The Star League, established in 2571, united the five powers of the Inner Sphere into a treaty of peace
and economic cooperation in an attempt to end decades of strife. By the twenty-eighth century, greed
and years of peace had overshadowed the hatred of war that had resulted in the League. In 2784, Aleksandr Kerensky, deposed leader of the Star League, assembled his loyal officers and departed from the
Inner Sphere on an exodus to begin a new civilization. The destiny of this civilization, its Hidden Hope,
was to one day return to the Inner Sphere and reform the Star League.
In 2786, Kerensky founded the five planets of the Pentagon, which would be the refugees’ new home.
Fifteen years later, tensions among the different peoples again turned into war. After Aleksandr Kerensky’s death, his son Nicholas gathered together 800 loyal subjects, who left on another exodus to the
cluster world of Strana Mechty, “Land of Dreams.” Without the influence of a Kerensky, a two-decade
war broke out among the planets of the Pentagon.
On Strana Mechty Nicholas Kerensky restructured his society. He divided his 800 followers into 20
Clans, based on a caste system that placed the warrior at the head of the hierarchy. This is a Clansman’s family, he has no other. All allegiance is paid to one’s Clan.
The Clans returned to and conquered the planets of the Pentagon, and Kerensky continued to remove all
vestiges of Inner Sphere life. He established a eugenics program through which all those of the warrior
caste, the leaders of Clan society, are created through genetic manipulation of the original members of
themselves in battle. Freeborns, those not genetically created, are reviled.
Now, in 3058, the Clans are in the midst of an invasion to retake the Inner Sphere and take back their
rightful place as heads of the Star League. Each of the Clans strives to be the first to take Terra, the
cradle of the species. Although the Clans are presently bound by a truce, they await the time when they
will be able to resume their attack on those planets closest to Terra. Clan Ghost Bear, the mightiest of
Kerensky’s warriors, must head the Clans’ return home.
INTRODUCTION
1
Non-Combat Protocol
Combat Simulator
When you’re in the Ice Clan Hall, the opening to the right leads to the Combat Simulator, where you
have four choices.
Note: These missions are randomly generated by the computer. You may use the ’Mech of your choice,
NON-COMBAT PROTOCOL
customizable in the ’Mech Lab.
2
Click on the
’Mech’s name to
enter the ’Mech
Lab where you
can configure
your ’Mech.
Click on the up or
down arrow to select
different ’Mechs.
Click on
LAUNCH
when ready
to play.
Exit
Mission Computer
Click on DETAILS to get
additional information
about what’s happening in
the universe around you.
The LOGOFF
button will
take you back
to where you
were before
you came to
the computer.
The INTELLIGENCE section gives
you a communique from Head-
quarters. Click on VIEW to play it.
The BREIFING section
gives written details
about your mission.
STARMATES
The LAUNCH button
will get you started
on your mission.
The ’MECH PLANT section allows
you to modify your ’Mech.
NOTE: You cannot choose ’Mechs when you are out on a mission; you can only do so when you are
at the Ice Clan Hall home base. Choose wisely.
Selecting a ’Mech
You can only change ’Mechs when you are at the Ice Clan Hall home base; you cannot do so when you
are out on missions, although you may configure your ’Mech before every mission. To enter the ’Mech
Lab, click on the name of the ’Mech.
NON-COMBAT PROTOCOL
3
New Weapon Systems
In addition to all the weapons available in MechWarrior 2, Ghost Bear’s Legacy provides these new
weapon systems for your use.
Anti-Missile System
The anti-missile system is a rapid-fire, point-defense machine gun capable of tracking, engaging, and
destroying incoming missiles. While very effective, the system’s primary drawback is its high ammunition consumption. When a salvo of missiles attacks any BattleMech equipped with an anti-missile
NEW WEAPON SYSTEMS
4
system, the system automatically engages the salvo before they can hit the protected ’Mech. An antimissile system may be turned on or off by pressing Ctl-A.
Arrow IV Missile Artillery
The Arrow IV is a stand-alone missile system designed to deliver long-range salvos. The Arrow system
uses the area-saturation missile, which attacks an area rather than a specific target, inflicting massive
explosive damage to any object within a 45-meter blast radius.
Flamer
The flamer is a short-range energy weapon that taps into the superheated plasma of the BattleMech’s
fusion reactor. The flamer causes a great deal of heat to buildup on the target but it also causes a large
heat build-up in the ’Mech that is using it. Therefore, caution should be exercised when using this
weapon system.
Inferno Missiles
Inferno missiles are special-purpose missiles designed to affect the heat level of enemy BattleMechs.
Inferno missiles come in guided and dumb-fire modes and operate the same as SSRM-2 and SRM-2
systems.
Narc Missile Beacon
The Narc missile beacon is a heavily modified missile Iauncher that fires special missiles, called pods,
made up of powerful homing beacons mounted behind a magnetic head. If the missile hits its target, the
pod broadcasts a homing signal for any friendly missile systems equipped to receive Narc transmissions. Once established, the signal lock cannot be broken and the Narc cannot be destroyed.
NEW WEAPON SYSTEMS
Torpedoes
Torpedoes are maritime versions of regular short- and long-range missiles. Units equipped with torpedo
racks may not use normal missile ammo, and missile racks may not use torpedo ammunition.
(in standard configurations)
Armor: Ferro-Fibrous
Armament: 6.5 tons pod space available
Manufacturer: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
InternalArmor
Head39
Center T orso1212
Center T orso (rear)8
R/L Torso1011
R/L Torso (rear)7
R/LArm612
R/L Leg1013
CASE in all appropriate locations
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
ER Medium LaserRA11
LRM-5LA11
Ammo (LRM) 24LA11
Ammo (LRM) 4822
ER Small LaserLT10.5
StructureValue
Linebacker
Mass: 65 tons
Chassis: Endo Steel
Power Plant: 400 XL
Cruising Speed: 66 kph
Maximum Speed: 99.5 kph
Jump Jets: None
Jump Capacity: None (in standard
configurations)
Armor: Ferro-Fibrous
Armament: 17.5 tons pod space available
Manufacturer: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
InternalArmor
Head39
Center T orso2123
Center T orso (rear)10
R/L Torso1522
R/L Torso (rear)9
R/LArm1020
R/L Leg1524
CASE in all appropriate locations
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
ER PPCRA26
SRM-4 StreakRT12
Ammo
(SRM Streak) 25RT11
ER PPCLA26
LRM-5LT11
Ammo (LRM) 24LT11
ER Small LaserRT (R)10.5
Capabilities
The Linebacker's increased speed means it
carries less armament, but those weapons
it does carry, along with its speed, make it a
formidable foe on the battlefield. In its
standard configuration, the Linebacker
punishes threats from a distance. Enemies
that do not succumb to its energy weapons
or run away from its missile barrage are
taken care of by its heavier compatriots.
StructureValue
DIAGRAMS OF THE BATTLEMECHS
11
DIAGRAMS OF THE BATTLEMECHS
12
Grizzly
Mass: 70 tons
Chassis: Endo Steel
Power Plant: 280 Standard
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: 4
Jump Capacity: 120 meters
Armor: Standard
Armament:
1 Gauss Rifle
1 LRM-10 Launcher
1 Large Pulse Laser
1 Medium Pulse Laser
1 Small Pulse Laser
Manufacturer: Unknown
Communications Systems: Unknown
Targeting and Tracking System: Unknown
InternalArmor
Head39
Center T orso2231
Center T orso (rear)10
R/L Torso1523
R/L Torso (rear)7
R/LArm1122
R/L Leg1527
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Gauss RifleRA612
Ammo (Gauss) 16RA22
Large Pulse LaserLA26
Medium Pulse Laser LA12
Small Pulse LaserLA11
LRM-10RT12.5
Ammo (LRM) 12RT11
Jump JetsRL22
Jump JetsLL22
Capabilities
The Grizzly is used by PGC commanders
for roles that other Clans would fill with
Summoners and Hellbringers. The ’Mech's
heavier armor and standard engine give it a
much higher survival rate, which is fortunate because it is difficult to repair. The
Grizzly has layers of sloped armor that tend
to lodge in place when damaged, and its
bulky leg actuators are apparently unique
and hard to obtain.
The Grizzly mounts a deadly array of
weapons, featuring a massive Gauss rifle
in the right arm. The ’Mech's left arm sports
a trio of pulse lasers similar to, but smaller
than, the array featured in Configuration D
of the Executioner. The ’Mech's long-range
firepower is supplemented by a ten-pack of
long-range missiles in the right torso.
StructureValue
I.S. Hatamoto-Chi
Head39
Center T orso2534
Center T orso (rear)16
R/L Torso1725
R/L Torso (rear)9
R/LArm1326
R/L Leg1734
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
PPCLA37
PPCLA37
SRM-6RT23
SRM-6LT23
Ammo (SRM) 15RT11
CASERT10.5
Ammo (SRM) 15LT11
Mass: 80 tons
Chassis: Endo Steel
Power Plant: 400 XL
Cruising Speed: 54 kph
Maximum Speed: 86.4 kph
Jump Jets: None
Jump Capacity: None (in standard
configurations)
Armor: Standard
Armament:
2 Arrow IV Missile Artillery Systems
7.5 tons-pod space available (including
Arrow ammo)
Manufacturer: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
InternalArmor
Head39
Center T orso2517
Center T orso (rear)10
R/L Torso1715
R/L Torso (rear)9
R/LArm1314
R/L Leg1716
CASE in all appropriate locations
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Arrow IV SystemRA/RT12 12
Ammo (Arrow) 15RT33
ER Small LaserRT10.5
Arrow IV SystemLA/LT12 12
Ammo (Arrow) 15LT33
ER Small LaserLT10.5
ER Small LaserCT10.5
Capabilities
The Naga was developed to deliver a
sustained barrage of artillery missiles. The
OmniMech's standard configuration best
fulfills this mission by carrying six tons of
missiles, assuring that it will be able to
support its Cluster mates through all but
the longest battle. However, the standard
configuration Naga is the most defenseless
in a short-range battle, with only three
small lasers to ward off any enemy that
manages to come close.
StructureValue
I.S. Victor
Mass: 80 tons
Chassis: Alshain Class 920 Endo Steel
Power Plant: Pitban 320
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: Lexington Ltd. Lifters
Jump Capacity: 120 meters
Armor: Durallex Heavy with CASE
Armament:
1 Dragon's Fire Gauss Rifle
2 Victory Heartbeat Medium Pulse Lasers
1 Telos-4 Short-Range Missile Delivery
System
Manutacturer: Independence Weaponry,
HildCo Interplanetary
Primary Factory: Quentin (Independence),
St. Ives (HildCo)
Communications System: Sipher Security
Plus
Targeting and Tracking System: Matabushi
Sentinel
InternalArmor
Head39
Center T orso2530
Center T orso (rear)15
R/L Torso1720
R/L Torso (rear)10
R/LArm1315
R/L Leg1720
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Gauss RifleRA715
Ammo (Gauss) 30RT22
CASERT10.5
Medium Pulse Laser LA12
Medium Pulse Laser LA12
Medium Pulse Laser LA12
Medium Pulse Laser LA12
SRM-4LT12
Ammo (SRM) 25LT11
CASELT10.5
Jump JetsCT22
Jump JetsRL11
Jump JetsLL11
StructureValue
DIAGRAMS OF THE BATTLEMECHS
15
DIAGRAMS OF THE BATTLEMECHS
16
Executioner
Mass: 95 tons
Chassis: Standard
Power Plant: 400 XL
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: 6
Jump Capacity: 120 meters
Armor: Ferro-Fibrous
Armament: 26.25 tons of pod space
available
Manufacturer: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
InternalArmor
Head39
Center T orso3037
Center T orso (rear)9
R/L Torso2020
R/L Torso (rear)8
R/LArm1622
R/L Leg2028
StructureValue
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Gauss RifleLA612
Double Heat SinkLA21
CASELA00
Ammo (Gauss) 16LT22
ER Large LaserRA14
ER Large LaserRA14
Double Heat Sink (2) RA42
Machine GunRT10.25
Ammo (MG) 200RT11
CASERT00
Capabilities
Most Clan MechWarriors who pilot Executioners
choose the exceptional firepower of the Gauss. It
combines with the pair of large lasers to deliver harsh
punishment to opposing ’Mechs.
For extended missions where ammunition might
become a factor, the Clans normally outfit the
Executioner with three large pulse iasers in the left
arm and four extended-range medium lasers in the
right. The Executioner's 14 double heat sinks allow it
to use this array of lasers and still keep its heat under
control.
Somewhat similar in performance to the standard
version is model B, which carries the huge Ultra-20
Autocannon in the left arm and an extended-range
particle projection cannon in the right. Asmall laser
and anti-missile system round out its weaponry.
The fire-support version of the Executioner is
relatively uncommon. lts most distinguishing feature
is the enhanced targeting for all its weapons systems.
A highly unusual design for the Executioner has
also been spotted on Pinnacle. It features a stack of
two SRM-6 launchers affixed to its left arm. The right
arm is a large triangular pod with a large pulse laser
at the top, a row of three medium pulse lasers below
it, and a row of five small pulse lasers at the bottom.
This configuration has no hand, of course, and also
requires the removal of the lower arm actuator.
I.S. Annihilator
Mass: 100 tons
Chassis: Star League MN-01
Power Plant: Nissan 200
Cruising Speed: 22 kph
Maximum Speed: 32 kph
Jump Jets: None
Jump Capacity: None
Armor: Starshield Special-b with CASE
Armament:
4 Mydron Excel LB 10-X Autocannon
4 Magna 400P Medium Pulse Lasers
Manufacturer: Unknown
Communications System: Garret T19-G
Targeting and Tracking System: Wasat
Aggressor Type 5
InternalArmor
Head39
Center T orso3125
Center T orso (rear)10
R/L Torso2121
R/L Torso (rear)9
R/LArm1724
R/L Leg2124
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
LB 10-XRA611
LB 10-XLA611
LB 10-XRT611
LB 10-XLT611
Ammo (LB 10-X) 20 RT22
CASERT10.5
Ammo (LB 10-X) 20 LT22
CASELT10.5
Medium Pulse Laser LA12
Medium Pulse Laser RA12
Medium Pulse Laser CT12
Medium Pulse Laser CT12
StructureValue
DIAGRAMS OF THE BATTLEMECHS
17
DIAGRAMS OF THE BATTLEMECHS
18
I.S. Atlas
Mass: 100 tons
Chassis: Foundation Type 10X
Power Plant: Hermes 300 XL
Cruising Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Durallex Special Heavy with CASE
Armament:
1 Dragon's Fire Gauss Rifle
1 Shigunga Long Range Missile 20-Rack
2 Victory Nickel Alloy Extended-Range
Large Lasers
2 Victory Heartbeat Medium Pulse Lasers
1 Yori Flyswatter Anti-Missile System
Manufacturer: Yori Mech Works,
Independence Weaponry
Primary Factory: Na'ir (Yori), Quentin
(Independence)
Communications System: Sipher Security
Plus
Targeting and Tracking System: Matabushi
Sentinel
InternalArmor
Head39
Center T orso3147
Center T orso (rear)14
R/L Torso2132
R/L Torso (rear)10
R/LArm1734
R/L Leg2141
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Gauss RifleRT715
Ammo (Gauss) 30RT22
LRM 20LT510
Ammo (LRM) 12LT22
CASELT10.5
ER Large LaserLA25
ER Large LaserRA25
Med. Pulse LaserCT(R)12
Med. Pulse LaserCT(R)12
Anti-Missile SystemLT10.5
Ammo
(Anti-Missile) 12LT11
CASERT10.5
StructureValue
Kodiak
Mass: 100 tons
Chassis: Endo Steel
Power Plant: 400 XL
Cruising Speed: 43.2 kph
Maximum Speed: 64.8 kph
Jump Jets: None
Jump Capacity: None
Armor: Standard
Armament:
1 Extended-Range Large Laser
Manufacturer: Unknown
Communications Systems: Unknown
Targeting and Tracking System: Unknown
InternalArmor
Head39
Center T orso3140
Center T orso (rear)15
R/L Torso2132
R/L Torso (rear)10
R/LArm1732
R/L Leg2134
Primary Weapons Configuration
Weapons & AmmoLocation Critical Ton
Ultra AC/20RT812
Ammo (Ultra AC/20) 10 RT22
ER Large LaserCT14
2 Streak SRM-6sLT36
Ammo
(Streak SRM-6) 30LT22
4 ER Medium LasersRA44
4 ER Medium LasersLA44
Capabilities
Though never observed in action, certain
assumptions about the Kodiak's performance
can be made based solely on its weapon load.
A devastating Ultra-20 autocannon occupies
the entire right side of its torso. Opposite the
autocannon is a pair of Streak SRM-6 launchers. Combined, these weapons provide ample
close-in firepower but lack the ammunition to
fight an extended battle. Designers probably
disregarded this factor since the ’Mech is
intended for garrison use close to supply lines.
Above each hand is a claw-like array of four
extended-range medium lasers, giving the
Kodiak impressive hitting power even if it runs
completely out of ammunition. Supplementing
these weapons is a single ER large laser
mounted in the torso directly beneath the
engine. Likely added as an afterthought, this
weapon gives the ’Mech a single shot at long
range, but generates too much heat to be
used once the enemy closes in.
StructureValue
DIAGRAMS OF THE BATTLEMECHS
19
DIAGRAMS OF THE BATTLEMECHS
20
Stone Rhino
Mass: 100 tons
Chassis: Standard
Power Plant: 300 Standard
Cruising Speed: 32.4 kph
Maximum Speed: 54.0 kph
Jump Jets: 3
Jump Capacity: 90 meters
Armor: Standard
Armament:
2 Gauss Cannon
2 Large Pulse Lasers
1 Small Pulse Laser
Manufacturer: Unknown
Communications Systems: Unknown
Targeting and Tracking System: Unknown
InternalArmor
Head39
Center T orso3146
Center T orso (rear)15
R/L Torso2127
R/L Torso (rear)14
R/LArm1732
R/L Leg2136
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Large Pulse LaserLA26
Large Pulse LaserRA26
Gauss CannonLT612
Ammo (Gauss) 16LT12
CASELT00
Gauss CannonRT612
Ammo (Gauss) 16RT12
CASERT00
Small Pulse LaserH11
Jump JetRL12
Jump JetLL12
Jump JetCT12
Capabilities
The Stone Rhino weighs in at a massive
100 tons, comparable to the largest ’Mechs
ever manufactured. While such machines
bring awesome firepower to the battlefield,
ultimately, commanders cannot use them
effectively because they cannot afford to
lose one.
The Stone Rhino features twin Gauss
cannons, a large pulse laser mounted in
each arm and an almost superfluous small
pulse laser. The arm-mounted weapons
feature retractable shock-absorbing cowls
covering the barrels which allow the pilot to
use the arms as battering rams without
damaging the delicate laser assemblies.
StructureValue
Credits
Production
Associate Producer, Ghost Bear Legacy Jack Mamais
Game Designed by Chad Findley
Original Story by Chad Findley
Jack Mamais
Zack Norman
Written by Sacha Howells
Producer, MechWarrior Add-On,
NetMech and Ports Tim Morton
Executive Producer John Spinale
Shell/Sim Programming by Bill Ferrer
Additional Programming by John Clarke
Scott Etherton
Tools/Drivers Licensed from John Miles
John Lemberger
Art
3-D Animation and Artwork by Jack Burton
3-D Animation and Modeling by J.J. Franzen
3-D Animation and
Mission Geometry by Sean Kinnear
Ice Clan by Scott Goffman
Intro Movie by Tim Hoffman
Jumpship Bridge by Alan Iglesias
2-D Art, Animations & Palettes by Danny Matson
Additional Art by Brian Jennings
Conceptual Art by Dan McGibins
Audio
Original Musical Score by Jeehun Hwang
Sound Engineering & Design by Bill Black
Sound Design by
SOUNDELUX MEDIA LABS:
Sound Effects Supervision &
Sound Design by Scott Martin Gershen
Alan Renken
Voice-Over Talent Peter Byrd
Zachary Norman
Scott Martin Gershen
Carole Ruggier
Bill Black
Barrett
Packaging and
Promotional
Materials
Documentation Manager Mike Rivera
Additional Cover Art by Scott Goffman
Quality Assurance
Quality Assurance Director Jon Doellstedt
Quality Assurance Manager Dave Arnspiger
Lead Tester Matt Candler
CREDITS
21
22
Test Team David Avery
Additional Testing By Keith Alexander
External Beta Testers Charles Bowlby
CREDITS
Chris Campbell John
Cibulski
David Fielding
Rue Hon
Robert Berger
Judith Chlipala
Curtis Crockett
Mark Harwood
Glenn Jost
Noah Katz
Nadia Kischk
Steven Mau
David Osper
Tyler Scott
Elizabeth Strozewski
Tim Vanlaw
Eric Zala
Bill “Axor” Brown
Paul Cabana
Alex Chan
Darren Chang
Gary Cook
Rich DeFrancesco
Sven Doersam
Brian Eichler
Carl Finley
Richard Grochowsk
Jody Johnson
Mark Kaelin
Bill Kirkman
Shaun Klomp
Mattew Lewis
Ed Milovic
Anthony Pham
Karen Rapchak
Donald Rinker
Joseph Ruffolo
FASA
3-D Rendering Assistance by Jamie Marshall
Original BattleTech Designs by Dana Knutson
BattleTech Background Material by The Adventure
Ghost Bear Logo Designed by David R. Deitrick
Special Thanks To…
Tim Morten, Tom Dowd, John Lafleur, Josh Resnick, Ken
Hullett, Nathalie Deschartes, Ray Choi, Sean Espinoza, Indra
Gunawan, David Greenspan, Michael Schwartz, Bryan
Nystul, Alan Gershenfeld, Howard Marks, Trey Watkins,
Sarah Hanlon, Steve Willsey, Dan Stanfill, Kelly Rogers, Daiva
Venckus, Scully and John Keating, Graham Lau, Dustin
Browder and Glyphica Solutions.
James Sablatura
James Smith
Montgomery Spencer
Mike Udovic
Jamie Nelson
Steve Venters
Architects
Brent Carter
Rob Cruz
Evan Jameson
Rodney Knox
Sam Lewis
Bryan Nystul
Michael Pellicciott
Boy Peterson
Diane Piron-Gelman
Sharon TurnerMolvhill
Christopher Hussey
Laurie Mair
Gene Marcil
Stephane Matis
COPYRIGHT:
The enclosed software product is copyrighted and all rights are reserved by Activision, Inc. It is published exclusively by Activision, Inc. The distribution of this product is intended for the use of the original
purchaser only and for use only on the computer system specified. Lawful users of this program are hereby licensed only to read the program from its medium into memory of a computer solely for the purpose of
executing the program. Copying (except for one backup copy on those systems which provide for it), duplicating, selling, or otherwise distributing this product is a violation of the law. This manual and all other
documentation contained herein are copyrighted and all rights reserved by Activision, Inc..These documents may not, in whole or in part, be copied, photocopied, reproduced, translated, or reduced to any
electronic medium or machine-readable form without prior consent, in writing, from Activision, Inc. Willful violations of the Copyright Law of the United States can result in civil damages of up to $50,000 in
addition to actual damages, plus criminal penalties of up to one year imprisonment and/or a $10,000 fine. In addition, violations of the Copyright law of other jurisdictions may result in civil damages and, in certain
circumstances, criminal penalties.