MECHWARRIOR 2: MERCENARIES README

    ---------------TABLE OF CONTENTS---------------

SECTION 1 - DOS VERSION
SECTION 2 - WINDOWS 95 VERSION
SECTION 3 - MERCNET
SECTION 4 - PERFORMANCE TIPS
SECTION 5 - GAMEPLAY TIPS
SECTION 6 - IF YOU STILL HAVE PROBLEMS...


**NOTE**

This file contains last minute information that we were unable to
include in the technical help file.  For general trouble-shooting
and technical help, refer to HELP.TXT located in the same directory
as this file.

For information on the Internet driver, please consult INTERNET.TXT,
located in the same directory as this file.



SECTION 1 - DOS VERSION

***Problem***
The installer tells me I don't have enough space even though I have
the amount specified on the box and in the manual.
***Solution***
The box and manual were printed before the game was completed, and
are slightly inaccurate.  The install sizes listed in the installer
reflect the actual sizes.

***Problem***
When I play the DOS version of Mercenaries from a Windows 95 DOS
prompt, the sound crackles.
***Solution***
Some audio cards begin to crackle when Mercenaries is played in a
Windows 95 DOS prompt.  To prevent this, restart your computer in DOS
mode before launching Mercenaries.

***Problem***
When I play the DOS version of Mercenaries in a Windows 95 DOS prompt,
the sound plays at a higher pitch.
***Solution***
Some audio cards play sounds at a higher pitch when Mercenaries is
played in a Windows 95 DOS prompt.  To prevent this, restart your
computer in DOS mode before launching Mercenaries.

***Problem***
When I play the DOS version of Mercenaries from a Windows 95 DOS
prompt, I get horizontal black lines across my screen.
***Solution***
Some video cards corrupt the screen image when Mercenaries is
played in a Windows 95 DOS prompt.  To prevent this, restart your
computer in DOS mode before launching Mercenaries.

***Problem***
When I play the DOS version of Mercenaries in a Windows 95 DOS prompt,
I'm unable to use ALT-TAB to switch from other applications to
Mercenaries without crashing the game.
***Solution***
Some computers are unable to successfully switch between Mercenaries
and other open applications under Windows 95.  The easiest way to
avoid this is not to switch out to another task while Mercenaries
is open.  This can also be avoided by restarting your computer in DOS
mode before launching Mercenaries.

***Problem***
My screen flashes and changes sizes when I launch a mission and when
movies play.
***Solution***
Screen flashes are result of a change in the resolution that the game
is using.  These can not be avoided.  Changes in screen size can
usually be adjusted using the manual controls on your monitor.

***Problem***
After launching into the training campaign, my computer locks up.
***Solution***
The audio in the training missions is read directly off of the CD
to save hard disk space.  Some computers have difficulty loading
this audio.  To solve the problem, create a directory called
KEATING in your Mercenaries directory and copy the contents of
the KEATING directory on the CD into it.

***Problem***
After launching into the training campaign, I am given no
instructions on what to do.  Isn't the trainer supposed to be
talking?
***Solution***
The audio in the training missions is read directly off of the CD
to save hard disk space.  Some computers have difficulty loading
this audio.  To solve the problem, create a directory called
KEATING in your Mercenaries directory and copy the contents of
the KEATING directory on the CD into it.

***Problem***
When I boot using the boot disk I made with the Mercenaries installer,
my CD-ROM and/or sound card drivers don't get loaded.
***Solution***
There are two reasons this could occur.  If you made the boot disk
from a DOS prompt in Windows 95, the information to copy into your
boot-up files was not available to the boot disk maker.  The solution
is to make the boot disk while in DOS mode or while using DOS 6.22.

The second way this can occur is if your PATH statement had used system
variable rather than naming your drive letter directly.  In this case,
the system may be searching the A: drive instead of the C: or D: drive
where your CD-ROM and sound card drivers are located.  To fix this, you
will need to open the AUTOEXEC.BAT file located on the boot disk and
put the correct drive letter in the PATH statement.  If there is no
PATH statement in your AUTOEXEC.BAT file, you will need to create one.
Documentation on the PATH statement should be provided with your
operating system.

***Problem***
My joystick is working fine, but occasionally pulls to the left or
right.
***Solution***
It is possible to uncalibrate your joystick during gameplay.  Pressing
the recenter key (the forward slash / by default) clears this up in
most cases.  If this doesn't work, you will need to recalibrate your
joystick from the ESC menu during the game.

***Problem***
I have a Logitech joystick, and the throttle doesn't work.  I have the
CH Flightstick map selected.
***Solution***
Use the SideWinder mapping instead.

***Problem***
When I return from a mission and go to repair my 'Mech, the color of
the pieces does not match the damage diagram I saw during combat.
***Solution***
The repair screen uses a different scheme for coloring parts than the
diagram you see during combat.  Pieces that have no internal structure
points left will be grayed out, even though they did not necessarily
get blown off of your 'Mech yet.

***Problem***
I can't figure out how to delete my custom mechs in Instant Action.
They just keep accumulating.
***Solution***
Each mech is recorded as a .MEK file in the directory labeled MEK.  To
remove individual mechs, you can delete the specific file that
corresponds to that mech.  To delete all mechs, simply delete all the
.MEK files from the MEK directory.

***Problem***
I am unable to load saved games from the Windows 95 version of
Mercenaries into the DOS version of Mercenaries.
***Solution***
The file format for the saved games of the DOS and Windows 95
versions of Mercenaries are not compatible.

***Problem***
My soundcard is Sound Blaster compatible but I hear occasional glitches
and crackles in the audio.
***Solution***
If you are playing in a Windows 95 DOS prompt, restarting your computer
in DOS mode or DOS 6.22 will clear this up.  If you are using a recent
clone such as the Sound Galaxy NXPRO, make sure you selected the
Sound Blaster Pro setting when you configured your audio.  You can
start the audio configuration utility by running SETSOUND from your
Mercenaries directory.



SECTION 2 - WINDOWS 95 VERSION

***Problem***
The installer tells me I don't have enough space even though I have
the amount specified on the box and in the manual.
***Solution***
The box and manual were printed before the game was completed, and
are slightly inaccurate.  The install sizes listed in the installer
reflect the actual sizes.

***Problem***
When I launch the game by pressing the OK button presented at the end
of installation, the palette of colors is corrupted.
***Solution***
This behavior has been observed on some machines.  Exiting the game and
launching it from the Windows 95 Start Menu should eliminate any
corruption of the colors.

***Problem***
Pressing ALT-ENTER during a mission causes the game to crash.
***Solution***
Some video cards have DirectX 2 drivers that cause this problem.  Keep
up to date with the latest drivers from your video card manufacturers
and from Microsoft.  Until you have found a driver that works, do not
use the ALT-ENTER function.

***Problem***
Using Diamond GT driver in Direct Draw 640X480 mode causes cursor to
be displayed and other visible problems, or crash the game.
***Solution***
Use the default Windows 95 driver instead of GT driver (Stealth 64
DRAM/VRAM PCI).  The default driver is faster and generally superior
for playing Mercenaries.

***Problem***
When I return from a mission and go to repair my 'Mech, the color of the
pieces does not match the damage diagram I saw during combat.
***Solution***
The repair screen uses a different scheme for coloring parts than the
diagram you see during combat.  Pieces that have no internal structure
points left will be grayed out, even though they did not necessarily get
blown off of your 'Mech yet.

***Problem***
I have a Logitech joystick, and the throttle doesn't work.  I have the
CH Flightstick map selected.
***Solution***
Use the SideWinder mapping instead.

***Problem***
I put in an audio CD during a mission, but when the mission exits it
hangs on a black screen.
***Solution***
The Windows 95 version of Mercenaries needs to read information off of
the CD on exit.  Do not remove the CD at any time when Mercenaries is
an open application.

***Problem***
I can't figure out how to delete my custom mechs in Instant Action. 
They just keep accumulating.
***Solution***
Each mech is recorded as a .MEK file in the directory labeled MEK.  To
remove individual mechs, you can delete the specific file that
corresponds to that mech.  To delete all mechs, simply delete all the
.MEK files from the MEK directory.

***Problem***
I am unable to load saved games from the Windows 95 version of
Mercenaries into the DOS version of Mercenaries.
***Solution***
The file format for the saved games of the DOS and Windows 95
versions of Mercenaries are not compatible.



SECTION 3 - MERCNET

For information on the Internet driver, please consult INTERNET.TXT,
located in the same directory as this file.

PLEASE NOTE: Technical support for MercNet is available via e-mail
only.  Please see the last section of this document for information
on how to obtain technical support through on-line services and the
Internet.

***Problem***
I don't get any sound in MercNet missions.
***Solution***
If you are running the Windows 95 version of Mercenaries, you will
need to type SETSOUND at the command prompt in your Mercenaries
directory to configure your sound card for use with MercNet.

***Problem***
When I play the DOS version of MercNet in a Windows 95 DOS prompt,
the sound crackles.
***Solution***
Some audio cards begin to crackle when Mercenaries is played in a
Windows 95 DOS prompt.  To prevent this, restart your computer in DOS
mode before launching MercNet.

***Problem***
I am unable to connect to games of NetMech DOS or NetMech for Windows
95.
***Solution***
NetMech and MercNet are totally different games.  It is not possible to
use MercNet to play against players who are using NetMech.

***Problem***
My joystick settings don't carry over from Mercenaries for Windows 95.
***Solution***
Mercenaries for Windows 95 uses a different file for joystick
configuration than MercNet and Mercenaries for DOS.  To configure
your joystick for MercNet, run the DOS version of Mercenaries
(MERCS.EXE) and use the "Cockpit Controls" screen from the "Options"
button.

***Problem***
I am unable to get a US Robotics and a Hayes modem to connect to each
other.
***Solution***
These modems seem to be incompatible based on our testing.  We
recommend using an alternate brand of modem for one of the two.

***Problem***
I am having trouble getting a Cardinal and a Hayes modem to connect to
each other.
***Solution***
These modems have had some trouble connecting in our test lab,
although we were able to get them connected most of the time.
If you experience repeated difficulties, we recommend using
an alternate brand of modem for one of the two.

***Problem***
I hear the modems connecting, but I get an error message from
MercNet about timing out.
***Solution***
This message occurs when the modems have taken an unusually long
time to confirm a connection.  If you have repeated difficulties,
we recommend trying an alternate brand of modem.



SECTION 4 - PERFORMANCE TIPS

Mercenaries has features that were designed to support a wide range of
computers. When you initially configure Mercenaries for play,
Mercenaries will make several default settings regarding which features
should be used and which should be turned OFF.

The trade-offs are different for each user, so we allow any machine to
run any options, but please keep in mind that the higher the level of
detail, the more demanding the machine requirements.

The two factors that most affect the performance of Mercenaries are the
speed of your processor and the speed of your video card.  Given the
limitations of your current system, there are a number of ways you
can boost the performance of the game by scaling back the features
you use:

(1)  Run the game at a low resolution.

Resolution can be adjusted by pressing the ESC key in a mission or in
the shell, and selecting "Combat Variables".  320x200 should provide
the best performance.  In 320x200 mode, less than one quarter as many
pixels get drawn per frame as in 640x480 mode.
Note: The resolution can only be changed in the shell prior to the 
fighting simulation.

(2) Turn off the cockpit and video displays.

The cockpit uses a lot of polygons and can be disabled by pressing the
U key during a mission.  The targeting video display can be disabled by
pressing F4 twice.  Avoid using other video displays such as down view,
rear view, missile view, etc.

(3) Turn off some of the combat variables.

The combat variables can be adjusted by pressing the ESC key during a
mission and selecting "Combat Variables".

Object Textmaps:        Try turning these OFF.
Terrain Textmaps:       Try turning these OFF.
Display Detail:         Try switching to LOW.
Object Density:         Try switching to LOW.
Explosion Chunks:       Try turning these OFF.
Particles:              Try turning these OFF.
Multiple Lights:        Try turning these OFF.
Shadows:                Try turning these OFF.

Implementing just some of the changes listed above should be sufficient
to get the game running reasonably on any machine. Other options can be
left ON, as their performance cost is low.  


Here are some recommended performance guidelines:

486 (all speeds):         320x200, all options off
Pentium (60-75mhz):       320x200, all options off
Pentium (90-133mhz):      320x200, all options on
                                  -or-
                          640x480, all options off except shadows
Pentium (150-200mhz):     640x480, all options on
Pentium Pro (all speeds): 640x480, all options on
Cray (all speeds):        1024x768, all options on



SECTION 5 - GAMEPLAY TIPS

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--IMMEDIATE ATTENTION-ALL MERCENARY GUILD MEMBERS---

__UPDATED FIELD GUIDE__
-JANUARY 1, 3044-

**CONFIDENTIAL: UNAUTHORIZED ACCESS PROHIBITED**

NEW MERCENARY FIELD GUIDE

If you don't feel comfortable with going straight into battle, it 
may be smart for you to secure a training contract first.  There is a 
unit of Hanson's Rough Riders who are often looking for inexperienced 
Mercs to back them up on some of there less dangerous contracts.  
(Plus there is a good chance of picking up some extra cash along the 
way.)

ComStar Terminal
To start with you will need to get to a ComStar terminal and sign in 
with the Guild.  Youre going to need to give them a call sign and a 
unit name.  Think about them both, because once you have decided on 
the names, you cannot change them.  The ComStar terminal will also be
a place that you can check in with from time to time to find out what
is going on in the Inner Sphere.

The Office
In the office you'll find your personal terminal.  This terminal houses
all the tools you need to manage your mercenary unit.  

Mercenary Contract Database
The contract database lists all of the campaigns that that are
currently available.  Be careful in your contract selection: once
you have chosen a contract, there is no way to back out of it.  Pay
close attention to the monetary reward for completing each contract.
Lucrative contracts may look tempting, but with higher rewards come
greater risks and longer durations.

Personnel Database
At any given time there will be a number of mercenaries available for
hire.  They have diverse backgrounds and skill levels, so be sure to
read their profiles: you get what you pay for.  After you've hired a
mercenary, he or she will draw a monthly salary until you fire them
(or they meet their death in battle).

Inventory
From your office terminal, you can keep tabs on your current stores of
'Mechs, weapons, and equipment.  These things are accumulated through
purchases or as salvaged bounty from missions.

Finances
Your monthly costs are reported in a short financial summary on your
office computer.  Note that the more 'Mechs you own, the more techs
are required to maintain them.
	
The 'Mech Bay
The starport at Outreach contains a reasonably well-equipped 'Mech Bay.
In the 'Mech Bay, you'll find a terminal for managing your arsenal of
'Mechs and weaponry.

Arms Merchant
When it comes time to stock up on weaponry, access the Arms Merchant.
A wide variety of arms, munitions, and equipment can be found here.
Technical advances are frequently made, so keep an eye out for new
types of weapons and equipment.

If you signed on to a long contract, make sure that you have exact
replacements for the items on your 'Mech.  Everything that gets
destroyed while on a mission has to be replaced from your inventory;
there's no Arms Merchant on a dropship.

Mech Factory
If you find yourself in the enviable position of having excess
C-bills, you'll want to trade in your current 'Mech for a more
powerful one.  The 'Mech factory will be more than happy to accommodate
you, but be wary of the premium it will cost to repurchase your 'Mech.
As with weaponry, there are frequently advances in 'Mech chassis
design, so keep an eye out for new types of 'Mechs.

Customize
A large concern for many mercenaries is the cost of customizations.
Since each 'Mech in the Inner Sphere is assembled to a particular
specification, it is fairly expensive to make custom modifications.
Choose your customizations carefully BEFORE making any transactions
on the 'Mech Bay's computers to avoid wasting money and time with
unnecessary work on your 'Mech.

If you do decide to customize your 'Mech, there are some things you 
need to know.  First of all, your 'Mech has a maximum tonnage.  There
is only so much weight that its chassis design will tolerate. Usually
'Mechs are sold fitted with equipment up to their maximum weight limit.
You will have to remove weaponry and other equipment to free up some
weight.

In the Customize section of the 'Mech Ops computer located in the 'Mech
Bay, click on the part of your 'Mech that you would like to customize.
Highlight the desired item for removal and click "remove". That's all
you need to do; the rest is done by the 'Mech Bay technicians.  To add
new items, select the desired section of your 'Mech, like before.  This
time, select the exact weapon from the list on the right and click
"add".  You can cycle through the various categories of items to add
using the row of buttons across the top of the screen.

Repair/Reload
Repairing a 'Mech is similar to customizing one, but it is both simpler
and less expensive.  You will need to repair your 'Mech after every
mission, or else you will start the next mission with the damage you
sustained in the previous one.  Remember that you need to have the
foresight to stock your inventory with exact replacement parts for the
items on your 'Mech.

There are two ways of repairing.  "Repair All" will let your personal 
technician know that he is to fix every single problem on your 'Mech. 
If he can't fix or replace something, he will let you know.  
Alternately, you can repair individual crits on your 'Mech by clicking
on specific regions of the 'Mech diagram, clicking on a specific item
in the list, and then clicking the "Repair" button.

The text for damaged crits is classified by color.  Gray = normal, 
yellow = light damage, red = heavy damage or no replacement in
inventory.  If an item is red, that means you have no replacement for
the item in your inventory; you will have to make do without this item
until you have a chance to visit the Arms Merchant in the starport 
between campaigns.

Dropships

Since most starports are located in extremely secure areas, you will 
need a dropship to get you to and from missions.  From most dropships, 
you should be able to repair and reload your 'Mech, access your 
inventory and financial databases, assign your starmates to their 
'Mechs and review your current contract more thoroughly before going 
into the mission.  The latter is done by accessing the mission
computer.

Before any given mission you will have access to the mission briefing 
given to you by your current employer and any of your own personal 
notes on the situation.  After a mission, when you are safely away 
from any danger zone, your employer will send you a debriefing on the 
situation and how you affected it. They will also give you the most 
recent news on the situation as told by ComStar.  

If you ever feel that you are running low on supplies or armaments, 
you always have the option of aborting the mission without legal 
repercussions, but there is no guarantee that your reputation will 
fare as well.  The best thing to do is to make sure that you are 
completely prepared for any set of missions that you are about to 
launch into.

When you get back to your starport always make sure to check your 
inventory, there is always the chance you were able to pick up some 
weapons off of destroyed 'Mechs that are still good.  Plus some of the
larger employers have been known to give damaged enemy 'Mechs to 
mercenaries as a bonus.

That should be enough to get you going.  Youre going to have to 
figure the rest out for yourself.  Where you go with your career is 
entirely up to you, just remember that the Inner Sphere is in great 
discord and anything could happen at any time.  Once again, good luck 
Mercenary. 




BATTLEMECH WEAPONS INFORMATION

Weapon               Heat    Damage  Range   Tons    Crits   Ammo/ton

ER Large Laser       12      8       570     5       2       Nil
ER PPC               15      10      690     7       3       Nil
Flamer               3       2       90      1       1       Nil
Large Laser          8       8       450     5       2       Nil
Medium Laser         3       5       270     1       1       Nil
Small Laser          1       3       90      .5      1       Nil
PPC                  10      10      570     7       3       Nil
Pulse Laser (Large)  10      9       300     7       2       Nil
Pulse Laser (Medium) 4       6       180     2       1       Nil
Pulse Laser (Small)  2       3       90      1       1       Nil

Anti-Missile System  1       Nil     Nil     .5      1       12
Autocannon/2         1       2       720     6       1       45
Autocannon/5         1       5       570     8       4       20
Autocannon/10        3       10      450     12      7       10
Autocannon/20        7       20      360     14      10      5
Guass Rifle          1       15      660     15      7       8
LB 10-X AC           2       10      540     11      6       10
Machine Gun          0       2       90      .5      1       200
Ultra AC/5           1       5       600     9       5       20

LRM5                 2       1/per   630     2       1       24 
LRM10                4       1/per   630     5       2       12
LRM15                5       1/per   630     7       3       8 
LRM20                6       1/per   630     10      5       6
Narc Missile Beacon  0       None    270     3       2       6
SRM 2                2       2/per   270     1       1       50 
SRM 4                3       2/per   270     2       1       25
SRM 6                4       2/per   270     3       2       15
Streak SRM-2         2       2/per   270     1.5     1       50

Arrow IV System      10      20      2 km    15      15      5
CASE                 0       0       Nil     .5      1       Nil
Heat Sink            -1      Nil     Nil     1       1       Nil
Double Heat Sink     -2      Nil     Nil     1       1       Nil  

Weapons and Ammo Tips

Make certain that you buy extra weapons before you go on campaign 
missions (missions that will last for several months).  These missions 
are often on distant worlds where you can't get access to a reputable 
arms-merchant.  If weapons are destroyed, you won't be able to repair 
them unless you have spare weapons on-hand in your inventory.  Weapons 
stored in your arms are more likely to be targeted by enemy
Mechwarriors and should be a priority when you are repurchasing extra 
weapons.
 
When deciding on a contract, always weigh the missions risk against the 
pay-off.  Watch for salvage opportunities as well as the missions total
pay.  

Remember that missions that offer a substantial cash reward are 
probably difficult or risky missions, beware of any contract that 
seems too good to be true.

WEAPONS DESCRIPTIONS

Extended Range Lasers
The extended-range laser is an upgraded version of the basic laser with
improvements that are obvious in its superior beam focusing and 
targeting equipment. The small extended-range laser is the lightest of 
all. It causes less damage than the large version and generates less 
heat. The medium version is heavier than the small version, but with 
more of the same advantages and drawbacks of the larger model. The 
large version of the ER laser has a significant increase in range and 
a damage potential that is slightly higher than the basic model, at a 
cost of substantially more heat than the other versions.

Extended Range PPC
The Particle Projection Cannon fires high energy ion bolts which cause 
damage through both the impact and high temperature. Extended-range 
PPC is a significantly improved version of the particle projection 
cannon. This PPC is smaller, lighter and more powerful than the basic 
version with its longer range and harder punch. Heat buildup is also 
much higher and could be a critical disadvantage of employing this 
weapon.

Pulse Lasers
The pulse laser uses a rapid-cycling, high-energy pulse to generate 
multiple laser beams, creating an effect comparable to machine-gun 
fire. This characteristic improves each laser attack's hit 
probability with more damage per hit at the cost of increased heat 
and a somewhat shorter effective range. They too are available in 
small, medium and large versions.

Gauss Rifle
The Gauss rifle uses a series of magnets to propel a projectile 
through its barrel and towards a target. While requiring a great deal 
of power to operate, it generates very little heat and can achieve a 
muzzle velocity twice that of any conventional weapon. Gauss rifle 
ammunition consists of nickel-ferrous metal slugs. If Gauss ammunition
takes a critical hit, there is no explosion, but the hit destroys 
the ammo-feed 'Mechanism rendering the rest of the ammunition in that 
location useless. A critical hit on the Gauss rifle itself destroys 
the capacitors that power this weapon. Such destruction causes a 
catastrophic discharge of the capacitor's stored energy with results 
similar to an ammunition explosion. If a Gauss rifle 
takes a critical hit, it causes an ammunition explosion in the 
location containing the rifle.

LB-X Autocannon
The LB-X autocannon makes use of light, heat-dissipating alloys to 
reduce weight and heat buildup. The reduced space and weight 
requirement of the LB-X autocannon allows this weapon to mount more 
sophisticated fire-control systems.
 
In addition to these advantages, the LB-X autocannon can use special 
cluster munitions that act much like an anti-BattleMech shotgun in 
combat. When fired, the ammunition fragments into several smaller 
submunitions. This improves the chances of scoring a hit and striking 
a critical location, but reduces overall damage by spreading hits all 
over the target area rather than concentrating on one location. 
The 5X autocannon causes five times as much damage as the common 
model, and the 20X causes 20 times more damage than the common model.

Machine Gun
The machine gun is a rapid-fire weapon. It is one of the lightest,
yet powerful weapons a BattleMech can carry. The sheer volume of 
machine gun rounds which can be shot at close range increases the 
probability of scoring a hit, but does not cause severe damage to its 
target.

Ultra Autocannon
The ultra autocannon features a short, smooth-bore barrel, a modified 
breech mechanism, a rapid-feed reloader and specially designed 
ammunition. The AC/5 version causes five times more damage than the 
common model. The ultra AC/10 causes ten times the damage and more 
heat build-up, while the largest version causes 20 times the damage.

Short-Range Missiles
Short-range missiles are specially designed to fire at close range. 
Although the SRM-2 missile fires only two missiles at once, it can 
cause more damage than a missile in the long range missile group. 
The SRM-4 fires four missiles at once and the SRM-6 version delivers 
six missiles in one powerful shot.

Streak Short-Range Missiles
These short-range missile launchers are linked to a computerized 
fire-control system which handles target acquisition. Once the 
computer obtains a target lock, the streak missile will automatically 
home in on its target. The sure-hit SRM-2 fires two missiles at once 
while the SRM-4 blasts four missiles worth of firepower. The SRM-6 
tops the streak missile family with a six-pack blast of guided bliss.

Long-Range Missiles
The long-range missile is a specialized weapon designed to make 
contact with its target at long range through the use of its guidance 
system. The LRM-5 sends off a five-pack of missiles at once. The 
LRM-10 fires off ten missiles with one blast. The LRM-15 fires off a 
15-pack of missiles and the LRM-20 leads this family of 
missiles with a 20-pack of pure missile power. Its indirect hits 
have been known to be as effective as its direct hits due to 
area-effect explosions known as "splash damage." LRMs won't "lock" 
at distances under 75M.
 

BATTLEMECH COMPONENTS

The internal structure of a BattleMech is composed of eight sections: 
Head, Center Torso, Left and Right Torso, Left and Right Arms, and 
Left and Right Legs. Each of these sections serves as a designated 
area for carrying weapons, ammunition or additional equipment in a 
BattleMech. The following are the systems that comprise a BattleMech:

Engines
BattleMechs can be equipped with a wide variety of engines to determine
maximum land speed. There are two types of engines: standard or XL 
engines. The XL engines are retrofit standard engines with new and 
lighter shielding materials, greatly reducing overall engine weight at 
the cost of compactness. Although normal engine weight is halved, 
additional engine critical space must be allocated to both the Right 
and Left Torsos.

Cockpit/Gyroscope
Every BattleMech includes a cockpit containing the MechWarrior's 
control station, life-support system and electronic sensors. Damage to
a 'Mech's control components impacts its ability to move and jump. In 
addition to a cockpit, every BattleMech is equipped with a powerful 
gyroscope to keep it upright and able to move.
	
Internal Structure
Internal structure is the backbone of the 'Mech. A BattleMech's 
internal structure can be designed in using one of two advanced 
technologies: standard or Endo Steel. Made with zero-G manufacturing 
techniques that mix high-density steel with lower-density titanium and 
aluminum, Endo Steel is twice as strong per unit of weight as standard 
materials. However, strength is traded at an increase in overall 
bulk requiring more critical space in a 'Mech's internal structure. 

Heat Sinks
Heat sinks supply a BattleMech with the ability to dissipate heat 
internally. Double heat sinks can cool a 'Mech much more efficiently 
with a heat-dissipation rate that is twice as fast as that of standard 
heat sinks. Although double sinks weigh the same as standard heat
sinks, the double versions are considerably bulkier and take up extra
space aboard a 'Mech. At one ton and two critical slots each, Torso-
mounted double sinks tend to limit space for weapons. 

Jump Jets
Most 'Mechs can be equipped with jump jets located in pods in the Leg 
and Torso areas to allow jump movement. Jump jets may only be mounted 
if there are sufficient critical slots in these areas. To gain desired 
jump capacity, a MechWarrior must evaluate the environmental conditions
of the mission as well as the overall mass of the 'Mech being 
customized before determining the number of jump jets being added.

Armor
A BattleMech's armor provides the protective covering for its internal 
structure and critical components. There are two types of armor a pilot
can choose to assign to a BattleMech: normal or Ferro-Fibrous armor. 
Ferro-Fibrous armor is an improved version of the ordinary BattleMech 
armor in that it greatly increases a 'Mech's tensile strength. Although
this advanced armor gives a 'Mech a greater armor factor for the same 
weight, it is bulkier than its equivalent weight of standard armor
plating and requires more critical space in a 'Mech's internal 
structure.

Weapons Systems
Pilots can equip their 'Mechs with any mix of weapons their assigned 
base chassis will support. MechWarriors must weigh the advantages of 
using different energy, missile or ballistic weapons systems against 
the weight and space considerations of all possible combinations. Some 
weapons systems are more powerful at the expense of greater heat 
buildup, while other weapons cause less damage but have greater 
distance advantages.

Ammunition
All weapons other than energy weapons (e.g., lasers) require a 
pre-allocated supply of ammunition that can be determined by each 
pilot. Ammo must also be allocated to critical slots within a 'Mech's 
internal structure. 

Equipment
Some BattleMechs are equipped with CASE (Cellular Ammunition Storage 
Equipment), a damage-control technology that mitigates the effects of 
internal ammunition explosions. When ammo explodes in a location with
CASE, the force of the explosion is directed away from the 'Mech's
vital components, such as the cockpit or the engine. BattleMechs
without CASE can be destroyed by a single internal ammunition
explosion.

Criticals
All components housed within a BattleMech must be assigned to critical 
slots within a 'Mech's internal structure. The number of available 
critical slots in each section of a 'Mech's base chassis limits the 
mix of weapons and equipment with which any particular 'Mech can be
configured. The construction of a BattleMech cannot be completed until 
each item has been assigned to the requisite number of critical slots.

PROCEDURES FOR CUSTOMIZING A BATTLEMECH
There are two basic considerations in balancing a BattleMech: 
(1) maximum weight and (2) critical space. Maximum weight is determined
by the total allowable tonnage for the base chassis selected. 
Critical space refers to the critical slots in each section of a 
BattleMech designed to house weapons and 'Mech system components. The 
capacity of these areas is determined by the BattleMech's tonnage and 
a pre-allocated assignment of critical space to the base chassis,
the main framework of each BattleMech. The available critical slots in 
each section of the base chassis determine the space in which to 
allocate the primary components of a 'Mech. 

SELECTING AN ENGINE
Choose an engine for your BattleMech. Select "Engine" from the 
configuration summary to display the Engine screen. Select FASTER or 
SLOWER to scroll through the BattleMech engines available. Once you 
have determined the engine you will use in your BattleMech, click on 
the type of engine on the Engine screen to toggle between Std
(Standard) or XL (Extra Light) engine technology. An XL-type engine
weighs half as much as a standard engine of the same rating, but
occupies additional critical slots in each side of a 'Mech's Torso.  

MODIFY HEAT SINKS
Every BattleMech engine is equipped with heat sinks as standard 
equipment, but some 'Mechs will need additional heat sinks to 
effectively dissipate heat, depending on their weapons configuration. 
Select "Heat Sinks" on the configuration summary to display the Heat 
Sinks screen. A BattleMech may not carry a mix of normal and double 
heat sinks. To add more heat sinks simple use the "Add" key to add them
to a particular location on your BattleMech.  You may need to purchase 
additional heat sinks first.  To upgrade to double heat sinks you have
to buy an "Upgrade Package" available at the Arms Merchant.  When you
buy an upgrade package all of your heat sinks become double heat sinks
and you will have to assign them to critical slots on your BattleMech.
The total weight of the default heat sinks is included in the engine
tonnage; extra heat sinks can be added at a weight cost per heat sink.
The critical slots required for the total number of heat sinks added is
determined by the 'Mech's engine rating.

DETERMINING JUMP CAPABILITY
BattleMechs may be equipped with jump jets in their Legs and/or Torsos 
to allow jump capability. Each jump jet gives a 'Mech additional jump 
capability. 

DETERMINE INTERNAL STRUCTURE
The internal structure of a 'Mech can be constructed with standard or 
Endo Steel technology. To upgrade your BattleMechs internal structure 
you need to purchase an upgrade package from an Arms Merchant and then 
assign the Endo Steel criticals to slots on your BattleMech.  
Although using Endo Steel frees up tonnage that can be used to add
weapons and armor, it requires more critical slots to be carried by a
'Mech.

MODIFY ARMOR
You can add armor to your 'Mech in half-ton increments and as much 
as your 'Mech's internal structure will allow. The armor factor is 
based on a 'Mech's armor type and tonnage. Select "Armor" from the
"Equipment" section to display the Armor screen. You can add twice as
much armor as internal structure to each area of a 'Mech's torso, arms
and legs, and three times as much to a 'Mech's head. Select ADD or
DELETE to modify your 'Mech with the desired armor. You will have to
buy a Ferro Fibrous upgrade package if you wish to upgrade your
BattleMechs armor from standard to Ferro Fibrous armor. For each ton of
standard armor added, you are supplied with plates of armor which you
can distribute to your 'Mech's structure. 

Ferro-Fibrous armor increases the armor factor per ton, but occupies 
more critical slots in a 'Mech's internal structure.  Once you 
determine the total tonnage of armor to add, you can distribute the 
selected number of plates of armor to the different sections in 
your BattleMech's internal structure.

The exact armor factor used to protect each area is left to your 
discretion. Use the 'Mech diagram on the Armor Allocation screen 
to select the section of the 'Mech to which you would like to add 
armor, then use the first set of arrows on the left to increase or 
decrease the amount of armor allocated to those areas. For areas to 
which armor can be allocated to front and back sections, use the 
second set of arrows to increase or decrease armor accordingly. The 
Armor Allocation screen will indicate the armor assigned to each 
section of the BattleMech.

ADD WEAPONS AND AMMUNITION
You can add up to fourteen weapons and as much ammo as your
BattleMech's total tonnage and critical slots will support. Select one
of the weapon buttons at the top of the screen to choose from a
selection of weapons. Then review the Weapons Table on the right to
determine which weapons are available for incorporation into your
custom 'Mech. To add a weapon to your configuration, select the weapon
you would like to add from the Weapons Table. Then, select ADD to add
it to the 'Mech's configuration. The added weapon will then appear in
your BattleMech. To delete a weapon, just select it on your BattleMech
and select REMOVE to remove it from the configuration.

If the weapon you have added is an ammunition-based weapon (i.e., 
non-energy weapon), you can add or delete ammo in keeping with the 
base chassis's allowable tonnage and critical space.  First select the
AMMO button on the top of the screen.  You will see a list of
available ammunition. Choose the ammo you want, the section you want
to add it to and hit the "Add" key.

ADD EQUIPMENT
Select "Equipment" on the configuration summary to display the 
Equipment screen. Each 'Mech is equipped with several mandatory 
equipment systems which are accounted for in the design of a
BattleMech. Both mandatory and assignable equipment will appear on
the Equipment screen to indicate which systems are included in your
configuration. In addition to various actuators, the other type of
equipment your 'Mech configuration can be equipped with is MASC to
enable a 'Mech with the capability of short bursts of speed at the
cost of heat build-up and increased stresses. Purchase MASC and then
assign the necessary criticals that appear with the ADD button. 



SECTION 6 - IF YOU STILL HAVE PROBLEMS...

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