Games PC MECHWARRIOR 2-GHOST BEAR S LEGACY User Manual

C
l
an
G
h
o
t
B
e
ar
Table of Contents
Ghost Bear’s Legacy Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Non-Combat Protocol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Combat Simulator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Mission Computer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Selecting a ’Mech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
New Weapon Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Diagrams of the BattleMechs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
TABLE OF CONTENTS
Ghost Bear’s Legacy
Introduction
The Star League, established in 2571, united the five powers of the Inner Sphere into a treaty of peace and economic cooperation in an attempt to end decades of strife. By the twenty-eighth century, greed and years of peace had overshadowed the hatred of war that had resulted in the League. In 2784, Alek­sandr Kerensky, deposed leader of the Star League, assembled his loyal officers and departed from the Inner Sphere on an exodus to begin a new civilization. The destiny of this civilization, its Hidden Hope, was to one day return to the Inner Sphere and reform the Star League.
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.
5
Weapons & Equipment
6
NEW WEAPON SYSTEMS
WEAPON TYPE HEAT DAMAGE (IN METERS) TONNAGE CRITICAL (PER TON)
RANGE AMMO
ER Laser (Lg) 12 10 1019 4 1 — ER Laser (Med) 5 7 510 1 1 — ER Laser (Sm) 2 5 255 0.5 1 — ER PPC 15 15 746 6 2 — Pulse Laser (Lg) 10 10 815 6 2 — Pulse Laser (Med) 4 7 408 2 1 — Pulse Laser (Sm) 2 3 204 1 1 — Gauss Rifle 1 15 1820 12 6 8 LB 2-X AC 1 2 800 5 8 45 LB 5-X AC 1 5 700 7 4 20 LB 10-X AC 2 10 600 10 5 10 LB 20-X AC 6 20 450 12 9 5 Machine Gun 0 2 175 0.25 1 200 Ultra AC/2 1 2 700 5 2 45 Ultra AC/5 1 5 600 7 3 20 Ultra AC/10 3 10 500 10 4 10 Ultra AC/20 7 20 400 12 8 5 SRM-2 2 2/missile 497 0.5 1 50 SRM-4 3 2/missile 497 1 1 25 SRM-6 4 2/missile 497 1.5 1 15 Streak SRM-2 2 * 497 1 1 50 Streak SRM-4 3 * 497 2 1 25 Streak SRM-6 4 * 497 3 2 15 LRM-5 2 1/missile 1000 1 1 24 LRM-10 4 1/missile 1000 2.5 1 12 LRM-15 5 1/missile 1000 3.5 1 8 LRM-20 6 1/missile 1000 5 4 6 Narc Missile Beacon 0 NA 2 1 6 Torpedo Inferno SRM-2 2 2/missile 497 0.5 1 50 Inferno SSRM-2 2 * 497 1 1 50 Arrow IV System 10 20/10 12 12 5
Diagrams of the BattleMechs
(Primary Configurations)
Incubus
Mass: 30 tons Chassis: Endo Steel Power Plant: 270 XL Cruising Speed: 97.2 kph Maximum Speed: 138.6 kph Jump Jets: None Jump Capacity: None Armor: Ferro-Fibrous Armament:
2 Extended Range Medium Lasers 1 Large Pulse Laser
5 Machine Guns Manufacturer: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Internal Armor
Head 3 9 Center T orso 10 15 Center T orso (rear) 5 R/L Torso 7 10 R/L Torso (rear) 4 R/LArm 5 10 R/L Leg 7 14
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
ER Large Laser RA 1 4 ER Medium Laser RT 1 1 ER Medium Laser LT 1 1 ER Small Laser LA 1 0.5 Machine Gun H 1 0.25 Ammo (MG) 400 CT 2 2
Structure Value
DIAGRAMS OF THE BATTLEMECHS
7
DIAGRAMS OF THE BATTLEMECHS
8
Horned Owl
Mass: 35 tons Chassis: Endo Steel Power Plant: 210 Standard Cruising Speed: 60.9 kph Maximum Speed: 97.2 kph Jump Jets: 6 Jump Capacity: 180 meters Armor: Ferro-Fibrous Armament:
1 Large Pulse Laser
2 Medium Pulse Lasers Manufacturer: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Internal Armor
Head 3 9 Center T orso 11 13 Center T orso (rear) 6 R/L Torso 8 10 R/L Torso (rear) 4 R/LArm 6 9 R/L Leg 8 11
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Large Laser CT 2 6 Medium Laser LA 1 2 Medium Laser RA 1 2 Jump Jets RL 2 1 Jump Jets LL 2 1 Jump Jet RT 1 0.5 Jump Jet LT 1 0.5
Structure Value
I.S. Raven
Mass: 35 tons Chassis: Hellespont Type R Power Plant: Hermes 210 XL Cruising Speed: 64.8 kph Maximum Speed: 90.7 kph Jump Jets: None Jump Capacity: None Armor: Hellespont Lite Ferro-Fibrous
with CASE
Armament:
1 Harpoon-6 SRM Launcher 2 Ceres Arms Medium Lasers 1 Apple Churchill Guiding Light
Narc Beacon Manufacturer: Hellespont Industries Primary Factory: Sian Communications System: Ceres Metals
Model 666 with Guardian Electronic Counter-Measures
Targeting and Tracking System: Apple
Churchill 2000 with Beagle Probe and 442x T arget Acquisition Gear
Internal Armor
Head 3 6 Center T orso 11 1 1 Center T orso (rear) 4 R/L Torso 8 1 1 R/L Torso (rear) 3 R/LArm 6 8 R/L Leg 8 8
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
SRM-6 RT 2 3 Ammo (SRM) 15 LT 1 1 Medium Laser RA 1 1 Medium Laser RA 1 1 NarcBeacon LA 2 3 Narc Pods (6) LT 1 1
Structure Value
DIAGRAMS OF THE BATTLEMECHS
9
DIAGRAMS OF THE BATTLEMECHS
10
Phantom
Mass: 40 tons Chassis: Endo Steel Power Plant: 360 XL Cruising Speed: 97.8 kph Maximum Speed: 138.2 kph Jump Jets: None Jump Capacity: None
(in standard configurations) Armor: Ferro-Fibrous Armament: 6.5 tons pod space available Manufacturer: Unknown Communications System: Unknown Targeting and Tracking System: Unknown
Internal Armor
Head 3 9 Center T orso 12 12 Center T orso (rear) 8 R/L Torso 10 11 R/L Torso (rear) 7 R/LArm 6 12 R/L Leg 10 13 CASE in all appropriate locations
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
ER Medium Laser RA 1 1 LRM-5 LA 1 1 Ammo (LRM) 24 LA 1 1 Ammo (LRM) 48 2 2 ER Small Laser LT 1 0.5
Structure Value
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
Internal Armor
Head 3 9 Center T orso 21 23 Center T orso (rear) 10 R/L Torso 15 22 R/L Torso (rear) 9 R/LArm 10 20 R/L Leg 15 24 CASE in all appropriate locations
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
ER PPC RA 2 6 SRM-4 Streak RT 1 2 Ammo
(SRM Streak) 25 RT 1 1 ER PPC LA 2 6 LRM-5 LT 1 1 Ammo (LRM) 24 LT 1 1 ER Small Laser RT (R) 1 0.5
Capabilities
The Linebacker's increased speed means it carries less armament, but those weapons it does carry, along with its speed, make it a formidable foe on the battlefield. In its standard configuration, the Linebacker punishes threats from a distance. Enemies that do not succumb to its energy weapons or run away from its missile barrage are taken care of by its heavier compatriots.
Structure Value
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
Internal Armor
Head 3 9 Center T orso 22 31 Center T orso (rear) 10 R/L Torso 15 23 R/L Torso (rear) 7 R/LArm 11 22 R/L Leg 15 27
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Gauss Rifle RA 6 12 Ammo (Gauss) 16 RA 2 2 Large Pulse Laser LA 2 6 Medium Pulse Laser LA 1 2 Small Pulse Laser LA 1 1 LRM-10 RT 1 2.5 Ammo (LRM) 12 RT 1 1 Jump Jets RL 2 2 Jump Jets LL 2 2
Capabilities
The Grizzly is used by PGC commanders for roles that other Clans would fill with Summoners and Hellbringers. The ’Mech's heavier armor and standard engine give it a much higher survival rate, which is fortu­nate because it is difficult to repair. The Grizzly has layers of sloped armor that tend to lodge in place when damaged, and its bulky leg actuators are apparently unique and hard to obtain.
The Grizzly mounts a deadly array of weapons, featuring a massive Gauss rifle in the right arm. The ’Mech's left arm sports a trio of pulse lasers similar to, but smaller than, the array featured in Configuration D of the Executioner. The ’Mech's long-range firepower is supplemented by a ten-pack of long-range missiles in the right torso.
Structure Value
I.S. Hatamoto-Chi
Head 3 9 Center T orso 25 34 Center T orso (rear) 16 R/L Torso 17 25 R/L Torso (rear) 9 R/LArm 13 26 R/L Leg 17 34
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
PPC LA 3 7 PPC LA 3 7 SRM-6 RT 2 3 SRM-6 LT 2 3 Ammo (SRM) 15 RT 1 1 CASE RT 1 0.5 Ammo (SRM) 15 LT 1 1
Mass: 80 tons Chassis: Earthwerks VOL Endo Steel Power Plant: Pitban 320 Cruising Speed: 43 kph Maximum Speed: 65 kph Jump Jets: None Jump Capacity: None Armor: Mitchell Argon Ferro-Fibrous
with CASE
Armament:
2 Tiegart Particle Cannon
2 Bical-6 SRM Launchers Manufacturer: Maltex Corporation Primary Factory: Errai Communications System: Colmax 90 Targeting and Tracking System: Garret D2j
CASE LT 1 0.5
Internal Armor
Structure Value
DIAGRAMS OF THE BATTLEMECHS
13
DIAGRAMS OF THE BATTLEMECHS
14
Naga
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
Internal Armor
Head 3 9 Center T orso 25 17 Center T orso (rear) 10 R/L Torso 17 15 R/L Torso (rear) 9 R/LArm 13 14 R/L Leg 17 16 CASE in all appropriate locations
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Arrow IV System RA/RT 12 12 Ammo (Arrow) 15 RT 3 3 ER Small Laser RT 1 0.5 Arrow IV System LA/LT 12 12 Ammo (Arrow) 15 LT 3 3 ER Small Laser LT 1 0.5 ER Small Laser CT 1 0.5
Capabilities
The Naga was developed to deliver a sustained barrage of artillery missiles. The OmniMech's standard configuration best fulfills this mission by carrying six tons of missiles, assuring that it will be able to support its Cluster mates through all but the longest battle. However, the standard configuration Naga is the most defenseless in a short-range battle, with only three small lasers to ward off any enemy that manages to come close.
Structure Value
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
Internal Armor
Head 3 9 Center T orso 25 30 Center T orso (rear) 15 R/L Torso 17 20 R/L Torso (rear) 10 R/LArm 13 15 R/L Leg 17 20
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Gauss Rifle RA 7 15 Ammo (Gauss) 30 RT 2 2 CASE RT 1 0.5 Medium Pulse Laser LA 1 2 Medium Pulse Laser LA 1 2 Medium Pulse Laser LA 1 2 Medium Pulse Laser LA 1 2 SRM-4 LT 1 2 Ammo (SRM) 25 LT 1 1 CASE LT 1 0.5 Jump Jets CT 2 2 Jump Jets RL 1 1 Jump Jets LL 1 1
Structure Value
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
Internal Armor
Head 3 9 Center T orso 30 37 Center T orso (rear) 9 R/L Torso 20 20 R/L Torso (rear) 8 R/LArm 16 22 R/L Leg 20 28
Structure Value
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Gauss Rifle LA 6 12 Double Heat Sink LA 2 1 CASE LA 0 0 Ammo (Gauss) 16 LT 2 2 ER Large Laser RA 1 4 ER Large Laser RA 1 4 Double Heat Sink (2) RA 4 2 Machine Gun RT 1 0.25 Ammo (MG) 200 RT 1 1 CASE RT 0 0
Capabilities
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
Internal Armor
Head 3 9 Center T orso 31 25 Center T orso (rear) 10 R/L Torso 21 21 R/L Torso (rear) 9 R/LArm 17 24 R/L Leg 21 24
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
LB 10-X RA 6 11 LB 10-X LA 6 11 LB 10-X RT 6 11 LB 10-X LT 6 11 Ammo (LB 10-X) 20 RT 2 2 CASE RT 1 0.5 Ammo (LB 10-X) 20 LT 2 2 CASE LT 1 0.5 Medium Pulse Laser LA 1 2 Medium Pulse Laser RA 1 2 Medium Pulse Laser CT 1 2 Medium Pulse Laser CT 1 2
Structure Value
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
Internal Armor
Head 3 9 Center T orso 31 47 Center T orso (rear) 14 R/L Torso 21 32 R/L Torso (rear) 10 R/LArm 17 34 R/L Leg 21 41
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Gauss Rifle RT 7 15 Ammo (Gauss) 30 RT 2 2 LRM 20 LT 5 10 Ammo (LRM) 12 LT 2 2 CASE LT 1 0.5 ER Large Laser LA 2 5 ER Large Laser RA 2 5 Med. Pulse Laser CT(R) 1 2 Med. Pulse Laser CT(R) 1 2 Anti-Missile System LT 1 0.5 Ammo
(Anti-Missile) 12 LT 1 1
CASE RT 1 0.5
Structure Value
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 Ultra-20 Autocannon 2 Streak SRM-6 Launchers 8 Extended-Range Medium Lasers
1 Extended-Range Large Laser Manufacturer: Unknown Communications Systems: Unknown Targeting and Tracking System: Unknown
Internal Armor
Head 3 9 Center T orso 31 40 Center T orso (rear) 15 R/L Torso 21 32 R/L Torso (rear) 10 R/LArm 17 32 R/L Leg 21 34
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Ultra AC/20 RT 8 12 Ammo (Ultra AC/20) 10 RT 2 2 ER Large Laser CT 1 4 2 Streak SRM-6s LT 3 6 Ammo
(Streak SRM-6) 30 LT 2 2 4 ER Medium Lasers RA 4 4 4 ER Medium Lasers LA 4 4
Capabilities
Though never observed in action, certain assumptions about the Kodiak's performance can be made based solely on its weapon load. A devastating Ultra-20 autocannon occupies the entire right side of its torso. Opposite the autocannon is a pair of Streak SRM-6 launch­ers. Combined, these weapons provide ample close-in firepower but lack the ammunition to fight an extended battle. Designers probably disregarded this factor since the ’Mech is intended for garrison use close to supply lines. Above each hand is a claw-like array of four extended-range medium lasers, giving the Kodiak impressive hitting power even if it runs completely out of ammunition. Supplementing these weapons is a single ER large laser mounted in the torso directly beneath the engine. Likely added as an afterthought, this weapon gives the ’Mech a single shot at long range, but generates too much heat to be used once the enemy closes in.
Structure Value
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
Internal Armor
Head 3 9 Center T orso 31 46 Center T orso (rear) 15 R/L Torso 21 27 R/L Torso (rear) 14 R/LArm 17 32 R/L Leg 21 36
Primary Weapons Configuration
Weapons & Ammo Location Critical Ton
Large Pulse Laser LA 2 6 Large Pulse Laser RA 2 6 Gauss Cannon LT 6 12 Ammo (Gauss) 16 LT 1 2 CASE LT 0 0 Gauss Cannon RT 6 12 Ammo (Gauss) 16 RT 1 2 CASE RT 0 0 Small Pulse Laser H 1 1 Jump Jet RL 1 2 Jump Jet LL 1 2 Jump Jet CT 1 2
Capabilities
The Stone Rhino weighs in at a massive 100 tons, comparable to the largest ’Mechs ever manufactured. While such machines bring awesome firepower to the battlefield, ultimately, commanders cannot use them effectively because they cannot afford to lose one.
The Stone Rhino features twin Gauss cannons, a large pulse laser mounted in each arm and an almost superfluous small pulse laser. The arm-mounted weapons feature retractable shock-absorbing cowls covering the barrels which allow the pilot to use the arms as battering rams without damaging the delicate laser assemblies.
Structure Value
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.
© 1996 Activision, Inc.
R
CORPORATION
®
CORPORATION
Ghost Bear and Ghost Bear’s Legacy are trademarks of FASA CORPORATION.© 1995 FASA CORPORATION.
Activision is a registered trademark of Activision, Inc. © 1995 Activision, Inc.
Loading...