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Battletech Beta Manual

The document provides information about starting and playing the Battletech Backer Beta, including where to find the Steam key, system requirements, and how to provide feedback. It welcomes backers to the beta and thanks them for their support, while noting that the beta is incomplete and will be closed before the full game launch.

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mastermasm
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (3 votes)
251 views19 pages

Battletech Beta Manual

The document provides information about starting and playing the Battletech Backer Beta, including where to find the Steam key, system requirements, and how to provide feedback. It welcomes backers to the beta and thanks them for their support, while noting that the beta is incomplete and will be closed before the full game launch.

Uploaded by

mastermasm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 19

 

Welcome,​ ​MechCommander! 2 

Getting​ ​Started 3 

System​ ​Requirements 4 

Can’t​ ​Run​ ​the​ ​Game? 5 

Mouse​ ​&​ ​Keyboard​ ​Controls 6 

Combat​ ​Overview 7 

Initiative​ ​Turn-Order 11 

Weapon​ ​Types 12 

Standard​ ​Actions 13 

Defenses 14 

Vulnerability​ ​States 15 

MechWarrior​ ​Abilities 16 

Fury​ ​&​ ​Focus 17 

Footage​ ​&​ ​Screenshot​ ​Capture​ ​Tools 18 

Known​ ​Issues 19 

Reporting​ ​a​ ​Bug 19 


   

Manual​ ​Version​ ​1.08​​ ​—​ ​Last​ ​Updated:​ ​August​ ​18,​ ​2017 


For​ ​a​ ​full​ ​list​ ​of​ ​changes​ ​made​ ​to​ ​the​ ​Backer​ ​Beta,​ ​see:​ ​Backer​ ​Beta​ ​Changelog 
Welcome,​ ​MechCommander! 
Welcome​ ​to​ ​the​ ​BATTLETECH​ ​BACKER​ ​BETA​. 
From​ ​all​ ​of​ ​us​ ​at​ ​Harebrained​ ​Schemes,​ ​we​ ​thank 
you​ ​for​ ​your​ ​support​ ​and​ ​we​ ​hope​ ​you​ ​enjoy​ ​this 
early​ ​look​ ​at​ ​BATTLETECH​ ​combat!  
 
This​ ​Backer​ ​Beta​ ​contains​ ​Single​ ​Player​ ​Skirmish 
vs.​ ​AI,​ ​5​ ​arena​ ​maps,​ ​21​ ​’Mech​ ​chassis​ ​(33 
variants)​ ​and​ ​11​ ​MechWarriors.​ ​After​ ​a 
forthcoming​ ​update,​ ​it​ ​will​ ​also​ ​contain​ ​1v1 
Online​ ​&​ ​LAN​ ​Multiplayer.​​ ​It​ ​does​ ​not​ ​include 
MechLab​ ​or​ ​any​ ​elements​ ​of​ ​the​ ​story​ ​campaign.  
 
Please​ ​note​ ​that​ ​while​ ​we​ ​will​ ​update​ ​the​ ​Beta​ ​as 
needed​ ​to​ ​fix​ ​high-impact​ ​and​ ​game-breaking 
bugs,​ ​we​ ​have​ ​no​ ​plans​ ​to​ ​update​ ​the​ ​Backer 
Beta​ ​with​ ​additional​ ​features​ ​or​ ​content​ ​beyond 
the​ ​scope​ ​of​ ​the​ ​Beta​ ​Kickstarter​ ​reward.​ ​This​ ​is 
a​ ​targeted​ ​Beta​ ​to​ ​get​ ​data​ ​on​ ​BattleTech​ ​combat 
with​ ​our​ ​Backers,​ ​not​ ​an​ ​Early​ ​Access​ ​game 
release.  
 
You​ ​should​ ​expect​ ​the​ ​Beta​ ​to​ ​close​ ​at​ ​some​ ​point​ ​during​ ​the​ ​run​ ​up​ ​to​ ​the​ ​launch​ ​of​ ​the​ ​game 
so​ ​we​ ​can​ ​focus​ ​on​ ​the​ ​shipping​ ​version​ ​without​ ​the​ ​need​ ​to​ ​maintain​ ​the​ ​beta​ ​version.​ ​We’ll 
make​ ​sure​ ​it’s​ ​up​ ​for​ ​at​ ​least​ ​a​ ​month​ ​after​ ​multiplayer​ ​gets​ ​added,​ ​however. 
 
We’re​ ​incredibly​ ​excited​ ​to​ ​put​ ​this​ ​early​ ​look​ ​at​ ​the​ ​game​ ​into​ ​your​ ​hands.​ ​Of​ ​course,​ ​this​ ​is​ ​an 
early​ ​Beta,​ ​not​ ​a​ ​finished​ ​product.​ ​You​ ​WILL​ ​encounter​ ​bugs,​ ​missing​ ​features,​ ​and​ ​balance 
issues.​ ​This​ ​is​ ​where​ ​we​ ​need​ ​your​ ​help!​ ​Please​ ​provide​ ​your​ ​feedback​ ​via​ ​the​ ​survey​ ​prompt 
at​ ​the​ ​end​ ​of​ ​each​ ​battle​ ​you​ ​complete. 
 
It’s​ ​been​ ​a​ ​fantastic​ ​journey​ ​with​ ​all​ ​of​ ​you​ ​since​ ​the​ ​Kickstarter​ ​campaign​ ​closed​ ​at​ ​the​ ​end​ ​of 
2015,​ ​and​ ​this​ ​release​ ​is​ ​the​ ​first​ ​step​ ​on​ ​the​ ​road​ ​to​ ​launching​ ​the​ ​full​ ​game​ ​later​ ​this​ ​year. 
Thanks​ ​for​ ​your​ ​help,​ ​and​ ​we’ll​ ​see​ ​you​ ​on​ ​the​ ​battlefield! 
 
--​ ​Mike,​ ​Jordan,​ ​Mitch,​ ​and​ ​the​ ​BATTLETECH​ ​Team 
 
 


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 
 
 
 
   


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 

 
 
   


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! 

 
   


Mouse​ ​&​ ​Keyboard​ ​Controls 
WASD  Move​ ​camera 

Q/E  Rotate​ ​camera​ ​left/right. 

Right-click​ ​+  Freely​ ​tumble​ ​camera. 


drag 

Scroll​ ​wheel  Zoom​ ​in/out. 

PgUp​ ​/​ ​PgDn  Rotate​ ​camera​ ​up/down. 

Middle-click  Auto-pan​ ​camera​ ​to​ ​selected​ ​spot​ ​on​ ​map. 

Left-click  Select​ ​destination,​ ​attack​ ​a​ ​’Mech,​ ​or​ ​confirm​ ​action. 

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. 

1​ ​-​ ​9  Select​ ​movement​ ​mode​ ​or​ ​pilot​ ​ability. 

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. 

 
   


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:  

Gunnery​ ​determines​ ​ranged​ ​attack​ ​to-hit​ ​%.​ ​(See​ ​p.8) 


Piloting​ ​determines​ ​Melee​ ​and​ ​Death-From-Above​ ​attack​ ​to-hit​ ​%.​ ​(See​ ​p.9) 
Tactics​ ​determines​ ​your​ ​line-of-sight​ ​(LOS)​ ​distance,​ ​information​ ​gained​ ​from 
radar​ ​blips,​ ​and​ ​your​ ​accuracy​ ​with​ ​Indirect​ ​Fire​ ​and​ ​Called​ ​Shots.​ ​(See​ ​p.9) 
Guts​ ​determines​ ​how​ ​much​ ​heat​ ​you​ ​can​ ​build​ ​up​ ​before​ ​Overheating.​ ​(See​ ​p.9) 
 
MechWarriors​ ​also​ ​have​ ​powerful​ ​MechWarrior​ ​Abilities​ ​based​ ​on​ ​their​ ​skills​ ​-​ ​in​ ​the​ ​Beta,​ ​each 
MechWarrior​ ​has​ ​two​ ​abilities.​ ​(See​ ​MechWarrior​ ​Abilities,​ ​p.15​) 

CAMERA 

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. 
 

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.  
 

Clear​ ​Shot  Obstructed​ ​Shot  Indirect​ ​Shot  No​ ​Shot 


If​ ​you​ ​Move​ ​or​ ​Jump  If​ ​you​ ​Move​ ​or​ ​Jump  If​ ​you​ ​Move​ ​or​ ​Jump  If​ ​you​ ​Move​ ​or​ ​Jump 
here,​ ​one​ ​or​ ​more​ ​of​ ​your  here,​ ​one​ ​or​ ​more​ ​of​ ​your  here,​ ​you​ ​won’t​ ​have  here,​ ​you’ll​ ​have​ ​LOS​ ​to 
weapons​ ​will​ ​be​ ​able​ ​to  weapons​ ​will​ ​be​ ​able​ ​to  direct​ ​LOS​ ​to​ ​this​ ​target,  this​ ​target,​ ​but​ ​won’t​ ​be 
fire​ ​on​ ​the​ ​target.  fire​ ​on​ ​the​ ​target​ ​at​ ​a  but​ ​your​ ​LRMs​ ​will​ ​be  able​ ​to​ ​fire​ ​on​ ​it​ ​(either 
to-hit​ ​penalty,​ ​because  able​ ​to​ ​fire​ ​indirectly​ ​at​ ​it  because​ ​the​ ​target​ ​is​ ​out 
intervening​ ​terrain​ ​or  (because​ ​another​ ​unit​ ​in  of​ ​range,​ ​or​ ​outside​ ​your 
‘Mechs​ ​are​ ​partially  your​ ​Lance​ ​has​ ​LOS​ ​to  firing​ ​arc.) 
blocking.  it.) 

 
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. 

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​ ​&​ ​FLANKING 

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​ ​&​ ​DEATH​ ​FROM​ ​ABOVE 

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.  

● Ballistic​ ​weapons​ ​generate​ ​less​ ​heat,​ ​but​ ​use​ ​ammunition. 


● That​ ​ammo​ ​can​ ​run​ ​out​ ​or​ ​even​ ​be​ ​damaged​ ​by​ ​enemy​ ​fire​ ​and​ ​explode,​ ​causing 
additional​ ​internal​ ​damage​ ​to​ ​that​ ​location​ ​on​ ​your​ ​‘Mech.  
● All​ ​ballistic​ ​weapons​ ​deal​ ​some​ ​stability​ ​damage​ ​relative​ ​to​ ​their​ ​class​ ​as​ ​well. 
● Ballistic​ ​weapons​ ​incur​ ​a​ ​“Refire​ ​Penalty”​ ​to​ ​their​ ​to-hit​ ​when​ ​fired​ ​multiple​ ​turns​ ​in​ ​a 
row. 
 
MISSILE​​ ​-​ ​Missile​ ​weapons​ ​come​ ​in​ ​two​ ​flavors,​ ​long-range​ ​missiles​ ​(​LRM​)​ ​and​ ​short-range 
missiles​ ​(​SRM​).​ ​Missile​ ​batteries​ ​have​ ​a​ ​number​ ​next​ ​to​ ​them;​ ​this​ ​tells​ ​you​ ​how​ ​many​ ​missiles 
will​ ​fire​ ​when​ ​you​ ​use​ ​it.​ ​The​ ​LRM-10​ ​fires​ ​ten​ ​long-range​ ​missiles;​ ​the​ ​SRM-2​ ​fires​ ​just​ ​two 
short-range​ ​missiles.​ ​It’s​ ​best​ ​to​ ​think​ ​of​ ​SRMs​ ​as​ ​shotguns:​ ​a​ ​lot​ ​of​ ​damage​ ​delivered​ ​up​ ​close. 
LRMs​ ​do​ ​less​ ​damage​ ​per-missile,​ ​but​ ​come​ ​in​ ​bigger​ ​launchers​ ​and​ ​can​ ​fire​ ​extremely​ ​far.  

● 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. 

Entrenched  50%​ ​stability​ ​damage​ ​reduction​ ​from​ ​all​ ​attacks.​ ​Typically 


gained​ ​by​ ​using​ ​the​ ​Brace​ ​(End​ ​Turn)​ ​Action. 
 

 
   

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. 
 

Bulwark  PASSIVE:​ ​You​ ​gain​ ​GUARDED​ ​when​ ​remaining​ ​stationary​ ​(50% 


damage​ ​reduction​ ​against​ ​ranged​ ​attacks​ ​to​ ​the​ ​front​ ​and 
  side.)​ ​Rotation​ ​does​ ​not​ ​count​ ​as​ ​movement. 

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 

WIN:​​ ​C:\Users\<USER>\AppData\LocalLow\Harebrained​ ​Schemes 


MAC:​​ ​Users\<USER>\Library\Application​ ​Support\Harebrained​ ​Schemes\BattleTech 
 
Note​ ​that​ ​there​ ​is​ ​a​ ​bug​ ​where​ ​screenshots​ ​from​ ​each​ ​new​ ​play​ ​session​ ​will​ ​override 
screenshots​ ​from​ ​previous​ ​sessions​ ​-​ ​so​ ​if​ ​you​ ​want​ ​to​ ​keep​ ​your​ ​screenshots,​ ​move​ ​them​ ​out 
of​ ​this​ ​folder​ ​before​ ​starting​ ​a​ ​new​ ​game! 
 
You​ ​can​ ​also​ ​plug​ ​in​ ​an​ ​XBOX​ ​Controller​ ​to​ ​control​ ​the​ ​camera​ ​with​ ​a​ ​controller.​ ​You’ll​ ​want​ ​to 
toggle​ ​the​ ​debug/fly​ ​camera​ ​with​ ​Ctrl+Shift+I​ ​when​ ​using​ ​the​ ​controller. 

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. 
 

Reporting​ ​a​ ​Bug 


1. Check​ ​the​ ​known​ ​issues​ ​list​ ​above.​ ​If​ ​your​ ​issue​ ​is​ ​already​ ​mentioned,​ ​there​ ​is​ ​no​ ​need​ ​to 
report​ ​it. 
2. Check​ ​the​ ​“Known​ ​Issues”​ ​section​ ​of​ ​the​ ​BATTLETECH​ ​Community​ ​Forum​ ​at 
https://community.battletechgame.com/ 
3. If​ ​you​ ​have​ ​encountered​ ​an​ ​uncommon​ ​bug​ ​(one​ ​you​ ​think​ ​won’t​ ​be​ ​found​ ​with​ ​standard 
testing),​ ​please​ ​provide​ ​as​ ​much​ ​detail​ ​as​ ​possible​ ​in​ ​the​ ​form​ ​below.​ ​Thank​ ​you! 

Report​ ​a​ ​BATTLETECH​ ​Backer​ ​Beta​ ​Bug 

19 

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