrain
Type
Description
Effect on Vehicles
Effect on ’Mech
Thick
Underbrush
High farm fields (corn about
to be harvested), rain forest
floor cover, or any situation
with thick bushes and underbrush covering the ground.
No effect on tracked
vehicles.
Shallow
Water
Water that is at the level
of a ’Mech’s ankles.
Wheeled vehicles have top
Heat sinks work more
speed reduced. Hover goes
efficiently.
over (rather than through)
Not a bad place to take ae!
at normal speed. Tracked
e heat of battl
vehicles’ top speed is reduced. bath in th
Mid
Water
Water that comes up between
a ’Mech’s ankles to all the
way over its head.
Only Hover and Watercraft
can traverse and do so by
traveling on top of the
water.
Heat sinks work more
efficiently. Top speed is
reduced to 75%. Piloting is
slightly improved.
Oceanic
Depths
Very deep water. The only way
this shows up is by hitting a
continental shelf or some manmade object such as a dam.
Only Hover and Watercraft
can traverse and do so by
traveling on top of the
water.
Water has saved my ’Mech from
overheating on numerous occasions.e
Avoid the deep stuff and th.
sharks that are out there
Flat
Swamp
Thick, muddy water with no
Only Hover. Hover traverses
major obstructions protruding
on top with no effects.
from it. Comes up to a
Haven’t tried it and
BattleMech’s calves when
hope I never have to.
wading through it.
’Mechs lighter than 50 tons
have no effect. Over 50 tons,
the heavier the ’Mech, the
more speed is reduced.
Thick
Swamp
Thick muddy water with lots
No vehicle can traverse it.
of obstructions (trees,
In the Shadow cat I had no problem, no
and
bushes, dead trees, rocks)
effect. stayed cooler, and the added mud
protruding from it.
s.
Clan
the
ge me from
’Mechs lighter than 50 tons
have no effect. Over 50 tons,
the heavier the ’Mech, the
more speed is reduced.
but that’s
Provides good visual cover,impact
about it. However, did not
performance.
debris helped camoufla
Where I go, none will follow.
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Working in the MechLab
MechLab is where you change the standard configuration for any BattleMech so it’s completely different from what it was intended to do. You’re essentially creating a new
BattleMech from an existing one by customizing it to fit your specifications for the role you
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want it to fill. In this section, we’ll explain the options available for reconfiguring and
outfitting your BattleMech for a particular task.
Specifications for the individual weapons you can mount on your BattleMech, are provided in
Section 3.0 Equipment Specifications.
4.1
SLOTS AND WEIGHT
There are varying numbers of slots for mounting weapons and other components onto your
BattleMech. These can vary quite a bit, depending on its standard configuration. Most of this
information becomes apparent while working in the MechLab, but you can always refer to your
Equipment Specifications tables contained in Section 3.0 for details on slots.
BattleMechs also have specific payloads for maximum efficiency—anything beyond that
degrades performance and makes the BattleMech vulnerable to attack or altogether unusable.
To make a BattleMech the best fighting machine it can be, try to maintain a balance between
the weight of a component, the amount of space available to mount it, and the maximum
tonnage of the BattleMech. Changing weapons, chassis components, and armor all affect the
weight and the performance of the BattleMech, and must be considered carefully.
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CUSTOMIZING AND CONFIGURING A BATTLEMECH
Customizing and configuring a BattleMech first requires that you choose a pre-existing
BattleMech to change. The following procedure helps you do this.
To select a BattleMech to customize
1. Click on M e c h L a b in the Main menu.
2. Click N E W on the Chassis tab to start a new ’Mech configuration.
3. From the Type drop-down menu, choose the default ’Mech configuration you want to customize.
4. Enter a name for the ’Mech.
5. Click C R E A T E to see the default ’Mech you’ve chosen and begin customizing it.
Initially, the default specifications and configuration for the BattleMech you’re customizing
are displayed. You are able to view the Maximum, Current, and Available Tonnage as well as
the Firepower, Armor, Speed, and Heat Efficiency. Many of these categories change dynamically as you add or subtract weapons, armor, and auxiliary equipment. Of course, you need to
stay under the maximum tonnage allowable for a particular BattleMech in order to use it.
4.3
CHASSIS
Now that you’ve created a new BattleMech, it’s time to customize it. First, we’ll customize
the chassis.
Each BattleMech has nine chassis locations where armor, internal structure, and components
are tracked. Armor damage can occur in the right, left, front center, and rear center
locations. When incoming damage hits one of these locations, you’ll see it first in your armor.
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If the armor is penetrated, damage is inflicted to the internal structure and potentially to
one or more of the internal components in that location.
To customize the ’Mech chassis
1. While still in the Chassis tab, select the camouflage for your ’Mech from the Camouflage dropdown menu.
2. Select any auxiliary equipment you want for your ’Mech by clicking the check box beside the piece
of equipment.
3. Add or subtract heat sinks as desired and as weight allows.
4. Adjust the top speed for your ’Mech, but make sure you’re under the maximum tonnage.
4.4
WEAPONS
As you’ll notice in the Equipment Specifications section of the MBR, each weapon requires a
certain number of slots to mount it on a BattleMech. While working in the MechLab, figure
out whether or not you have the correct number of free slots to mount the weapon component and whether it overloads your BattleMech. To help you decide what weapons to use with
your BattleMech, this section provides a detailed description of each weapon class. For
additional specifications, see section 3.0 Equipment Specifications.
Try to salvage and use
as many of these Clan
weapons as possible.
If a weapon has both a Clan and an Inner Sphere version, the Clan weapon builds up more
heat, but can do more damage, and weighs less than its Inner Sphere counterpart.
NOTE: You will not have any weapons available in MechLab for cutomizing your BattleMech
until you receive them through salvage upon completion of the first mission in the campaign.
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To configure the weaponry on your BattleMech
1. Click the Weapons tab in MechLab to display the weapons screen.
2. From the Category drop-down menu, select whether you want a specific weapons group or All
Weapons.
3. From the list of weapons, drag any of the ballistic, beam, or missile weapons onto a matching slot
on your BattleMech. The weight in tons is indicated to the right of each weapon.
4. If you change your mind about the allocation of weapons, double-click on a particular weapon to
remove it, or simply click S T R I P to remove all weapons from all slots. You can also click RESTORE
to restore the ‘Mech to its previous state.
NOTE: In the MechLab, weapon types are color coded. Beam weapons are red, ballistic
weapons are yellow, and missile weapons are green.
4.4.1
Weapon Groupings
There are six different weapon groups in MechWarrior: Vengeance. While all six groups are
identical in that you can place anything you want in any of the six groups, there is a
difference in respect to key assignments.
In key assignments, the first three groups are assigned to different triggers on the joystick,
while the second three groups are assigned to the same triggers utilizing the joystick’s S h i f t
key. For additional details, see your MechWarrior Quick Reference.
The default weapon groups are as follows:
Group 1 - All rapid fire weapons such as small ballistics and laser weapons.
Group 2 - All missiles weapons.
Group 3 - All heavy-impact weapons such as large ballistics and lasers.
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To configure the weapon groupings for your BattleMech
1. Click the G R O U P button.
2. In the WEAPON GROUPS dialog box, click the box for the group where you want a weapon to
belong. You can assign the same weapon to more than one weapon group.
3. Click O K to save the weapon groupings you configured.
4. To reset the weapon groupings, click the R E S T O R E button in the dialog box.
4.4.2
Fire Modes
Any of the weapons you have available to you in a given weapons group can be fired together
in Group Fire mode, or fired one shot at a time with the same weapon in Single Fire mode. In
Group Fire mode, all weapons currently recharged or ready to fire in the selected group are
fired all at once. Single Fire mode displays all mounted weapons, but allows you to fire only
a single weapon in the group.
Chain Fire mode displays all mounted weapons from all groups, but allows you to only fire
them one at a time in the order they are listed on the HUD’s weapon list. Grouped weapons
can be fired using the joystick, whereas single fire and chain fire mode can only be fired using
the Enter key on the keyboard. See your MechWarrior Quick Reference for additional details.
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Beam Lasers:
small
IS
C
medium
4.4.3
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Energy Weapons
This class of weapons operates with stored energy. They produce heat when fired and they
take time to recharge, which results in a time delay. The time delay can be a handicap in
battle if you’re waiting for it to recharge during a critical moment, so carefully consider the
best situation in which to use these weapons.
IS
C
4.4.3.1 Beam Lasers
A Beam Laser shoots a beam that sticks with a moving BattleMech after firing, no matter
what the BattleMech does. The brightness of the beam indicates the size of the laser.
The Beam Laser types available to you include Inner Sphere small, medium, and large, or
Clan Extended Range (ER) small, medium, and large.
large
IS
Yes, I prefer the beams when
one or two targets present
themselves. The stickiness helps
ensure accurate results. When
in the thick of battle with a
lot of enemies around, I prefer
using the ballistics for more
dependable rapid fire.
C
KEY
C : Clan
IS: Inner Sphere
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Yeah dad, go ballistic.
I know I did with the
Gauss and the Ultra,
and you would’ve been
proud of me!
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Pulse Lasers:
4.4.3.2 Pulse Lasers
The Pulse Laser is basically a rapid-fire laser. Whenever the trigger is held down, you’ll
see a series of beams shoot from the BattleMech. A new beam fires every fraction of a
second. Pulse laser types include both Inner Sphere and Clan small, medium, and large.
4.4.3.3
small
IS
C
Bombast Laser
medium
The Bombast Laser is a charging weapon. It does not fire immediately when the trigger is
pulled. Instead, there is a charging delay before the weapon is fully charged. If the
trigger is released while the weapon is charging, then the weapon fires, doing less
damage. Only the Inner Sphere version of the Bombast Laser is available.
IS
C
large
IS
C
Bombast Laser:
IS
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Particle Projection Cannon:
4.4.3.4 Particle Projection Cannon (PPC)
The PPC is a shimmering blue bolt, much like a cross between lightning and a sine wave
that ripples along its path. It is the only beam weapon with a travel time, so fire
carefully. Both Inner Sphere and Clan versions are available.
IS
C
4.4.3.5 Flamer
The Flamer is a unique weapon. It is not a standard flamethrower, but instead vents
plasma from the BattleMech’s engine onto the enemy BattleMech. It has dramatic effects
on the enemy’s heat and is available in both Inner Sphere and Clan versions.
Flamer:
IS
C
Blew smitty away in training
this morning using strictly Clan
PPCs. What a persistently
effective weapon and he never
even saw it coming!
KEY
C : Clan
IS: Inner Sphere
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I still have not found a
good use for the Flamer.
Not my preferred weapon.
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4.4.4
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Basic Autocannons:
Ballistic Weapons
AC/5
IS
This class of weapons involves shooting projectiles of different shapes and sizes.
4.3.4.1 Basic Autocannons
An Autocannon is basically a giant machine gun that uses large ammunition. Shots from an
Autocannon affect the specific sections of the armor they hit. These are available in AC/5
and AC/10 sizes.
4.4.4.2 LBX Scattershot
The LBX is basically a shotgun. It fires cluster ammunition that strikes mainly one body
part with some damage. A close-in favorite, the LBX is capable of enormous damage at
close range, but less damage the farther away the target is. The higher the caliber, the
more damage inflicted, and the shorter the range. These are available in both Inner
Sphere and Clan LBX/10, LBX/20.
AC/10
IS
LBX Scattershot:
LBX 10
IS
C
LBX 20
IS
C
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Ultra Autocannon 2:
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4.4.4.3 Ultra Autocannons
An Ultra Autocannon fires two Autocannon shots at the same time. The effects are the
same as with the Autocannons. These are available in both Inner Sphere and Clan Ultra
Autocannon models.
IS
C
Ultra Autocannon 5:
4.4.4.4 Gauss Rifle
The Gauss Rifle uses a series of magnets to propel a very heavy metal projectile at high
speeds over a great distance. The power of this weapon is incredible, and it creates very
little heat. The downside is it has a very long recharge time and its ammunition is very
heavy, limiting the number of rounds any BattleMech can carry. The regular Gauss Rifle,
Light Gauss Rifle, and Clan version of the Gauss Rifle are available.
IS
C
Gauss Rifle:
IS
C
Light Gauss Rifle:
IS
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4.4.4.5 Machine Gun Arrays
Individually, a machine gun does little damage to a BattleMech. However, when mounted
in groups they can be much more effective, hence the Machine Gun Array. A Machine Gun
Array is a group of machine guns (three for Inner Sphere BattleMechs and four for Clan
BattleMechs) mounted in a group. When firing a Machine Gun Array, a MechWarrior sees
multiple strings of tracers moving toward the enemy BattleMech. These are available in
Inner Sphere and Clan versions.
Machine Gun Array:
IS
C
Long Tom:
IS
4.4.4.6 Long Tom
The Long Tom is a short muzzle, direct-fire artillery piece. It is both one of the heaviest
and one of the deadliest weapons in a MechWarrior’s arsenal. Firing a Long Tom gives off
one of the largest booms of any of the weapons available. You will see a huge amount of
smoke and fire erupt from the weapon’s muzzle and your BattleMech will actually recoil
slightly after firing. It has a large diameter impact on the target. Only an Inner Sphere
Long Tom is available, no Clan equivalent exists.
tion is simply
This new Inner Sphere inven
to figure out the
awesome, though I have yet
tion in which to
best ’Mech and battle situa
use it.
KEY
C : Clan
IS: Inner Sphere
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Long-Range Missiles:
LRM/5
IS
C
LRM/10
4.4.5
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Missile Weapons
There are numerous missile weapons available. Each is slightly different and unique in
appearance and effect. In the following section, the various missile weapons are described
in detail.
IS
C
4.4.5.1 Long-Range Missiles (LRMs)
LRMs are tracking weapons and can be fired up in the air to arc over obstacles. They fly
a smooth path and can cause random amounts of damage. LRMS do not follow the terrain
and, typically, require a lock-on time. Available in Inner Sphere and Clan versions for
LRM/5, LRM/10, LRM/15, and LRM/20.
LRM/15
IS
C
’t fire
With any of the missiles, don
t or the
from too close to the targe
e out
heat will be extreme. I’ve com
ter blowing
soaking wet from sweat af
my ’Mech.
fuel tanks which heated up
but were
Hard to pinpoint targets,
truction on
effective inflicting mass des
ise, bring
Clan installations; otherw
the NARC along and use it.
LRM/20
IS
C
KEY
C : Clan
IS: Inner Sphere
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Medium Range Missiles:
4.4.5.2 Medium-Range Missiles (MRMs)
The medium-range version. MRMs fly at high speed and straight as an arrow in the
direction determined by the targeting reticle. MRMs are available only in Inner Sphere
versions of MRM/10, MRM/20, MRM/30, and MRM/40.
MRM/10
IS
MRM/20
4.4.5.3 Short-Range Missiles (SRMs)
The short-range version. Conventional SRMs do not lock onto a target. SRMs fly at high
speed and straight as an arrow in the direction determined by the targeting reticle. They
do not follow the terrain. SRMs are available in Inner Sphere versions of SRM/2, SRM/4,
and SRM/6.
IS
MRM/30
IS
MRM/40
IS
Short-Range Missiles:
SRM/2
IS
SRM/4
IS
SRM/6
IS
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Clan Streak SRMs:
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4.4.5.4 Clan Streak SRMs
Streaks fly straight, but are capable of turning quickly as they track the targeted
BattleMech. They do not require a lock-on time. Available in CSTRK/2, CSTRK/4, and
CSTRK/6 versions.
CSTRK/2
C
CSTRK/4
C
4.4.5.5 Thunderbolt Missile
Unlike the other missile racks available to a MechWarrior, the Thunderbolt is a single,
large missile that strikes a single body part, resulting in enormous damage. Only an Inner
Sphere version is available.
CSTRK/6
C
Thunderbolt Missile:
IS
KEY
C : Clan
IS: Inner Sphere
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Anti-Missile Systems:
Special Use Weapons
AMS
The following weapons have special uses in the field of combat. Choosing whether or not to
outfit a BattleMech with them is dependent on the situation or mission at hand.
4.4.6.1 AMS/LAMS
Anti-Missile Systems are automatically fired devices that spray the area around your
BattleMech with laser bolts or shrapnel in an attempt to detonate incoming missiles of
all kinds. Typical SRMs move too fast for an AMS to lock on to them and, therefore, aren’t
a good target. Ballistic in nature, the AMS fires shrapnel and can run out of ammunition.
The LAMS is laser based, but does not run out of ammunition. However, it builds more
heat than the AMS does.
I always like to carry a
couple of AMS and
LAMS, especially for
when I’m in real trouble.
Too much weight. I prefer to
get them before they even
come close to hitting me.
And, I don’t get into trouble.
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Flare Launcher:
IS
4.4.6.2 Flare Launcher
Flares stick to whatever they hit and illuminate everything within a large radius. These
also block out Light Amplification during the time they burn and are not extinguished
when immersed in water.
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NARC Beacon:
4.4.6.3 NARC Beacon
NARCs fly exactly as SRMs do, and when they strike an enemy BattleMech or vehicle, they
stick to it and emit a beacon for all friendly LRMs and CSTRKs. After an active NARC is
on the field, LRMs and CSTRKs function as follows:
IS
C
· If they achieve a lock-on for a target, they go after that target.
· If they are fired without a lock, they immediately head toward the nearest friendly
NARC beacon, even if it means turning 180 degrees. They also track the NARC beacon
to the extent of their range. After they have selected a NARC to head toward, they
stay with that NARC even if another one moves in closer to them.
· Every time a BattleMech with a NARC on it is hit by weapon fire, there is a chance the
NARC will be destroyed. Even if not destroyed, a NARC continues to transmit for only a
short while. If a NARC strikes a BattleMech with Guardian ECM, the Beacon continues
to transmit for a short period. If a NARC is destroyed with missiles heading towards it,
those missiles will home in on the last known position of the NARC.
4.4.6.4 Artillery Strikes
Artillery is not really a component mounted on the BattleMech, but it appears on the
HUD weapons display and, therefore, should be mentioned. Should a MechWarrior have
any artillery strikes available for a mission, they will appear on the weapons display for
the mission. Artillery strikes are always in their own weapons group. The number of
strikes available is also indicated.
Artillary Beacon
IS
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If you have artillery selected, simply place the reticle over the site where you want the
artillery to land and fire the weapon. When you do this, a marker appears on the HUD at
that point and the system informs you that artillery is on the way. You will also hear a
whistling sound that increases in volume. Four seconds after that you’ll see the artillery
strike the target.
4.5
ARMOR
Armor is comprised of multiple layers designed to protect you and your BattleMech against
energy and projectile weapons. If possible, when the armor is damaged it should be replaced.
Following are the types of armor available to you: Ferro Fibrous Armor uses woven fibers of
ferro-steel and ferro-titanium for great tensile strength; Laser Reflective armor is more
effective against beam weapons than Ferro Fibrous armor; Reactive armor is much more
effective against ammunition-based weaponry.
Ferro Fibrous
Laser Reflective
To configure the armor on your BattleMech
1. Click the Armor tab in MechLab to display the armor screen.
2. From the Type drop-down menu, choose Ferro Fibrous, Reactive, or Reflective armor.
3. The default distribution of armor is indicated already, but you can allocate armor in varying
degrees to each of the nine locations by clicking the UP and DOWN arrows. Click R E S T O R E at any
time to return the BattleMech to its original configuration.
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Battle Strategies
Now that you’ve become familiar with the configurations of BattleMechs and their components, you can focus your attention on the next all-important step: how to battle
effectively in your BattleMech while in the field. This may be the most important section
in this MechWarrior BattleTech Reference , because without understanding some of the
techniques described here, you definitely will not survive to have regrets.
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5.1
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MANAGE YOUR HEAT
All MechWarriors must manage the heat of their BattleMechs. This is critical since on every
mission, heat is generated in varying degrees by weapons, as well as by movement, and can
seriously impact the BattleMech’s performance. Too much heat and the BattleMech shuts
down. To determine exactly how much heat you’re generating, keep an eye on the heat
monitor displayed in your BattleMech’s HUD. For more details on the HUD, see the
MechWarrior: Vengeance Quick Reference.
5.1.1
Stay Cool
If your BattleMech gets too hot, you will shut down, losing movement, HUD, radar, and other
controls until you’ve cooled off. Before this critical stage, it’s time to start looking for a way
to cool down.
To cool off your ’Mech:
· Stop generating heat by not firing your weapons and discontinuing movement.
· Perform a coolant flush by pressing F on the keyboard.
· Look for the nearest water source and jump right in.
· If you have persistent heat problems with a particular BattleMech, consider adding more
heat sinks (in the MechLab) to help dissipate heat buildup.
In the event your BattleMech does become hot enough to begin a shutdown you’ll have a few
seconds to override it by pressing S h i f t + O on the keybaord before a total shutdown occurs.
After shutdown, you must wait until the heat in your BattleMech drops before your
BattleMech auto-restarts or before you can safely power up again by pressing S on
the keyboard.
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KNOW THE ENEMY
It’s important to know your enemy. This includes knowledge of weapons and ranges in
addition to how different enemy vehicles perform on various terrain. While on the battlefield, also try to remain aware of the capabilities opposing BattleMechs possess and the
extent of their damage so you can prioritize targets on the battlefield.
5.2.1
Terrain
Remain aware of the terrain in which you are engaging the enemy. Some vehicles do not
perform well in certain environments. For example, tracked vehicles do not maneuver as well
or as fast in snow. For more information, see Section 3.4 Terrain Notes.
5.2.2
Know the Enemy’s Capabilities
You should already be aware of the available BattleMechs, but in the field of battle it’s
especially important to know when you’re just outgunned or the enemy BattleMech is too
fast for you. In the following topics, we’ll outline some key items to consider.
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5.2.3.1 Weapons and Ranges
Understand the weapons an opposing enemy unit is carrying as well as their ranges. For
example, a tank equipped with only short-range weapons should be engaged at maximum
range, beyond the range of its weapons. An enemy BattleMech or vehicle equipped with
extensive, long-range weapons should be engaged at short range where its weapons are
at a disadvantage. On the other hand, if you are carrying LRMs and your enemy is only
equipped for close-in combat, you should stay out of his effective range and attack with
long-range weaponry.
Another consideration is the type of BattleMech you are fighting. For example, if you’re
in an Inner Sphere BattleMech combating a Clan BattleMech of the same tonnage, you’ll
be slightly outgunned, unless you’ve customized your weaponry, because of the advantage the Clan weapons provide. If this is the case, be strategic in how you attack the
BattleMech. The best strategy may be to engage it with a faster BattleMech, but at close
range where its laser weapons must spend time recharging, which allows you time to
get in critical shots. Other times you might prefer fighting in a slower but much more
weapon- and armor-laden BattleMech for overpowering the enemy. Choosing the right
BattleMech for the situation is where your knowledge of BattleMech configurations
becomes highly valuable.
For more information regarding individual BattleMech specifications, see Section 3.0
Equipment Specifications. For information regarding different ways of configuring your
BattleMech, see Section 4.0 Working in the MechLab.
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5.2.3.2 Basic and Advanced Sensors
Knowing how to use your sensors directly affects your awareness of the enemy and their
awareness of you. Basic sensor equipment is standard on all BattleMechs. You cannot
remove the basic sensors—they’re always there. All mobile weapon units also have basic
sensors.
In the field, basic sensors don’t detect shutdown units. Therefore, one good tactic when
you know there are enemies in the area is to power down your BattleMech by pressing S
and waiting for the right moment to power up and attack.
Finally, not only is awareness of the enemy crucial, but it’s also just as valuable to
degrade their ability to be aware of you. If you power down your sensors (C t r l + R), you
reduce by half the range in which enemy sensors can detect you. This allows you to get
closer to the enemy, but also shuts off your radar and targeting system so you cannot
achieve lock-on with your missiles. Use this approach only when you have a clear view of
the enemy. Otherwise, it may put you at a disadvantage.
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Advanced Sensors
Some BattleMechs are capable of mounting advanced sensors that offer additional
capabilities. These include the Beagle Active Probe (BAP) and the Guardian ECM. The
BAP increases the active sensor range and decreases missile lock time. The drawback is
that it also decreases enemy lock-on time because it emits such a strong signal.
Conversely, the Guardian ECM is essentially a defensive weapon because it provides your
BattleMech with a Stealth mode by decreasing the range in which your BattleMech is
detectable. Guardian ECM also reduces the effectiveness of a NARC beacon if one hits
you. Unfortunately, just as with the Beagle Active Probe, the Guardian ECM emits a
strong signal and makes missile lock-on for enemy units easier. If your BattleMech has
both a BAP and a Guardian missile, lock-on time is reduced. However, even though you
have Guardian ECM, you can also give yourself away if you fire up your Jump Jets or your
heat level is above the 50 percent mark on the heat scale. Therefore, you should use
these advanced sensors wisely and sparingly.
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Enemy Armor
In respect to armor, once again it’s important to be aware of the enemy’s standard configuration. Of course, if the enemy has customized its BattleMech to use different armor, then it’s
a little more difficult to sort out just what armor is being used until you notice that one or
another weapon type is not having much effect. Some BattleMechs come with Reactive or
Laser Reflective armor and you’ll need to adjust your weapons accordingly. For Reactive
armor, try attacking the BattleMechs with laser weapons. For Laser Reflective armor, use
ballistic and missile weaponry for more of an impact.
5.2.4
Assessing Enemy Damage
Another important battle skill is being able to evaluate the extent of damage the enemy has
received. When you target an enemy BattleMech with your sensors, the diagram or armor
bars displayed in the HUD target information window indicate what parts have sustained
damage. You can also get a general assessment of how damaged a BattleMech is by
observing its movement.
For example, if you blow off an arm, it will appear missing, while serious damage to a leg
results in the BattleMech limping and its speed visibly reduced. Serious enemy damage is
apparent when there is smoke pouring from a body part. More serious damage causes fire
and sparks to come from the BattleMech.
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TACTICAL MANEUVERING
In the heat of battle, you need to master some tactical maneuvers, both offensive and
defensive. Begin by studying the offensive maneuvers and then move on to some defensive
maneuvers that will help you.
5.3.1
Continue Moving (offensive and defensive)
It’s very important in battle to remain on the move. You’re a much easier target to hit if
you stop or slow down.
Not only should you continue moving while you fire your weapons at the enemy, you should
never attack them head on where they can get a good shot at you. Always pivot to fire at
the enemy while you perform angular and circular sweeps around and through them, instead
of stopping to change direction. You’re a much more difficult target if you change direction
by swiveling while still moving, and pivoting your torso so you can keep the enemy in the
crosshairs.
5.3.2
“Circle of Death” (offensive)
The “Circle of Death,” as it’s commonly referred to by MechWarriors, is an offensive
maneuver in which the enemy is enclosed in a circle by you and your Lancemates as you
circle around them and fire. It makes it difficult for them to get a good shot at you and
allows you to get in several critical hits since the enemy is not able to get out of the circle
of death easily. However, you need to be careful about shooting a friendly BattleMech on the
other side of the enemy as you circle around.
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Death From Above (offensive)
Death From Above (DFA) is an uncommon offensive maneuver in which you use your Jump
Jets, if your BattleMech is equipped with them, to jump into the air and then land on an
enemy BattleMech. Though very difficult to execute, it is often lethal to an opposing
BattleMech and at the very least, can cause extensive damage.
5.3.4
Ramming (offensive)
Sometimes when all else fails, consider ramming the enemy. For example, if you find yourself
out of ammo, or maybe your primary weapons have been destroyed, you could try ramming
the enemy at full speed. The amount of damage inflicted increases with the velocity of
the impact.
5.3.5
Evasive Maneuvering (defensive)
In addition to staying on the move, consider crouching or hiding as an evasive maneuver.
Crouching (C on the keyboard) makes you a smaller target and, therefore, harder to hit.
This is particularly useful with short-range and medium-range missiles because the IS
versions don’t have lock-on and once they are fired, you can see them. Sometimes, this
allows time to crouch in order to avoid the impact.
Hiding is also a very good defensive tactic. As discussed earlier, you can hide from enemy
radar by turning your sensors off or by powering down. This is very helpful in terrain where
you’re not apparent to the eye, such as in a canyon, a valley, or behind a structure.
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SHOOT TO KILL
When you target the enemy with your reticle, remember to shoot for the head, center torso,
or the legs. Since the center torso is usually the most heavily armored, the head and legs
are the two most vulnerable areas of a BattleMech and quickly result in significant if not
fatal damage. When you have a BattleMech pinned down and damaged, don’t let off until
it’s destroyed!
5.5
USE YOUR LANCEMATES EFFECTIVELY
It’s valuable to use your Lancemates effectively in battle because they’re there to help.
They aren’t nearly as effective if you don’t direct them. As your Lancemates gain experience
in the campaign, they increase in skill. Therefore, issue commands to make them do a lot of
the fighting for you because it will benefit you and your Lancemates throughout the
campaign.
For example, when your sensors pick up the enemy, cycle through potential targets by
pressing E . Then, select all Lancemates (F 4) and have them attack the target you choose for
them in the targeting window (F 1) while you attack another target.
Or, as the battle heats up, consider selecting individual Lancemates to attack specific
targets. In this case, select the target and then select the Lancemate you want for the
attack (F 1 - F 3). To have them attack the target you’ve selected, press F 1.
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CHANGE VIEWS AS NECESSARY
For some situations, you may want to switch your view to outside the BattleMech. For
example, while in cockpit view (the default), shooting aircraft out of the sky usually
requires being able to see beyond the edges of the cockpit. If you change your view to
outside the BattleMech by pressing V , it’s much easier to see enemies in the air and
pinpoint them with the targeting reticle as they fly by. A change of perspective is also useful
for more clearly seeing the surrounding terrain, vehicles, buildings, enemies, Lancemates,
and other objects.
For more details on the keyboard and joystick commands, refer to your MechWarrior
Quick Reference.
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PERFORM FIELD REPAIRS
You can perform field repairs any time you can find a BattleMech repair bay. To use a repair
bay, enter the bay and shut down using the S key on your keyboard. The BattleMech is then
repaired and re-armed automatically, starting with resupply, and then with repairing armor
and internal damage. Areas that are destroyed cannot be repaired, so it is wise to get to a
repair bay before damage is too critical! After repairs are completed, the BattleMech is
automatically restarted. You can discontinue repairs at any time by powering up with the S
key on your keyboard.
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Section 6.0
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Finding Some Action
Get your BattleMech into action with MechWarrior: Vengeance by choosing C a m p a i g n,
I n s t a n t A c t i o n, or M u l t i p l a y e r from the Main menu. Campaign is what it’s all about—this
is where you carry the responsibility of trying to save the planet from Steiner rule.
MechWarrior: Vengeance was created with the campaign and its rich storyline in mind.
As an alternative, Instant Action offers you a chance to get your BattleMech’s feet wet
without the obligation of rescuing the planet. It offers Mission Play, Training, Wave, and
Master Trials. Last but not least, Multiplayer lets you fight against other BattleMechs in a
number of different games as an individual or as part of a team.
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6.1
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CAMPAIGN
You have received the final message from your father, the Duke Eric Dresari. As his son and
a proud MechWarrior, it is your duty to defend and uphold the name of the House Dresari.
You’ve had your training, you’ve battled in the Clan wars and received many accolades away
from home, and now you must face the toughest test of all—to restore Davion rule to the
planet. This is your calling and your destiny.
Your campaign begins near a hidden base on the moon orbiting your home world of Kentares
IV. It is made up of a sequence of operations that take place in different environments.
Each operation requires you to complete several progressively difficult missions. In the
missions, you and your Lancemates must develop the necessary skills and tactics to complete
the operations and make the campaign a success. Not to succeed is unthinkable.
6.1.1 About Kentares IV
After the debacle at New Rhodes III in which an overconfident Kurita commander had his
parade rained upon by Davion BattleMechs, the humiliated Draconis Combine’s Coordinator
Minoru and his Light ‘Mech regiment made its way to Kentares IV. Shortly thereafter, Minoru
was killed by a sniper from the 7th Crucis Lancers.
When Warlord Jinjiro heard the news of Minoru’s death, he himself left for Kentares IV. He
gathered his commanding officers and gave them the order to “kill them all.” Kurita units
dispersed across Kentares IV and began systematically rounding up and killing every citizen
of the planet. But killing hundreds of people day after day began to take its toll on the
soldiers’ morale. Some began allowing groups to escape, and eventually, the soldiers
themselves began doing the same. For Jinjiro, the deaths were simply a statistic. When Jinjiro
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had satisfied his revenge enough to leave Kentares IV, his men had massacred more than 90
percent of the population, some 52 million men, women, and children.
Once news of the Kentares massacre spread, it wasn’t long before Davion troops were
launching independent, unsanctioned offensives against Combine forces. Fueled by emotion,
these vigilante attacks generally succeeded. This and the erosion of the Kurita force’s
morale, eventually caused House Davion to seize the opportunity to launch a massive
counteroffensive to take back their planets.
When word got out of the Davion offensive and its intentions, panic struck their enemy. Many
Kurita soldiers simply abandoned their posts and headed for the nearest Dropship, or simply
defected. After the third Davion offensive in 2811, the Kurita defenses completely crumpled.
By 2821 most of the fighting had died down and a cease-fire existed between the Draconis
Combine, the Lyran Commonwealth, and the Federated Suns.
The cease fire did not last long as the Succession Wars continued for the next two and a
quarter centuries, ruined hundreds of worlds, and bankrupted the economies of the Successor
States. The strongest remaining military was the Armed Forces of the Federated Suns led by
Prince Ian Davion and his brother Hanse. Hanse Davion became First Prince of the Federated
Suns in 3013 after Ian’s death. Prince Hanse’s greatest accomplishment was the alliance
between his Federated Suns and Archon Katrina Steiner’s Lyran Commonwealth.
6.1.2
About Salvage
After every campaign mission you are presented with salvage information telling you what you
gained from the mission. Be aware that you do not have any weapons available in MechLab for
cutomizing your BattleMech until you receive them through salvage upon completion of the
first mission in the campaign.
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The following are descriptions of the campaign operations:
“Optimism”
Set on the moon, this operation requires you to use your basic combat skills. Your operating
environment is the moon of Kentares IV where heat management is not critical. You operate
in a support role, but do not direct other BattleMechs.
“Early Success”
In the arctic region of the main planet, this is your first opportunity to show what you can do
by directing the success or failure of the missions, and thus, the campaign.
“First Command”
Now in an alpine environment, you and the small army you have amassed must leave the
arctic region for the more heavily populated continents on the planet.
“Building Forces”
You’ve moved on to the desert and a series of missions where you must liberate weapons and
additional warriors to form the core of an army for a direct assault on Steiner forces. Along
the way, cries of revolt are heard as news of your crusade begins to leak out to the rest of
the planet.
“The Greater Good”
On to the swamp. In this operation, a proclamation speech is made by Roland stating that
support for your renegade forces has been traced to Gale—a small seaport town.
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“The Darkest Hour”
This operation places you in the urban areas while civil war rages on Kentares IV.
“Final Victory”
This is the final assault. Good luck!
6.2
INSTANT ACTION
Maybe you don’t want to undertake the campaign to save the planet just yet. In this case,
choose I n s t a n t A c t i o n from the Main menu. Instant Action offers four different modes:
Mission Play, Training, Wave Play, and Master Trials. Simply choose your Instant Action mode
from the drop-down menu.
6.2.1
Mission Play
The default mode for Instant Action is Mission Play which allows you to play either the first
mission of the Campaign, or any of the missions that have been revealed to you in Campaign,
whether or not you’ve completed them. The advantage in Mission Play is that you can choose
day or night, the difficulty level (Normal, Veteran, or Expert), and take up to three
Lancemates along with you.
6.2.2
Training
When you choose Training from the drop-down menu, you’re launched into a training mission
that is really just a refresher course on the basic skills that are absolutely necessary in
battle. The training mission covers movement and torso twisting, as well as how to use your
weapons effectively and blow things up!
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Wave
In Wave mode, you encounter waves of attackers that you must fend off a wave at a time. You
determine the map to use, the time of day, the difficulty, the number of lives you have,
and the number of waves. You can also specify up to four BattleMechs you’d like to
fight against.
6.2.4
Master Trials
When you select Master Trials mode in Instant Action, the mission and the options for it are
randomly generated for you. You do have the option of selecting the BattleMech you want to
use. Once selected, all you have to do is get into the cockpit of the BattleMech and prepare
yourself for action.
6.3
MULTIPLAYER ACTION
There is lots of action to be found in Multiplayer. Click M u l t i p l a y e r on the Main menu to
display the Multiplayer screen with options to create, edit or remove a connection type. You
can also host a game or connect to someone else’s game. Any of the Multiplayer options
allow you a chance to battle with and against other MechWarriors in a variety of multiplayer
game types.
At the conclusion of a multiplayer game, the scoreboard displays the points you scored for
that particular game. By clicking N E X T G A M E, you’ll return to the Game Lobby where you can
configure and launch another game.
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Create a Connection Type
Before you can use a connection to play a multiplayer game, you must first create it. Use the
procedure that follows to do this.
To create a new connection
1. Click N E W.
2. When the Connection Setup Wizard displays, indicate whether or not you’re currently connected to
a network and then click N E X T.
3. In the next window, choose your Connection Type and Connect Speed from the drop-down menus,
and then click N E X T.
4. In the next window, select how you want to browse for multiplayer games, and then click N E X T.
5. In the next window choose an appropriate name for the connection, and click D O N E. The
connection you created is now available in the Connection Type drop-down list. You can also edit
or remove any connection you’ve created.
6.3.2
Host a Game
If you want to host your own multiplayer game, it’s very easy in MechWarrior: Vengeance.
Hosting a multiplayer game allows you full control over game options. Use the following
procedure to host a game.
To host a game
1. Click H O S T to display the options screen for hosting. Use Rollover Help to find out more about an
option by holding the cursor over it. Select from the check boxes to set the game options.
2. Click S T A R T once you’ve selected the options for your game.
3. In the Game Lobby, choose your BattleMech and the Mission, Map, and Server details for
your game.
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4. Add computer players, or “Bots,” to your game if available by clicking the A d d B o t button.
5. Click L A U N C H to begin playing.
6.3.3
Connect to a Game
When you want to connect to a game that someone else is hosting, use the C o n n e c t button.
The Connection Servers screen then displays a list of active games. Each game shows the
server where the game is being hosted, the map used, and the type of game.
To connect to a game
1. Highlight a game in the list to see the number of players that are currently playing.
2. Find a game that has room for more players, highlight it, and click C O N N E C T to enter the game
lobby for the game you’ve chosen. In the Game Lobby you’ll be able to see the configuration for
the game you’re about to play.
3. Choose a Mech and a Team (if required) and then click R E A D Y, and wait for the game to begin.
6.3.4
Multiplayer Game Types
Destruction (team and individual)
The most straightforward of all the games. Kill or be killed. You’re trying to kill your
opponent as many times as possible within the given time limit.
Action
Points
Kill
1
Teammate kills
-1
Suicide
-1
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Attrition (team and individual)
Like destruction, but points are awarded for damage inflicted as well as for kills.
Action
Points
Point of damage
inflicted on an
opponent
1
Destory enemy’s
weapon
50
Destroy enemy
BattleMech
500
+ Tonnage
Bonus
Self-inflicted
damage
-1
Destroying own
weapon
-50
Destroying own
BattleMech
-500
Killing teammate
-500
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Tonnage bonus for kills (target tonnage
minus attacker tonnage) x 5 = bonus
(if negative number, then it’s 0)
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Capture the Flag (team only)
Each team in the game has a flag. The flag is located in the center of the team’s drop zone.
An enemy flag must be returrned to your drop zone to get points.
If anything happens to the flag bearer, the flag is ejected. If not picked up within 30 seconds,
it is automatically returned to the drop zone where it originated. Each time the flag is
captured, points are awarded to the capturing team.
Action
Points
Capture
1000
Kills
25
Teammate kills
-50
King of the Hill (team and individual)
This is an old fashioned territorial dispute where you are trying to occupy the “hill,” a 100meter space on the map, for as long as possible. The longer you’re on the hill, the more
points you get.
Steal the Beacon (team or individual)
This is a game of keep-away in which you score points by taking and possessing the flag
within a given time limit until an opponent takes it away from you by killing you. If you shut
down, the beacon is relinquished.
Action
Possession of beacon
Points
1 per second
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Section 7.0
Additional Operational Details
Becoming a seasoned MechWarrior will take more than just reading and studying the MBR—it
requires time and experience in the field and in the cockpit of these huge fighting machines. We’ve
done our best to cover the most appropriate aspects of BattleTech as it applies to BattleMechs,
but could never confidently cover every detail you could encounter once the action starts. This
section covers a few additional operational details that should help send you on your way, but the
rest is up to you!
7.1
GETTING HELP
An important detail is how you can get in-game Help for screens and objects in MechWarrior:
Vengeance. In any screen in the game, except the Main menu and the HUD, you can access Rollover
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Help by pausing the cursor over an item. After a second or two, descriptive text is displayed in the
text field at the bottom of the screen. For the HUD, make sure to keep your MechWarrior Quick
Reference handy so you can quickly refer to descriptions of the HUD elements, as well as all the
keyboard and joystick commands.
Descriptions of the items on the Main menu follow:
Campaign
Allows you to select a BattleMech and start or continue Campaign missions.
Instant Action
Allows you to choose your BattleMech and difficulty level for any one of four modes of
action in which to participate.
Multiplayer
Allows you to define a number of options for setting up a multiplayer game.
MechLab
Allows you to select a BattleMech and customize its chassis, weapons, and armor.
Roster
Allows you to create, edit, clone, and delete pilot names for the campaign.
Options
Allows you to change in-game hardware and software options.
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Cinema & Credits
Allows you to review the in-game cinemas and view the credits for the game.
Quit
Exits you from the game.
While you’re in the HUD, if you press the Esc key on the keyboard, commands are displayed for
resuming or exiting the mission, returning to the Main menu, quitting the game, or changing the
game options.
For specific commands, use your MechWarrior: Vengeance Quick Reference. We’ve provided all the
keyboard and joystick commands as well as callouts and definitions for all the HUD elements.
7.2
EXPLORING YOUR OPTIONS
Click the Options button on the Main menu to display the Game options tab. In this screen, you can
change a number of options that affect game play, but you can also click the tabs for Video, Audio,
Controls, and Multiplayer to configure those options as well. The options and how to use them are
described in this section.
7.2.1
Game Options
The Game options tab lets you make choices regarding Difficulty level, Heat, Invincibility, Unlimited
Ammunition, Friendly Fire, and Splash Damage. Change the difficulty level by selecting Normal,
Veteran, or Expert from the drop-down menu. For the other options, it’s simply a matter of
selecting the check box for On or Off. You can also set your default view as 1 st Person or 3 rd
Person by selecting the appropriate box.
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Video Options
The Video options tab lets you change Screen Resolution, Graphical Detail, Gamma, Brightness,
and Contrast. Screen Resolution and Graphical Detail are drop-down menus from which you can
make the appropriate choice. Contrast, Brightness, and Gamma each have a slider bar that you
adjust by clicking on and dragging the slider.
If you click the radio button for Advanced Settings on the Video options tab, there are many
additional options available. For Shadows, Particle Density, and Model Density you select Low,
Medium, or High from the drop-down menu. To adjust Filtering, you select Bilinear, Trilinear, or
None from the drop-down.
You can adjust the sliders for Lights, Composite Layers, and Clipping Range. A series of check
boxes lets you make other choices about game graphics. Rollover Help provides you with descriptions for each of them.
7.2.3
Audio Options
The Audio options tab lets you change the volume level for Effects and Music. Use the sliders to
adjust these. For Betty and Hardware acceleration, select the check box for On or Off.
7.2.4
Controls Options
The Controls options tab lets you configure the game to use the Keyboard, Joystick, or Mouse as
your game controller. Simply select the box for the appropriate game controller device. You can
also configure the mapping of the controls for each device. The DEFAULT button restores all
settings to the default configuration.
7.2.5
Multiplayer Options
The Multiplayer options tab allows you to configure your player name, team names, insignias, and
your servers.
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Glossary of Terms
ACRONYMS
AC
Autocannon
DZ
AMS
Anti-Missile System
APC
Armored Personnel Carrier
ECM electronic countermeasures
APU
Auxiliary Power Unit
BAP
Beagle (active probe)
CSTRK Clan Streak Short-Range
Missile
DFA
90
death from above
APPENDIX A
GLOSSARY OF TERMS
Drop Zone
ER
extended range
HUD
heads-up display
IS
Inner Sphere
KIA
killed in action
LAMS Laser Anti-Missile
System
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LBX
Luxor Ballistic X (Ten)
ML
Medium Laser
LOS
line of sight
MRM
medium-range missile
LRM
long-range missile
PL
Pulse Laser
PPC
Particle Projector Cannon
SRM
short-range missile
TCI
tactical command interface
MBR MechWarrior’s BattleTech
Reference
MFD
multi-functional display
MG
machine gun
MIA
missing in action
TERMS
amp
amplification
ammo
ammunition
recon
reconnaissance
coolant The “fluid” that can be
flushed through a
BattleMech’s system to
quickly reduce overheating.
calibrate To adjust the precision
or measurement of an instrument.
charging weapon Type of weapon that
uses stored energy to operate, and which must be recharged after each use in
order to fire again.
chassis The physical frame or
structure of a mechanical
object.
Drop Zone (DZ) The target or area
on the ground where troops or
equipment are dropped from
the air.
Endo Steel A variation of the
standard, internal structure
of a BattleMech, which weighs
only half of what the standard structure weighs, but
which also increases the
propagation of internal damage.
MECHWARRIOR: VENGEANCE
BATTLETECH REFERENCE
91
FC-0904-93
RESTRICTED
Ferro Fibrous Armor The standard
armor used to protect a
BattleMech. It weighs less
than Reactive armor and Laser
Reflective armor, but takes
up more space on a
BattleMech.
heat sinks The exterior panels or
shields on a ’Mech that dissipate heat.
Jump Jets The plasma fueled
components on a BattleMech
that enable it to jump over
objects.
Laser Reflective Armor A variation of
the standard armor used to
protect a BattleMech. It is
more effective against laser
beam weapons.
line of sight (LOS) The line of vision
from a person’s eye to the
point being viewed.
loadouts Refers to the weapons
configuration of BattleMechs
and vehicles.
lock or lock-on For missiles, when a
target has been locked onto
with the reticle.
92
APPENDIX A
GLOSSARY OF TERMS
lock on To fix and hold onto a
target automatically with the
reticle.
NARC Beacon A beacon that gives
away the location of an enemy
vehicle by emitting a targeting signal for tracking missiles.
Paint To keep a target in the
radius of your reticle for a
few seconds in order to get a
missile lock.
Reticle The targeting symbol in
the center of the HUD.
Reactive Armor A variation of the
standard armor used to protect a BattleMech. It is more
effective against ballistic
and missile weapons.
short out When an electrical
system or circuitry overloads
and shuts down.
standoff When two opposing sides
or forces are in a deadlock,
or holding each other at a
distance.
Tonnage Refers to weight in
tons.
RESTRICTED
FC-0904-93
Credits
Producer
tj “PAINGOD” wagner
MechWarrior Artists
Core Team
Heinz “Tryptic”
Schuller, Lead
Tom “Hard Boiled”
Burlington
Mark “Godmoth”
Duncan
Leon “Gorgon” Gor
Karin “Special K”
LaPadula
Jamie “Biggles”
Marshall
Duane “ArtistX”
Molitor
Mary “MKO” Omelina
Kelly “Kilo Romeo”
Rains
Lex “BooYah” Story
Mark “Stumblebunny”
Selander
Robert “Chachi”
Smiley
Eddie
“Gubmentcheese”
Smith
Additional Artists
Vic Bonilla
Derek Carroll
Larry Mast
Derrick Moore
Dave McCoy
Alan Nunes
Tom Price
Brennan Priest
Ron Probert
Steve Scott
Robert Stein III
Patrick Watje
MechWarrior Designers
Core Team
David “Wicced” Abzug
Christopher “Bamm”
Blohm
Derek “mantis”
Carroll
Paolo “Wild Chicken”
Malabuyo
Sage “Arioch”
Merrill
Michael “Macleod”
Turner
Additional Designers
Loren Coleman
Eric Trautman
Sean Vesce, Design
Consultant
David “PromKing”
Berger
Chun-Kit Jacky
“RumbleMan” Chan
Jerry “Splotch”
Edsall
Andrew “Morfane”
Farrier
Michael “Wolfherz”
Gaertner
Michael “Nomar”
Lyons
Tom “IceMan” Steinke
Paul “Eggboy” Tozour
Fang Wang
Additional Developers
Nicolas Gauvin
Jesse Janosov
Dan Foy
Intellectual Property
Dave “Paladin”
Luehmann, GPM
Dave “Super” McCoy,
Creative Director
Jordan Weisman
Program Management
Development
Alison Stroll
Core Team
Setup
John “Undead” Yovin,
Lead
J.M. “vonShroom”
Albertson
Melody Litovkin
MECHWARRIOR: VENGEANCE
Test Team
James “Hammur” Mayo,
Test Lead
Rob Baldwin
Bruce “Wiley” Carr
Michael “Axehilt”
Engle
Jacob “Bataar”
Fulwiler
Scott Gerlach
Eduard “Chunia”
Gorbach
Michelle Grisim
Doug Hall
Shawn Johnson
Mike “TINY” Jones
Jeff “Dry Heaves”
Kafer
Brian Kirkness
Adam “azero” Maloy
Doug “Blage Margle”
Martin
Peter “Von” Mayberry
Steve Robinson
Prodipto “Death
Sheep” Roy
Susi “El Dorado”
Tisdale
Marc “Wraith”
Watkins
Earnest Yuen
Configuration Test Team
Harold Ryan, Lead
Paul “Mr. Happypants” Gradwohl
BATTLETECH REFERENCE
93
Dan “Silent Thunder”
Hitchcock
User Education
Writer
Keith Cirillo
Print Designer
Chris Burns
Editor
Sheila Espinoza
Digital Artisit/QRC Designer
Jeannie Davison
Illustrator
Eddie Smith
GOS
Andy Glaister
Nigel Keam
Jim “Shaft” Reichert
Scott Murray
Kevin Loza
Matthew Wilson
GUN
John Smith
Brian Chapman
Shaun Cooper
Michael Moore
Eric Lee
Mark Grimm
Rich Bonny
Richard Tsao
FC-0904-93
RESTRICTED
ZoneStats
Technical Support
Management
Dan Adam
Rocco Crea
Brandon Cruz
Matthew Esget
Jason Graf
Jason Keimig
Steven Pennington
Brett Roark
Michael Swink
Steve Kastner
Matt Gradwohl
Craig Henry
Douglas Herring
Stuart Molder
Eric Straub
Jo Tyo
Edward Ventura
JoAnne Williams
EBU Setup
Chris Haddan
Randy Shedden
User Testing
Ramon “CheezDawg”
Romero
Kyle “Pook” Drexel
Jerome “Geronimo”
Hagen
Fred “FlydaddyFred”
Northup
Lance “Clay” Davis
Thomas “Kasier_Soze”
Fuller
Bill “Abbaddon”
Fulton
Kevin “Mao” Keeker
Dina “Gimpy” Suda
Ken “TheTarget”
Bachman
Beta Coordination
Matt Alderman
Lina Huber
Rhonda Warnke
Product Planner
Jon “Gothmog”
Kimmich
Marketing
Chris Cocks
Steve Fowler
Peter Parsons
Audio
Duane Decker, Audio
Lead
Legal
Jeff Koontz
Sue Stickney
Diane Tibbott
Judy Weston
Music
Localization
Musicians
Jennifer Bixler
Suzanne Boylan
Michel Buch-Anderson
Yataka Hasegawa
Michael Ivory
Eric Kao
Ji Young Kim
Kazuyuki Kumai
In Goo Kwon
Joon Ho Lee
Robert Lin
Atsushi Miyake
Hiroshi Ogura
John O’Sullivan
James Shen
Kazuyuki Shibuya
Jonathon Young
Simon James, Concert
Master
Simon
James,
st
1 Violin
Kyung
Sun Chee,
st
1 Violin
Tomst Dziekonski,
1 Violin
Linda
Anderson,
nd
2 Violin
Jean
W. Yablonsky,
nd
2 Violin
Susan Guikis, Viola
Laurel Wells, Viola
Joe Gottesman, Viola
Rajan Krishnaswami,
Cello
Susan Williams,
Cello
94
Duane Decker
Orchestrations
Stan LePard
CREDITS
Virginia Dziekonski,
Cello
Stephen Schermer,
Bass Violin
Peter Ellefson,
Trombone
Stephen A. Fissel,
Bass Trombone
John Aigi Hurn,
Trumpet
Charles Butler,
Trumpet
Joseph Berger,
French Horn
Peter Moore,
French Horn
Susan Telford, Flute
Dan L. Williams,
English Horn
Clifford Allen
Garrett, Guitar
Duane Decker,
Keyboards &
Percussion
Live Music Tracking
Redwest C
Jungle Studios
Sound Design
Becky Allen, Project
Coordinator
Voice Post Production
Pete Comley
Cinema Post Production
Duane Decker
Jerry Schoeder
EBU Audio Team
Jeff Stone
Matthew Lee Johnston
David Henry
Barry Dowsett
Cinema/Dialogue Producer
Dan Carver
Opening Cinematic and CGI
StationX
Additional Cinemas
Bright Pictures
Special Thanks for
many things
Virtual World
Entertainment
Kori Brown
Soundelux
Soundelux Staff
Scott Gershin,
Creative Director
Dutch Hill,
Sound Design and
Supervision
Peter Zinda,
Sound Design
Original Soundtrack
Available on Varèse
Sarabande Compact
Discs
Command a Full Company of Mercenary Mechwarriors in a
Real-Time Combat Game of Power, Tactics and Treachery.
THE MECHWARRIOR
®
G A M E O F TA C T I C A L C O M M A N D
Ruling from your orbital dropship, you customize your BattleMechs,®®
develop your MechWarriors’ skills, and direct your plan of attack. Tip the
balance of power between three warring noble houses. Change history.
Know what it is to command.
COMING IN 2001 • WWW.MECHCOMMANDER.COM
OWN THE
’MECH OF
YOUR DREAMS
[Over 300 ’Mechs and vehicles available. Everything from Atlas to Zeus.]
• Models come unassembled, unpainted and are 3 inches high •
STRIDE THE BATTLEFIELDS OF A
THOUSAND WORLDS AND LEARN
THE PRICE OF HONOR AND AMBITION.
[Available from FASA/Ral Partha by visiting www.fasa.com or www.ralpartha.com]
• BattleTech® and ’Mech® are registered trademarks of FASA Corp. Copyright©2000 FASA Corp. All rights reserved •
Help is available from many different sources. Please take
the time to read the following so we may direct you to the
most appropriate help source for you.
MICROSOFT PRODUCT SUPPORT SERVICES
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The services and prices listed here are available in the
United States and Canada only. Support outside the United
States and Canada may vary. Microsoft’s support services
are subject to Microsoft’s then-current prices, terms, and
conditions, which are subject to change without notice.
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SELF-HELP
Help yourself with Microsoft Personal Online Support—designed specifically for home users and individuals! Go online
and get the most up-to-date answers swiftly and easily. You
can use simple self-help tools or search a wide variety of
technical information. If you still need help, Personal Online
Support provides an easy way to submit support incidents
directly to Microsoft via the Web.
Connect to Personal Online Support at: http://
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ASSISTED SUPPORT
No-Charge Assisted Personal Support
If you acquired this product as a stand-alone retail product,
you are eligible for unlimited no-charge assisted Personal
Support for this product during regular business hours. You
can receive no-charge Personal support via the Web or the
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For Applications, PID is a 20-digit number that you can find
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MechWarrior, BattleTech, BattleMech, and ‘Mech are registered trademarks or trademarks of FASA Corporation and/or Microsoft Corporation in the United States and/or other countries.
Microsoft, Windows, and Microsoft MechWarrior: Vengeance, are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries/regions.
Microsoft and Windows are registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.
© 2000-2001 Microsoft Corporation. All rights reserved.
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not eligible for no-charge Personal Support, you can use
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Web-based support on Microsoft’s Personal Online
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the Web, you can submit a no-charge or paid incident
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your solution is available and your answers are ready
during regular business hours. Connect to Online
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Via the Phone
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In the U.S.: Regular business hours for no-charge
assisted Personal Support are 5AM to 9PM Pacific
Time Monday through Friday, and 9AM to 3PM Pacific
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Games & Multimedia: (425) 637-9308. This number is
based in Redmond, Washington, so your phone
company may charge you for your call. Contact your
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In Canada: Regular business hours for no-charge
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For Official Use Only
FOR MECHWARRIOR
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AND SHOULD BE
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BattleTech Reference
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