MechWarrior
SNS-WM-USA
MECHWARRIOR
TRAINING MANUAL
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TABLE OF CONTENTS
3017 ....................................................... 1
3027 ....................................................... 2
Getting started ............................................ 3
The object of MechWarrior .............................. 3
Quick introductory walk-through ........................ 4
Controlling your 'Mech ................................. 7
Further information ....................................... 12
Club Zero-Zero ........................................ 12
'Mech Complex ......................................... 16
Reload/Repair your 'Mech ......................... 17
Customize your 'Mech ............................. 17
Buy a new 'Mech .................................. 19
Sell a 'Mech ..................................... 19
GHQ (General HeadQuarters) ............................ 19
Negotiating contracts ............................ 20
Mission information .............................. 20
Saving a game in progress ........................ 22
Battle ................................................ 22
Ending the game ....................................... 23
The 'Mechs ................................................ 25
Tips ...................................................... 34
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3017
It was the year of the septicentennial of the founding of the Federated Suns.
For exactly 700 years, House Davion had ruled this portion of the Inner
Sphere. Herra Ragen's father was a Colonel of an elite force in the powerful
Davion army, but the army of Hanse Davion was not on the planet of Redondo
that fateful night of January 12th. Colonel Joseph T. Ragen was an idol to
his son. He was the best MechWarrior in the best force in the army of the
best of the Successor Houses. But there was more to the man than the boy
knew. The colonel had been working to infiltrate and destroy the renegade
mercenary cartel called the Dark Wing Lance--and he'd learned entirely too
much. Somehow, the location of his residence had leaked to the Dark Wing
Lance, and a plan was drawn up for a covert hit operation. Before taking
action, the members made a pact; immediately after the hit they would disband
and lay low for 10 years, maintaining a code of strict secrecy, before
regrouping to again undertake their nefarious enterprise.
Under cover of night, the lance attacked. While playing at a friend's house,
young Herras heard the sounds of the firing. Rushing home, he found a
roaring inferno where he and his mother and father and sister had lived and
eaten and laughed and cried together. Orphaned at the age of 12; he vowed
that someday he would have revenge on those who had done this.
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3027
The outrage and shock that echoed through every home in the Federated Suns
has long since died down, but it lives on in the heart of Herras Ragen, now a
young man. After he saw what happened to his family, Herras could not serve
the House of Davion. Now he makes his living, one day at a time, as a
freelance MechWarrior--selling his services, not to the highest bidder, but
to anyone whose contract might lead him closer yet to the insidious Dark Wing
Lance.
Herras has tirelessly and obsessively chased down every rumor about the Dark
Wing Lance. This quest has led him here, to the planet Galatea, where
mercenary MechWarriors and the dregs of the Inner Sphere gather.
But we don't need to tell you this--for you are Herras Ragen.
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Getting started
Insert the MechWarrior Game Pak and then turn on your system. On the title
screen, you can select your game options. Press any button when the desired
option is highlighted.
START GAME
PRACTICE
STEREO
LOAD GAME
If you are playing for the first time, you'll probably want to select
PRACTICE and get right into your 'Mech and blast some other 'Mechs.
The object of MechWarrior
In MechWarrior, you play the role of Herras Regen. Operating out of the
outpost on Galatea, your object is to find the members of the evil Dark Wing
Lance and have your revenge. You'll have to identify and find them first.
And you'll never be able to do it with just your Nexus (your first 'Mech),
either. As you earn money for successfully fulfilling contracts, you'll be
able to afford better 'Mechs so that you can deal with the enemies you
encounter.
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Quick introductory walk-through
At the title screen, select START GAME and press any button. You'll see
yourself (Herras). Press any button to exit the screen, and you'll find
yourself on the main menu screen.
[Picture of the main menu screen with a label for each icon. The 1st icon is
"Battle"; the 2nd is "Club Zero-Zero"; the 3rd is "G.H.Q."; and the 4th is
"'Mech Complex."]
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On the main menu screen, the icon for Club Zero-Zero is already highlighted
for you. Press B or Y ("Yes") to go to the club.
In the club, you'll see another club icon already highlighted for you. Press
B or Y to initiate a conversation with Cearle, the waiter/proprietor/chief-
bottle-washer of what is jokingly referred to as the dining room of this
establishment. He'll tell you which planet to go to first (Galeton). After
he's left you alone, press A or X ("eXit") to exit the club and go back to
the main menu.
Back at the main Galatea menu, select "G.H.Q." In G.H.Q. you'll be presented
with a variety of possible mercenary contracts. If need be, click on the
right-arrow icon (just below the "OK!" icon) and keep pressing B until the
Galeton contract appears. Click on the "OK!" icon to sign the contract
(press B or Y), and you'll exit back to the main menu.
Back at the main menu, you'll see that the Battle icon (skull and crossbones)
is now available, and highlighted. But don't rush into battle just yet.
Move the highlight all the way to the right, to the 'Mech icon, and press B.
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In the 'Mech Complex, there are only three icons available to you right now;
Repair/Reload (wrench); Customize ("???"), and "Buy." Trust me, you don't
have enough money to buy any 'Mechs just yet. Click on the "???" icon, to
go to the Chop Shop and buy some extra armor for your 'Mech.
When you enter the Chop Shop menu screen, the weapons icon is highlighted.
Move the highlight down, to the armor icon, and press B. You enter the
armorer's bay. Use the right-arrow icon to increase your armor as much as
you want, then select "OK!" You automatically exit the armorer's bay back
to the Chop Shop screen--and you'll see that you don't have much money left.
Press A or X to exit the Chop Shop.
Back at the 'Mech Complex screen, press A or X to exit back to the main
Galatea menu.
Back at the main menu, you're ready now for your first mission. Click on the
battle icon. Your 'Mech will be presented for your inspection--you're ready.
Click "OK!" and go blast those 'Mechs!
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Controlling your 'Mech
This diagram shows how the controller is used in battle.
[Diagram of the controller with labels describing each button's function.
This info is given in text format on the next page so I won't bother going
into any further detail here.]
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General controls:
To start the game from the title screen: ............. Any button
To accept a menu option when it's highlighted: ....... B or Y ("Yes") button
To exit a menu screen without accepting a menu option: A or X ("eXit") button
Battle controls:
To move your 'Mech: .................................. Control Pad
To fire your selected weapon: ........................ Press the B button and
release
To activate the Automated Weapons System: ............ Press and hold the B
button
To select a weapon (bracket it on the weapon display): L or R button
To target a specific part of an enemy 'Mech: ......... Hold Y button and move
the targeting reticle
with the Control Pad
To use jump jets: A button
To toggle your OWACS radar viewscreen on or off: ..... X button
To pause and unpause the game: ....................... START button
To exit battle scene and return to Galatea: .......... Hold L and R button
simultaneously for
about one second.
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Your 'Mech's cockpit control panel
There are several different cockpit arrangements, all of which give basically
the same information.
[Picture of a Nexus cockpit with a label describing each display's function.
The lower left display is the Radar scope; to the right of it is the 'Mech
status display; to the right of that is the Weapons monitor and to the right
of that is the Target monitor.]
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The status display shows a rotating, animated image of your 'Mech. If your
'Mech has any damaged parts, those will flash red. At the right of the
status display is a gauge which shows the heat level of your 'Mech.
The target monitor shows a rotating, animated image of the 'Mech which is
currently targeted. As you cause damage to it, you can see the affected
parts flash red.
The weapons monitor lists each weapon on your 'Mech. In the case of a weapon
which requires ammunition (such as a machine gun or a missile launcher), the
number of bullets or missiles is shown to the right. A pair of brackets
indicates the currently-selected weapon.
The radar scope shows the relative location of all enemy 'Mechs in radar
range. Radar range is a little shorter than your visual range. The major
advantage to the radar scope is that it also shows you 'Mechs outside your
angle of view--beside you or behind you. At the bottom of the radar screen
is a speedometer, showing your 'Mech's speed in kilometers per hour.
There is a fifth instrument available to you, but it's not on your cockpit
control panel. Press X to access the OWACS (Orbital Warning And Control
System) viewscreen.
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The OWACS viewscreen gives you a much broader view of your locale, and
indicates the direction to enemies (*) and bases (B) within or outside your
field of view. It also shows which way is north (N) and the location of
special pickups (P). While in the OWACS view, you continue to control your
'Mech's movement and actions, and you are still subject to enemy attack.
Press X again to turn the OWACS view off.
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Further information
There are four possible exits from the Galatea main menu: Battle, Club,
G.H.Q., and 'Mech Complex (see menu screen on page 4 of this manual).
Highlight an exit icon using the Control Pad and press B or Y ("Yes") to go
to the indicated location. To return to this screen from Club Zero-Zero,
G.H.Q., or the 'Mech Complex at any time, press A or X ("exit"). To play
MechWarrior, you'll need to become familiar with the options available to
you in all of the locations on Galatea, and use them all to your advantage.
Club Zero-Zero
Club Zero-Zero (so called because it's on Galatea's equator--latitude--and longitude) is the place to be, if you want to hear news and rumors and get
tips about where you might find Dark Wing Lance members. You'll be able to
meet a variety of characters here, as well as to view your holovid messages
and watch the NewsNet.
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It's important to make full use of the Club's facilities, or you won't know
what contracts to ask for at G.H.Q., and the necessary contracts won't be
available to you. So pay close attention!
[Picture of the Club Zero-Zero menu screen with a label for each icon. The
1st icon is "Cearle"; the 2nd is "Chat"; the 3rd is "Holovid"; and the 4th
is "NewsNet."]
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Using the holovid player is pretty straightforward--but if you've never seen
one, or even a late-20th century VCR, you might not be familiar with the
universal symbols for "fast-forward," "play," and "eject." You press one of
these buttons by highlighting it and pressing B or Y. Fast-forward to view
other holovids queued up on the player.
Cearle Jamist - the proprietor and maitre d' of the club. He gets on your
nerves sometimes with his constant chatter, but he seems like a nice guy.
But you're new here of Galatea, you don't know who you can trust...
Larman Sholest - Larman is an experienced merc, a veteran of more battles
than he can remember. He's kept his skin in one piece through it all, so
he definitely knows his stuff.
Duff Skully - a mercenary whose loyalty is unquestioned; everybody knows his
loyalty is to Number One and the almighty C-bill.
Meece Yerta - if you need some extra cash on the side, go see Meece. He's
kinda sleazy, a merc who likes to get others to take the tough jobs for him.
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Agent Vermin Minter - this spy has a compromised comm link with House Marik;
her holovids keep winding up in your hands!
Zach Slasher - a mercenary MechWarrior you'll meet along the way. Make sure
it's not in a dark alley, okay?
Roden Wull - so you want some information, huh? Got any C-bills? Professional
informants are an unpleasant necessity in this day and age.
Yerg Gantor - another veteran merc, and one tough cookie.
Lana Mann - the lovely spy from House Davion. No one can resist her charms.
Wolf Glupper - yet another merc. With so many mercs kickin' around, you can
see that you guys are a dime a dozen.
After you've done everything you need to do in the Club, press A or X to exit
back to the main Galatea menu.
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'Mech Complex
This is where you can do everything related to your 'Mech--except fight with
it, of course. Not all options will be available to you all the time. To
exit the 'Mech Complex, press A or X.
[Picture of the 'Mech Complex menu screen with a label for each icon. The
1st icon is "Reload/repair"; the 2nd is "Customize"; the 3rd is "Buy"; and
the 4th is "Sell."
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Reload/repair your 'Mech
After a battle, you'll need to reload and repair your 'Mech. If you don't
have enough C-bills for a full refit, only the affordable repairs will be
effected. If you want to leave without fixing anything, press A or X.
Customize your 'Mech
Mercs in the know call this place the Chop Shop. This is probably the most
complicated part of the 'Mech Complex. There are six action icons here:
Next 'Mech | Heat sinks
Weapons | Engine
Armor | Jump jets
Unless you have more than one 'Mech, the "Next 'Mech" icon will not be
available to you. To add anything to your 'Mech, click B or Y on the
appropriate icon if you have the cash (if you don't, the "BUY" icon won't
appear).
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When you're buying multiple items like jump jets or armor, you will find that
the right arrow (buy) icon disappears when your 'Mech can't hold any more.
Watch for the icon to change, and click "OK" to go buy something else;
otherwise, you might unknowingly sell the items back!
It's possible to exceed the recommended weight limitation on your 'Mech.
You'll see a warning when this occurs. It is possible to go into battle with
a 'Mech that weights too much or too little for its class (see "The 'Mechs,"
elsewhere in this manual), but if you try it, you'd better fight well, and
fast!
To exit the Chop Shop at any time, press A or X.
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Buy a new 'Mech
Click on the right arrow icon to see all the available 'Mechs. If you see
one that's in your budget, click on "BUY" and it's yours. Otherwise, put
your tongue back in your mouth and press A or X to get back to the job at
hand. You can own a maximum of four 'Mechs.
Sell a 'Mech
The fourth icon in the 'Mech Complex menu will only become available to you
when you have more than one 'Mech. By the time that happens, you won't need
any instructions about what to do here.
G.H.Q. (General HeadQuarters)
G.H.Q. is a clearing house for mercenary contracts. The process of
negotiating contracts, like many things in the 'twenties, has become a cold
impersonal computerized interaction. You can view the available contracts
by clicking on the right- and left-arrow icons. To accept a contract without
negotiating the price, just click "OK." Once you've accepted a contract, you
can't take any other contracts; you'll have to fulfill your obligation--or
go down tryin'.
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Negotiating contracts
Houses typically offer mercenary contracts at a fairly low opening price.
You can usually get more money for a contract. Click on the "$$$" icon to
go to the negotiation screen. To increase the amount you request for the
contract, click on the "UP" icon. Press "OK!" to enter your bid. You'll
be returned to the G.H.Q. menu, and you'll hear a bell sound if your price
is acceptable to the House.
To sign the contract, click on the "OK!" icon. Or if you want to exit the
negotiation screen without putting your cards on the table just yet, press A
or X.
Mission information
After you've gotten the hang of being a MechWarrior, you'll see the importance
of knowing as much as you can about your mission before taking off. On the
contract, it tells the type of mission you're going on--it's vital to know
what it is you're expected to do! By clicking on the "INFO" icon, you can
get information about the planet to which you'll be going, and how many enemy
units you'll be up against.
Garrison Duty - the easiest missions. Houses normally employ mercenaries for
garrison duty to free up their own troops for the front line. Defend a planet
from the odd 'Mech or two (destroy all you find) and you've earned yourself
some easy money.
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Riot Duty - somewhat similar to garrison duty, but larger groups of 'Mechs
will appear, and you'll be paid more. You gotta get 'em all to complete the
mission.
Reconnaissance Raid ("Recon") - you have to locate and collect a specific
object on the planet while fighting off enemy 'Mechs.
Objective Raid - one step up from recon raids. The objective is still to
collect something, but there'll be more 'Mechs in your way this time, and of
course the pay is better.
Planetary Assault - enemy 'Mechs are trying to get into a base, and you gotta
stop 'em all. If just one gets in or if the base gets destroyed, you've
failed in your mission.
Offensive Campaign - same as a Planetary Assault, but there'll be more 'Mechs
and higher pay.
Security Duty - protect a base from attacking 'Mechs. You'll have to destroy
them all, and make sure the base doesn't get destroyed in the process.
Siege Campaign - you'll have to locate and destroy an enemy base. It's
protected by 'Mechs, of course, and you'll have to deal with those too.
After making sure you know what's expected of you, you should check out the
information on the planet too--if it's hot, you'll need more heat sinks. If
it's high-gravity, you'll want to take that into consideration when shopping
for jump jets. And like that there.
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Saving a game in progress
Click on the bottom icon in the G.H.Q. menu to save a game. The computer will
show the date when you saved the game, and you'll be able to save three games.
Remember which one is yours if you're sharing the MechWarrior Game Pak with a
friend.
If you ever want to erase a saved game, just start a new game, go straight to
G.H.Q., highlight the saved game you want to erase, and save a game on top of
it. The date will change to January 4th, 3027, and whatever mess you've
gotten yourself into in that old saved game will vanish into so many
electrons, never to bother you again.
When you're ready to exit the G.H.Q. screen, press A or X to go back to the
Galatea menu screen. If you do this without first having accepted a contract
(by clicking on the "OK" icon), you will not be able to go into battle.
Battle
After you've gotten a contract, the skull-and-crossbones icon will appear on
the Galatea menu screen. Click on it, and you take off for the planet where
the contracted-for battle will take place.
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You probably already know about as much about battle as any other merc on
Galatea, if you've read everything up to here (especially "Controlling your
'Mech," and "Your 'Mech's cockpit control panel"), and if you've put in some
time in the practice battle simulator. But a few more words here about battle
couldn't hurt.
Like mainly, know when to quit. If you're outta ammo, your damage indicator
is flashin', and the 'Mechs just keep comin', bail outta there, pal. Press
and hold the L and R buttons simultaneously (for about a second) to quit back
to Galatea. If you don't bail out, your cockpit capsule is automatically
ejected in the event of 'Mech destruction anyway. So you'll be able to take
the pieces back to the 'Mech complex and try to repair it, but that takes
money. Better to default on a contract than have to pay to fix a 'Mech
that's been totaled.
Ending the game
Sometimes your 'Mech may be destroyed in battle. You'll usually be given
another chance--you can take the same mission again if want (after repairing
or reloading you 'Mech if you have the money, or choosing one of your other
'Mechs if you have one) and re-enter the fray. Fail the same mission twice,
and you'll lose your life (and the game).
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If your 'Mech has been destroyed and you don't have enough money to fix
it--and you don't feel like getting up from your chair to press RESET--you
can end the game by accepting the same contract you took before, go to the
planet, and get blown up again. The game will end and you can start over
with a new 'Mech.
But if you're good enough, you'll win in the end. You'll hunt down the
members of the Dark Wing Lance and have your revenge at last.
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The 'Mechs
The BattleMech is a highly sophisticated descendant of 20th century war
machines called "tanks." The most powerful war machines ever built, these
behemoths dominate the battlefields of the Succession Wars. 'Mechs come in
four basic categories: light, medium, heavy, and assault.
Light 'Mechs, at 20 to 40 tons, are the most inexpensive and common type;
they're mostly used for reconnaissance due to their speed and jump capability.
Medium 'Mechs are the real workhorses of the MechWarrior universe. Ranging
from 40 to 60 tons; they usually end up doing the dirty work because of their
versatility. Heavy 'Mechs, weighting in at 60 to 80 tons, are the major force
on the battlefield. Their capacity for delivering and withstanding enormous
amounts of damage can make all the difference in a battle. The assault 'Mechs
are the true heavyweights of the MechWarrior universe. With tonnage ranging
from 80 to 100, their massive armor and weaponry make them formidable
opponents. But they're pretty darn slow.
The secrets of the intricate technology involved in making 'Mechs was lost
in the chaos of the Succession Wars--nowadays the best that people can do
is mix-and-match 'Mechs parts. Lost technology (simply called "lostech")
has become a valuable commodity--there's always the hope that someday the
secrets of building 'Mechs will be re-discovered.
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Nexus
The Nexus may not be the biggest or the strongest 'Mech around, but it's
nothin' to sneeze at. Reliable and quick, the Nexus is a good beginning
'Mech until you earn enough C-bills to buy something with more oomph.
Class: Light 'Mech
Mass: 23 tons
Maximum speed: 125 kph
Jump jets: 5
Armor factor: 48
Armament: Short-range homing missiles
Small laser
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Nexus-A
The Nexus-A is a little heavier than the basic Nexus 'Mech. The main
difference, though, is the substitution of the missiles instead of the
machine gun.
Class: Light 'Mech
Mass: 25 tons
Maximum speed: 144 kph
Jump jets: 5
Armor factor: 48
Armament: Short-range non-homing missiles
Small laser
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Nexus-B
This variant of the Nexus, with the addition of arms, gains some weight
but packs considerably more punch with its missiles and medium laser.
Class: Light 'Mech
Mass: 30 tons
Maximum speed: 126 kph
Jump jets: 5
Armor factor: 72
Armament: Medium laser
Short-range homing missiles
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Nexus-C
With the triple whammy of medium-range missiles and medium laser and machine
guns, this is the most powerful of the Nexus variants. It also can withstand
the most punishment of any of the Nexus 'Mechs.
Class: Light 'Mech
Mass: 35 tons
Maximum speed: 108 kph
Jump jets: 5
Armor factor: 96
Armament: Medium-range non-homing missiles
Medium laser
Machine guns (2)
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Raijin
The Raijin, named after the mythological Japanese god of thunder, is well
named. It may not be as quick as lightning, but it unquestionably makes
itself heard with its long-range homing missiles and medium laser.
Class: Medium 'Mech
Mass: 55 tons
Maximum speed: 108 kph
Jump jets: 4
Armor factor: 112
Armament: Medium laser
Long-range homing missiles
Machine gun
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Fujin (Raijin-A)
This variant of the Raijin was affectionately dubbed "Fujin" by MechWarriors
of Japanese ancestry, after their mythological twin gods of thunder (Raijin)
and wind (Fujin). The Fujin lives up to its namesake by dint of its
versatility and ferocity.
Class: Medium 'Mech
Mass: 50 tons
Maximum speed: 108 kph
Jump jets: 5
Armor factor: 88
Armament: Large laser
Medium-range homing missiles
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Grand Crusader
This heavy attack 'Mech, a variant of the popular Crusader, is one of
the most effective fighting machines around. Its twin PPCs make it a
formidable opponent against any 'Mech unlucky enough to be in the vicinity.
Class: Heavy 'Mech
Mass: 75 tons
Maximum speed: 72 kph
Jump jets: 4
Armor factor: 200
Armament: Particle projection cannons (2)
Machine gun
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Ragnarok
The dictionary defines Ragnarok as: "the final destruction of the world in
the conflict between the Norse gods and the powers led by Loki." Pretty
heavy stuff, which is fitting for this gigantic assault 'Mech. Someday you
might run into the 4-legged variant, commonly referred to as the Ragnarok/4.
But on Galatea you'll only encounter the standard 2-legged variety.
Class: Assault 'Mech
Mass: 80 tons
Maximum speed: 76 kph
Jump jets: None
Armor factor: 280
Armament: Particle projection cannon
Long-range homing missiles
Medium laser
Machine gun (2)
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Tips
* When buying weapons, think missiles. Short-range homing missiles are cheap
and effective, and you get a lot of 'em. Medium-range missiles let you keep
your distance from the enemy, but you get less.
* When you're on a battle planet, you'll see that the installations are buried
in the ground--moving across the tops of the buildings will slow you down.
You'll be able to move most quickly along the roads and runways. If you see
a gray disk on the ground, that's a land mine. You don't want to step on
those!
* Watch your heat gauge; 'Mechs have a tendency to overheat, which can cause
it to shut down. Make sure you buy enough heat sinks, especially when
you're going to use high heat-inducing weapons like the large laser and the
particle cannon. If you get overheated and there's some water nearby, take
your 'Mech for a little dip to cool off.
* As you build your fleet of 'Mechs, make sure that you acquire a variety of
'Mech types so you can pick the 'Mech best suited for the job at hand.
Sometimes you need to be quick, other times you want more firepower.
* The most vulnerable part of a 'Mech is its legs--take them out and the 'Mech
is useless. Of course. that are two of them per 'Mech--you have to shoot
'em both away to eliminate the threat from its weapons. Just remember that
the same goes for you.
* Save your game before going into battle. That way, if you lose the battle,
you can just go back to your saved position and try it again without having
to pay for repairs.
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Original BattleTech board game by Jordan K. Weisman and L. Ross Babcock III-
board game design, characters and universe (C)1990 FASA Corporation
Original MechWarrior game design by John A.S. Skeel, Paul Bowman, Terry
Ishida, and Damon Slye - original software (C)1989 Dynamix, Inc.
'Mechs designed by Victor Musical Industries, Inc.
Developed by Beam Software, courtesy of Victor Musical Industries, Inc.
Produced for Activision by Tom Sloper
Testing by Chris Campbell and Kelly Rogers
Package by TDC Group
Cover Art by Greg Winters
Manual by Tom Sloper
Special thanks to Andrew Davie, James Halprin, Yasushi Endo, Takashi Kimura,
Sam Lewis, Kelly Zmak, Mike Rivera, Bill Swartz, and Scott Jenkins
Game (C)1993 Activision
Code (C)1993 Victor Musical Industries, Inc.
MechWarrior, BattleTech, BattleMech, and 'Mech are Trademarks of FASA
Corporation, registered in the U.S. Patent and Trademark Office.
If you enjoy this game, check out the full line of BATTLETECH(R) board games--
look for them in game stores or comic book shops in your area. And next time
you're in Chicago or Yokohama or Switzerland, pay a visit to the BattleTech
Center there. There are more BattleTech Centers planned too--coming soon to
a city near you. Opening in June '93: Detroit and Los Angeles. See you
there!
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Activision, Inc.
P.O. Box 67001
Los Angeles, CA 90067
PRINTED IN JAPAN