Games Microsoft XBOX MECH ASSAULT User Manual

0103 Part No. X09-46559
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o n l i n e e n a b l e d
Controller
Jump
Back
Select
Energy
Move
Pause
Fire Weapon
Select Ballistic
Select Missile
Fire Weapon
Scoreboard (Multiplayer)
Rotate Torso
Global/Team Chat (Multiplayer)
Defensive Weapon
n o
t
e
The button layout on your controller may differ slightly from the one shown here. Gameplay is exactly the same.
Cycle
Weapon
Groups
To learn m ore a bout MechA ssaul t or ot her F ASA St udio™ game s, visit http ://www.fas astud io.co m
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1
SAFETY INFORMATION
About Photosensitive Seizures
A very small percentage of people may experience a seizure when exposed to certain visual images, including  ashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games.
These seizures may have a variety of symptoms, including lighthead­edness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of aware­ness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects.
Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these seizures.
The risk of photosensitive epileptic seizures may be reduced by sitting farther from the television screen, using a smaller televi­sion screen, playing in a well-lit room, and not playing when you are drowsy or fatigued.
If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing.
Other Important Health and Safety Information The Xbox Instruction Manual contains important health and safety information that you should read and understand before using this software.
Avoid Damage to Your Television Do not use with certain televisions. Some televisions, especially
front- or rear-projection types, can be damaged if any video games, including Xbox games, are played on them. Static images presented during the normal course of game play may “burn in” to the screen, causing a permanent shadow of the static image to appear at all times, even when video games are not being played. Similar damage may occur from static images created when placing a video game on hold or pause. Consult your television owner’s manual to determine if video games can be played safely on your set. If you are unable to  nd this information in the owner’s manual, contact your television dealer or the manufacturer to determine if video games can be played safely on your set.
Unauthorized copying, reverse engineering, transmission, public performance, rental, pay for play, or circumvention of copy protection is strictly prohibited.
Contents
Contract Memorandum 2
Main Interface 2
Heads-Up 3
The ’Mechs 4   5   6
Weapons 6   7   8
Salvage 8
Intel Data 9
Multiple ’Mechs 10
Xbox
Live
11  12  13  14  15
Your Support Team 16
Warranty 16
Customer Support 17
2
Contract Memorandum
WOLFNET Transmission Code:
1018NJ-3, GG2-3334-
A-Alpha Data. Clearance Code Charlie One.
HIGHLY CLASSIFIED
Of cial Contract:
7th Kommando, Merc Company, Wolf’s
Dragoons. FOR YOUR EYES ONLY.
As an elite member of Wolf’s Dragoons, you’ve been contracted to land on planet Helios ahead of a Dragoon regimental strike force. The task is highly challenging, but we will make it very rewarding for you.
Helios is under the control of technological zealots known as the Word of Blake. We need you to do what you do best—create confusion and disrupt their defense systems, particularly the orbital defense cannons. Keep your WOLFNET comm interface open with encryption turned on, because additional communiqués will follow. Take a minute to carefully read through them before each mission. They will contain up-to-date classi ed information. This is only the beginning.
<END Encryption>
Main Interface
We’ve con gured your tactical interface unit to give you the necessary information in the simplest, most direct form to use in the  eld. Protect this unit at all costs or you’ll be on your own without the appropriate technical and intel data you need to survive. The following information describes the Main interface.
CAMPAIGN
This is how you earn your paycheck—  ghting your way through mission assignments.
MULTIPLAYER
Just what it says—multiple ’Mech mercenaries in icting multiple wounds.
PLAYER SETUP
Get yourself a catchy nickname, con gure your ’Mech’s controls and get to work raining mayhem and chaos on the enemy.
OPTIONS
This is where you adjust the volume levels in the ’Mech’s sound system or view information about the engineers and military personnel who made it possible for you to be here.
3
Heads-Up
We know you’ve used the Heads-Up Tactical Display (HUD) for your ’Mech many times before, but we must make sure you have this information when you need it. Brief yourself on each component of the HUD so that when the heat is on you won’t need to refer to it again. It could mean the difference between getting out alive and not getting out at all.
WEAPONS DISPLAY
An icon in the center of the dynamic Weapons Display provides the status of the current selected weapon; only fully functioning weapons are available. The display shows how many rounds remain as well as the weapon’s power level (from level 1 to level 3). Level 1 is the default power and provides unlimited ammunition and  ring capability. The recycle time for the weapon you’re  ring is shown between 3 and 6 o’clock on your weapons display. When the bar  lls with red, it’s ready to  re again.
HEAT INDICATOR
The Heat Indicator is at top center (12 o’clock) on your weapons display. Using the color yellow and then red, it shows the current heat status of your ’Mech in terms of current heat level as well as heat dissipation. Red means heat is at a critical level, which may cause your weapons to malfunction.
ARMOR STATUS INDICATOR
At 1 o’clock on your Weapons Display, the Armor Status meter indicates your armor’s health in green. Each time you take a hit from an enemy weapon, it degrades your armor. Once your armor is completely destroyed, you’re dead.
SENSOR SCREEN
The Sensor screen is your on-board radar for tracking enemies and objectives. Enemies on the ground except foot soldiers are red dots; enemy ’Mechs are red squares; airborne enemies are red triangles; a mission objective is a yellow arrow on the outer ring of the sensor if outside of range or a yellow triangle when within range.
Reticle
Objective
Heat
Armor Status
Weapon Level
Recycle Offensive
Ammo
Jump Jet Fuel
Jump Jet Indicator
Target Jamming
AMS (Anti-Missile System)
Null Signature
Sensor Screen
= Objective
= Ground Threat
= ’Mech
= Airborne Threat
Recycle Defensive
4
The ’Mechs
MechWarrior, these are the ’Mechs we’ve provided for you. We’ve supplied you with a selection of the best possible ’Mechs we could get our hands on for each of your mission assignments.
For reference, the ’Mechs are organized from the light ’Mechs to the slower but very powerful assault ’Mechs. The ’Mechs all have different weapons loadouts, so when offered a choice you should pay attention to the type of mission it is and make your selection accordingly.
For example, when it’s not necessary to  ght in close, don’t compromise your equipment. Instead, remain at a distance and punish the enemy with your missiles. This might be a case where choosing the ’Mech with Javelins over the ’Mech with Crossbows could bene t you. In other cases, a ’Mech with jump jets is your best choice.
Uller
The Uller is extremely versatile and touts a potent arsenal of weapons that provide striking power at all ranges. It is fast, very well armored, and makes a great reconnaissance ’Mech.
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Class: Light BattleMech
Tonnage: 30 Speed: 40 mph Offensive Weapons: Pulse Laser,
Crossbow Missiles
Defensive/Special: Jump Jets, AMS
Owens
The Owens has become a staple for front-line regiments. It’s lightly armed, but fast, and can carry all Inner Sphere electronic components. It rarely engages an enemy directly but uses its superior electronics and LRMs to provide support for heavier ’Mechs.
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Class: Light BattleMech
Tonnage: 35 Speed: 45 mph Offensive Weapons: Machine Gun,
Crossbow Missiles
Defensive/Special: Target Jamming
Cougar
Ton for ton, the Cougar is probably the best ’Mech out there. With its low pro le and high speed, it’s very hard to hit and has a powerful weapons package for its size.
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Class: Light BattleMech
Tonnage: 35 Speed: 40 mph Offensive Weapons: Pulse Laser,
Autocannon, Javelin Missiles Defensive/Special: Jump Jets
5
Uziel
The Uziel combines maneuverability with  repower and decent armor; it is a good performer in any role. With its speed and jump jets, it’s ideal for hit-and-hide tactics.
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Class: Medium BattleMech Tonnage: 50 Speed: 35 mph Offensive Weapons: PPC,
Machine Gun, Crossbow Missiles
Defensive/Special: Jump Jets, AMS
Vulture
The Vulture is aptly named for its hunched shoulders, protruding head, and bird-like legs. Its lower-torso Omni slot add to its versatility, and its huge twin missile racks can carry more missiles than any other ’Mech. It is very good in a  re support role.
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Class: Medium BattleMech Tonnage: 60 Speed: 30 mph Offensive Weapons: Laser,
Machine Gun, Javelin Missiles
Defensive/Special: AMS
Catapult
Slow but extremely rugged, the Catapult is best used as a standoff threat where it can use its long-range missile racks. It is designed for second-line defense but with strong offensive capabilities.
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Class: Medium BattleMech Tonnage: 65 Speed: 25 mph Offensive Weapons: Pulse Laser,
Javelin Missiles Defensive/Special: Jump Jets,
Target Jamming
Thor
The Thor offers mobility and short- to medium-range capability. It successfully blends  repower and maneuverability, and it can dish out a lot of damage in any terrain.
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Class: Medium BattleMech Tonnage: 70 Speed: 30 mph Offensive Weapons: Laser, Machine Gun,
Crossbow Missiles Defensive/Special: Jump Jets,
Target Jamming
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