Games PC MECHWARRIOR 4-MERCENARIES User Manual

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SAFETY WARNING
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 taking the fol­lowing precautions:
• Play in a well-lit room.
• Do not play 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.
Information in this document, including URL and other Internet Web site references, is subject to change without notice. Unless otherwise noted, the example companies, orga­nizations, products, domain names, e-mail addresses, logos, people, places, and events depicted herein are  ctitious, and no association with any real company, organization, product, domain name, e-mail address, logo, person, place or event is intended or should be inferred. Complying with all applicable copyright laws is the responsibility of the user. Without limiting the rights under copyright, no part of this document may be reproduced, stored in or introduced into a retrieval system, or transmitted in any form or by any means (electronic, mechanical, photocopying, recording, or otherwise), or for any purpose, with­out the express written permission of Microsoft Corporation.
Microsoft may have patents, patent applications, trademarks, copyrights, or other intel­lectual property rights covering subject matter in this document. Except as expressly provided in any written license agreement from Microsoft, the furnishing of this document does not give you any license to these patents, trademarks, copyrights, or other intel­lectual property.
© & p 1998–2002 Microsoft Corp. All rights reserved. BattleTech material © 2002 WizKids LLC. BattleMech, BattleTech, ’Mech, and
MechWarrior are trademarks or registered trademarks of WizKids LLC and/or Microsoft Corporation in the United States and/or other countries. Microsoft, Direct3D, DirectX, FASA Studio, MSN, and Windows are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries.
The names of actual companies and products mentioned herein may be the trademarks of their respective owners.
CONTENTS
INCOMING MESSAGE 2
PREBATTLE CHECKLIST 3
INSTALLING AND LAUNCHING THE GAME 3 GETTING HELP 3
OPERATIONAL SCREENS 4
ROSTER 4 MAIN MENU 5 COMMAND CENTER 6 STAR SYSTEMS
7
ORBITAL VIEW
8 MISSION VIEW 9 FREE MARKET 10 SOLARIS VII ORBITAL VIEW
11
SOLARIS VII MISSION VIEW 12
UNDERSTANDING THE COCKPIT 13
FINDING SOME ACTION 16
CAMPAIGN 16 INSTANT ACTION
17
MULTIPLAYER
17
MULTIPLAYER GAME TYPES
19
BATTLE STRATEGIES 20
BATTLEMECH SPECIFICATIONS 23
WORKING IN THE MECHLAB 32
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INCOMING MESSAGE
DATE: 17 DECEMBER 3064
TO: MERCENARY COMMAND APPLICANT NO. 7912
FROM: MERCENARY REVIEW AND BONDING COMMISSION (MRBC)
SUBJ: APPLICATION FOR MEMBERSHIP
CONGRATULATIONS,
your application for membership in the MRBC is approved. You are hereby granted an interim license to do business as a MechWarrior mercenary company with the same privileges afforded a full member. You are authorized to proceed under the following condition(s):
1. (A) You must  nd a sponsor to underwrite your company and
provide guidance during your initial year.
(B) As a courtesy, we provide you with the following names of mercenary regiments that have expressed interest in sponsoring you. Please make contact at your earliest convenience.
WOLF’S DRAGOONS
NORTHWIND HIGHLANDERS
KELL HOUNDS
GRAY DEATH LEGION
POSTSCRIPT:
Given recent events (to wit, the Federated Commonwealth Civil War), the need for experienced BattleMech® pilots will likely increase in the Lyran sector.
TRANSMISSION OVER...
PREBATTLE CHECKLIST
INSTALLING AND LAUNCHING THE GAME
Insert Microsoft® MechWarrior® 4: Mercenaries video game Disc 1 into your CD-ROM drive. When the Setup screen appears, click Install, and then follow the instructions on the screen. You’ll be given the option to place an icon on your desktop. For subsequent play, double-click the icon to start the game.
If Setup does not begin automatically, or for other pertinent information, refer to the Readme  le on MechWarrior 4: Mercenaries Disc 2.
GETTING HELP
ROLLOVER TEXT Help is provided for most user interface screens
in the form of rollover text. As you pass the mouse pointer over any screen feature, Help text is displayed in the ComStar Information Network box in the lower part of the screen.
TUTORIAL To learn how to play MechWarrior 4: Mercenaries, click Training
on the Main Menu.
INFO ON THE WEB To learn more about MechWarrior 4: Mercenaries or other games developed by FASA Studio™, visit
http://www.fasastudio.com.
EQUIPMENT SPECIFICATIONS
For further details on BattleMechs, weapons, vehicles, and terrains included in this game, see the Specs.pdf  le in the Goodies folder on MechWarrior 4: Mercenaries Disc 2.
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OPERATIONAL SCREENS
ROSTER
On the Roster screen, you create new pilot pro les and company names or edit existing ones. When creating a new pro le, you must choose from one of four sponsors: Wolf’s Dragoons, Northwind Highlanders, Kell Hounds, or Gray Death Legion. A brief description of each is provided, so you can compare the bene ts and consequences of selecting one over another. Once you have aligned a pilot with a sponsor, that pilot maintains the association with that sponsor for the duration of the game.
MAIN MENU
TRAINING Learn how to play MechWarrior 4: Mercenaries.
INSTANT ACTION
Play individual scenarios. Victory and defeat have
no effect on other scenarios.
CAMPAIGN Become part of the MechWarrior 4: Mercenaries story. What happens to you on the battle eld affects future missions.
MULTIPLAYER
Engage others in online combat.
MECHLAB
Customize your ’Mech®.
ROSTER Create a pilot pro le and select a mercenary sponsor for your unit.
OPTIONS Edit game settings for graphics, audio, controller, and multiplayer play.
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COMMAND CENTER
The Command Center shows your account balance and the status of your reputation.
MRBC RATING Check your rating in the MRBC’s system, which ranks mercenary units’ capabilities and professionalism.
NEWS Read up on current events. You never know what you might learn.
UNIT STATS Track your statistics, such as ’Mech kills, C-Bills earned, and so on.
STAR SYSTEMS
Seek work as a mercenary in various planetary systems. Each system has its own campaign—problems that could use talent like yours. One system in particular offers you the chance to earn money by entertaining the masses. For more on that opportunity, see “Solaris VII Orbital View,” page 11.
Before you commit to action, check the readout on the left side for an overview of each campaign. If you need to travel to a different system than you’re in, you’ll have to pay a jump fee. The fee is automatically deducted from your account when you launch the campaign.
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ORBITAL VIEW
Each planetary system has its own set of troubles. The Orbital View screen provides summaries of the missions within a given star system.
Before jumping in, read up on mission particulars. Check the ComStar Information Network box at lower left for details. To learn about current events, check the news feed at upper left.
MISSION VIEW
The Mission View screen provides mission brie ngs and lets you select pilots for your primary and secondary lances. A lance is a unit of up to four ’Mechs.
MISSION BRIEFING Mission goals and objectives are displayed in the ComStar Information Network box, and the Mission Map shows key locations such as drop points and navigation (or nav) points.
PILOT SELECTION It is your task to select pilots from the duty roster and assign each a ’Mech. Most missions let you deploy a primary lance. In some, you can also deploy a secondary lance; to do so, you’ll need a pilot who is quali ed as a lance commande
r.
DROP WEIGHT The combined tonnage of your lances cannot exceed the total weight of the drop.
DROP FEE You pay a drop fee for each mission undertaken.
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FREE MARKET
In the Free Market, you can hire and  re personnel and buy and sell ’Mech chassis and weapons. Get rid of a deadweight pilot, or make a few quick C-Bills by selling materiel. When a transaction is  nalized, your account is credited or debited accordingly.
PERSONNEL To acquire the services of a pilot, drag that pilot’s icon from the Market Items personnel list to the Transaction window at center, and then click
Buy/Hire. To dismiss a pilot, drag that pilot’s
icon from your Current Inventory personnel list to the Transaction window, and then click
Sell/Fire.
EQUIPMENT To acquire new chassis or weapons, drag items from the
Market Items list to the Transaction window, and then click Buy/Hire. To sell off your chassis or weapons, drag items from your Current Inventory list to the Transaction window, and then click Sell/Fire
.
SOLARIS VII ORBITAL VIEW
Solaris VII is not a mission so much as an opportunity—an opportunity for you to make some serious C-Bills fast. Ever thought of yourself as the gladiator type? If you’re in need of cash, or if you just like  ghting for the sake of  ghting and don’t mind thousands of rabid fans cheering you—or jeering you—you’re going to like Solaris VII. Choose among three arenas: the Factory, the Jungle, and the most prestigious of them all, the Coliseum.
Competition begins with the light ’Mech class. You’ll have to work your way up to the assault class. Prize money is based on weight class. The heavier the competition, the more C-Bills you can earn.
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SOLARIS VII MISSION VIEW
When you’ve chosen an arena on Solaris VII, you’re transported to that arena. Here you’ll  nd information posted, such as the prize money the upcoming game pays and the game entry fee. Your personal stats for a particular venue and for your Solaris games so far are also listed.
Also—and perhaps most important to a  edgling mercenary struggling for acclaim—you can use the Victory Dedicated To list to dedicate your victories to either House Steiner, House Davion, or nobody. Dedicating victories can boost your approval rating in the eyes of your chosen group.
UNDERSTANDING THE COCKPIT
The heads-up display (HUD) is the most important feature of your ’Mech cockpit. The HUD provides real-time combat information superimposed over your windshield so you can read it without taking your eyes off the battle eld.
1 Lancemate damage indicator 2 Mission objectives 3 Compass 4 Nav point indicator 5 Weapon/weapon group status 6 Enemy  re direction indicator 7 Pitch indicator 8 Targeting reticle 9 Weapon in range indicator
10 Target direction indicator 11 Torso twist indicator 12 Target damage indicator 13 Heat gauge 14 Coolant gauge 15 Radar 16 Speed indicator 17 Field of vision 18 Your damage indicator
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98
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You can control a ’Mech by joystick. For information on basic game commands, see the back cover.
Or control your ’Mech using the following keyboard commands.
1 Fire group 1 weapons 2 Hat button (change view) 3 Fire group 2 weapons 4 Zoom reticle window 5 Fire group 3 weapons 6 Use Jump Jets 7 Switch to next nav point 8 Target enemy in reticle 9 Target next enemy
10 Pitch torso down 11 Turn right 12 Pitch torso up 13 Turn left 14 Forward/reverse throttle 15 Use SHIFT functionality 16 Twist torso left 17 Twist torso right
MOVEMENT
Throttle up = Throttle down MINUS (–) Turn left Keypad 4 Turn right Keypad 6 Pitch up Keypad 2 Pitch down Keypad 8 Twist torso left Keypad 7 Twist torso right Keypad 9 Toggle BACKSPACE
forward/reverse Reverse MINUS (–) Use Jump Jets J Switch to next nav point N Center legs to torso SPACEBAR Center torso SHIFT+SPACEBAR Throttle 0–100% 1–0
LANCEMATE CONTROL
Call up lancemates 1–3 F1–F3 Call up primary lance F4 Call up lancemates 4–7 F5–F8 Call up secondary lance F9 Call up both lances F10
LANCEMATES CALLED UP
Attack my target F1 Defend my target F2 Form up on me F3 Hold  re F4 Go to my nav point F5 Stop F6 Shut down F7 Attack nearest threat F8 Repair at nearest bay F9
WEAPONS AND TARGETING
Fire weapon/group ENTER Toggle single/group  re \ Switch to next weapon ] or P Switch to previous weapon [ Weapon group 1 INSERT Weapon group 2 HOME Weapon group 3 PAGE UP Weapon group 4 DELETE Weapon group 5 END Weapon group 6 PAGE DOWN Target next enemy E Target nearest enemy SHIFT+E Target previous enemy CTRL+E Select unit in reticle Q Select next friendly W Select nearest friendly SHIFT+W Select previous friendly CTRL+W Select previous nav point CTRL+N Set damage diagram PERIOD (.)
to bar format Set enemy damage COMMA (,)
diagram to bars Activate mouse CTRL+\
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FINDING SOME ACTION
CAMPAIGN
The year is now 3066, and the political backdrop is the civil war between the Federated Commonwealth and the Lyran Alliance. The strife began with Victor Davion’s call to arms against his sister, Lyran Archon Katrina Steiner, following the assassination of their brother Arthur.
In this struggle, talented MechWarriors like yourself are in hot demand. The MRBC has just authorized your new company for mercenary work. After securing the required sponsorship from a full- edged mercenary regiment—Wolf’s Dragoons, Northwind Highlanders, Kell Hounds, or Gray Death Legion—your company has ample opportunity to make a name for itself.
There are numerous planetary systems where battles rage. And there’s Solaris VII, the entertainment capital of the universe, where ’Mechs slug it out for fame and fortune in front of throngs of rabid fans. But whatever prizes a Solaris jock wins, you itch for real-world  ghting. Surely there’s a walk-on part in this war for a budding mercenary entrepreneur like you.
INSTANT ACTION
Click Instant Action on the Main Menu and then choose one of the following three action types.
MISSION PLAY Play any individual mission of the campaign. Victory or defeat has no impact on other missions.
TRAINING Take a refresher course in basic combat skills.
WAVE Fend off waves of attackers. You determine the map and the
’Mechs to engage.
MULTIPLAYER
Up to 16 players can engage in one-on-one or team combat. Join an existing game or host one of your own. To connect to a multiplayer game, go to the Microsoft® MSN® Games site at www.zone.msn.com or click Multiplayer on the Main Menu. For details, refer to the following.
CONNECTION TYPES
Before you can join or host a game, you must establish a connection. The following types are available.
MODEM Games are played among computers using modems.
ISDN Games are played over an Integrated Services Digital
Network (ISDN).
XDSL Games are played over a Digital Subscriber Line (DSL).
CABLE Games are played over a cable Internet service connection.
LAN
Games are played over a Local Area Network (LAN).
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TO HOST YOUR OWN GAME
1 In the Multiplayer screen, select a connection from the list, and
then click Host.
2 In the Host Setup screen, set game options, and then click Start.
Your game is then advertised online (unless you choose otherwise).
3 In the Game Lobby, choose your ’Mech, mission, and so on.
You can also add computer players (or bots) by clicking
Add Bot.
4 When all players are ready to play, click Launch.
If you need to remove a player from the game, click his or her status button, and then click Kick Out.
TO JOIN AN EXISTING GAME
1 In the Multiplayer screen, select a connection from the list, and
then click Connect.
2 In the Server Browser screen, select an available game from the
list, and then click Join.
If you want to chat with other online players before joining a game, click Zone Chat and then follow the instructions on the screen. Note that a chat room must be selected before you can converse.
3 In the Game Lobby, choose your ’Mech and (if required) a team.
When you’re ready, click
Ready or click the status box next to
your ’Mech to change status from standby to ready. When all players who have joined are ready, the game starts.
MULTIPLAYER GAME TYPES
The following describes the multiplayer games available and the scoring for each.
BATTLE (TEAM AND INDIVIDUAL) Kill or be killed. You get points for killing the enemy and destroying enemy weapons and components. You get penalized for shooting your lancemates. The size of your ’Mech determines your bonus—lighter chassis score more points per kill and damage in icted than heavier chassis.
DESTRUCTION (TEAM AND INDIVIDUAL)
Kill your opponent as many
times as you can in a given time frame. You get points for kills.
MISSION PLAY (TEAM) Each of two teams in a structured con ict receives a set of mission objectives. Play continues until a team meets its objectives, a time limit elapses, or all players from one team are destroyed.
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BATTLE STRATEGIES
KNOW YOUR ENEMY Study “BattleMech Speci cations,” page 23, or
the Specs.pdf  le to compare your ’Mech to those of your opponents. Note your enemy’s armor, weapons, and weapon ranges, and then choose a ’Mech that counters well. The Specs.pdf  le is in the Goodies folder on MechWarrior 4: Mercenaries Disc 2.
USE YOUR SENSORS All ’Mechs carry battle awareness sensors that detect ’Mech power signatures and radar signals. To lessen an enemy’s ability to see you, power down (press
S to shut down and
power up). Or switch your radar to passive so it receives signals but does not transmit (press CTRL
+R to toggle radar between active
and passive).
ASSESS ENEMY VULNERABILITY
When you place your HUD reticle
over a targeted ’Mech (press E to cycle through targets), you see an assessment of its damage. For example, a seriously damaged limb  ashes red, and a destroyed limb is blackened out. Seize upon any vulnerability. You can also evaluate damage visually. A ’Mech with serious leg damage limps, and its speed drops. Smoke or  re pouring from a ’Mech chassis indicates serious damage.
STAY COOL If your ’Mech overheats, it shuts down and you lose movement, the HUD, radar, and so on, until you’ve cooled off. To prevent overheating, stop  ring your weapons, jump into a lake or river, or perform a coolant  ush (press
F). If you have persistent heat
problems, consider adding more heat sinks. If your ’Mech becomes hot enough to begin shutting down, you’ll have a few seconds to override shutdown (SHIFT+O).
KEEP MOVING When you slow down or stop, you become an easier target. Also, avoid attacking straight on. Always pivot to  re, and try circular sweeps around your opponent.
CROUCH OR HIDE If you must stop, consider crouching (press C to crouch and again to stand). Crouching makes you a smaller target and harder to hit. Or use the terrain to hide. Although you are still visible on an enemy’s HUD, many missiles require line-of-sight targeting to lock onto you.
USE YOUR LANCEMATES You’re in command—let your subordinates take the brunt of an assault. Call up your lancemates individually (F1F3, F5F8), your primary or secondary lance as a whole (F4 or F9), or both lances at once (F10). Then use keys F1F9 to order them to attack, fall back, move on, and so on.
PERFORM FIELD REPAIRS
You can perform field repairs on your ’Mech by simply entering the nearest repair bay. When repairs are complete, your ’Mech powers up on its own. Note that any item that has been completely destroyed cannot be repaired.
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CHANGE VIEWS At times, a different viewpoint can improve your
chances on the battlefield. For example, it can be difficult to maintain a visual lock on air vehicles from inside your cockpit. Press V to toggle views between the cockpit (default) and outside your ’Mech.
RAMMING If you’re out of ammo or your weapons have failed, you can always try ramming your enemy. The amount of damage in icted increases with the velocity of the impact.
DEATH FROM ABOVE
If your ’Mech has Jump Jets, try jumping into the air and landing on your opponent. Although this is a dif cult maneuver to execute, it can in ict tremendous damage.
CIRCLE OF DEATH The “Circle of Death,” as it’s commonly referred to by MechWarriors, is an offensive maneuver where you and your lancemates encircle an enemy to attack while blocking its escape. Be careful, though, not to shoot a friendly ’Mech on the other side of the enemy.
SELF-DESTRUCT
If the situation has become completely hopeless— your weapons are gone, you have no hope of winning—there’s always the coward’s way out. Press
CTRL+Z to self-destruct.
BATTLEMECH SPECIFICATIONS
Following are default equipment speci cations for the ’Mechs available in the game, including weapon con gurations, armor types, maximum speeds, and so on. For additional details on ’Mechs and speci cations on weapons, vehicles, and terrains, see the Specs.pdf  le in the Goodies folder on MechWarrior 4: Mercenaries Disc 2.
ABBREVIATIONS USED IN THE FOLLOWING TABLES
AC Autocannon BAP Beagle Active Probe CSMRM Clan Streak Medium-Range Missile CSTRK
Clan Streak Short-Range Missile
ECM Electronic Countermeasures ER Extended Range FF Ferro Fibrous (armor) IFF Identi cation of Friend or Foe IS Inner Sphere KPH Kilometers per Hour LAMS
Laser Anti-Missile System
LBX Luxor Ballistic (ballistic weapon) Lg Large LRM Long-Range Missile Med Medium MG Machine Gun MRM Medium-Range Missile Narc Narc Beacon (targeting beacon) PPC Particle Projection Cannon R Reactive (armor) RAC Rotary Autocannon Ref Laser Re ective (armor) Sm Small SRM Short-Range Missile
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* Microsoft
®
MechWarrior® 4: Clan ‘Mech Pak required
LIGHT MECHS (2535 TONS)
COUGAR
Clan
FF
4.5
97 35 Yes BAP
ER Lg Laser, ER Med Laser, ER Sm Laser, Clan LRM 10 (2)
FLEA
Inner Sphere
FF
4.5
132 20 No None Sm Laser (2), MG Array (3)
OSIRIS
Inner Sphere
FF
5.0
130 30 Yes None Med Laser (5), SRM 6, MG Array
OWENS
Inner Sphere
FF
6.5
102 35 No None Med X-Pulse Laser, Sm X-Pulse Laser (2), LRM 10 (2)
PUMA
Clan
FF
7.0
83 35 No None ER PPC (2)
RAVEN
Inner Sphere
FF
6.5
100 35 No ECM, BAP Sm Laser, Sm Pulse Laser (2), LRM 15, Narc
ULLER
Clan
FF
4.5
125 30 No ECM ER Lg Laser, ER Med Laser, Clan LRM 10 (2)
WOLFHOUND
Inner Sphere
Ref
10.0
100 35 No None Med Pulse Laser (2), Lg X-Pulse Laser
MEDIUM ’MECHS (40–55 TONS)
ARCTIC WOLF*
Clan
FF
8.0
97 40 No None CSTRK 6 (4)
BUSHWACKER
Inner Sphere
FF
8.5
85 55 No None Med Pulse Laser (2), LRM 5, LRM 10, AC 10
CHIMERA
Inner Sphere
Ref
9.0
102 40 Yes None Lg Laser, Med Laser, MRM 20, MG Array
NAME CLASS
ARMOR TYPE, TONS
MAX SPEED (KPH)
GROSS TONS
JUMP JETS
COMPONENTS
WEAPONS
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Medium Mechs continued
HELLHOUND
Clan
FF
8.5
98 50 No None ER Lg Laser (2), CSTRK 6, Clan LBX AC 10
HELLSPAWN
Inner SphereFF8.0
106 45 Yes ECM Med Pulse Laser (3), SRM 6 (2)
HUNCHBACK**
Inner SphereFF9.5
98 50 No
ECM, IFF Jammer
Med Laser (2), SRM 6, LBX AC 20
RYOKEN
Clan
FF
8.5
85 55 No BAP ER Lg Laser (2), ER Med Laser (2), Clan LRM 15 (2)
SHADOW CAT
Clan
FF
9.0
102 45 Yes None
ER Lg Laser, ER Sm Laser, ER Med Pulse Laser (3), CSTRK 6, Clan MG Array (2)
UZIEL
Inner Sphere
FF
8.0
95 50 Yes None PPC (2), SRM 6, MG Array (2)
HEAVY ’MECHS (60–75 TONS)
ARGUS
Inner Sphere
Ref
12.0
81 60 No None Med Laser (2), LRM 10, Ultra AC 5 (2), MG Array
BLACK KNIGHT
Inner SphereFF13.0
75 75 No None Lg Laser (2), Med Laser, PPC (2)
CATAPULT
Inner SphereR12.5
76 65 Yes BAP Lg Laser, Sm Pulse Laser, LRM 20 (2)
CAULDRON-BORN*
Clan
FF
12.5
86 65 No
Enhanced Optics
ER Med Laser (2), Clan LRM 15 (2), Clan LBX AC 10 (2)
DRAGON**
Inner SphereFF8.5
85 60 No None Med Laser, LRM 10, AC 5, Heavy Gauss Ri e
** Microsoft
®
MechWarrior® 4: Inner Sphere ‘Mech Pak required * Clan ‘Mech Pak required
NAME CLASS
ARMOR TYPE, TONS
MAX SPEED (KPH)
GROSS TONS
JUMP JETS
COMPONENTS
WEAPONS
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Heavy Mechs continued
LOKI
Clan
FF
9.5
83 65 No ECM, LAMS ER Med Laser (4), CSTRK 6, Clan LBX AC 10 (2)
MAD CAT
Clan
FF
11.5
80 75 No None
ER Lg Laser (2), ER Med Pulse Laser (2), Clan LRM 20 (2), Clan MG Array (2)
NOVA CAT
Clan
Ref
14.0
73 70 No None ER Lg Laser (3), ER Sm Pulse Laser, ER PPC (2)
THANATOS
Inner Sphere
FF
13.0
75 75 Yes ECM Med Pulse Laser (3), MRM 20, LBX AC 20
THOR
Clan
FF
10.5
85 70 Yes None ER Med Laser (4), Clan LRM 15, Clan Ultra AC 5 (2)
VULTURE
Clan
R
12.0
80 60 No None ER Med Pulse Laser (4), Clan LRM 20 (2)
ASSAULT ’MECHS (80+ TONS)
ATLAS
Inner SphereFF18.0
51 100 No
ECM, LAMS, IFF Jammer
Sm Laser (3), PPC (2), LRM 15, Gauss Ri e
AWESOME
Inner Sphere
FF
15.0
70 80 No None Med Laser (2), PPC (3), SRM 4
DAISHI
Clan
FF
14.5
51 100 No None
ER Lg Laser (4), ER Med Pulse Laser (4), Clan LRM 10, Clan Ultra AC 5 (2), Clan MG Array (2)
FAFNIR
Inner Sphere
FF
18.0
53 100 No None Lg Laser (2), Med Laser (3), Heavy Gauss Ri e (2)
GLADIATOR
Clan
FF
18.0
57 95 Yes ECM
ER Lg Laser, ER Med Laser (2), ER PPC, Clan Ultra AC 20
NAME CLASS
ARMOR TYPE, TONS
MAX SPEED (KPH)
GROSS TONS
JUMP JETS
COMPONENTS
WEAPONS
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Assault Mechs continued
HAUPTMANN
Inner Sphere
FF
18.0
58 95 No LAMS
Lg Laser (2), Sm Laser, Med Pulse Laser (2), LRM 15, LBX AC 20
HIGHLANDER**
Inner SphereFF16.0
62 90 Yes LAMS Lg Laser (2), Gauss Ri e, Heavy Gauss Ri e
KODIAK*
Clan
FF
18.0
52 100 Yes None ER Med Laser (4), CSMRM 40 (2), Clan LBX AC 20
LONGBOW
Inner SphereFF16.0
69 85 No BAP, LAMS Med Laser (3), LRM 10, LRM 15, LRM 20 (2)
MAD CAT MARK II
Clan
FF
13.5
68 90 Yes None
ER Med Laser (4), Clan LRM 10 (2), Clan Gauss Ri e (2)
MASAKARI*
Clan
FF
13.5
77 85 No
Enhanced Optics
ER PPC (2), Clan LRM 15, Clan LRM 20, Clan Ultra AC 5
MAULER
Inner SphereR13.0
65 90 No None Med Laser (4), LRM 10 (2), Ultra AC 2 (4)
SUNDER
Inner SphereFF16.5
69 90 No None Lg Laser (4), Med Laser (2), LBX AC 20
TEMPLAR
Inner SphereFF13.0
69 85 No LAMS Lg X-Pulse Laser (2), Light Gauss Ri e (2)
VICTOR
Inner SphereFF15.5
72 80 No LAMS
Med Pulse Laser (2), SRM 4, Gauss Ri e, Heavy Gauss Ri e
ZEUS**
Inner SphereFF15.5
70 80 No BAP, LAMS Lg Laser, LRM 15 (2), Heavy Gauss Ri e
** IS ‘Mech Pak required * Clan ‘Mech Pak required
NAME CLASS
ARMOR TYPE, TONS
MAX SPEED (KPH)
GROSS TONS
JUMP JETS
COMPONENTS
WEAPONS
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WORKING IN THE MECHLAB
In the MechLab, you repair and modify your ’Mechs.
REPAIRING CHASSIS
After each successful mission, damaged ’Mechs, including those you salvaged from the battle eld, must undergo repair before they can be used. To repair a ’Mech, select it from the chassis list, and then click Repair. A repair fee is deducted from your account. After your next successful mission, damaged chassis are ready to use, and crippled chassis are upgraded to damaged status.
NOTE In the chassis listing, the names of ’Mechs that are ready for use are displayed in white. Damaged ’Mechs appear as yellow, and crippled ‘Mechs are red.
MODIFYING CHASSIS
Modify your ’Mechs by swapping out weapons, armor, components, and so on. Default con gurations have been tested for the kinds of missions you’ll be sent on, but if you think you can do a better job, customize. Also, ’Mechs you salvage in the  eld that have no armaments must be rearmed in the MechLab.
CHASSIS To create a custom chassis, click New, select an existing chassis, and create a variant by naming your new ’Mech type in the Name box and clicking Create. Then customize the variant. The follow- ing explanations should help you make the right equipment choices.
WEAPONS Your ’Mechs can carry the following types of weapons. (Not all weapons  t onto all chassis.)
• Missile systems launch self-propelled, often self-guided
explosive projectiles.
• Energy weapons emit highly ampli ed beams of
electromagnetic radiation.
• Ballistic weapons shoot free-falling shells, usually explosive.
Each ’Mech chassis has hardpoints on its torso, arms, and head where weapons are mounted. Each hardpoint is color-coded to indicate the weapon type it accepts: Green indicates missiles, red is energy weapons, yellow is ballistic weapons, and white means it is an Omni hardpoint (capable of holding any weapon type).
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ARMOR Protect your ’Mech with the following chassis platings.
• Ferro Fibrous: The standard armor, which provides good general protection.
• Reactive: Most effective against ballistic weapons.
• Re ective: Most effective against energy weapons.
COMPONENTS Augment ’Mech chassis with the following components. (Not all components  t on all chassis.)
• ECM decreases enemy sensor range and effectiveness.
• BAP, a targeting system, increases your sensor range and effectiveness.
• Jump Jets let a ’Mech achieve  ight for brief periods of time. Use this ability to traverse dif cult terrain or evade enemy targeting.
• LAMS automatically shoots down a percentage of incoming enemy missiles.
• Enhanced Optics augment the HUD zoom reticle by increasing the zoom window size.
• IFF Jammer makes your ’Mech appear as a neutral unit in an enemy’s HUD.
• Advanced Gyro dampens the concussive effects of enemy weapons.
HEAT SINKS
Add heat sinks to help dissipate heat generated from
your weapons, enemy weapons, or other sources.
ENGINE UPGRADE Upgrading your engine increases the top speed of your ’Mech.
CYBERLORE STUDIOS, INC.
PROJECT LEAD AND LEAD DESIGNER
David “Praetorian” Fi eld
LEAD PROGRAMMER
Chris “Buzzcut” Tohline
LEAD ARTIST
Seth “Smokin’ Wreck” Spaulding
PRODUCER
Jon “Morphius” Clark
EXECUTIVE PRODUCER
Joe “Excalibur” Minton
PROGRAMMERS
Adam Saunders Aaron “Pogoli” Horne
ADDITIONAL PROGRAMMER
John “Vice Monger” Scully
ARTISTS
Bryant Johnson David “Darktoad” Silverman David White Michael “Loki” Richard Sean Wang
DESIGNERS
Corey “Freeze” Navage Ferret “Ferret” Baudoin
SOUND ENGINEER
Jack “SaucyJack” Cameron
CONTENT MANAGER
Charles “Walrus” Lane
ADDITIONAL CONTENT MANAGER
Cara “Clever Trousers” McCormick
MARKETING
Jay “Dr. Lucky” Adan
PLAYTESTING
Erik “Who’s Your Daddy” Hawley
ADDITIONAL PLAYTESTING
Eric Marcoullier Michael “Michelangelo” Pohoreski
MIS SUPPORT
Jonathan Wonson
CYBERLORE MANAGEMENT TEAM
HUMAN RESOURCES AND OFFICE MANAGER
Clarinda Merripen
ART DEPT. DIRECTOR
Seth Spaulding
PROGRAMMING DEPT. DIRECTOR
Matt Kimmel
DESIGN DEPT. DIRECTOR
Tom Henderson
VICE PRESIDENT
Ken Grey
CEO
Joe Minton
CHAIRMAN
Lester Humphreys
FASA STUDIO, MICROSOFT CORPORATION
STUDIO MANAGER
Dave Luehmann
EXECUTIVE PRODUCER, BATTLETECH
®
LINE
tj wagner (PAINGOD)
PROGRAM MANAGER
Andrew Brown
ART DIRECTOR
Heinz Schuller
DEVELOPMENT MANAGER
John “Undead” Yovin
DEVELOPMENT
Jacky Chan Jerry “Splotch” Edsall
TEST MANAGER
James Mayo
TEST TEAM
Tim Duzmal (Test Lead) Prodipto “Death Sheep” Roy Jeffrey “DryHeaves” Kafer Todd “phoxx” Cody Nathan “Mars” Edson
TEST TEAM (CONTINUED)
Pete “Walking_Target” Stephens Bruce “Wiley” Carr, Jr. Adam “azero” Maloy Howie “Lance Commander Howie” Catlin
MANUAL
Ginny Baldwin Melanie Henry Robert Sillence
USER TESTING
Bill Fulton Eric Schuh Ben Babcock
PRODUCT SUPPORT
Steve Kastner
PRODUCT PLANNERS
Michael Ahn Jon Kimmich
MARKETING
Darren Trencher Lisa Krost Michelle Jacob
LEGAL
Hubert Cheng Jeff Koontz
LOCALIZATION
Marco D’Amico Lief Thompson Greg Ward Michael “Mickster” Ivory Travis Penglase Jason Shirley Julien Chergui Kevin Young Eilis O’Hagan Ji Young Kim Kyoung Ho Han
ASSOCIATE PROGRAM MANAGER
Michael Turner
BATTLETECH GURU
Prodipto “Death Sheep” Roy
A special thanks to all FASA Studio for creating the original MechWarrior 4: Vengeance and assisting with MechWarrior 4: Mercenaries, and to Pete “Von” Mayberry for all his help.
Volt ArtSource Modis Siemens Business Services
CREDITS
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TECHNICAL SUPPORT OPTIONS
For all of our support offerings, visit http://microsoft.com/support/. In Canada, visit http://microsoft.ca/support/.
To get started, try the following:
• For articles targeted at speci c issues, visit the Microsoft Knowledge Base at http://microsoft.com/support/.
• To work with a Microsoft Support Professional over the Internet, submit your issue at http://support.microsoft.com/directory/
onlinesr.asp
.
• For your product’s general support policy, visit http://
support.microsoft.com/directory/productsupportoption.asp
.
PHONE SUPPORT:
For support in the U.S., call (425) 637-9308. In Canada, call (905) 568-3503 (toll charges may apply). These numbers are for technical issues only—do not use them to request game hints, codes, or cheats.
TTY USERS: Microsoft text telephone (TTY/TDD) services are available at (425) 635-4948 in Washington State, (800) 892-5234 in the U.S., and (905) 568-9641 in Canada.
WORLDWIDE: Support outside the U.S. and Canada may vary. For regional contact details, visit http://microsoft.com/support/.
CONDITIONS: Microsoft support services are subject to then-current prices, terms, and conditions, which are subject to change without notice.
MECH WARRIOR: DARKAGE PLACES YOU IN COMMAND OF
MORE THAN 116 DIFFERENT INFANTRYPOWERED ARMOR,
COMBAT VEHICLES AND ’MECHS. EACH UNIT IS HIGHLY DETAILED,
ASSEMBLED, PAINTED AND READY TO PLAY RIGHT OUT OF THE BOX!
THE FIRST SCIENCE FICTION COLLECTABLE MINIATURES GAME,
MECHWARRIOR: DARKAGE CAPTURES THE DEPTH OF THE BATTLETECH
UNIVERSE IN A SOPHISTICATED FAST-PLAYING GAME SYSTEM THAT EMPHASIZES ARMY DESIGN AND COMBINED ARMS TACTICS.
HEAT D
IAL
PRIMARY
D
AMAGE
SECONDARY
D
AMAGE
SPEED
ATTACK
DEFENSE
RANGE
©2002 WIZKIDS, LLC. ALL RIGHTS RESERVED. MECHWARRIOR, MECHWARRIOR: DARK AGE, BATTLETECH, BATTLEMECH, ’MECH, THE MECHWARRIOR LOGO,
AND THE WIZKIDS LOGO ARE TRADEMARKS AND/OR REGISTERED TRADEMARKS OF WIZKIDS, LLC IN THE UNITED STATES AND/OR OTHER COUNTRIES. PATENT PENDING.
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