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.