ARMED FORCES

     FEDERATED SUNS

 

 

AFFS Field Manual 100-1

DECEMBER 3024

 

HOUSE DAVION TRAINING MANUAL

 


 

 

 

House Davion

Training Manual

 

 

 


Version 1.0

Written by the House Training Committee members

Compiled by Honey Girl ~AFFS~

 

Committee chair: Honey Girl

 

Members: ERAngel (Chair, New Player Section)

               X-Men and SuperNova (Chairs, Lance Training Section)

 

ADB, Aegis, Angmar, Bad Electric, BaronNight, Bloodman, DeathStroke, Eagle, Frodo, HeadShot, Homer, Jumper, Mouse, Necro, Renegade, Rezident Alien, RogueWarrior, Seeker, Skywalker, Spawn, SuperNova, Teafour, I/ince, VictoryRoad, Wizzard, Wolfgang, and X-Men

 

Committee Advisors: Alclarin, DeathWalker, Bear Frunze, and IceDemon

Special assistance and morale boosters: KnightWing, Qin, Yarmoor, and G.D. Stone

 


Table of Content

Introduction: How To Use This Training Manual................................. 6

BASIC INDIVIDUAL NEW PLAYER TRAINING........................................................ 7

Lesson 1:  In Battle................................................................................................ 7

Battle Communications (F7, F8 and (optional) Roger Wilco).... 7

Communicating with players in battle using text:.................................................... 7

Roger Wilco................................................................................................................. 7

Heads-Up Display (HUD) description......................................................... 7

Main View Screen (MVS)............................................................................................ 8

Compass tape (Headiug Readout)............................................................................... 9

Facing direction.......................................................................................................... 9

Direction of travel (or heading).................................................................................. 9

Mech markers............................................................................................................... 9

Time remaining........................................................................................................... 9

Left side panel...................................................................................................... 9

Magnification.............................................................................................................. 9

Right side panel.................................................................................................... 9

Eject.............................................................................................................................. 9

Overhead tactical map (OTM).................................................................................. 10

Communications log................................................................................................. 10

Lower Information Panel............................................................................. 10

Critical systems lights............................................................................................... 10

Radar scope................................................................................................................ 10

Heat Gauge................................................................................................................ 11

Jump Jet Gauge......................................................................................................... 11

Basic Maneuvering and Driving: forwards, backwards, turning, stop, torso twisting.................................................................................................................... 11

Key pad (Number pad) keys:...................................................................................... 11

Keyboard Keys............................................................................................................ 12

Aiming.......................................................................................................................... 12

Damage Color Coding system................................................................................... 12

Weapons display................................................................................................. 13

Reading left to right, each weapon has the following:........................................... 13

Single firing weapons................................................................................................ 13

Targeting Interlock Circuits (TICs )..................................................... 14

TICs, ok, I have them set, how do I fire them?........................................................ 15

Controls: Keyboard & Mouse:................................................................................... 15

Joysticks..................................................................................................................... 16

Lesson 2: In-Game Communications............................................................. 17

Finding other players and house members..................................... 17

ComStar (Com*) Ids............................................................................................. 17

ComStar messages: receiving, replying, and sending.............................................. 17

Lesson 3:  Moving through the Game World........................................ 18

Lesson 4:  Ready Room Mechanics -- Buttons and Actions.......... 19

The display............................................................................................................. 19

Meaning of 'sides'............................................................................................... 19

Help button........................................................................................................... 19

! Button...................................................................................................................... 19

Lesson 5:  The ‘Mechs.......................................................................................... 20

The ‘Mechs button............................................................................................. 20

Classes of mechs (advantages/disadvantages)........................... 20

House Davion 3025 mechs (as of 12/19/99 )............................................................. 20

Mech Anatomy........................................................................................................... 21

How to select and drop into battle............................................................................ 21

Lesson 6: Advanced ‘Mech Driving and Targeting........................... 22

Legging and heading........................................................................................ 22

Torso twisting and advanced views with sticky view key: Side views and page up/page down........................................................................................................ 22

Side views................................................................................................................... 22

Sticky View................................................................................................................ 22

Weapons locations and weapons stripping.................................... 23

Heat Management............................................................................................... 23

The Heat Indicator.................................................................................................... 23

TICs and heat management...................................................................................... 23

Mech weak spots................................................................................................ 24

Fading and using weapons ranges......................................................... 24

Lesson 7:  Introduction to Basic Team Lance Concepts............. 26

·     Assault Lance: This means take any ‘Mech you want in the game...................... 26

·     Heavy Lance: This means take any Mech except an assault mech...................... 26

·     Light Lance: This means take only lights............................................................. 26

·     True Lance: Take one Mech of each class........................................................... 26

Basic Lance Command abbreviations....................................................... 27

Speed and Heading Commands................................................................... 27

Targeting Commands....................................................................................... 27

Formation Commands....................................................................................... 27

Maneuvering Commands................................................................................ 28

Lance Formation Graphics.......................................................................... 28

Tracking Progress, Advancement, and Testing............................... 29

Appendix I: What and Who is House Davion (Armed Forces of the Federated Suns, or AFFS)........................................................................................................................ 30

The Soldiers Code for House Davion................................................... 30

BattleTech Rules of Conduct (BTROC)............................................... 31

Offenses...................................................................................................................... 31

Penalties..................................................................................................................... 34

BattleTech Assistants................................................................................................ 34

Policies and Disclaimers........................................................................................... 35

Chat/Event Logging.................................................................................................. 35

Game Mechanics........................................................................................................ 35

Transferring Characters............................................................................................ 35

Character Purges....................................................................................................... 36

House Davion Chain of Command (CoC).................................................. 36

House Davion’s Place in the Inner Sphere........................................ 37

Appendix II: History of the Inner Sphere from 2018 to  3025, and Time Line of Davion History......................................................................................................................... 39

Appendix IV: Keyboard Layout....................................................................... 43

Appendix V: ‘Mech Quick Reference - Multiplayer BattleTech Mech Quick Reference................................................................................................................. 44

Appendix VI: Weapons Quick Reference - MultiPlayer BattleTech Weapon Quick Reference................................................................................................................. 50

Appendix VII: ‘Mech Weak spots..................................................................... 51

 


Introduction: How To Use This Training Manual

 

This manual is a series of lessons to be used by the Trainers and Trainees of House Davion. The lessons are presented in a logical order for training new players to MPBT: 3025. Since most new players are interested in immediately dropping into battle, that lesson is presented first. However, new players must learn to navigate in the game interface, find and communicate with other Davion players (especially a trainer), find the location of their own combat unit, and learn to select the proper ‘Mech.

 

The order of lessons does not have to be strictly followed; a trainer can customize the training regimen according to their needs and to the needs of the new player. But all lessons contained here must be covered during the training process, and completion of the lessons must be tracked by the unit for each player.

 

The Appendices at the back are summaries, and serve a dual purpose.

·        They are supplements to the manual for use by trainers and trainees

·        They will be included in the manual to be sent to new players for use during their training. Thus, the trainer and the new player both have the same information for review during the lessons.

 


BASIC INDIVIDUAL NEW PLAYER TRAINING

 

Lesson 1:  In Battle

 

Battle Communications (F7, F8 and (optional) Roger Wilco)

 

I cover this function first because you will need to communicate with the players in order to train, and to get feedback from them.

Communicating with players in battle using text:

F8: To talk to all players in the drop, hit the “F8” key, then type in what you want to say, then hit the “Enter” key.

F7: To talk to players on your team (same color setting in the ready room) hit the “F7” key, type in what you want to say, and hit the “Enter” key.

 

If you discover you cannot maneuver in battle, you probably have not pressed the “Enter” key to display your message.

Roger Wilco

RW is a communications software program that is available for downloading at www.rogerwilco.com.  We use it often for voice communications in and out of MPBT. Being able to talk to your trainee with your voice has definite advantages.  Plus, the new player will probably be using Roger Wilco later on in lance battles.

 

Heads-Up Display (HUD) description

First, take the time to review the HUD with the new player.

The HUD has four sections:

·        the large main view screen (MVS), located in the top-center

·        2 side panels, located along the left and right sides of the MVS

·        information panel along the bottom half of the screen below the MVS and side panels

 

Nearly everything you need to know during combat is present or can be opened on the cockpit screen at all times. At a glance, you can see all of the important data for your own ‘Mech and your opponents’ ‘Mechs necessary to help you win a battle.


 


Main View Screen (MVS)

Your point of view is through the window of the cockpit as you’re sitting inside the ‘Mech, and contains a large amount of information.  Target information is available only for the currently selected target. Press the “Enter” key to target a single ‘Mech that is in view. A single rectangular box indicates an enemy ‘Mech; a double box is a friendly ‘Mech, or teammate, that you should not fire upon. Only one ‘Mech can be targeted at a time. If more than one ‘Mech is in view on the field, pressing “Enter” cycles between the targets. Any targeted ‘Mech is automatically displayed in the target display in the lower right of your screen. Pressing “Y” clears this information from the middle of the screen.  Targets can also be selected by clicking on the ‘Mech with the mouse in select mode in the overhead view.

 

Your weapons will automatically tell you when they are in range by a purple letter to the left of a specific weapon on the weapon status panel. This panel is located to the left of your radar screen. L indicates long range, M indicates medium range, and S indicates short range.

 

Targeted ‘Mech information is displayed by pressing the <T> key. Weapon locations are listed individually on the right side of the HUD. Damage is color-coded as gray, green, yellow, red, and black (from moderate to severe). Any destroyed system is displayed in black. Your ‘Mech information is displayed by pressing the <U> key

 

Compass tape (Headiug Readout)

The compass at the top of the battle view screen is broken into 10 degree increments, 0 degrees  is due north. The compass tape across the top of the HUD has upper and lower direction indicators, which convey two pieces of information

Facing direction

Along the top of the tape is the direction the torso is facing; this facing will change if the torso is twisted.

Direction of travel (or heading)

The lower direction indicators mark the direction of travel of your ‘Mech; this facing will change when you turn your ‘Mech.

 

Have the new player twist and turn (suing 4 and 6 on the number pad) so they can see the effects on the compass tape.

Mech markers

Are small color-coded arrows that move across the top of the screen above the compass tape. These indicators represent hostile and friendly targets in the line of sight. Indicators for off-screen targets appear on the top left or right side of the MVS in the direction that will most directly bring the target into view.

 

Time remaining

In a mission is indicated in the upper left corner. Normally, this counter begins at 15 minutes 0 seconds.

 

Left side panel

Magnification

The main view screen is capable of three levels of magnification (zoom): normal (1x), medium (5x), and high (10x). Crosshairs are present only in the normal level of magnification.

To zoom in press the “>” key. 

To zoom out press the “<” key.

The <?> key returns magnification to normal.

Zooming in decreases the accuracy of your weapons.

 

Right side panel

Eject

Eject from battle by clicking the eject button twice, or pressing the ”Escape” key twice.

Overhead tactical map (OTM)

OTM is opened by clicking on the command button or by pressing the < = > key.  Your own ‘Mech will show as a blinking bracket on the map. Only ’Mechs in the line of sight (not hidden by terrain)will show on the tactical overhead view. Clicking on a ‘Mech bracket targets that ‘Mech.

Communications log

These logs lists the messages sent and received during combat. Clicking on the “log” button or pressing the “-“ on the main keyboard opens and closes the log, which can be scrolled. Team messages (transmitted using F7) appear with an asterisk (*) before the message. General transmissions sent using F8 are not preceded by an asterisk, and are seen by everyone.

 

Lower Information Panel

Critical systems lights

·        S – Sensors are located in the head of every ‘Mech. They are the interface between you and the outside world.

 

·        E - Engine is located in the center torso of every BattleMech. The chamber contains the cooling system (heat sinks) for the engine. Damage is color-coded: yellow is light damage; red is severe.

 

·        G - Gyro is located in the center torso of every BattleMech, near the torso. It represents a huge gyroscope and the related systems that help to stabilize a BattleMech. Like the engine, the gyro is surrounded by armor designed to prevent serious damage directly to the mechanism; however, the gyro is too delicate to survive anything more than minimal damage. When the gyro has been destroyed, the 'Mech becomes immobile and falls easily.  If the 'Mech remains standing, its body locks in place to prevent any unbalancing motion.

 

·        L - Life support system is located in the head of every BattleMech. If the head is destroyed, your ‘Mech is destroyed.

Radar scope

The radar screen is located in the center of your monitor, directly below your battle view screen. You will notice upon dropping that your radar is set at the maximum range (2500 meters). The outer orange band on this screen represents 800 meters. Once an opposing Mech gets close to this outer band you should zoom your radar to the 800-meter scale. This is accomplished by hitting the “Delete” key 1 time. Try to get them used to putting the radar setting at 800m once in battle. This seems to work best for most players.

 

Radar ranges are 2500, 800, 300, 100 and 50 meters respectively. Tell them to scroll through all ranges use the “insert” and “delete” keys. You can also scroll through the ranges in one direction by hitting the teardrop shaped button above and to the left or your radar screen.

Heat Gauge

The heat indicator is located directly to the left of your radar screen, and is a vertical bar graph that is not lit until your Mech starts building up heat from weapons use, jumpjets, and engine heat. Minor heat is shown in green, major heat is shown as yellow. If you overheat, your ‘Mech will shut down. There is no override button for ‘Mech shutdown.

 

Have the new player fire several weapons at once, or a fast single-firing, and tell them to observe what happens on the heat gauge.

Jump Jet Gauge

The Jump jets gauge is located directly to the right of your radar screen, and is a vertical bar graph. If your mech is equipped with jumpjets, the green bar fill shows that you have fuel.  If your mech cannot jump, the bar is dark gray. Have the newbie press the “Home” button. They will see that the fuel level drops, and the color slowly changes to yellow, then red when jet power is depleted. It will slowly recharge after a jump.

 

Basic Maneuvering and Driving: forwards, backwards, turning, stop, torso twisting

The following keys are for standard keyboard movement during game play, but some of these controls can be configured to your joystick, if you use one. Joystick configuration will be covered in the next section. All these keys and their functions can be found in the “drop” or battle mode by hitting the “F1” key and holding it down, which opens the “Key Map”.

Key pad (Number pad) keys:

·        Forward speed: Using the “8” key on your numeric keypad, adjust speed by repeatedly pressing this key till the desired forward speed is achieved. Your forward and backward speed is indicated just above radar screen. The “8” key also will slow your reverse speed.

·        To slow your ‘Mech, the “2” key on the numeric keypad is used like the forward key. Repeatedly press the “2” key to slow your ‘Mech to the desired speed. The “2” key is also used to go into and to adjust reverse speed. To increase reverse speed, stroke the “2” key until desired reverse speed is achieved.

·        Stopping:  The “5” key on the numeric pad is your “all stop” button.

·        Turning your Mech:           Turning your ‘Mech is achieved by using the “4” and “6” keys on the Numeric keypad. Use “4” to turn left and “6” to turn right.

Keyboard Keys

·        Torso Twisting: is achieved by using the “A” and “D” keys, the “A” key being Twist Torso left, and the “D” key being Twist Torso Right.. Note that torso twisting is NOT the same as turning your ‘Mech!

·        Recenter Torso: To re-center your torso hit the “M” key.

·        Getting Up:  There are times when you will be knocked over, either due to a collision or having a leg blown off your ‘Mech. When this happens, use the “F12” key to get up. Hitting the stop key (“5” on the number pad) prior to getting up will shorten the time it takes to get your ‘Mech to the fully upright position.

·        Jumping:      Mechs that are equipped with jumpjets can jump in the air to achieve faster forward speeds, hurdle obstacles, get into a superior firing position, or just make your Mech harder to hit. If your Mech has jets, the jump key is the “Home” key. Once your Mech is in the air, you can use the “Boost” keys, (“2” and “8” on the numeric keypad) “2” being vertical boost, and “8” being forward boost. Watch the jumpjets gauge as you jump.

·        Turning your Mech in a jump: Turning in the air is achieved the same way as on the ground, by using the “4” and “6” keys on the Numeric keypad. Use “4” to turn left and “6” to turn right.  You can turn in a jump as long as your jumpjet indicator shows you have fuel.

 

Aiming

To target a ‘Mech, hit the “Enter” key, and a single green box will appear around the targeted enemy ‘Mech.  (A double box indicates a teammate.) You may aim using the basic maneuvering keys described above, with a properly configured joystick, or with the mouse.

 

To enable Mouse targeting, hit the “Backspace” key once you have left the drop ship.

 

To aim using the mouse, press the “Backspace” button until ‘Targeting mode’ appears in your HUD in the lower right. Moving your mouse will move your ‘Mech. Your mouse will then control your sight’s elevation and side to side movement. Place the crosshairs on your screen on the targeted ‘Mech. Single fire your weapons using the spacebar or the left mouse button if you are using a mouse for targeting

Damage Color Coding system

If you let the new player take some shots at you, this will help you explain the color-coded damage.

 

Color codes

GRAY             undamaged location

GREEN          armor damage only

YELLOW       internal structure damage or no armor remains

RED               internal damage, location close to being destroyed

BLACK          location destroyed

 

Weapons Display

The vertical weapons display in the lower left is for configuring targeting interlock circuits (TIC) and monitoring the status of a weapon’s availability and ammunition stores. Each weapon from top to bottom is associated with a number (1 through 0) along the top of your keyboard. You can select a weapon for firing by clicking on it or by pressing the weapon’s number. When selected, the black part of the name box turns gray. The space bar can then be used to fire the weapon.

Reading Left to Right, Each Weapon has the Following:

Range indicator:  Lights up when the weapon is in range. Each weapon is part of one of three range classes (short, medium, or long. A letter corresponding to that range class lights up when it is in range. At the outside ranges of a weapon’s effectiveness, the light is red. When the target is deeper in the weapon’s effectiveness range, the light is yellow; and finally, the light is green when the weapon is very close to your BattleMech.  If a weapon has a minimum range, the light turns blue when the target is within minimum range.

Weapon Name:  Indicates the name of each weapon that the battlemech uses.  

Ammunition counter:  Indicates the number of rounds. When there is a dash in the weapon’s ammo counter, the ammo is depleted, and the weapon can no longer fire.

Readiness boxes:  Each TIC for each weapon has a green readiness light. The green LED in the center of the box is lit when a weapon is ready to be fired.

Single firing weapons

Is accomplished by hitting the space bar, or using the left mouse button if you are using a mouse for targeting.


Targeting Interlock Circuits (TICs )


 


TICs are a means of grouping your weapons together (usually by range, sometimes for heat management) so they fire under a single key. There are 3 “TICs”, they are “A”, “B”, and “C”, and are labeled along the top of the weapons display

 

When a weapon is on a TIC, the yellow circular LED is turned on; when that TIC is selected, the black portion of the letter box is gray. You can configure weapons on any or all of the three TICs in any combination.

             

How to set TICs is something you will learn over time with experience. Most players set TICs by weapons ranges (See the Appendix VI: Weapons Quick Reference). Experienced players will often set them not only by range, but also for heat management.

 

On the weapons status panel, you will see all your weapons listed by range and type, usually (but not always) starting with the longest range first. You will also notice there are 3 columns above them, marked A, B, and C.  In each of the three columns for each weapon, you will see a green circle if that weapon will fire in the view your Mech is in at this time (more on side and rear views later).

 

To place a weapon in a particular “TIC”, click with your mouse on the circle in the readiness box for that weapon under the A, B, or C. You can also use the keyboard keys: select the weapon by by it’s assigned number (which you do NOT see in the weapons display), then pressing “L” for TIC A, a semicolon “;” for TIC B, or an apostrophe  “ ’  “ for TIC C.

 

An orange circle now is around that weapon under the letter for the corresponding “TIC”, repeat this process until all your TICs are set. Also keeping in mind that the more weapons you fire at one time, the more heat you will generate (see Heat management).

 

For instance, if you have a ‘Mech with two PPC’S, one LRM 15 , and 2 Medium Lasers, you would want to put the LRM 15 under TIC A by itself since it will be the first weapon to “Range” the targeted mech. Then the 2 PPC’S would be put under TIC B, and lastly the 2 Medium Lasers would be under TIC C.

TICs, ok, I have them set, how do I fire them?

TICs are fired using the keyboard keys across the top of the number pad. TIC A is fired by hitting the “Num loc” key, TIC B is fired by hitting the “/” key, TIC C is fired by hitting the “*” key. Your joystick and mouse can also be configured in control panel to fire TICs.

 

To single-fire the weapons on a TIC, just click on the TIC letter (A, B, or C) and press either space bar or the button you have configured for single firing on your joystick.

Controls: Keyboard & Mouse:

Controls allow you to maneuvering your Mech, aim and fire your weapons, select targets and radar ranges, communicate with others in the game (either team or open – see above), check temperature or previous communications, etc.. We’ve reviewed the controls necessary to operate your ‘Mech and fire your weapons as we’ve gone through the topics above. For a summary of the keyboard controls, see Appendix IV: Keyboard Layout. The keys listed there are for standard keyboard game play, but some of these controls can be configured to your joystick, if you use one. Joystick configuration will be covered in the next section.

 

Joysticks

Since there are many types of joystick available, this is one example of possible configurations using one of the more common sticks used in MPBT, the  “Sidewinder Precision Pro”. However, some of these control suggestions could be transferred to other sticks.

 

*These are suggestions only, as you gain experience you may find better uses for your joystick buttons than those suggested here.

 

These settings will be moved to the next page, so all settings information will be printed on one page for ease of use in game.  In ready room, click on the box directly below the help tab to the left of your screen that looks like it has a couple slide switches on it. Click on the control tab, in there you will see the following controls:

 

Torso twist:    Rudder                                   Stick Deadband: 3rd or 4th click from left

Torso Tilt:       Stick “Y”                      Rudder Deadband: same as stick Deadband

Turn Mech:     Stick “X”                     (all sticks are different, experimentation required)

Throttle:          “Z”

 

Next, click on the tab to the right marked “Button Mapping” Highlight button 1, and then in the column of functions select the function you want to assign to each button.  After each button is changed to what you want it to control, make sure you hit the assign tab to the right before moving to the next button.

 

Button 1                                  Fire current weapon

Button 2                                  Fire Tic “A”

Button 3                                  Fire Tic “B”

Button 4                                  Fire Tic “C”

Button 5                                  Target detail Readout

Button 6                                  Radar Zoom in

Button 7                                  Radar Zoom out

Button 8                                  Select Target

Button 9         

Button 10                    Reverse

 

Hat Switch Forward: Initiate Jump

Hat Switch Backward:          Center Torso

Hat Switch Left:                     Get Up

Hat Switch Right:       Mech damage Quick View

 

 

Be sure to hit the “OK” button after you are finished with your selections.

 

 

Lesson 2: In-Game Communications

 

Finding other players and house members [JLR1] 

 

NOTE: This will be written specifically for MPBT: 3025®

 

ComStar (Com*) Ids

When you create a game account and log into MPBT: 3025®, you are automatically assigned a 5-letter ComStar ID made of consonant letters, which uniquely identifies you in the game.

 

Examples of Com* IDs are: RTHVB, MZLTH, and PWSTQ

 

ComStar messages: receiving, replying, and sending

 

NOTE: This will be written specifically for MPBT: 3025®

 


 

Lesson 3:  Moving through the Game World

 

NOTE: This will be written specifically for MPBT: 3025®

 

 

 


 

Lesson 4:  Ready Room Mechanics -- Buttons and Actions

 

The display

NOTE: This will be written specifically for MPBT: 3025®

 

Meaning of 'sides'

Sides, or teams, are set up in the ready room before you drop into battle. While in the Ready Room (where you are before you drop) click the STATUS button. This will show what color (there are a total of 8 colors) everyone in the room is. If you want to switch colors, then click the SIDES button, and make your selection.

 

In a Free-For-All (FFA) drop, everyone in the room is a different color, and it’s every ‘Mech for himself.

 

A team is a group of players who drop on the same color. If you are the same color as another player, they will have a double rectangle box around them when they are targeted.  Don’t shoot them. Firing on a teamate is "backstabbing", which is against the BTROC (BattleTech Rules Of Conduct). Also, if you’d like to, when you click the STATUS button, if you’d like to see anyone’s (including your own) statistics, use your mouse pointer to highlight and double click that person. You’ll see their sanctioned duel record, how many total battles they’ve had (sanctioned and practice) and their rank against the other fighters on Solaris.

 

Help button

The Help button opens a Windows dialog which you can use. Closing this dialog returns you to the game. The F1 key does the same thing as the Help button.

! Button

The red ! button is for reporting violations of the BTROC to the game staff of Kesmai Corp. Clicking on the ! button causes all conversation you have seen, including your own, to be logged in a special file for review by Kesmai Corp. staff.

 

 

 

 


 

Lesson 5:  The ‘Mechs

 

The ‘Mechs button

Clicking on the ‘Mechs button will bring up a selection panel of all the ‘Mechs you are currently able to drive. This applies to both Solaris and to MPBT 3025®.

 

Classes of mechs (advantages/disadvantages)

There are 4 classes of ‘Mechs: Light, Medium, Heavy, and Assault. The light ‘Mechs are fast, harder to hit, but have weaker weapons and armor than the other classes. The bigger and slower heavy and assault ‘Mechs are more heavily armored with stronger weapons. But the bigger the size, the less the maneuverability, but the more armor and better weapons a ‘Mech will have.

 

Within each of the four ‘Mech classes, some ‘Mechs are better than others. Your selection of ‘Mechs will depend on your ranking points and your House Standing in 3025. As your ranking points and House Standing increase, so will your selection of ‘Mechs for battle. Overall, the more skill you have as a player, the better your ‘Mech selection for combat missions will be.

House Davion 3025 mechs (as of 12/19/99 )

Green house standing: Lights

Regular house standing: Mediums

 

Lights:

Stinger 3r

Spider 5v

Flea 4

Flea 15

Locust 1v

Wasp 1d

 

Mediums:

Clint 4T

Vulcan 5T

Vulcan 2T

Blackjack 1DC

Centurion 9A

Centurion 9AH

Centurion  9AL

Enforcer 4R

Shadowhawk 2D

 

Mech Anatomy

Battlemech are broke down into Eight target areas.  These areas contain differing amounts of armor, and will hold the various weapons the Battlemech is armed with.  Unique of these areas are the Torso areas.  The Torso areas due to their large size have front and rear armor.  The rear armor of the Torso is inherently a weak point on all battlemechs.  The target areas and the abbreviations that will be used in combat are listed below:

            Head (H)

            Left Arm (LA)

            Right Arm (RA)

            Left Torso (LT)

            Right Torso (RT)

            Left Torso (LT)

            Center Torso (CT)

            Left Leg (LL)

            Right Leg (RL)

How to select and drop into battle

 

NOTE: This will be written specifically for MPBT: 3025®

 

 


 

Lesson 6: Advanced ‘Mech Driving and Targeting

 

Legging and heading

Legging (shooting the legs off a ‘Mech) and heading (shooting the head) are legitimate tactics in this game. However, as you will soon see, a downed ‘Mech can still aim and fire using different ‘views’. Just because a ‘Mech is down, does not mean it is ‘out’.

 

Torso twisting and advanced views with sticky view key: Side views and page up/page down

Side views

You can view right, left, or behind your ‘Mech by using the cursor arrow keys. You can also fire certain weapons in these directions, while holding these keys and firing you weapon that is highlighted green during the view being selected. This is made much easier with the use of “Sticky View”.

Sticky View

Allows you to use the side views to look, and fire your weapons without holding the directional keys, “Sticky” View is activated by pressing the “End” key once. When “Sticky View” is set, the words “Sticky view mode” will appear in the lower right corner of the battle view screen.

 

Yes I put these two lessons together, as it is probably the easiest way to do it, however it does limit your mech choices. This is probably the most important lesson we teach, and as such takes a lot of time to do it right. The skill of twisting is tough to learn but once mastered will help you survive much longer in the game. Start this lesson in the middle of the arena without shooting. Twist for the cadet and show him the difference between twisting and turning. Then observe him as he twists. After he does it properly, move back out of range and start the lesson.

 

Choose the mechs carefully for this lesson. A suggestion is the Crusader 4d. This is a mech in which you either twist or you die. It also fires well from each side allowing you to combine the advanced views.  Watch the cadet closely during battles, make sure that he twists and shoots from the side views as well. You may need to explain sticky view and its purpose if the cadet is unaware of it. Also watch the cadet for over twisting, or exposing his backside. Teach him to use the side view and its crosshairs to prevent over twist. At some point in the lesson there is a good chance that you will have hit his gyro, when this happens stop the lesson and explain the page up and page down buttons, the views they give, and how to shoot when gyroed. Take time with this lesson and give it the proper perspective. Make sure the cadet is aware of and can do all aspects of twisting and advanced views.

 

Weapons locations and weapons stripping

Remind the new player that the locations of a targeted ‘Mech’s weapons can be seen by pressing the “T” key.

 

This is a lesson that can be a lot of fun. The purpose of this one is target practice. The object is to have the recruit shoot first the arms, then the torsos, and last the kill. Don’t let them cheat the lesson by hitting the torso and taking the arm as well. No TICS are allowed in this lesson. Work this one several times until you are confident the recruit can shoot well enough to take each piece as he is supposed to. This is best done with the trainer and the cadet in the same mech.  The mechs I use are as follows:

1.)   Whitworth 1s - I like this mech for this game because the weapons are all medium ranges and each one is located in the piece they are trying to remove.

2.)   Spider 5v - The most common mech used for this. Its weapons are smaller but located in the CT so they aren't lost as you fight.

The end of this is up to the instructor as to when he feels the cadet has sufficient aim, however I usually tell the cadet he has to kill me to pass. This isn't true but does put an element of challenge into it and an amount of excitement for the cadet if he manages to do it.

 

Heat Management

Each Mech has a limited number of “Heat sinks” for the engine and weapons heat. The number of heat sinks on each ’Mech is in Appendix V: Mech Quick Reference. This information can also be found in the “ready room” when you select your ‘Mech. If the damage to you’re ‘Mech is severe enough, the engine will automatically shut down. While your ‘Mech is in shutdown, you cannot move or fire weapons.

The Heat Indicator

Located directly to the left of your Radar screen, and is a vertical bar graph that is not lit until your Mech starts building up heat from weapons use and engine heat. Minor heat is shown in green, as heat builds to higher levels, this graph increases and turns to yellow. As heat builds to a critical level the graph turns red and fills past the shutdown point “as indicated by a line ¾ of the way up the graph. At this point your Mech will shutdown and you will hear an annoying warning buzzer until such time as your heat level drops below the shutdown point.

 

Single-firing the weapons that generate the most heat (the PPCs and lasers) will help control heat generation in battle.  There is no override for ‘Mech shutdown.

TICs and heat management

Many players group their weapons on TICs not just by range, but also for heat management. Lasers and PPC’s generate a lot of heat. For example, a medium or long laser will often be put on a TIC with an LRM, even though when firing the LRM, the laser may not be in range. The purpose of this is to limit the number of lasers, and the heat generated by them, being fired on the medium laser TIC.

 

Mech weak spots

Each ‘Mech has certain weak spots which can be used to your advantage in battle. Armor is not evenly distributed over the ‘Mech. The back of all mechs is weak. Armor in generally concentrated over the center torso to protect the engine.

 

Appendix VII is a summary of the various ‘Mech weak spots.

 

Fading and using weapons ranges

Fading is a must have survival skill. At times, backing up is a much better tactic than charging and dying. If you are in a ‘Mech with long range weapons are are against a short-range ‘Mech, fading will be to your advantage as you are able to fire your weapons at the target, but they are not yet in range to fire at you. 

 

Reverse speeds in all mechs are roughly 2/3 of the forward speed.

 

Start fading before your weapons come into range, at about 800 meters. Use your radar to verify this. Take your time with this lesson and use at least two different sets of mechs preferably three. At the end of the lesson if the cadet is doing well and picking up as he should start to point out the times when he should start to charge.

The following are the mech match-ups that I like to use in the order I use them. The trainer is in the charging mech while the cadet is in the fader.

1.)   Catapult C1 vs. Annihilator - easy and slow to start

2.)   Blackjack 1 vs. Hunchback 4p - a little tougher but an easy target plus the cadet really

                                                          pays for a mistake (a good illustrator)

3.)   Black jack 1 vs. Wolverine - a very common battle field combination

 

Weapons Stripping

This is a lesson that can be a lot of fun. The purpose of this one is target practice. The object is to have the recruit shoot first the arms, then the torsos, and last the kill. Don’t let them cheat the lesson by hitting the torso and taking the arm as well. No TICS are allowed in this lesson. Work this one several times until you are confident the recruit can shoot well enough to take each piece as he is supposed to. This is best done with the trainer and the cadet in the same mech. 

The mechs I use are as follows:

1.)   Whitworth 1s - I like this mech for this game because the weapons are all medium ranges and each one is located in the piece they are trying to remove.

2.)   Spider 5v - The most common mech used for this. Its weapons are smaller but located in the CT so they aren't lost as you fight.

The end of this is up to the instructor as to when he feels the cadet has sufficient aim, however I usually tell the cadet he has to kill me to pass. This isn't true but does put an element of challenge into it and an amount of excitement for the cadet if he manages to do it.

 

 


 

Lesson 7:  Introduction to Basic Team Lance Concepts

 

Lances are groups of 2 or more MechWarriors teamed up together to fight the enemy.

 

SSW rules (Solaris Simm War rules):

·        Assault Lance: This means take any ‘Mech you want in the game.

·        Heavy Lance: This means take any Mech except an assault mech.

·        Medium Lance: This means no heavy or assaults, but take any other Mech you want.

·        Light Lance: This means take only lights.

·        True Lance: Take one Mech of each class.

 

Lancing as a team requires practice, patience, and skill, which comes with time. Each lance has a lance leader who will call out the lance commands as needed in battle. It is recommended that, in a drop, you press the “Delete” key once to set your radar scale to 800m to avoid collisions. Also, 800m is just barely out of range for all long-range weapons. (see Appendix VI: Weapons Quick Reference).

 

The lance leader may use as many lines as necessary to type lance commands. It is important to know these abbreviations without restricting the lance leader’s style and sense of timing while conducting a lance. Each lance leader has his/her own style, which should not be restricted by these commands, but rather enhanced by their standardization. Idle chatter by lancemates is discouraged, but useful information, such as the room temperature, location, and ‘Mech composition of an enemy lance, can be entered by any player to help out.

 

The lance leader’s orders are always to be followed. To coordinate lances in battle, lance leaders in House Davion use the following standardized lance commands. These lance commands are to be typed in lower case letters to save time and keystrokes. No ”Shift” key or “Caps Lock” key is to be used.

 

 


 

Basic Lance Command abbreviations

 

Speed and Heading Commands

Upon first dropping into battle, the location of the enemy lance and their ‘Mechs must be determined.  After they have been located, the first command to be issued will be the lance heading and the speed. ‘m’

 

H = Heading  (Use directional mark on the compass tape at top of HUD on screen)

S = Speed  (Shows in middle of screen with bar graph display)

Mark  = Mark (execute the speed and heading command. Mark can be entered on the same line as a command, or later)

 

EXAMPLE:  H 240 S 58 - Means to move toward heading 240 on the compass tape at a speed of 58 kph.

 

            Mark  = Means to execute that command

 

Targeting Commands

Again, each lance leader has their own style, and depending on battle conditions, flexibility is needed when selecting a target.  Three options are available. Again, it’s important to know the commands, rather than restrict the lance leader’s style.

 

·        T = Target  (The mech that you are to select as your first target).

·        Lead = Target lead mech

·        T1, T2, T3, T4 = Target a ‘Mech which has been numbered from left to right by it’s field position

·        T (Mech name) – T jen, T cat, t mad, etc.

·        (Target Area)  – Target  designated area (H, RA, RT,CT,LT,LA,LL,RL)

 

Formation Commands

Formation are how your ‘Mechs are to line up for combat. There is also a command available, @, that allows experienced lances to form up on the move. To avoid confusion, ‘form’ is typed before entering a formation name, rather than just “f”, so as not to be confused with flanking. Graphics are shown below.

 

·        Form = Formation (most assume there are 4 ‘Mechs in a drop)

·        LB = Line abreast (all ‘Mechs line up across, or shoulder to shoulder)

·        Col = Column (all  ‘Mechs lined up behind the lead ‘Mech)

·        Y = Y formation (outside 2 ‘Mechs are ahead of the 2 center ‘Mechs, which are behind one another)

·        T =  T formation.. (3 lined abreast with 1 in the middle back)

·        B = Box formation  (a square, with 2 ‘Mechs in front and 2 behind)

·        V = V formation.. (2 outside ‘Mechs a little ahead of the middle 2)

·        W = Wedge formation.. (2 middle mechs a little ahead of the outside 2)

 

EXAMPLES:

Form T    Means form up in a T formation

 

Form __ @  s     designates a speed for forming up on the move, and is used with the form command

Form LB @ s58  means Line Abreast while rolling at 58 kph.

 

Maneuvering Commands

COC = Charge On Contact  (Go full speed charge to enemy when in weapon range)

CO8 = Charge at 800 meters

C = Charge now!!!

FOC = Fade On Contact (Go into full reverse ASAP after weapon is in range)

FO8 = Fade at 800 meters

J = Jump (Use jumpjets to help spread damage as you charge in.)

JO8 = Jump at 800 meters

FL = Flank left

FR = flank right

RIM = Play the RIM  (Stay in and out of range of the enemy by moving forwards and backwards)

EAW = Engage At Will  (Tells all lancemates to just attack anything when they can.. but try to keep together when doing so.)

 

EXAMPLES:

H 220 S 51 Form LB  TLead - Heading 220 Speed 51Kph on mark, formation is Line Abreast, Target is Lead mech

 

FOC Tmad RL - Fade On Contact, target the Marauder and take its right leg

 

H 95 S 45 Form=V  Tcat - Heading 95 Speed 45Kph on mark, formation is V, and Target the Cat

 

COC J - Charge on Contact and jump at contact

 

Lance Formation Graphics

 

1

 
LB (Line Abreast)                                         COL (Column)

 

2

 

1

 

2

 

3

 

4

 
 

 

 

3

 
 

 

4

 
 

 

 

 


Y  (Y formation)                                                          T (T formation)

1

 

2

 

1

 

2

 

3

 

3

 

4

 

4

 
 

 

 

 

 

 

 

 

 


B  (Box formation)                                                     W (Wedge formation)

 

1

 

2

 

1

 

2

 
 

 

3

 

4

 

3

 

4

 
 

 

 

 

 


V  (V formation)

 

                                                           

2

 

1

 

 

3

 

4

 
 

 

 

 


Tracking Progress, Advancement, and Testing

The lessons in this manual have been developed to standardize training for Mechwarriors in the AFFS.  New soldiers to a unit will be provided this document.  It is the responsibility of the new soldiers Lance Leader to track and ensure all training is completed successfully.  Units will develop means and procedures to allow for the tracking an accomplishment of this training.  Once training is completed a new soldiers is permitted to join the unit in combat situations, not before.  AFFS FM 110-1A is to be used by AFFS mechwarriors as a quick reference guide for combat.  Trainers and trainees will both use this document to accomplish and monitor training.  Trainees should read the lesson before approaching a unit members to assist in training that lesson.  Units will develop their own means to train and evaluate each lesson.  At no time will material be added to this curriculum with out the permission of the Training Division, Department of Operations.

 

 

 


 

Appendix I: What and Who is House Davion (Armed Forces of the Federated Suns, or AFFS)

 

The Soldiers Code for House Davion

This Soldiers Code, as directed by the Prince, is established to govern the actions of the men and women of the Armed Forces of the Federated Suns.  Our actions reflect directly on our Commanders, our Comrades, and on House Davion. The Battletech 3025 "Rules of Conduct" (ROC) are the basis of this Code.

 

Article 1.  I am a member of the Armed Forces of the Federated Suns, and will act with dignity and discipline on and off the battlefield.  I will show the proper military respect and courtesy due those appointed over me in the chain of command, and to those serving under me. I will follow all legal directives and orders.  I will show the proper respect to all members of the House, and will treat all players in the game with the dignity and respect that they themselves would expect to receive, both on and off the battlefield. 

 

 Article 2.  I am a representative of House Davion. Disagreements with other players are not to degenerate into personal attacks. If I fall under attack, I will walk away from the incident and report it to my immediate commanding officer.   Taunting of opposing players in the spirit of role-play is allowed.  Personal attacks, insults, and harassment of other players violate the Battletech 3025 ROC and the guidance defined here in this code. 

 

Article 3.  I will conduct myself with dignity representing the House with pride. If I fall under a personal attack by a House Official I will walk away from the incident and ask the official to take the incident up with my Commander or the House Morale Officer. I will then inform my Commander via e-mail of the problem.  On the battlefield, honor among warriors is always expected. I will show the enemy respect and courtesy.  I will be mindful of jokes and barbs, as what is fun and sport for me and my companions may injure and insult a fellow warrior.

 

Violations of this code will be dealt with at the lowest level in the Chain of Command as possible.  If intervention outside your unit is necessary, you may contact the House Morale Officer (HMO) after all members in your CoC have dealt with the infraction. Know that violations of this code will be viewed violations of one’s oath to House and may be grounds for corrective action and even dismissal from position as per the Davion Uniform Code of Military Justice (DUCMJ).

 

Be true to yourselves and respect your fellows. This is the Soldiers Code of House Davion.


 

BattleTech Rules of Conduct (BTROC)

The BTROC is the overall behavioral code of MPBT:3025® established by Kesmai Corp., and applies to all players in the game regardless of their House affiliation. The BTROC is the ruling laws of the game, and must never be violated. Violations of the BTROC and the Terms of Service (TOS) will result in actioning against the violator by Kesmai and it’s designated staff assistants, who are members of ComStar. These penalties are described in the ‘Penalties’ section of the BTORC. This file, roc.txt, is found in the MPBT:3025® folder on your hard drive, and is duplicated here.[JLR2] 

 

MultiPlayer BattleTech: Solaris Rules of Conduct and Policies

Current as of 11/11/98

Version - ROCBT98h

 

The following represents the policies under which players may participate in MultiPlayer BattleTech: Solaris.  These polices are in addition to any rules of conduct published by your service  provider.  The service provider's rules of conduct will be enforced at all times.  Please read these policies and adhere to them.  Violation of the rules can result in the permanent lockout of your account from the game.

 

Offenses

 

Abusive Behavior:  MultiPlayer BattleTech: Solaris is a social game, and much of the fun and excitement comes from interaction among players.  To a certain extent, it is up to the players to decide what behavior is reasonable and what is unreasonable within the game community.  The players should use the ready room naming and password features to screen people with different or unacceptable play styles whenever possible.

 

However, bad language, scrolling, harassment, personal threats, and other offensive behavior are not permitted. "Backstabbing," the process by which one player intentionally fires at a player on the same team, is typically considered "offensive behavior" whether the target is destroyed or not.  Offenders will be subject to the penalties described below.

 

To report a player who is demonstrating abusive behavior, click on the alert button ("!"), located in the lower left-hand part of the screen in combat as well as in the rooms.  The last several minutes of text you have seen will be sent to MultiPlayer BattleTech: Solaris Product Support.

 

The "!" button, or TOS notification is to be used as an alert to Kesmai that the Rules of Conduct have been  violated.  Improper use of this notification system may be subject to the  penalties below. 

Character Names:  Obscene or offensive handles will not be tolerated.  Players with obscene or offensive character names will be subject to the penalties described below.

 

The following character combinations, and those which MultiPlayer BattleTech: Solaris staff members deem similar enough, are reserved for official use only.  Any player observed using any of these combinations, or similar ones, in such a way as might cause confusion to other players, is subject to the penalties below.

 

    Primus

    Precentor

    Adept

    MPBT

    MPBT Helper

    ARIES

    GameStorm

    Kesmai

    HL

    The common handle for any staff member or House Leader that is

    listed on the Announcement Message Boards.

 

In addition, GameStorm strongly discourages players from deliberately impersonating another player.  At the discretion of the observing staff member, players impersonating another player are subject to the penalties below.

 

Houses:  House Leaders are both players and official representatives of Kesmai in certain ways.  House Leaders are picked by Kesmai and have certain responsibilities both to the players belonging to that House and to Kesmai until they resign. Replacements are approved by Kesmai's Product Support.

 

A player may not make the claim to be a House Leader of any House unless officially appointed by MultiPlayer BattleTech: Solaris' Product Support representative, employed by Kesmai Corporation.  Doing so is considered impersonation and may subject the player to he penalties described below.

 

Similarly, claiming to represent or belong to an element of a House's structure is potentially misleading to other players.  The House Leader has the right to compose his or her entire chain of command, so any claims that are not backed up by a House Leader are potentially false, intentionally or unintentionally.  If this happens as the result of a deliberate action, players making such a claim may be

subject to the penalties below at the discretion of the observing staff member.

 

Note that "stables," even when affiliated with a House, do not represent an element of House structure and are acceptable.  This is the recommended method of forming groups in MultiPlayer BattleTech:  Solaris.

 

Stable Names:  All stables that wish to carry names that have history in the FASA source books must seek the approval of Kesmai Studios Product Support

Lead before using that name.  Historical names will be permitted as long as they follow the guidelines and references in those source books.  All non-historical stables may seek to have their names protected from use by other groups by following the guidelines laid out by Kesmai Studios that are available in the files library.  All recognized stable names that are already in use will be prominently displayed on the "Announcements" message board in the MPBT forum.  Any reuse, or infringement on an approved or authorized stable name will be considered impersonation and will carry the penalties described below.

 

 

Bug Abuse & Cheating:  Bug abuse disrupts the game and lessens the enjoyment of the game for everyone.  Any effort to employ game bugs, circumvent restrictions on game play, or otherwise use non-game features or other programs to your advantage in MultiPlayer BattleTech: Solaris is not allowed; violators will be subject to the penalties described below.

 

"Warping," or using any means to alter the appearance or performance of a 'Mech in battle to either reduce damage received or to increase the speed of the 'Mech is considered cheating.  Discussions on how to cheat carry the same offense as cheating.

 

"Heads" and "Legs" are considered a part of the mech and are a fair target. While some players may consider these to be "off limits" or "dishonorable," targeting them is not considered cheating.

 

Booths in the bar are for use by all players.  However, common courtesy should be observed.  The "ownership" of the booth belongs to the player who occupied the booth first.  Joining a booth against the will of the current occupants will be considered Game Disruption and will be subject to the subscribed penalties.

 

Ready rooms are for use by all players and the only rules enforced there will be the MultiPlayer Battletech Rules of Conduct.  If a player wishes to use additional rules by stating them in the room name, s/he may do so, but only at their own risk.  The game staff  will not enforce player mandated rules such as "Lites Only" or "Teams Only" or any other variations.  In addition, GameStorm strongly encourages players who wish to run specific types of rooms to use the password feature and to only invite players who agree to the specified style of play.

 

The Solaris Starport is intended as a tutorial for new players and will be staffed by MPBT Trainers during peak hours.  All recruiting should be done in other areas of the game so as to not interfere with the trainers and to give new players the opportunity to become fully acquainted with the game.

 

All bugs should be reported so that we can fix them.  If you observe someone else abusing a serious bug, please report it to MultiPlayer BattleTech: Solaris Product Support by using the "!" button.

 

Miscellaneous:  Players discovered to be playing on an account registered to a

fraudulent or incorrect name, address, or billing method will be immediately locked out.  MultiPlayer BattleTech: Solaris is not to be used as a venue for the promotion of competing products or services.  Individuals who actively promote competing products or services within MultiPlayer BattleTech:Solaris will be subject to the penalties described below.

 

GameStorm reserves the right to make special-case adjustments to its policies and its actions concerning violation of these policies.

 

Penalties

Anyone found to be in violation of the rules of conduct described in this document, at the sole determination of GameStorm, including any and all MultiPlayer BattleTech: Solaris staff members, will be subject to the following:

 

1. First violation: The player will receive a warning, either within    the game or via e-mail, describing his/her alleged breach of policy.

2. Second violation: The player will be locked out of MultiPlayer BattleTech: Solaris for a period of up to one month, and will be notified via e-mail.

3. Third violation: The player will be locked out of MultiPlayer BattleTech: Solaris permanently.  If the player has more than one account, all accounts, on all services, will be simultaneously subject to the above actions.

 

In certain circumstances, such as extremely abusive behavior, modifying the software, and so forth, a player will be locked out without warning or notice of any kind at the discretion of the acting staff member.  However, MultiPlayer BattleTech: Solaris Product Support will follow up with an e-mail explaining why this step was taken.

 

BattleTech Assistants

Game staff designated with [MPBT] in their handles are empowered by Kesmai to warn or eject an offending player who is violating these Rules of Conduct. These assistants may, from time to time, make reasonable requests of the players that are not covered in this document.  Such a request should always be carried out with the understanding that questions about the instructions may be directed to btsupport@kesmai.com.  All appeals to actions taken by the game staff may also be made to btsupport@kesmai.com.

 

Policies and Disclaimers

MultiPlayer BattleTech: Solaris is presented on an "as is" basis.  Usage of the MultiPlayer BattleTech: Solaris product indicates acceptance of this, and any risk that may imply.

 

GameStorm is not obligated to credit a player (with battles, ranking points, rank, etc.) if his/her usage is interrupted by a software failure or other service interrupt.  GameStorm's sole obligation is to make a reasonable effort to fix a software problem or to return service as quickly as possible (except in cases where the service interrupt is not related to the MultiPlayer BattleTech: Solaris product itself).

 

Chat/Event Logging

It is standard operating procedure for MultiPlayer BattleTech: Solaris to log all chat and significant events that occur within the game.  These files are completely confidential except when violations of a service's terms of service require they be delivered as proof of a charge in a disciplinary measure.  These log files, and clips from them, are not distributed to players except as proof of unacceptable behavior to the player engaging in that behavior.

 

Game Mechanics

GameStorm reserves the right to issue modifications to the game at any time, with or without notice.  GameStorm will routinely add new features, modify existing features, and alter additions or revisions that did not function as expected.

 

These changes may affect your character in a variety of ways.

 

If you feel that the change unfairly penalizes your character, given the requirements of balance, challenge, and the general good of the game, then you may make your views known to MultiPlayer BattleTech: Solaris Product Support.  It should be understood, however, that GameStorm maintains a longer-range view that may be in conflict with short-term and character-specific interests.  GameStorm will always attempt to make the best decision for the overall good of the game.

 

Transferring Characters

Under no circumstances will GameStorm transfer an existing character from one online service to another online service.  If you decide to switch online services, you will have to create a new character for the new service.  Even within the same service, characters cannot be transferred from one account to another.

 

Character Purges

Inactive characters will be purged from the database to make room for active characters.  The rules are as follows:

 

If a player has never fought a battle, either sanctioned or practice, the character is removed from our database after thirty days of inactivity.

 

If a player has fought at least once, but fewer than 250 battles, either sanctioned or practice, the character is removed from our database after 45 days of inactivity.

 

If a player has fought more than 250 battles, either sanctioned or practice, the character is removed from our database after 90 days of inactivity.

 

Any player ranked "Master" or above on Solaris is exempt from these rules, but may be purged on a discretionary basis due to extended inactivity, as deemed necessary by the GameStorm staff.

 

GameStorm reserves the right to alter this purge schedule based on usage within MultiPlayer BattleTech: Solaris, with or without notice.

 

GameStorm reserves the right to remove players from positions of authority in the game if they have been found to be abusing said authority, or detracting from others' enjoyment of the game, as determined by GameStorm and MultiPlayer BattleTech: Solaris staff.

 

 

House Davion Chain of Command (CoC)

 

Prince or Princess (House Leader)

The House leader is the highest rank in the chain of command.

 

Marshal of the Armies

The Marshal of the Armies is the House Leader’s XO.  He/she is second in command of the House army.

 

Field Marshal

A Field Marshal commands a March made up of PDZs.

 

General

A General commands a PDZ or can be an XO to a Field Marshal.

 

Marshal

A Marshal can be a PDZ Commander or an XO to a PDZ Commander.

 

 

Leftenant General

Leftenant Generals are Regiment Commanders or an XO to a PDZ Commander.

 

Colonel

Colonels command Regiments.

 

Leftenant Colonel

Left. Colonels may be Regiment XOs or Battalion Commanders.

 

Major

Commands a Battalion.

 

Captain

Captains may be Battalion Commanders, XOs, or a Company Commander.

 

Leftenant

Leftenants command Companies, and can be a Company Commander’s XO.

 

Sergeant-Major

Sergeant-Majors can command Lances or be a Company Commander’s XO

 

Sergeant

Sergeants can be Lance Commanders or aid to a Lance Commander.

 

Corporal

A Davion Mechwarrior who has finished his training.

 

Private

A Davion MechWarrior in training              

 

House Davion’s Place in the Inner Sphere

The Federated Suns is the largest alliance of worlds in the Inner Sphere, comprising over 500 inhabited worlds. Bound in a careful balance of local freedoms and centralized government, the neo-feudal system of the Federated Suns serves to protect the citizenry while taking leadership from the nobility, and ultimately the Prince. Despite the best efforts of House Davion to raise the standard of living for its subjects, there is a marked dichotomy of wealth, due to the uneven distribution of resources. Some worlds are incredibly rich, while most are relatively undeveloped in comparison.

 

Although it claims to hold tight to the principles of democratic government and personal freedom, the exigencies of centuries of war have made no less demands upon this state than any other. The Davions rule their sprawling empire from New Avalon through a warrior aristocracy, and at times the idealistic claims of the state propaganda machine ring hollow, when military necessity rein in the luxuries of the common man. Nonetheless, the rulers of the Federated Suns have as often sought to rule through protection and the nurturing of individual concerns as through suppression. The result is a fiercely dedicated citizenry that has for centuries withstood the predications of the more totalitarian regimes of the nearby Capellan Confederation and Draconis Combine.

 

New Avalon, the capital and trend-setter of the Federated Suns, was settled originally by colonists of Western European descent (primarily from Scotland, Ireland, England, Germany and the Scandinavian countries), lending a strong monarchical tendency to House Davion. After the upheavals of the collapse of the Terran Alliance and the rise of the expansionist Terran Hegemony, the Crucis Pact that formed the Federated Suns in 2317 drew together scores of worlds discontented with Terran rule. Lucien Davion, Prime Minister of New Avalon at the forming of the FS, was succeeded by his younger brother, and the Davion dynasty began.

 

The Age of War tested House Davion sorely, and sowed the grudges that live on today in the near-ceaseless tensions with its closest neighbors. Although relations with the Free Worlds League and especially the Lyran Commonwealth are quite good, there seems little chance that anything will come of this, given the lack of a common border for mutual defense. The bitter and ongoing feud between Davion and House Kurita tends to overshadow most peace overtures, and seldom are the borders between these two giants quiet.

·        taken from the MultiPlayer BattleTech:3025® web page

 

 

 


 

Appendix II: History of the Inner Sphere from 2018 to  3025, and Time Line of Davion History

 

For reference:

Capellan Confederation = House Liao (LCAF)

Draconis Combine = House Kurita (DCMS)

Federated Suns = House Davion (AFFS)

Free Worlds League = House Marik (FWLM)

Lyran Commonwealth = House Steiner (LCAF)

 

Events in boldface apply specifically to House Davion 

 

2018: Kearny and Fuchida begin publishing theories

2026: First working fusion drive developed

2086: Terran Alliance formed

2107: First hyperspatial jump made

2177: Tikonov settled

2213: New Avalon settled

2237: Grain rebellion

2238: Marik declares independence, Charles Marik forms Republic of Marik, Outer Reaches Rebellion ends

2239: Covenant of New Avalon ratified, Jason Hasek voted first Prime Minister of New Avalon

2241: Marik Constitution passed at Constitutional Convention of Republic of Marik, Oriente declares independence, Tomas Allison founds Federation of Oriente

2271: Republic of Marik, Federation of Oriente, and Principality of Regulus sign Document of Incorporation, forming Free Worlds League, Free Worlds League Rule of 75 passed, Free Worlds League Treaty of Marik passed

2293:First New Avalon-built freighter dedicated

2315: Terran Hegemony formed, Duchy of Liao formed,

2317: Crucis Pact signed, forming Federated Suns; Lucien Davion named first president of Federated Suns

2319: Department of Military Intelligence formed;  Draconis Combine founded

2332:Lucien Davion retires, Charles Davion named president, Lucien Davion dies

2340:Charles Davion dies, Reynard Davion named president

2341: Lyran Commonwealth founded

2345:Acala Pact signed
2346:Almach Accord signed

2366: Capellan Confederation founded

2371:Reynard Davion dies, Etien Davion named president
2373:Board of Magistrates formed
2378:Etien Davion commits suicide, Paul Davion named president
2394:Paul Davion dies, Marie Davion named president
2398:Age of War begins
2399:Novaya Zemlya incident
2402:Marie Davion dies, Edmund Davion named president

2407: Draconis Combine invasion of Tamar Pact, Tharkad named Lyran Commonwealth capital

2412: Tintavel Massacre, Ares Conventions adopted

2415:Edmund Davion dies, Edward Davion named president

2416: War between Lyran Commonwealth and Free Worlds League begins

2417:November Conspiracy begins, Edward Davion assassinated, Simon
Davion named president; Principalities formed
2418:Simon Davion named first Prince of the Federated Suns
2420: War between Lyran Commonwealth and Free Worlds League renewed, Free Worlds League forces routed

2439: Terran Hegemony invents BattleMech

2455: Lyran Commonwealth gains BattleMech technology

2457: Federated Suns gains BattleMech technology, Simon Davion dies,
James Davion named Prince
2459: First use of BattleMechs in combat

2461: Draconis Combine gains BattleMech technology

2462: Free Worlds League gains BattleMech technology

2467:James Davion assassinated, Ellen Davion named Princess

2470: First use of BattleMechs by Free Worlds League

2473:Act of Succession passed

2475: Free Worlds League Invasion of Terran Hegemony stalled by coup, First full-scale BattleMech vs. BattleMech battle

2496: First Dropship used

2502:Ellen Davion retires, William Davion named Prince
2510:Ellen Davion dies
2512:William Davion dies, Alexander Davion named Prince; Cassandra
Varnay, David Varnay, Nikolai Rostov, Laura Davion, and Carmen Davion
named Regents
2518:Treason Trials begin
2520:Treason Trials end
2524:Davion Civil War begins
2537:Davion Civil War ends, Principalities disbanded

2558: Lyran Commonwealth agrees to join the Star League

2567: New Avalon Accords signed; Federated Suns agrees to join the Star League

2569: Draconis Combine agrees to join the Star League

2571: Star League Accords signed, Star League formed, Shandra Noruff-Cameron appointed Commander-in-Chief of Star League Defense Force, Ian Cameron named First Lord of the Star League

2578: Star League officially declares war

2579: Ian Cameron renounces tenets of Ares Conventions

2630: First Hyperpulse Generator message transmitted

2738: Aleksandr Kerensky named Commander-in-Chief of Star League Defense Force

2739: Jerome Blake born on Terra

2751: Richard Cameron named First Lord of the Star League, Aleksandr Kerensky named Star League Regent

2766: Stefan Amaris kills all known Camerons, seizes 95 Terran Hegemony worlds, and gains control of 70% of Terran Hegemony Hyperpulse Generators

2767: Amaris-Kerensky Civil War begins, Rim Worlds Republic invaded, Stefan Amaris declares himself First Lord of the Star League

2769: Rim Worlds Republic destroyed

2577:Reunification War begins

2597:Reunification War ends
2600:Alexander Davion dies, Zane Davion named Prince
2659:Zane Davion dies, Sarah Davion named Prince
2681:Sarah Davion dies, Samuel Davion named Princess
2696:Samuel Davion dies, Roger Davion named Prince
2703:Roger Davion dies, Joseph Davion named Prince
2728:War of Davion Succession begins
2729:War of Davion Succession ends, Joseph Davion dies in combat,
Richard Davion named Prince
2735:Preparedness Act passed
2745:Richard Davion dies, John Davion named Prince
2751:Simon Cameron dies
2760:Border War begins
2762:Border War ends, Executive Order 156 issued
2766:Amaris coup
2779: Terra liberated, Jerome Blake returns to Terra, Stefan Amaris executed

2780: Jerome Blake appointed Minister of Communications, Aleksandr Kerensky stripped of title of Protector

2781: Star League disbanded

2783: Court of the Star League sealed

2784:Operation Exodus takes place
2785:Towne Debacle
2786: First Succession War begins
, Department of Communications changes its name to ComStar, Draconis Combine Minoru Kurita proclaims himself First Lord of the Star League

2787: War Zone Actions become law; Kenyon Marik declares himself First Lord of the Star League

2796:Kentares IV Massacre
2797:John Davion assassinated, Paul Davion named Prince
2798:Reformation begins; Ministry of Information, Intelligence,
and Operations formed
2801:Reformation ends
2821: First Succession War ends

2825:Thomas Halder-Davion appointed Field Marshal
2829:Colonel Damien Hasek named Duke of New Syrtis

2830: Second Succession War begins

2842:Paul Davion dies
2843:Michael Davion named Prince
2846:Prime Marshal Peter Davion refuses to lead rebellion
2854:Marathon Offensive begins
2861:St. Ives Raid takes place
2864: Successor States meet in failed peace talks, Second Succession War ends, Draconis Combine Shadow War begins

2866: Third Succession War begins; Operation Pendragon begins

2867: Free Worlds League assassination attempt on Elizabeth Steiner fails

2870:Cutthroat Fiasco
2873:Michael Davion dies, Carl Davion named Prince
2876:Carl Davion dies in combat, Melissa Davion named Princess,
Reformation of Federated Suns military takes place
2892:Melissa Davion dies, Joseph Davion II named Prince
2905:Armistice of Van Diemen IV signed
2931:Joseph Davion II abdicates, Peter Davion II named Prince
2935:Joseph Davion II dies
2952:Great Lee Turkey Shoot, Warrior's Cabal formed
2961:Peter Davion II assassinated, Andrew Davion named Prince

2988: Capellan Confederation Death Commandos formed, ComStar First Circuit reorganized to include Tharkad, Atreus, Sian, and New Avalon

2990: Maximilian Liao named Chancellor of Capellan Confederation

2991: Janos Marik named Captain-General of Free Worlds League

2999:Andrew Davion dies, Ian Davion named Prince
3003:Michael Hasek marries Marie Davion-St. Claire

3004: Takashi Kurita named Draconis Combine Coordinator.

3005: Wolf's Dragoons appear in Federated Suns

3006: Julian Tiepolo named Primus of ComStar

3007: Alessandro Steiner is forced to retire, Katrina Steiner named Lyran Commonwealth Archon

3010: ComStar instigates Marik Civil War

3013: Ian Davion dies; Hanse Davion named Federated Suns First Prince, Michael Hasek-Davion named Federated Suns Duke of New Syrtis

3014: Anton Marik begins Marik Civil War

3015: New Avalon Institute of Science formed; Anton Marik kills Joshua Wolf and is killed by Wolf's Dragoons

3020: Capellan Confederation makes contact with Michael Hasek-Davion, Katrina Steiner sends Peace Proposal to all Houses.

3022: McCarron's War begins, Federated-Commonwealth Alliance Document signed

3025: Third Succession War ends, McCarron's War ends

 


Appendix IV: Keyboard Layout


 

 



Appendix V: ‘Mech Quick Reference - Multiplayer BattleTech Mech Quick Reference

 

Light ‘Mechs

Tons  Name      Variant          Speed    Armor  Jump         HS     Weapons

20

Flea

FLE-4

64/97

2.3

0

0

10

LLaser, 2xSLaser, Flamer

20

 

FLE-15

64/97

3.3

0

0

10

2xMLaser, 2xSLaser, 2xMG(200/200), Flamer

20

Hornet

HNT-151

54/86

4.5

150

5

10

LRM-5(24), MLaser, SLaser

20

Locust

LCT-1V

86129

4.5

0

0

10

MLaser, 2xMG(200/200)

20

 

LCT-1S

86/129

3.4

0

0

10

2xSRM-2(50/50), MLaser

20

 

LCT-1M

86/129

1.1

0

0

10

2xLRM-5(24/24), MLaser

20

 

LCT-1E

86/129

4.5

0

0

10

2xMLaser, 2xSLaser

20

 

LCT-1L

86/129

4.5

0

0

10

MLaser, 2xMG(200/200)

20

Stinger

STG-3G

64/97

4.6

180

6

10

2xMLaser

20

 

STG-3R

64/97

3.3

180

6

10

MLaser, 2xMG(200/200)

20

Wasp

WSP-1A

64/97

3.3

180

6

10

MLaser, SRM-2(50)

20

 

WSP-1D

64/97

3.3

180

6

10

MLaser, 2xSLaser, Flamer

20

 

WSP-1K

64/97

3.8

180

6

10

MLaser, MG(200)

20

 

WSP-1L

64/97

3.3

180

6

10

SRM-4(25)

20

 

WSP-1S

64/97

3.3

180

6

10

MLaser, SRM-2(50)

20

 

WSP-1W

64/97

3.3

180

6

10

6xSLaser

25

Commando

COM-2D

64/97

4.4

0

0

10

SRM-6(15), SRM-4(25), MLaser

25

 

COM-3A

64/97

3.3

0

0

10

2xSRM-6(15/15), MLaser, Flamer

30

Falcon

FLC-4N

64/97

6.6

180

6

12

MLaser, 2xSLaser, 2xMG(200/200)

30

Firefly

FFL-4A

54/86

7.0

120

4

10

LRM-5(24), 3xMLaser, 4xSLaser

30

Javelin

JVN-10F

64/97

6.4

180

6

12

4xMLaser

30

 

JVN-10N

64/97

4.4

180

6

10

2xSRM-6(30/30)

30

Spider

SDR-5D

86/129

3.9

240

8

10

MLaser, 2xFlamer

30

 

SDR-5K

86/129

3.9

240

8

10

MLaser, 2xMG(200/200)

30

 

SDR-5V

86/129

3.9

240

8

10

2xMLaser

30

Urbanmech

UM-R60

21/32

6.6

60

2

11

AC-10(10), SLaser

30

 

UM-R60L

21/32

4.4

60

2

11

AC-20(5), SLaser

30

Valkyrie

VLK-QA

54/86

6.5

150

5

11

LRM-10(12), MLaser

30

 

VLK-QD

54/86

6.5

150

5

11

LRM-10(12), MLaser

35

Firestarter

FS9-H

64/97

5.8

180

6

10

2xMLaser, 2xMG(200/200),4xFlamer

35

 

FS9-M

64/97

8.0

180

6

11

2xMLaser, 2xSLaser, 2xMG(200/200)

35

Jenner

JR7-D

75/118

4.5

150

5

10

SRM-4(25), 4xMLaser

35

 

JR7-F

75/118

7.4

150

5

10

4xMLaser

35

Ostscout

OTT-7J

86/129

4.9

240

8

10

MLaser

35

Panther

PNT-9R

43/64

7.1

120

4

13

PPC, SRM-4(25)

35

Raven

RVN-1X

54/86

4.4

0

0

12

SRM-6(15), 2xMLaser

35

Wolfhound

WLF-1

64/97

8.0

0

0

10

LLaser, 4xMLaser

 

Medium ‘Mechs

Tons   Name                  Variant         Speed    Armor  Jump         HS      Weapons

40

Assassin

ASN-101

75/118

4.4

150

5

10

LRM-5(24), MLaser, SRM-2(50), 3x SLaser

40

 

ASN-21

75/118

5.0

210

7

10

LRM-5(24), SRM-2(50), MLaser

40

Cicada

CDA-2A

86/129

4.6

0

0

10

2xMLaser, SLaser

40

Hermes II

HER-2M

64/97

8.1

0

0

12

3xMLaser, 2xMG(200/200), Flamer

40

 

HER-2S

64/97

8.1

0

0

10

AC-5(20), MLaser, Flamer

40

Vulcan

VL-2T

64/97

5.5

180

6

10

AC-2(45), MLaser, MG(200), Flamer

40

 

VL-5T

64/97

7.6

180

6

12

4xMLaser, MG(200), Flamer

40

Whitworth

WHT-1

43/64

8.6

120

4

10

2xLRM-10(24/24), 3xMLaser

40

 

WHT-1S

43/64

8.6

120

4

14

2xSRM-6(30/30), 3xMLaser

45

BlackJack

BJ-1

43/64

9.1

120

4

11

2xAC-2(45/45), 4xMLaser

45

 

BJ-1DB

43/64

8.1

120

4

17

2xLLaser, 2xMLaser

45

 

BJ-1DC

43/64

9.1

0

0

12

2xAC-2(45/45), 4xMLaser, 2xSLaser

45

Hatchetman

HCT-3F

43/64

6.9

120

4

14

AC-10(20), 2xMLaser

45

 

HCT-NH

43/64

6.9

120

4

14

AC-10(20), 2xMLaser

45

Phoenix Hawk

PHX-1

64/97

8.4

180

6

10

LLaser, 2xMLaser, 2xMG(200/200)

45

 

PXH-1D

64/97

8.4

180

6

12

LLaser, 2xMLaser

45

 

PXH-1K

64/97

10.0

0

0

13

LLaser, 2xMLaser, SLaser

45

Vindicator

VND-1AA

54/86

4.9

150

5

16

LRM-5(24), PPC, MLaser, SLaser

45

 

VND-1R

43/64

9.6

120

4

16

LRM-5(24), PPC, MLaser

50

Centurion

CN9-A

64/97

8.8

0

0

10

LRM-10(12), AC-10(10), 2xMLaser

50

 

CN9-AH

43/64

9.1

0

0

10

LRM-10(24), AC/20(10)

50

 

CN9-AL

64/97

11.1

0

0

16

LRM-10(24), LLaser, 2xMLaser, SLaser

50

Enforcer

ENF-4R

43/64

9.6

120

4

12

AC-10(10), LLaser

50

Hunchback

HBK-4G

43/64

10.6

0

0

13

AC-20(10), 2xMLaser, SLaser

50

 

HBK-4H

43/64

10.6

0

0

13

AC-10(20), 4xMLaser, SLaser

50

 

HBK-4J

43/64

10.6

0

0

14

2xLRM-10(24/24), 5xMLaser, SLaser

50

 

HBK-4N

43/64

10.6

0

0

13

2xLRM-5(24/24), AC-5(20), 4xMLaser, SLaser

50

 

HBK-4P

43/64

10.6

0

0

23

8xMLaser, SLaser

50

 

HBK-4SP

43/64

10.6

0

0

19

2xSRM-6(30/30), 4xMLaser, SLaser

50

Trebuchet

TBT-5J

54/86

8.6

150

5

15

LRM-15(8), 3xMLaser

50

 

TBT-5N

54/86

8.1

0

0

10

2xLRM-15(16/16), 3xMLaser

50

 

TBT-5S

54/86

8.1

0

0

18

2xSRM-6(30/30), 3xMLaser

55

Dervish

DV-6M

54/86

8.0

150

5

10

2xLRM-10(24/24), 2xMLaser, 2xSRM-2(100/100)

55

Griffin

GRF-1DS

54/86

10.1

150

5

16

LRM-5(24), LLaser, 2xMLaser

55

 

GRF-1N

54/86

10.1

150

5

12

LRM-10(24), PPC

55

 

GRF-1S

54/86

10.1

150

5

16

LRM-5(24), LLaser, 2xMLaser

55

Hoplite

HOP-4C

43/64

12.1

0

0

16

LRM-5(24), AC-10(10)

55

Shadow Hawk

SHD-2D

54/86

4.9

90

3

14

LRM-5(24), AC-5(20), 2xSRM-2(100/100), 2xMLaser

55

 

SHD-2D2

54/86

4.9

90

3

14

LRM-5(24), AC-5(20), 2xSRM-2(100/100), 2xMLaser

55

 

SHD-2H

54/86

10.1

90

3

12

LRM-5(24), AC-5(20), MLaser, SRM-2(50)

55

 

SHD-2K

54/86

10.1

90

3

17

LRM-5(24), PPC

55

Wolverine

WVR-6K

54/86

12.1

0

0

14

LLaser, 2xMLaser, SRM-6(30), SLaser

55

 

WVR-6M

54/86

11.1

150

5

14

LLaser, 2xMLaser, SRM-6(15)

55

 

WVR-6R

5486

10.0

150

5

12

AC-5(20), SRM-6(15), MLaser

 

Heavy ‘Mechs

Tons   Name                 Variant          Speed    Armor Jump          HS      Weapons

60

Dragon

DRG-1C

54/86

13.1

0

0

10

AC-2(45), LRM-10(24), 2xMLaser

60

 

DRG-1N

54/86

10.6

0

0

10

LRM-10(24), AC-5(40), 2xMLaser

60

Ostroc

OSR-2C

54/86

9.5

0

0

15

2xLLaser, SRM-4(25), 2xMLaser

60

 

OSR-2D

54/86

9.5

0

0

15

2xLLaser, 2xMLaser, SRM-4(25)

60

 

OSR-2L

54/86

9.5

0

0

15

LRM-5(24), 2xLLaser, 2xMLaser

60

 

OSR-2M

54/86

9.5

150

5

15

2xLLaser

60

Ostsol

OTL-4D

54/86

9.5

0

0

16

2xLLaser, 4xMLaser

60

 

OTL-4F

54/86

9.5

0

0

16

2xPPC

60

Quickdraw

QKD-4G

54/86

8.6

150

5

13

LRM-10(12), SRM-4(25), 4xMLaser

60

 

QKD-4H

54/86

8.6

150

5

13

LRM-10(12), SRM-4(25), 4xMLaser

60

Rifleman

RFL-3C

43/64

9.1

0

0

10

2xAC-10(20/20), 2xMLaser

60

 

RFL-3N

43/64

7.9

0

0

10

2xAC-5(20/20), 2xLLaser, 2xMLaser

60

 

RFL-4D

43/64

7.9

0

0

15

2xPPC, 2xLLaser

65

Catapult

CLPT-C1

43/64

10.6

120

4

15

2xLRM-15(16/16), 4xMLaser

65

 

CLPT-K2

43/64

11.6

0

0

20

2xPPC, 2xMLaser, 2xMG(200/200)

65

 

CLPT-C4

43/64

10.6

120

4

10

2xLRM-20(24/24), 2xSLaser

65

Crusader

CRD-3D

43/64

12.6

0

0

14

2xLRM-15(16/16), 2xSRM-4(25/25), 2xMLaser

65

 

CRD-3K

43/64

12.6

0

0

10

2xLRM-10(24/24), 2xSRM-6(15/15), 2xMLaser

65

 

CRD-3L

43/64

12.6

120

4

12

2xLRM-10(24/24), 2xSRM-4(25/25), 2xMLaser, 2xMG(200/200)

65

 

CRD-3R

43/64

12.6

0

0

10

2xLRM-15(16/16), 2xSRM-6(15/15), 2xMLaser, 2xMG(200/200)

65

 

CRD-4D

43/64

12.6

0

0

14

2xLRM-15(16/16), 2xSRM-4(25/25), 2xMLaser

65

 

CRD-4K

43/64

12.6

0

0

14

2xLRM-15(16/16), 2xSRM-4(25/25), 2xMLaser

65

JagerMech

JM6-A

43/64

8.6

0

0

10

2xAC-2(45/45), 2xLRM-15(16/16), 2xMLaser

65

 

JM6-S

43/64

6.6

0

0

10

2xAC-2(45/45), 2xAC-5(40/40), 2xMLaser

65

Thunderbolt

TDR-5S

43/64

13.6

0

0

15

LRM-15(16), LLaser, 3xMLaser, SRM-2(50), 2xMG(200/200)

65

 

TDR-5SE

43/64

13.6

120

4

17

LRM-10(24), LLaser, 3xMLaser

65

 

TDR-5SS

43/64

13.6

0

0

21

PPC, SRM-6(15), 3xMLaser, Flamer

70

Archer

ARC-2K

43/64

11.7

0

0

12

2xLRM-15(32/32), 2xLLaser

70

 

ARC-2R

43/64

13.6

0

0

10

2xLRM-20(24/24), 4xMLaser

70

 

ARC-2S

43/64

13.6

0

0

10

2xLRM-15(32/32), 2xSRM-4(50/50), 4xMLaser

70

 

ARC-2W

43/64

10.6

0

0

10

2xLRM-20(24/24), 2xSRM-4(25/25), 2xMLaser

70

Grasshopper

GHR-5H

43/64

13.6

120

 

22

LRM-5(24), LLaser, 4xMLaser

70

Warhammer

WHM-6D

43/64

14.1

0

0

20

2xPPC, 2xMLaser, 2xSLaser

70

 

WHM-6K

43/64

10.6

0

0

20

2xPPC, SRM-6(15), 2xMLaser, 2xSLaser

70

 

WHM-6L

43/64

10.6

0

0

18

2xPPC, SRM-6(15), 2xMLaser, 2xSLaser, 2xFlamer

70

 

WHM-6R

43/64

10.6

0

0

18

2xPPC, SRM-6(15), 2xMLaser, 2xSLaser, 2xMG(200/200)

75

Marauder

MAD-3D

43/64

12.1

0

0

20

2xPPC, LLaser, 2xMLaser

75

 

MAD-3L

43/64

12.1

0

0

18

PPC, AC-5(20), LLaser, 2xMLaser

75

 

MAD-3M

43/64

12.1

0

0

20

2xLLaser, AC-5(20), 2xMLaser

75

 

MAD-3R

43/64

12.1

0

0

16

2xPPC, AC-5(20), 2xMLaser

75

Orion

ON1-K

43/64

14.3

0

0

10

LRM-15(16), AC-10(20), SRM-4(25), 2xMLaser

75

 

ON1-V

43/64

12.1

0

0

10

LRM-15(16), AC-10(20), 2xMLaser, 2xSRM-4(50/50)

75

 

ON1-VA

43/64

14.6

0

0

16

AC-10(20), 2xMLaser, 2xSRM-4(50/50)

 

 

 

 

 

 

 

 

 

 

 

Assault ‘Mechs

Tons   Name                  Variant        Speed      Armor Jump          HS      Weapons

80

Awesome

AWS-8Q

32/54

15.6

0

0

28

3xPPC, SLaser

80

 

AWS-8R

32/54

15.7

0

0

28

2xLRM-15(16/16), LLaser, SLaser

80

 

AWS-8T

32/54

15.7

0

0

23

2xLRM-15(16/16), 2xLLaser, SLaser

80

 

AWS-8V

32/54

15.7

0

0

28

LRM-15(16), PPC, LLaser, SLaser

80

Charger

CGR-1A1

54/86

10.6

0

0

10

5xSLaser

80

 

CGR-1L

54/86

6.0

0

0

10

LLaser, 2xMLaser

80

Victor

VTR-9A

43/64

9.1

120

4

15

AC-20(15), SRM-4(25), 2xMLaser, MG(200), 2xFlamer

80

 

VTR-9A1

43/64

10.6

120

4

15

AC-20(15), 2xMLaser, SRM-4(25), 2xMG(200/200)

80

 

VTR-9B

43/64

12.1

120

4

15

AC-20(15), SRM-4(25), 2xMLaser

80

 

VTR-9D

43/64

9.1

120

4

15

AC-20(15), 2xMLaser, SRM-4(25), MG(200), 2xFlamer

80

 

VTR-9S

43/64

11.0

120

4

15

AC-20(15), 2xMLaser, SRM-6(15)

80

Zeus

ZEU-6S

43/64

12.1

0

0

17

LRM-15(8), AC-5(20), LLaser, 2xMLaser

80

 

ZEU-6T

43/64

12.1

0

0

19

LRM-15(8), PPC, LLaser, 2xMLaser

85

BattleMaster

BLR-1D

43/64

16.1

0

0

24

PPC, 4xMLaser, 2xMG(200/200)

85

 

BLR-1G

43/64

15.1

0

0

18

PPC, 6xMLaser, SRM-6(30), 2xMG(200/200)

85

Shogun

SHG-2E

32/54

16.1

90

3

17

2xLRM-15(16/16), PPC, 2xSRM-6(30/30)

85

Stalker

STK-3F

32/54

14.1

0

0

20

2xLRM-15(48/48), 2xLLaser, 2xSRM-6(30/30), 4xMLaser

85

 

STK-3H

32/54

14.1

0

0

20

2xLRM-20(12/12), 4xMLaser, 2xSRM-6(30/30)

85

 

STK-4N

32/54

14.1

0

0

22

LRM-10(12), 2xLLaser, 2xMLaser, 2xSRM-6(30/30)

85

 

STK-4P

32/54

14.1

0

0

20

LRM-10(12), 2xLLaser, 2xSRM-6(30/30)

90

Cyclops

CP10-HQ

43/64

10.6

0

0

12

LRM-10(24), 2xMLaser, SRM-4(25)

90

 

CP10-Q

43/64

17.6

0

0

14

2xLRM-10(48/48), 3xMLaser, SRM-4(25)

90

 

CP10-Z

43/64

10.6

0

0

12

LRM-10(12), AC-20(20), SRM-4(25), 2xMLaser

95

Banshee

BNC-3E

43/64

15.6

0

0

16

PPC, AC-5(20), SLaser

95

 

BNC-3M

43/64

15.6

0

0

16

2xPPC, 2xMLaser

95

 

BNC-3Q

43/64

15.6

0

0

12

AC-20(20), SLaser

95

 

BNC-3S

36/54

15.6

0

0

21

2xPPC, AC-10(20), SRM-6(15), 4xMLaser, 2xSLaser

100

Annihilator

ANH-1A

21/32

13.1

0

0

18

4xAC-10(40/40/40/40), 4xMLaser

100

Atlas

AS7-S

36/54

19.6

0

0

20

LRM-20(12), AC-20(10), SRM-6(15), 4xMLaser

100

Imp

IMP-2E

32/54

18.5

0

0

30

LRM-15(8), 2xPPC, 5xMLaser

100

Marauder II

MAD-4A

32/54

19.6

90

3

29

2xPPC, LLaser, 2xMLaser

 


Appendix VI: Weapons Quick Reference - MultiPlayer BattleTech Weapon Quick Reference

 

NAME                         Damage         Dly       Heat    Eff.Range  Class Tons    Ammo

Ballistic Weapons

Autocannon/2            Light                2.5       1         120-720         L          6          45

Autocannon/5            Medium          5.0       1           90-540          L          8          20

Autocannon/10          Heavy             5.0       3                450          L          12        10

Autocannon/20          Brutal              7.5       7                270          M         14          5

Machine Gun             Light                2.5       0                  90           S         0.5       200

 

Energy Weapons

Flamer                        Light                5.0       3                 90            S         1         

Laser(Large)             Heavy             7.5       8               450           L          5         

Laser(Medium)          Medium          5.0       3              270            M         1         

Laser(Small)              Light                5.0       1                 90            S         0.5      

PPC                            Heavy             10.0    10       90-540           L          7          ---

Missile Weapons *

LRM-5                        Light                7.5       2         270-630         L          2          24

LRM-10                      Medium          7.5       4         270-630         L          5          12

LRM-15                      Heavy             7.5       5         270-630         L          7            8

LRM-20                      Brutal              7.5       6         270-630         L          10          6

SRM-2                        Light                5.0       2             0-270          M         1          50

SRM-4                        Medium          5.0       3             0-270          M         2          25

SRM-6                        Heavy             5.0       4             0-270          M         3          15

   (* Weapons do a variable amount of damage scattered across a target.)

---------------------------------------------------------------

NAME:            The common name for the weapon.

DAMAGE:      The amount of damage the weapon does on a scale from light to brutal.

DLY:                Time in seconds a weapon takes to recharge after it has been fired.

HEAT:             The number of heat points a weapon generates when fired.

EFFECTIVE RANGE (in meters):

MIN.:   The minimum range in meters a weapon can be safely fired. Shorter distances to the target may result in the firing mech suffer backblast damage.

MAX.: The maximum range in meters at which the weapon is effective.

CLASS:          The range class of  the weapon.

Short-Range (S) weapons have a range up to 90 meters

Medium-Range (M) weapons range up to 270 meters

Long-Range (L) weapons range up to 720 meters.

TONS:                        Weight of the weapon, or how much of a’Mech's total tonnage is used by the weapon.

AMM:              Number of rounds of ammunition.  If a weapon has a number in this column, it means it is dependent on a limited ammunition supply.

 


Appendix VII: ‘Mech Weak spots

There are many different ways to destroy the different kinds of mechs. Each mech has its own distinct weak spots, just as they all have their own strengths. Here, we will examine the different weak spots for the most common mechs.

 

It is important to remember to check all mechs statistics. While choosing your mech, click the EXAMINE button and look to see where the weapons are, so that you can properly pilot your mech to minimize the enemies access to your weapons. When you drop, examine your targeted opponent’s weapons and their location with the “T” (the U button to see your weapons) and the status of those weapons will be displayed as well.

 

Knowing these abbreviations will be vital to your understanding the mechs you choose and fight. Front Cent Torso (FCT) is one of the most common and important abbreviations in regards to mech characteristics. The FCT is always the spot on the mech where its "neck" runs down the "breastbone" of the mech all the way to the "groin". These areas are clear to see on all mechs except for those with the Jenner, Catapult, and Stalker type chassis. Those mechs do not resemble humanoid shapes at all, but all have their own clearly defined kill spots, and with all those chassis types, that kill spot is as vaguely consistent as it is with the humanoid form mechs. The Right and Left Center Torso (RCT and LCT), although it states the torso, it is closer to being more in the area of a shoulder (these places will be displayed in graphic detail below). They are also referred to as the Right and Left Torso (RT and LT). Lastly, there is the RA and LA Right and Left Arms (RA and :A), and the CT Center Torso. Some mechs mount weapons on the CT, but we wont really refer to them here, if your shooting the CT (same as FCT) then you’re not going for weapons....YOU’RE GOING FOR THE KILL.

 

This section will describe what you want to hit, where and for what reason. Yet, ALL the facts her can be used in an equally important facet as well. If you are going to take one of the mechs below, you will know what part of your mech you want to protect, and what your opponent will go for. Below it will talk about the Griffins weakness with all its weapons being on the right arm. If YOU are the one taking the Griffin, then you may want to try twisting your torso in the opposite direction, and learning to keep that right arm turned away from the enemy when your not firing weapons to protect it. Everything below can be used to bolster your offensive and defensive performance.


 

 

Jenners are one of the most commonly used in lite class, and for good reason. They are very fast, have JumpJets, and have a fine array of weapons. As you will see in the figure, they have definate weak spots. They are not thinly armored for a lite, but nor are they heavily armored. In the lite class if you prefer armor over speed, with a very small disadvantage in weapons (you lose 1 SRM..the only difference) then take the JAVELIN. Versus a JAV, there are several tactics endorsed depending on what class you have. The important thing to keep in mind is unless you have a much larger class, it has sufficient FCT armor to take a FCT shot. The best considered tactic to employ VS a JAV is to take away each half of its weapons first, then go for the kill. Also in the light class you will see mechs like the Panther and Valkyrie employed. As stated as soon as you drop you should be viewing your opponents weapons, and the weapons placement on the mech. You will not that the Panther has a formidble PPC as its main weapon, but it is placed on the Right Arm, quite an exposed area. So versus a Panther you may want to attemptto take the right arm off first and fast, effectively disabling the enemy. Keep in mind that opposed to the Javalin, the Panthers PPC is on the arm itself, not the the shoulder, or side of the torso. As you view various mech statistics more and more often, you will remember which mechs have what weapons and where they are located. You should also learn which mechs have weak FCT armor, such as Wasps and Spiders. For these mechs, as with manyothers the best tactic is to go straight for the kill. Remember a mech with half its weapons can still kill you, mechs with NO weapons can even ram you and if the pilot is quite good can even kill you, but dead mechs cant touch you at all.

 

In the Medium class there may be the greatest variety of mechs in all the classes. The Assasin and Cicada can both be as easily placed in the Lite class as the Medium. But they are med and for a reason. They have more armor considering their high speed. The Wolverine 6M may be considered the best all around Medium class mech, becuase of its strong weapons and its formidable FCT armor. The best way to take out a Wolv is to keep going right for its FCT. The Griffin is also considered one of the best of all meds. It has potent weapons, and fair speed. With JumpJet capatbility and reasonable FCT armor. Its main weakness is that all its weapons are exposed on the right arm. Many will go for the right arm immedaitly. Be advised though that many Griffin pilots are as aware of this weakness as you are. Another option is going right for its FCT. The armor there is not a strong that of say a Wolv, and it can be killed outright fairly easily.

 

There are currently 5 varieties of Hunchbacks, all with similar but distinct characteristics. The obvious reason for the name is the clear hunch on its right side. Some variants of Hunchbacks do in fact house the majority of the weapons there. But some have the weapons spread evenly to both sides. The FCT armor on Hunchs is considerable, so disabling it is a strong option. Even if the weapons are spread to both sides, the arms and front Right and Left Center Torsos (FRT and FLT) both come off fairly easily. If the weapons are lopsided to one side, then it makes the disabling of the mech all that much easier.

 

In the Heavy Class, the most widely used mech is the CATAPULT C1, as well as the MARAUDER both the 3D and 3R varients. These mechs are not the standard humanoid form.Their FCT is not apparent, but they do have weakness just as all mechs do. With both mechs the best tactic to employ is the flyover shot to the hood. This allows access to the engine and gyro that cannot be gotten from the front until the FLT and FRT are gone. In the figure to the left the FRT and FLT are not designated, but they are considered to be the elongated sides on either sides of the cockpit (the 2 blue windows are the cockpit) The FLT and FRT slope from the very point of these mechs all the way to where they meet the ammunition boxes, the squares on the back/top of the mech on either side. Destroying the ammo box only disables that one weapon (either an LRM for a CAT, or a PPC for a MAD) As opposed to shooting these obvious targets, long range shots should be made on the FLT when your enemy is a CAT and the FRT when facing a MAD. The reason for this is that for a MAD, by taking out the FRT, you will disable 1 of the 2 PPCs as well as either an AC5 or a Large Laser. as well as one M Laser. As described above, if you hit the right spot on the FLT of a CAT, you will take out ALL the LRM ammo, thats for both LRM`s, so this is a good spot to practrice, because in 1 on 1 CAT fights, this is where you want to place your long range LRM15 shots. If you are using a Lite mech versus either of these mechs, the best tactic to attempt is to come at an angle from the right side (its right side as you approach it from the front) with your Jav or Jenner twisted to full right. As you come from the right, you will want to go to the left at an angle across its front, and just as you get in range, goto full forward flight. As you go across the front, take your full alpha TIC shot in the spot described in the image above. Taking your shot coming from an angle does 2 things. First it makes you harder to hit as opposed to comig straight on, but secondly it increases your chance of either a 1 shot kill (this CAN be done with a Jenner VS a CAT or MAD) or more likely a Gyro kill, where the enemy is badly disbaled and cannot get up. It can still fire, but is mortally wounded, all that is left is a quick circle behind it with a shot to the back of its head, now made easy as it lays on the ground. The most common form of Heavy mech is more humanoid in appearence. With the vast majority of these the best shot to take is that at the FCT. Most of these mechs have fairly weak FCT armor, but also their weapons are spread enough so that trying to go after weapons alone is disadvantageous.  The humanoid body style in the heavy class is best represented by the Jagermech. The CT in these ‘Mechs is generally very weak.

 

In the Assault class, there are 3 forms of mechs, 2 are humanoid in appearence, and one is more similar to the CAT and MAD, but in a much larger version. The Stalker and new Marauder II both have easily found killspots. again, it is tempting to go for weapons pods or FLT and FRT. In nearly the same amount of time it takes to diable either one of the sides weapons, you can nearly destroy the mech with the same amount of well placed shots. As you can see in the figure as with most mechs of this type, the difficulty is in not hitting the legs of the enemy, but dont let that discourage you. With practice you will find that hitting that spot between the legs becomes easier, and regardless is alwasy the mroe worthwhile target. For some, when fighting an these mech types in another assualt, that killspot is not as visable in close quarters battle.As analternative, the next best place for weapons fire are the FRT and FLT. By destroying those quarterpanels as opposed to shooting the weapons boxs just behind them, you will not

 

only detroy those boxes in the rear as well, but will also gain access to the center of the mech, which when hit is just like hitting the more preferred killspot. Once a side has been opened up, it is better to continue to hit that same spot, and attempt to destroy the mech as opposed to trying to destroy the other side.

 

Taking on an Atlas may not be as impossible as it used to be, but it is still one of the most formidable of all mechs. With weapons spread fairly evenly on both sides, it is hard to pick one over the other, with an LRM20 & SRM on the LT (Short Range Missile on the Left Torso), and Med Laser on the Left Arm (LA) against the AC20 on the RT, Med Laser on the RA...it is hard to know which side to go for. One of the best tactics may be to just pound away on its massive 2.94 FCT. In contrast the Banshee has a weakness with its RT. Ojnce that is taken off, and the arm that goes with it, the Banshee has much fewer weapons. In addition it has weaker FCT armor. The Banshee is feared becuase of its vast weapons array, but once the RT is gone, then it is not in good shape at all. Victors all have nearly the same 2 weaknesses, most (including the best one-the 9AI) have its main weapon on its RA. Also they have notoriously weak FCT armor. The Battlemaster has its only PPC on its RA, and 3 of its 6 Med lasers on the RT, so going right for that RT and taking it off as the arm comes off with it, leave the mech with only 3 Med Lasers and some amusing Machine Guns, which although many do enjoy the sound, dont really seem to do much damage.

 


 [JLR1] This will need to be written for 3025

 [JLR2]This will need to be updated for 3025.