AB
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BattleMech InformationWhat it means
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Chassis & ModelThis is the core identity of any given BattleMech, and is expressed as "Locust LCT-1V".
The first being the name of the chassis type (which shall always appear similar in
shape) and the model follows (which determines all the other data, such as their
hardpoint setups and default equipment).
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ClassThe weight class of a BattleMech falls into four categories: Light, Medium, Heavy, and
Assault. This class determines when in the initiative it moves (4, 3, 2, and 1
respectively).
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TonnageThis is the maximum tonnage of any given 'Mech design. You cannot deploy with more
tonnage of weapons, equipment, and/or armor on the chassis than this.
Note: There is a theoretical minimal tonnage which represents the weight of a
BattleMech with all the equipment and armor removed, but I have not collected that
data yet.
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HardpointsHardpoints are where you attach your weapons, and if you have no hardpoints of a type
you cannot install weapons of that type on a BattleMech. What is listed are the four
types of hardpoints (Ballistic, Energy, Missile, and Support) and the total number
available on any particular model.
Note: I have not listed the exact locations of these hardpoints on the 'Mech, as of yet.
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Armor & Structure ValuesArmor and Structure are the "hit points" of your BattleMech, showing how much
punishment they can take before you start damaging their systems (Armor) and how
much more damage it takes to put them down for good (Structure). You can always
install more armor (so long as you have the open weight) but you cannot improve how
much structure you have. Note: Much like hardpoints, the values shown here add up
all the numbers from the eight hit locations, and are not changed to show each of the
eight locations.
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Weapons & EquipmentThese are the default weapons and equipment installed on any given BattleMech model
and give a good indication of what their role is. Newly-acquired BattleMechs will come
with base forms of these weapons and equipment already installed.
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Jump JetsEvery BattleMech has a maximum amount of Jump Jets which can be modified into
their design; this is usually equal to the number of spaces they can move in battle. The
first number is the default number of Jump Jets, while the second number is the
maximum amount.
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Weapon & Component
Notes
What it means
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Type & ManufacturerThis will show the weapon or equipment, as well as the name of the manufacturer by
company. The manufacturer name doesn't appear important at first, but you will notice in
the tables certain manufacturers seem to lean towards certain bonuses.
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Class of WeaponEach weapon falls into one of the four types of hardpoints, and the color of the cells will
reflect what type of hardpoint they fit into. Ballistic weapons are blue, Energy weapons are
green, Missile weapons are purple, and Support weapons are brown. Be sure you keep
these in mind when determining what you want to load your 'Mechs with.
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Damage & StabilityThis are the two types of damage a weapon can do, "Damage" being straight damage to
the armor and structure of another BattleMech, while "Stability" refers to how much the
Stability Gauge fills up towards the "Unstable" state.
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HeatEvery weapon generates heat when fired, and this is the total value of heat generated.
If your Heat Sink capacity isn't up to the task, you will accumulate waste heat which will
slowly edge your BattleMech into slowly cooking its insides or shutting down.
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TonnageWeapons and equipment are balanced by weight, and because of this it is literally
impossible for heavy weapons such as an AC/20 to be installed on things like the Locust.
(If we ignore hardpoint availability, of course.)
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SlotsMuch like taking up weight, weapons and equipment also take up space in the form of
"Critical Slots". Every BattleMech has a limited amount of space to install components,
and if you don't have the necessary free slots you can't install the components.
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ValueThis is the stated C-Bill value of the weapon or equipment being looked at. This is almost
never exactly what you will be paying to purchase it, or what you will be sold when selling
it. It does remain, however, useful for gauging how valuable a component is.
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RangesAll weapons have a minimum range, an optimal range, and a maximum range expressed
in meters. Be very aware of these when installing weapons, as you may inadvertently give
yourself weapons which are too close-range to mesh well with other weapons.
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Special NotesWhen seeing a component with a + or ++ next to their names, this indicates a high-quality
component which has special qualities to them. Some equipment such as Flamers or Heat
Sinks have an effect on your performance or extra effects when fired. These are noted
here, if they can be quantified.
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Refire PenaltyAutocannons carry a "refire penalty" for being fired on successive turns, which is the trade
for not requiring comparatively as much heat buildup from firing compared to lasers.
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Vehicle Notes
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Armor & Structure ValuesMuch like with BattleMechs, armor and structure determines how tough a vehicle is to kill.
However, the current values are approximated as the "Ramshackle" and "Shoddy"
qualities stuck on vehicles in the early campaign game set the armor to 25% and 50%
respectively. These numbers may change upwards as more is revealed.
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Initiative PhaseVehicles act on a specific Initiative Phase in each turn, which may not be related to their
weight class. Please be aware this means you may not be entirely certain of what a vehicle
is, until you actually see it.
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Escort MissionsEscort missions have a convoy which must be escorted, comprised of APCs and
potentially a Mobile HQ. These appear to be the only times such vehicles appear.
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Building Notes
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Armor & Structure ValuesBuildings have armor and structure, but mostly just structure to chew through; save for
turrets.
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TurretsTurrets are armored weapon emplacements of varying types, with increasingly heavy
weaponry as the difficulty rises. Be aware, they also can sensor lock if you are within
range, permitting LRM-equipped enemies to fire indirectly. Turret Generator buildings may
be present, and destroying them will also destroy the turrets; this is not guaranteed,
however, as some missions have turrets with no dedicated generators to attack.
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Base Defense
When defending a base, your buildings will potentially have their health increased to make it
less likely you will fail outright.
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Hiring Hall Notes
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Kickstarter BackerThere were several people who, through Kickstarter, were permitted to have characters
inserted into the game. These are shown with an additonal purple rank tag next to their
normal one. You will need above a certain amount of MRB Rating to hire these
'MechWarriors. They are not notably more powerful in general, but are slightly above the
basic experience level as a rule.
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RoninWhen you go into Skirmish mode, the limited pool of 'MechWarriors you are allowed to
choose from are all predetermined what statistics and skills they have earned. These may
be found randomly at Hiring Halls as "Ronin". You need a rating with the MRB of at least
200 before you can hire these.
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Star System Notes
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Jump DistanceWhen travelling between systems, the Jump Distance of both systems determines the
travel time. This number represents the distance from the Jump Point to the inhabited
planet, so to figure travel time, add both Jump Distance numbers (and an additional 3) to
figure how many days it will take to be between systems. Remember you cannot do any
hiring or shopping while you're in transit, you must be in orbit.
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Difficulty
The exact scope of this number I have yet to truly determine, other than it seeming to be a
blanket adjustment to the global difficulty. As you progress, the global difficulty of the game
will rise steadily, and this value seems to be a way of keeping some systems always
tougher than average and some far easier. It will range from -2 to +3.
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TagsOn the Star Map when you look at a planet it will have a bunch of gold text. These are the
tags which influence events, store contents, mission contracts, and the like. It is important
to note these, as you will often find better equipment in "Rich" or "Manufacturing" worlds.
Uninhabited worlds will NOT have a market to purchase from, but they will still have a Hiring
Hall and Contracts.
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Contract Offers
These factions may offer contracts at your location, against other factions which are present
(or pirates). You are not guaranteed to find contracts from these factions, so if you are
looking to curry favor with one of them you may need to try over and over again.