Battletech Beta Manual
Battletech Beta Manual
Welcome, MechCommander! 2
Getting Started 3
System Requirements 4
Combat Overview 7
Defenses 14
2
Getting Started
A Steam Key for the BATTLETECH Backer Beta will be added to your BackerKit account if you
have backed BATTLETECH at the “MechWarrior” level or above. You can go directly to your
BackerKit account and click on Get Your Digital Rewards to find your key.
IMPORTANT: With over 25,000 keys to distribute, this can take some time. When your Beta key
lands in your account, you will get a notification email directly from BackerKit. We
appreciate your patience!
Note that this is a Steam key for the Backer Beta only, NOT a Steam key for the launch version of
the game. BATTLETECH launch product keys for the platform you chose for your Kickstarter
Reward (GoG, Humble, or Steam) will be fulfilled separately when the game launches.
Don’t remember your BackerKit info? Go to https://battletech.backerkit.com/ and follow these
instructions to recover your account:
1. Enter the email address you used to back the game and click on Get My Survey.
2. Click on the link to your account in the email sent to you by BackerKit.
3. Click o n Get Your Digital Rewards.
4. Redeem your key in your Steam account. (New to Steam? Follow these steps.)
Haven’t answered your survey? BackerKit will require you to do that before giving you access
your Beta key. If you have any questions or issues with your BackerKit account, contact us!
Backed at a lower Reward Tier? Until two weeks before the close of Beta, you can contact us to
upgrade your pledge to the MechWarrior level and gain Beta access.
Not a Backer yet? You’re not too late! Until two weeks before the close of Beta, you can head
here to become a Late Backer at the MechWarrior level and gain Beta access.
https://battletech.backerkit.com/hosted_preorders
3
System Requirements
Only 16:9 and 16:10 display aspect ratios are officially supported, from 720p (1280 x 720) up to
4k (3840 x 2160). Note that while the below are the system requirements for the Backer Beta,
they may change for the launch title as we continue to improve performance.
Minimum Recommended
WIN OS: Windows 7 or Higher (64-bit) OS: Windows 7 or Higher (64-bit)
Processor: Intel Pentium Core i3 3210 Processor: Intel Pentium Core i5 3450
3.20GHz or AMD FX 4300 3.8GHz 3.10GHz or AMD FX 6300 3.5GHz
Memory: 8 GB RAM Memory: 16 GB RAM
Graphics: NVIDIA GeForce 660 GTX or Graphics: NVIDIA GeForce GTX 950 or
AMD Radeon HD 7850 AMD Radeon HD 7900 Series
DirectX: Version 11 DirectX: Version 11
Network: Broadband Internet connection Network: Broadband Internet connection
Storage: 7 GB available space Storage: 10 GB available space
Sound Card: DirectX 9 sound device Sound Card: DirectX 9 sound device
MAC OS: OS X Mavericks OS: OS X El Capitan
Processor: Intel 2.5 Ghz Mid 2011 Processor: Intel 2.9GHz Late 2013
Graphics: Radeon HD 6970M Graphics: Nvidia GeForce GTX 775M
Memory: 8 GB RAM Memory: 16 GB RAM
Network: Broadband Internet connection Network: Broadband Internet connection
Storage: 7 GB available space Storage: 10 GB available space
Sound Card: On Board Audio Sound Card: On Board Audio
4
Can’t Run the Game?
If you’re unable to run the game at all, please follow the directions below and contact us with
the requested files attached and a short description of what happens. IMPORTANT: This is not
how to report a bug within the game - see Reporting a Bug, p.18 for that.
WIN 1. From wherever BattleTech.exe is installed on your system, go into the
BattleTech_Data directory and locate output_log.txt and attach it to your message.
This file is very helpful.
2. From wherever BattleTech.exe is installed, if there is a timestamped directory next
to BattleTech.exe or in the Dumpbox directory that match the time of your error,
please zip up the directory and attach it to your message.
3. Additionally, send your DxDiag file if possible. Press the Windows key or open the
start menu and type in "dxdiag".
4. Press the "Save all information" button and attach the generated file to your
message.
5. Contact us with the title: “BT Beta Won’t Run - WIN” and a short description of
what happens. Please make sure all of the above files are attached!
MAC 1. The game log file is located at: Macintosh HD > Users > {name} > Library > Logs >
Unity - please locate Player.log and attach it to your message.
2. From wherever BattleTech is installed, if there is a timestamped directory next to
BattleTech.exe or in the Dumpbox directory that match the time of your error,
please zip up the directory and attach it to your message.
3. Press the Mac icon.
4. Select the "About This Mac".
5. A window will open, press the "System Report..." button.
6. A new window will open. Select "File" -> "Save" and attach this file to your message.
7. Contact us with the title: “BT Beta Won’t Run - MAC” and a short description of
what happens. Please make sure all of the above files are attached!
5
Mouse & Keyboard Controls
WASD Move camera
Right-click View details for any friendly or enemy unit in the targeting computer, or
right-click a MechWarrior portrait to expand their stats.
TAB Switch between available ’Mechs, or when in firing mode, switch between
available enemy targets.
Minus Brace (End turn.) Note that the UI incorrectly displays this hotkey as “s”.
Portrait click Single-click to “find” your ‘Mech if it’s offscreen. Double-click to center
camera on selected ‘Mech.
V Cycle through available Melee targets, when Moving (or DFA targets, when
Jumping.)
ESC “Back up” to previous mode or selection. I n general, ESC backs out of
everything. If you select a unit, then change your mind and want to
Reserve it, ESC will de-select it (unless you’ve already taken an action with
it). If you’re in firing mode and don’t want to be, ESC will exit. If you don’t
have a unit selected, ESC will bring up the exit game popup. Note that this
will be replaced by an in-game menu for launch.
6
Combat Overview
This Manual is a rough substitute for an in-game tutorial, which has not been implemented yet.
We highly recommend reviewing the following sections before playing your first skirmish!
BATTLEMECHS
In BATTLETECH, you command a Lance of four ‘Mechs piloted by brave MechWarriors. ‘Mechs
are giant machines of war, each with a variety of weapons and capabilities. ‘Mechs have many
body Locations which can take damage independently and be destroyed. Each location has
Armor, which protects Internal Structure.
● A Location generally won’t take Structure damage until all of its Armor is destroyed.
● When a Location’s Internal Structure is gone, the Location itself is destroyed and all of
the internal components and weapons on that Location are also destroyed.
● The Locations on a ‘Mech are: Head, Center Torso, Left Torso, Left Arm, Left Leg, Right
Torso, Right Arm, and Right Leg.
● A ‘Mech will “die” (cease being a combatant for this fight) if its Head, Center Torso, or
both Legs are destroyed.
MECHWARRIORS
MechWarriors are the brave, squishy center of your ‘Mechs on the battlefield. MechWarriors
each have four Skill ratings from 1-10:
Use WASD keys to pan, mousewheel to zoom, and hold R-Mouse to freely tumble the camera.
Mouse edge-panning is also enabled by default.
MOVEMENT
Left-click once on a terrain dot to set your desired position, which will lock your movement
indicator in place. Then move the mouse cursor out and hover around to set your desired
rotation. Left-click a second time to confirm your rotation and execute the move. Note that
‘Mechs have a limited turning radius - the farther you move, the less rotation you’ll be able to
set for your destination. (For more about movement, see Standard Actions, p.12.)
HEAT
‘Mechs gain Heat with every action they take, but particularly from firing weapons and from
using jump jets. At the end of each turn, ‘Mechs dissipate a certain amount of heat (based on
the functional heat sinks they have in their various Locations.)
● When ‘Mechs get too hot, they start OVERHEATING, and take Internal Structure damage.
Heavier ‘Mechs take more structure damage per location from OVERHEATING.
● When a ‘Mech’s Heat bar fills up, it shuts down. SHUTDOWN ‘Mechs require a full turn to
restart and are vulnerable to Called Shots (see p.9) - so manage your heat carefully!
● While in Firing Mode, before committing to an attack, your heat bar will show how much
heat the attack WILL generate. Some ‘Mechs are more heat efficient than others, and
firing all of your weapons is often not the best decision. Toggle weapons off via the
weapon panel in the lower-right to conserve heat.
● If you’re running hot, try standing in water - you’ll dissipate 150% as much heat while
standing in water.
8
STABILITY
When ‘Mechs take damage, they can also take Stability Damage.
Past a threshold of Stability Damage, ‘Mechs become UNSTEADY.
UNSTEADY ’Mechs will fall and become PRONE if their yellow
Stability Damage bar fills up.
● PRONE ‘Mechs are vulnerable to Called Shots (see p.9), lose 1 Initiative, and must spend
part of their next move standing back up.
● UNSTEADY lasts until the next time the ‘Mech uses the Brace (End Turn) action, or loses
enough Stability Damage by standing still or executing normal moves.
● The best ways to deal Stability Damage are attacking with Missiles (LRMs and SRMs),
PPCs, and with Melee and Death From Above attacks.
RANGED ATTACKS
Use the Weapon Panel in the lower-right of the HUD to toggle weapons on and off. The Weapon
Panel will also indicate whether weapons are in range or not, and what their individual chances
to hit are.
When looking at a target on the battlefield, the number of brackets
around the target indicates how many weapons are in-range to that
target. Gold brackets indicate weapons that have optimal range to a
target, meaning they will have a better chance to-hit.
9
Ranged attacks in BATTLETECH are based on two numbers: Your MechWarrior’s Gunnery Skill,
and the Difficulty of the attack. A variety of factors contribute to shot Difficulty, including
EVASIVE charges, range, obstruction, and the size category of the target ‘Mech. Your base
chance to hit with a ranged attack is 65% + 2.5% per point of Gunnery skill. This is then reduced
for each point of Difficulty. The first 10 points of Difficulty reduce your chance to hit by 5% each.
All points past 10 reduce your chance by 2% each.
CALLED SHOT
When the target of your ranged attack is PRONE or SHUTDOWN, you can make a Called Shot
on that target. (The interface will appear automatically in firing mode.) This allows you to select
a Location on the target ’Mech to be the focus of your attack. Called Shots use your
MechWarrior’s Gunnery skill to determine chance to-hit, but your MechWarrior’s Tactics skill
determines how likely your attacks will be to hit the selected Location on the target.
Positioning is a critical part of commanding your ‘Mechs effectively on the battlefield. When
firing on a target, you can hit its Front, Left, Right, or Rear Arc depending on your position
relative to the target’s. (Indicated by the red arc at the base of the target.) This arc determines
which Locations on the target your attack will be able to damage. A Left-Arc attack, for example,
cannot damage the Right Arm. If you’ve been dealing damage consistently to one
Arc of an enemy ‘Mech, it’s a good idea to try to continue dealing damage to the
same Arc. This will maximize your chance of punching through Armor and
damaging the Structure of Locations on that side of the ‘Mech.
‘Mechs generally have much weaker rear armor than front armor, and Rear-Arc shots ignore
Defenses such as Cover and Guarded (see Defenses, p.13). Moving or jumping behind an
enemy to get a Rear-Arc shot is often an effective way to gain the upper hand. Just be careful
that you don’t expose your rear arc to different enemy ‘Mech in turn by doing so!
Melee attacks are full-turn actions that can be used to break or ignore enemy Defenses (see
the Defenses, p.13) and deal significant amounts of damage when they connect. They deal the
most Stability Damage in the game, and are a great option when you’re running hot and want to
avoid firing weapons in order to cool down. However, they can also leave you exposed! In
general, heavier ‘Mechs deal more Melee damage, but this varies from ‘Mech to ‘Mech.
Execute Melee attacks against targets via the gold brackets in Move mode, or execute risky
Death From Above attacks from Jump mode (warning: Death From Above deals damage to your
own ‘Mech’s legs!) These both use your MechWarrior’s Piloting skill to determine chance to-hit.
10
Initiative Turn-Order
At mission start, you're able to move your entire team simultaneously until contact is made with
an enemy unit. This continues until you make contact: as soon as you see an enemy on your
sensors (what we call a ‘blip’), we switch over to combat movement, where each player takes a
turn moving just one ‘Mech.
Each combat round is divided into 5 Phases, and which Phase each ’Mech can act on depends
on the size of the ‘Mech. Lighter ‘Mechs can act earlier in a round, while heavier ‘Mechs are
forced to act later in the round.
Here you can see that the player has one ‘Mech that can act in Phase 4, while the enemy has
two. In Phase 3, the player has two ‘Mechs, while the enemy has one.
The game will always try to trade off acting between you and your opponent, until one side runs
out of ‘Mechs in the current Phase. When that happens (like in Phase 3) the side with ‘Mechs
remaining will get to use all of them in a row.
After the end of Phase 1, a new round begins at Phase 5. (Or the first Phase that either side has
units available for.)
An interesting thing happens when you Reserve your
‘Mechs. You don’t have to act with your ‘Mechs when
it’s your turn. You can instead reserve ALL of your
remaining ‘Mechs for the current Phase down to the
next lower Phase. So if you had two light ‘Mechs that
could act in Phase 4, you might reserve them down to Phase 3, just so you could see what your
enemy was going to do first. You can reserve all the way down to Phase 1, if you want! But you
have to act in Phase 1, before the end of the round; you can’t keep on reserving right into the
next round entirely.
Knowing when to act and when to reserve, and how to use those two things together to get the
jump on the enemy, is a key element of the tactics of BattleTech.
11
Weapon Types
ENERGY - The simplest weapons are the energy weapons. Energy weapons don’t require any
ammunition, but generate a lot of heat. The basic energy weapons are the medium lasers and
large lasers, but the real king of this type is the Particle Projector Cannon (PPC): huge damage
and long range, but also massive heat.
● Medium and large lasers get a small bonus to accuracy over other weapons.
● The PPC is able to deal a moderate amount of stability damage upon impact, and also
applies the Sensors Impaired effect to the target (+1 Difficulty to attacks for one round.)
BALLISTIC - The ballistic weapons are familiar; they’re similar to modern guns. There are four
different classes of autocannon: the AC/2, the AC/5, the AC/10 and the AC/20. The numbers
indicate how powerful the weapon is; the AC/2 does comparatively light damage, but has
enormous range, while the AC/20 does absolutely crushing damage (it’s the most damaging
weapon in the game!) but has very short range.
● LRMs also can fire at targets that you don’t have a direct line-of-sight (LOS) to, which
you’ll recognize by the curved arc shape of the red line of fire.
● Missiles deal more Stability Damage than the other weapon types do.
● The larger the size number of a launcher, the faster it chews through ammo.
SMALL - The final category of weapon is small weapons. This includes, the machine gun, the
small laser, and the flamer. They have extremely short range and low damage, but they also
have a special feature: unlike larger weapons, they can be fired when you melee attack an
enemy. If you’re close enough, they can also be fired as normal ranged weaponry.
● Machine guns are excellent at dealing critical hits to exposed structure.
● Small lasers deal good raw damage relative to their heat generation.
● Flamers can decrease the performance of opponents by raising their heat levels, and
even shut them down, but come with a very limited amount of ammo.
12
Standard Actions
These are standard actions that all ‘Mechs can perform.
Attack Fire selected weapons at any target within your ‘Mech's current
firing arc.
Move Execute a normal move, gaining EVASIVE charges based on
distance (+2 Difficulty to hit this unit with ranged attacks per
EVASIVE charge). May also use to initiate a Melee attack on
nearby enemies.
Reverse Reverse-move at a slower speed to a nearby location, and set a
new facing for this 'Mech.
Sprint Use this 'Mech's entire turn to move farther, gaining EVASIVE
charges based on distance (+2 Difficulty to hit this unit with
ranged attacks per EVASIVE charge). Cannot Sprint if
UNSTEADY, or if a leg is destroyed.
Jump Execute a jump move, gaining EVASIVE charges based on
(requires distance, plus one additional charge (+2 Difficulty to hit this
Jump Jets) unit with ranged attacks per EVASIVE charge). May also use to
initiate a Death-From-Above attack on nearby enemies.
Brace (End Remove all stability damage and end your turn. Gain GUARDED
Turn) (50% damage reduction against ranged attacks to the front
and side) and ENTRENCHED (50% stability damage reduction.)
Melee Melee attack using Piloting skill to hit. Ignores EVASIVE. Hit
removes GUARDED, deals damage and stability damage. To
Melee, select a target within range while in Move mode, then
select a melee attack position.
Death From Jump attack using Piloting skill to hit. Ignores EVASIVE. Hit
Above removes GUARDED, deals significant damage and stability
(requires damage. Attacker incurs leg damage and stability damage. To
Jump Jets) DFA, select a target within range while in Jump mode, then
select a DFA attack position.
13
Defenses
A savvy MechCommander is aware of how to effectively use and counter the following defensive
effects on the battlefield. Beyond using terrain to block line-of-sight, ending a ’Mech’s turn with
one or more of these Defenses is an effective way to increase its survivability.
Likewise, knowing when to hold your fire against a GUARDED target - or when to counter it with a
Melee attack - is key to maximizing the damage you’re able to deal each turn.
Cover 25% damage reduction against ranged attacks to the front and
side. Does not stack with GUARDED. Typically gained by
standing in Forest areas.
Guarded 50% damage reduction against ranged attacks to the front and
side. Does not stack with COVER. Countered (removed) by any
Melee attack. Typically gained by using the Brace (End Turn)
Action, or from the Bulwark MechWarrior Ability.
Evasive The farther this unit moved (by any type of movement), the
(1-6) more EVASIVE charges it receives, up to a maximum of 6. Each
EVASIVE charge adds +2 Difficulty to hit this unit with ranged
attacks. Each unit that attacks an EVASIVE ‘Mech causes it to
lose one EVASIVE charge - even if the attack misses. The
EVASIVE state is lost when the ‘Mech has no EVASIVE charges
remaining, or becomes UNSTEADY. The EVASIVE state is
ignored by Melee attacks.
14
Vulnerability States
There are several major vulnerability states that you will see on units in the game. Paying close
attention to your own vulnerabilities, and taking advantage of your opponent’s, can spell the
difference between victory and defeat.
Unsteady This unit is vulnerable to being knocked PRONE, and cannot
Sprint. Removed by BRACE, or losing enough Stability Damage
through normal movement or standing still.
Prone Called Shots can be made against this unit. On its next turn, it’s
Initiative is lowered by 1, and it will suffer a movement and
to-hit penalty after standing back up.
Sensor This unit is Sensor Locked until end of round, making it visible
Locked to both sides regardless of normal visibility.
Overheating This unit takes structure damage each turn while Overheating,
and is close to shutting down.
Shutdown This unit is easier to hit, and Called Shots can be made against
this unit. It must use its entire next turn to restart.
15
MechWarrior Abilities
These are special actions or passive attributes that your MechWarriors will provide to your
‘Mechs. In the Beta build, each MechWarrior has two abilities. T
hese abilities are an important
part of your Lance selection - choose wisely!
Multi-Target Fire weapons at up to three separate targets within your
‘Mech's current firing arc. Multi-target is still a work-in-progress.
Step 1: After selecting Multi-Target, select up to 3 enemies
within firing range by left-clicking them on the battlefield. Step
2: Click weapons on your weapon panel to cycle them between
the selected targets (or to turn them off.) Step 3: Click the FIRE
button to execute, or ESC to back out of the mode.
Breaching PASSIVE: When attacking with a single weapon: Ignore COVER
Shot and GUARDED on the target.
Evasive PASSIVE: This unit generates an extra EVASIVE charge from
Move movement actions (up to the maximum of 6).
Angel of PASSIVE: Your jump distance is increased by 25%. You take
Death 50% less damage when executing Death From Above attacks
and do not become UNSTEADY.
Sensor Lock ACTION: Select a target within sensor range to reveal it until the
end of the current round and remove two of its EVASIVE
charges.
Master PASSIVE: 'Mechs piloted by this MechWarrior gain +1 Initiative,
Tactician and remove one bar of stability damage when Reserving.
16
Fury & Focus
The red meter to the left of your MechWarrior portraits represents your Lance’s fury and
adrenaline on the field. Fury is gained when your 'Mechs become heavily damaged and
destroyed. You will also gain some Fury at the start of each turn.
When your Fury meter fills completely, you gain “Focus” buttons above your
MechWarrior portraits.
● You can choose to use this right away, or wait until later - however you
won’t be gaining any new Fury while waiting.
● Clicking one of these Focus buttons will give that MechWarrior the
Focused buff for one turn.
● Your Fury meter now empties, and can start filling back up again.
Focused A powerful buff for a unit for exactly one turn. When attacking,
this unit ignores COVER, GUARDED, and EVASIVE, and all
attacks not inside minimum range have a 95% chance to hit.
Each time either player uses Focus, the rate of Fury gain for both players increases - Fury
meters fill quicker. This effect is cumulative.
17
Footage & Screenshot Capture Tools
Ctrl + Shift + I Toggles the Debug / Fly Camera
Ctrl + Shift + U Toggles through All / InWorld / None for UI
Left Ctrl + K Takes a 4k screenshot with no UI (Note that screenshots will
always be 4k regardless of current screen resolution.)
Left Ctrl + Left Shift + K Takes a 4k screenshot with the entire UI
Left Ctrl + Right Shift + K Takes a 4k screenshot with just the inworld UI (WIP)
Screenshot Save Location
18
Known Issues
● The BATTLETECH Launcher allows you to select unsupported Resolutions. Supported
resolutions are standard 16:9 and 16:10 resolutions from 1280 x 720 up to 4k. For all
other aspect ratios, results may vary!
● The selected Mood for a map will very occasionally fail to initialize correctly - just try it
again if this happens and it should work.
● OSX only: Water may not render correctly (it can appear entirely black.)
● OSX only: Using ESCAPE to exit a match can cause the game to lock up.
● AI occasionally fails to re-engage after all LOS has been lost.
● UI incorrectly indicates that “s” is the hotkey for Brace (End Turn). Actual hotkey is the
Minus key (“-”).
● In the Settings Menu, once a keybinding has been set, it’s not currently possible to delete
it completely. A workaround is to just assign a different key to the setting.
● After upgrading, if the Main Menu screen appears in-combat, try restarting the game.
19