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Comments to date: 7. Page 1 of 1. Average Rating:
dinesat 2:53am on Saturday, September 11th, 2010 
My Company uses Citrix, so I am able to run Windows Applications, SAP, even flash and all my GO TO corporate applications on the device. you will love the 9 inches screen. You will enjoy the touchscreen experience with iPad Fast, Lightweight, Compact
cgriell 2:57pm on Tuesday, June 29th, 2010 
You can get a Nano or Touch for around a third of the price and still get Music, Podcasts, Apps, Clip, FM Radio and Camera. Overpriced content consumption table. Very responsive touch screen, high res screen Content Consumption only. Not great value for money. No camera.
heebiejeebieclub 9:49am on Tuesday, June 22nd, 2010 
The iPad is exactly what I expected, easy to use, very well executed so long as you understand that it is mainly a device to consume media.
teak 6:22am on Wednesday, June 2nd, 2010 
I came into Vanns on a whim on the iPads launch day not really expecting to see any there still available. I replaced my first-gen iPod Touch, which I had since they first came out a few years ago, with this new beast of a device. First of all.
buy online phentermine23 4:59pm on Monday, May 3rd, 2010 
PROS: OS, look, Awesomeness ITs great, and the idea is well along with the OS its a Mac downsized. its size is a bit big Bought the 16G WiFi for my wife. She enjoys playing games, surfing the web, reading books, reading email and catching up on her Soaps at ABC.com.
Mardukhai 3:46am on Monday, May 3rd, 2010 
Awesome game player, and has replaced my laptop but I do not have to need for business and so I do not know about how those work. Great for traveling,...
xnxxlesbimo 9:26am on Monday, March 22nd, 2010 
Love both the silicone case and zebra sleeve pouch. This product is EXACTLY what I wanted. It fits perfectly and it got here very fast. The item was all that the description said it would be! I am very pleased with this product and would recommend it to friends.

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Documents

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MechWarrior: Age of Destruction SCENARIO HANDBOOK v1.2
By Mike Rimoran McCarrig rimoran@yahoo.com January 4, 2009

Foreword:

This project was originally submitted to WizKids, LLC for web publication in April 2007. Due to an understaffed and overworked editorial department, they never had time to review and fact-check this document and thus, it never saw the light of day. The original version of this document was meant to be a companion to the WizKids website (ie. The storyline scenario section only contained brief summaries rather than the full text of the scenario.) However, once WizKids was closed by the parent company Topps in November 2008, I shifted the scope of the document into a full preservation mode and also secured some web space to post.PDF documents in new locations. The image above was made by WizKids, LLC for an unknown product that was never released. Im using the image under WizKids web policy covering names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes and acknowledge that WizKids/Topps does not endorse this or is affiliated with me in any official capacity. This document contains information for use with MechWarrior: Age of Destruction and not MechWarrior: Solaris VII.

Special Thanks:

Jonas Saunders (aka Yes Seriously) and Tony Rivera for helping me with some of the raw data challenges. Rob Brunskill for getting me info on the last year of MW scenarios. Scott PeppermeisterLangston for Word-to-PDF conversion services.

TABLE OF CONTENTS

Handbook Goals 3
Writing A Scenario 3 Presenting Your Scenario. 5 Official Components Planetary Conditions. Missions. Terrain. Artillery Tokens. Special Unit Rules. WizKids Scenario Library Organized Play Campaigns & Storyline Events. o Year 2002. o Year 2003. o Year 2004. o Year 2005. o Year 2006. o Year 2007. o Year 2008. Organized Play Special Events. Play @Home Scenarios. Officers Club Scenario Cards.
APPENDIX A: Scenario Index. 113 APPENDIX B: MechWarrior Event Ideas by Tony Rivera. 116
APPENDIX C: Community Resource Links 121

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MechWarrior: Scenario Handbook v1.2

Handbook Goals

This handbook was written to help two main audiences: scenario authors and MechWarrior players. To get the most out of this document, it is recommended that you have an internet connection; there are many useful internet links throughout the handbook. However, this guide was also written to be useful as a physical book as well. Beginning scenario authors will find a helpful walkthrough of writing a scenario and more experienced authors should find the Official Components section handy for cut/pasting various planetary conditions or missions. MechWarrior players will most likely get the most use out of the library of scenarios in later sections. The scope of this handbook addresses individual, single-game scenarios only. While they may be strung together into a larger campaign, there are no additional rules or framework provided by this handbook.

Writing a Scenario

The process of writing a scenario begins with some kernel of an idea that the author finds interesting or amusing. Applying that idea into game mechanics can be difficult and crafting a scenario that is simple, elegant and easy for all to understand can often be a trial. Brain Jumpstart Typically, scenarios have three main themes: Unusual Environment, Unusual Situation or Experimental Game Mechanic. You will often see elements of two or more themes in a scenario, but usually the focus is on one theme. Unusual Environments are inherent to the location of your scenario. Maybe its a battle deep under the ocean, or on a low gravity moon, or in a swamp with highly volatile swamp gas. Planetary Conditions already cover a wide variety of Unusual Environments, but you may find a special attribute to enhance or combine them with something else. Unusual Situations are even more limitless; maybe the scenarios goal is for one player to defend a specific building, or hunt down a traitor, or make it to the other side of the board, or defend yourself when surrounded by an ambush. Missions already cover several Unusual Situations, but they are definitely only the tip of the iceberg. The Experimental Game Mechanic theme covers that what if it worked like this idea youve had brewing in the back of your head. One of the Officers Club Scenario Cards experiments with the idea of allowing vehicles to use the assault order. Simplicity vs. Complexity One of the main things you need to consider when writing your scenario is: who is going to play it? If your goal is for a wide audience with various levels of experience and education levels, then it is recommended that you keep things as simple as possible. That means making very little changes to the standard game and keeping special rules to a minimum. If your intent is to write to more experienced players who like complexity, then feel free to up the ante. However, unless you are really writing campaign rules or a modification of the game, its best to keep the entire scenario to one side of a single page. At the most, a second page should only contain the map setup if you feel a map is necessary. So, youve got your idea and know your audience. Now youre ready to start writing it. Below are the main elements for a scenario. You will probably start in whatever section feels best and then hop around, but by the end of the process you should have hit all areas. Where appropriate, default values show what is expected in the standard constructed game. Your scenario may augment or replace these values as necessary. Name of Scenario: Although its at the top of your scenario write-up, this is usually the last thing youll do. Most writers try for a catchy clich phrase or something descriptive of the scenario in general.

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Attacking an Open Mech Bay Each Mech bay has a single dot on the center of its back wall. Opposing units may attack the DropShip through an open Mech bay with a ranged combat attack if they have clear line of fire to this dot. Unit bases never block line of fire to the inside of a Mech bay. Unlike targeting a turret, for which the DropShip does not block line of fire, attacking through an open Mech bay requires a clear line of fire that does not cross any part of the DropShip other than the floor of the Mech bay and the ramp to the Mech bay. Otherwise, the line of fire is blocked. The attacker selects any target turret against which to resolve the attack; the target turret gets 1 to its defense value for the attack. Victory Points Victory points are awarded for eliminating DropShip turrets based on the turrets point values. When a total of ten bullet holes are showing across all the Auroras turrets, the DropShip is eliminated. In this case, award victory points equal to the point values of all five turrets. Units still in Mech bays or on Mech bay ramps when the DropShip is eliminated are also eliminated, and award victory points as normal. Remember that Mech bays are considered to be deployment zones for the DropShips controller.
Colossal Class Mechs (Ares)
New Web Location for Ares Rules: http://home.comcast.net/~rimoran/articles_aoddocs.html#rules Original PDF Link: http://www.wizkidsgames.com/mechwarrior/documents/MWaresRULES_LO.pdf
Colossal-class BattleMechsTM are machines of destruction weighing in at 130 tons, built to be versatile and mobile weapon platforms. Colossal Mechs list a C for their class, and have the Colossal speed mode. In addition to the combat values shared by all other Mechs, colossal Mechs also have tertiary damage values and heat effects. A colossal Mech can be given more than one order each turn, with the following exceptions: It can be given only one move order and one assault order each turn. It cannot be given orders after being given a vent order. Once you give a colossal Mech an order, you cannot give an order to another figure and then go back and give additional orders to the colossal Mech. A colossal Mech can be assigned up to three pilots; more than one pilot can be Unique. No two assigned pilots can have the same requirements.
General Colossal Mech Rules
A colossal Mech treats all hindering terrain an shallow water terrain as clear terrain for movement purposes, treats deep water terrain as hindering terrain for movement purposes, ignores infantry bases when determining its movement path, always succeeds at breakingaway from infantry without requiring a die roll, fails to break away from oppos- ing vehicles and Mechs only on a result of 1, deals 1 pushing damage to all opposing infantry and vehicles in base contact with it when it successfully breaks away, ignores other figures Grapple energy special equipment, cannot run, gets a +1 called-shot modifier instead of +2, cannot target and deal damageto the same figure more than once per turn, and does not benefit from the hindering terrain modifier.

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4) Neither player receives victory points for the abandoned Mech if it is eliminated or made Salvage before it is Bypassed. 5) No units can begin the game in base contact with the abandoned Mech. 6) Neither player can accumulate on points for Victory Condition 3. Victory Conditions Score victory points for Victory Condition 1 and Victory Condition 2 as per the standard rules. The winner of the game is the player with the highest combined point total for both of these victory conditions.
Recommended Adjustments: 600-point battleforce. Time limit: 50 minutes.
Scenario #4: Coup Complexity Rating: GREEN
Original Link: http://www.wizkidsgames.com/mechwarrior/mw_article.asp?cid=37144&frame=fiction
DiNapoli Industries Complex, Anqabad, Ankaa Prefecture IV, The Republic Though both sides attacked with abandon, the commanders of both the Swordsworn and Steel Wolves forces focus on their objectives once more. Capturing and holding the domed DiNapoli Industries Complex is the highest priority. Neither side would risk destroying the structure, since they both needed it too badly. With the Wolves having gotten there first, the Swordsworn must move to take it from them. Objective: The Swordsworn player must take control of the buildings within the complex. The Steel Wolves player must maintain control of the buildings for as long as possible. Battleforce Size: 2-player game. Player 1 is the Swordsworn player, with a 450-point battleforce and 4 orders per turn. Player 2 is the Steel Wolves player, with a 300-point battleforce and 3 orders per turn. Time Limit: 90 minutes Preparing the Battlefield Players set up the terrain as per the battlefield map. No additional terrain is placed. Special Rules: 1) Treat both terrain template B5 buildings as abrupt elevated terrain; units with Jump Jets may move on top of these buildings. Use the Elevated Terrain rules for units on top of buildings (see MW:DA rules, p. 23). 2) Additional victory points can be gained by Player 2 by controlling the two B5 buildings. Player 2 controls a building if he has a unit in base contact with the building. Player 2 gains 15 points towards Victory Condition 2 at the beginning of each of his turns for each building B5 he controls. Units on top of a building are in base contact with the building. 3) Player 1 cannot accumulate any points for Victory Condition 3: Control of Your Opponents Deployment Zone. 4) Treat the water terrain as shallow water special terrain. Victory Conditions Score victory points as per the standard rules. Add Player 2s victory points for control of B5 buildings as described in Special Rule 2 above.
Recommended Adjustments: Player 1 with 600-point battleforce. Player 2 with 450-point battleforce. Replace H3 with H2 or B8 (since Low Walls dont exist anymore). Time: 75 minutes.

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secretly assigns each group to a single ship. Two groups may not be assigned to the same ship. To assign a group, write down the number of the ship a group is in on a piece of paper and place it beneath the corresponding group off the battlefield. Special Rules 1. At the beginning of the scenario, the Bannsons Raiders force takes three consecutive turns. At the beginning of the Spirit Cats players first turn, he or she may decide to unload one of his or her groups from the ship it occupies. If the Spirit Cats player does not decide to unload a group, the Raiders player takes another turn, and then the Spirit Cats player once again can decide to unload a group. If there are no Spirit Cat units on the battlefield, continue this sequence of play until either a Spirit Cats group has unloaded or the game has ended. Once the Spirit Cats player has units on the battlefield, play follows the regular MechWarrior turn sequence. 2. Cargo ships may not be given orders and they have no combat values or special equipment. Use their combat dials to record damage to each ship as detailed in Special Rule 5. Ships are not considered to be units for victory condition purposes. 3. Spirit Cat units in a cargo ship cannot attack or use their special equipment, and are not affected by attacks. 4. Due to command and control restraints, only one Spirit Cats group can be on the battlefield at a time. Only when all units from this group are eliminated, captured or salvaged may the Spirit Cats player unload a new group. At the beginning of his or her turn, if the Spirit Cats player decides to unload a group, use the following rules: a. Announce the ship that will unload its group and reveal the sheet of paper to your opponent confirming the location of that group. b. Place the unloaded units in base contact with the ship they just unloaded from, or in base contact with the water terrain the ship is in. Units must be placed on the battlefield taking existing figure base locations and terrain restrictions into account. Units that cannot be placed on the battlefield are eliminated. c. Once a group has unloaded, the Spirit Cats player may give his or her unloaded units orders on his or her turn, including the turn they unload in. 5. A cargo ship can be attacked by a ranged combat or close combat attack as if it were a Mech. Damage to a cargo ship is resolved in the following manner: a. If a unit is in base contact with a ship, it can be given a close combat attack to attack the ship. If a unit has a clear line of fire to a ship, it can be given a ranged combat order to attack the ship. On any roll but a critical miss, such a unit inflicts damage to the ship as normal. Ram and Charge attacks can be made against ships. Resolve artillery attacks using the MechWarrior: Fire for Effect rules for artillery. b. When a ship takes damage, apply clicks of damage to the ship equal to the damage taken. Once it has taken 12 clicks of damage (shown by reaching its starting position once again), the ship is eliminated. All Spirit Cat units in an eliminated ship are also eliminated. c. The Spirit Cats player does not have to disclose to his or her opponent if one of his or her groups is eliminated on a ship. If both Spirit Cat groups are eliminated, however, the Spirit Cats player must immediately reveal the location of the groups to his or her opponent, and the game ends. Victory Conditions The Bannsons Raiders player wins if all the Spirit Cat units are eliminated before the time limit is reached. Otherwise, the Spirit Cats player wins.

Al Tirizi, Menkar Prefecture V, The Republic Having slipped personnel, weapons, and equipment across the border for years in preparation for a full-scale invasion, the Capellan Confederation instigates outright rebellions and uprisings on numerous worlds in Prefecture V of The Republic. One such uprising, on the world of Menkar, pits waves of fanatical infantry against Mechs. Though kings of the battlefield, even these behemoths can succumb to the determined, massed attack of those desperate to pull down their oppressors and gain their freedom.

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Objective: Each player aims to defeat the other. Battleforce Size Two-player game; 300-point battleforces; three orders per turn. The Liao player must have at least one unit from the Liao faction in his or her battleforce. The Liao player can have only infantry in his or her force. The Republic player must have at least one unit from The Republic of the Sphere faction in his or her battleforce. The Republic player must have at least one Mech unit in his or her force. Rules Sets: MechWarrior: Dark Age, Fire for Effect, Death from Above, and Liao Incursion Time Limit: 60 minutes Preparing the Battlefield Players set up the terrain per the battlefield map. No additional terrain is placed. The Republic of the Sphere player places all of his or her forces first. Then the Liao player may place his or her forces in any of his or her three deployment zones. Determine the first player per the MechWarrior: Dark Age rules. Special Rule The Liao infantry are mostly ill-trained partisans. All units targeted by the Liao players units add 1 to their defense values. In addition, the defense value of any Republic unit is increased by 5 (instead of the standard 3) versus capture attempts. Victory Conditions: Use standard MechWarrior: Dark Age victory conditions.
Scenario II Liao Fist Complexity Rating: GREEN
Original Link: http://www.wizkidsgames.com/mechwarrior/mw_article.asp?cid=38142&frame=fiction
Al Minkar Archipelago, Menkar Prefecture V, The Republic Though still not a full-scale invasion, with uprisings occurring in numerous locations on Menkar, House Liao slips in a slightly more substantial force on world in the hopes of gaining a quick foothold on one of the worlds three archipelagoes. From such a hidden base they can strike where needed to support the rebellion and perhaps circumvent the need for a full planetary assault. Not all inhabitants are looking forward to a return to Confederation rule, however, and Liaos location is betrayed. Within a week, a Republican force descends to push the invaders from Menkar. Objective: Each player aims to defeat the other. Battleforce Size Two-player game; 300-point battleforces; three orders per turn. The Liao player must have at least one unit from House Liao in his or her battleforce. The Republic player must have at least one unit from The Republic of the Sphere in his or her battleforce. Rules Sets: MechWarrior: Dark Age, Fire for Effect, Death from Above, and Liao Incursion Time Limit: 60 minutes Preparing the Battlefield Players set up the terrain per the battlefield map. No additional terrain is placed. Determine the first player per the MechWarrior: Dark Age rules. Special Rules: Treat the entire battlefield as heavy jungle, with the following restrictions: 1. All units have the following speed value modifiers: hover 6, wheeled 4, tracked 3, Mech 2, foot (no modification). If a units modified speed value equals 0 or less, it cannot move OR change its facing. The only exception to this would be during a free spin for a Mech or an Infantry unit based by an opposing unit. This modifier applies immediately, before any speed special equipment is activated. 2. Units with speed mode VTOL cannot be at NOE level. 3. All units have their defense values against ranged attacks modified depending on their speed mode: foot +3; hover, wheeled, tracked +2; Mech +1; VTOL (no modification).

Recommended Adjustments: 450-point House Liao battleforce 600-point Swordsworn battleforce. Time limit: 50 minutes. VTOLs at cruising ignore special rules 1 & 2.
Scenario II Mines or Yours Complexity Rating: VETERAN
Original Web Link: http://www.wizkidsgames.com/mechwarrior/mw_article.asp?cid=38437 Original PDF Link: http://www.wizkidsgames.com/mechwarrior/documents/NovMWStoryline2.pdf
Near Belgrade Vienna, Buchlau Prefecture V, The Republic Having gained the plateau, the Swordsworn push forward toward Belgrade with the hope of capturing the city and effectively seizing control of Buchlau. The Capellan forces, however, have seeded the ground with command-detonation mines. What should have been a rout as the numerically superior Swordsworn push the Liao forces off the plateau turns into a nightmare, as the Swordsworn must fight not only their enemies, but also the very ground itself. Objective: Each player aims to defeat the other. Battleforce Size Two-player game. The Liao player fields a 300-point battleforce (three orders per turn) and must have at least one unit from the Liao faction in his or her battleforce. The Swordsworn player fields a 400point battleforce (four orders per turn) and must have at least one unit from the Swordsworn faction in his or her battleforce. Rules Sets: MechWarrior: Dark Age, Fire for Effect, Death from Above, and Liao Incursion Time Limit: 60 minutes Preparing the Battlefield Players set up the terrain per the battlefield map. No additional terrain is placed. Determine the first player per the MechWarrior: Dark Age rules. Special Rule To simulate the command-detonation mines laid by the House Liao forces, use the following rules. 1. After all terrain has been placed, the House Liao player records the location of five mines on the battlefield. This is called the mine record sheet. The Liao player details a mine's location by recording the distance from his or her deployment zone and a side of the battlefield: for example, 15" x 14L" means that a mine is 15" from the Liao deployment zone and 14" from the left side of the battlefield. Mines cannot be placed within 6" of each other or in any player's deployment zone, but may be placed on terrain. Once the mine locations are recorded, the Liao player places the mine record sheet face down on the table.

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At the beginning of any of the Liao player's turns, he or she may detonate any number of mines; this is done before giving any orders to his or her units and does not count against his or her orders per turn. Each time the player detonates a mine, he or she must confirm the mine's location on the mine record sheet. 3. When a mine is detonated, it deals 2 clicks of damage to any units (both friendly and opposing) whose center dots are within 3" of the mine's location. Defense special equipment does not prevent damage from mines. Victory Conditions: Use standard MechWarrior: Dark Age victory conditions.

November 2005 Storyline Dj Vu, All Over Again
Scenario I Dj Vu, All Over Again Complexity Rating: GREEN
Original Web Link: http://www.wizkidsgames.com/mechwarrior/mw_article.asp?cid=40377 Original PDF Link: http://www.wizkidsgames.com/mechwarrior/documents/mw_deja_1105.pdf
Sarrina, Cebalrai Prefecture I Continuing to test The Republics defenses, the Combine sends a force to Cebalrai, only to discover the Lyran Alliance has had the same idea. With The Republic nowhere to be found, Steiner and Kurita clash for control of Cebalrai. Objective: Each player aims to defeat the other. Battleforce Size/Composition Two-player game; 600-point build total; four orders per turn. Of the points spent on units (only) in a players battleforce, at least half must come from units with the same faction symbol (or have no faction symbol) before the battlefield is prepared. Rules Sets: MechWarrior: Age of Destruction and Firepower Time Limit: 50 minutes Preparing the Battlefield For this scenario, planetary condition PC-001, Ice Field, is in effect. No other planetary condition cards may be played. Determine the first player per the MechWarrior: Age of Destruction rules. PC-001 Ice Field All water terrain features become clear terrain features instead. Only shutdown Mechs roll for heat effects when losing heat. At the beginning of his or her clean-up stage, the active player rolls one sixsided die. On a result of 5 or 6, all Mechs lose 1 heat in addition to any other heat lost during the clean-up stage. Victory Conditions Use MechWarrior: Age of Destruction victory conditions.

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2006 Organized Play Campaigns & Storylines
February 2006 Storyline The Bear In Winter vs.
Scenario I The Bear In Winter Complexity Rating: GREEN Original Web Link: http://www.wizkidsgames.com/mechwarrior/mw_article.asp?cid=40524 Original PDF Link: http://www.wizkidsgames.com/mechwarrior/documents/MW_FEB06.pdf
Thelios, New Wessex Prefecture I Riding to what they believe to be The Republics rescue, a contingent of Rasalhague forces lands on New Wessex, only to discover Clan Nova Cat moving in on behalf of the Draconis Combine. On the polar continent of Thelios, they meet. Objective: Each player aims to defeat the other. Battleforce Size/Composition Two-player game; 600-point build total; four orders per turn. 300 points of the build total must be spent on units with the same faction symbol or faction symbols allied via a House Alliance. This includes any recruitment costs or mercenary contracts being used. When determining the point value of a Mech, include any gear or pilots assigned to that Mech. When determining the faction symbol of units without a faction symbol, use the symbol of the faction that the unit will be recruited to (if applicable), either by paying the recruitment cost or using a mercenary contract card. Rules Set: MechWarrior: Age of Destruction, Firepower, Annihilation and Domination. Time Limit: 50 minutes Preparing the Battlefield: Players may not place water terrain features in the terrain pile. For this scenario, planetary condition PC-017, Subzero Temperatures, is in effect. No other planetary condition cards may be played and no mission cards may be played. Determine the first player per the MechWarrior: Age of Destruction rules. PC-017 Subzero Temperatures Any Mech given an assault order subtracts 1 from the total heat gained from resolving that order. At the beginning of his or her command stage, the active player rolls one six-sided die. On a result of 6, vehicles may not be given move orders that turn, and all infantry without battle armor in their names are dealt 1 pushing damage. Special Rule Mech units given move orders that do not use the run option that would cause the Mech to gain heat subtract 1 from the total heat when calculating the heat gain for that order. Victory Conditions: Use MechWarrior: Age of Destruction victory conditions.

March 2006 Storyline - All Washed Up?
Scenario I All Washed Up? Complexity Rating: GREEN
Original Web Link: http://www.wizkidsgames.com/mechwarrior/mw_article.asp?cid=40690&frame=gameresources Original PDF Link: http://www.wizkidsgames.com/mechwarrior/documents/MW_washed.pdf Persephonie, Helen Prefecture III Though retreated back to Prefecture X, not all of The Republic forces manage to make it back in time. Now, on the continent Persephonie in the middle of monsoon season, a contingent of Republic forces attempts to gain the high ground and fight off the advances of the Draconis Combine. Objective: Each player aims to defeat the other. Battleforce Size/Composition Two-player game; 600-point build total; four orders per turn. 300 points of the build total must be spent on units with the same faction symbol or faction symbols allied via a House Alliance. This includes any recruitment costs or mercenary contracts being used. When determining the point value of a Mech, include any gear or pilots assigned to that Mech. When determining the faction symbol of units without a faction symbol, use the symbol of the faction that the unit will be recruited to (if applicable), either by paying the recruitment cost or using a mercenary contract card. Rules Set: MechWarrior: Age of Destruction, Firepower, Annihilation and Domination.

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Time Limit: 50 minutes Preparing the Battlefield A total of six pieces of blocking terrain piece B3 are needed for this scenario. When preparing the battlefield, place the blocking terrain pieces on the battlefield such that they resemble a plus (+) sign, with the center of the plus sign in the center of the battlefield. You will need to use three pieces of blocking terrain for each line, and the terrain should extend to the edge of the battlefield (it will overlap deployment zones). For this scenario, planetary conditions PC-018, Jungle, and PC-024, Monsoon, are in effect. No other planetary condition cards may be played. Mission cards may be played for this scenario. Determine the first player per the MechWarrior: Age of Destruction rules. PC-018 Jungle All non-hindering terrain features become hindering terrain features instead. Units at NOE level that are the target of a ranged combat attack originating from cruising level get +2 to their defense values against those attacks. Changing between NOE and cruising level requires 4 of movement instead of 20. PC-024 Monsoon Units with the wheeled speed mode or tracked speed mode and speed values greater than 6 have speed values of 6 instead. During the active players clean-up stage, any Mech that player controls that was not given an order that turn loses 2 heat instead of 1 heat. Special Rules Blocking terrain pieces are not affected by PC-018. Units may occupy blocking terrain and a units movement path may cross blocking terrain. A units base may overlap blocking terrain at the end of its movement or during deployment. Blocking terrain does not block any line of fire crossing it. Units with the wheeled or tracked speed mode that begin and end their movement occupying blocking terrain are not affected by PC-024. Victory Conditions: Use MechWarrior: Age of Destruction victory conditions.

November 2006 Storylines Whats that Sound? & Thanks for Giving!
Scenario I Whats that Sound? Complexity Rating: GREEN
Original Link: http://www.wizkidsgames.com/mechwarrior/mw_article.asp?cid=41088
MegaPedia Galactia Entry 13333045: Telemachus Meteor Shower: 1. Name for a local phenomenon in the Galedon solar system between Steiner and Marik space. Although mostly comprised of gas giants, the moon Telemachus (in orbit around the red giant Ulysses) has been terraformed and is a source of great mineral riches. Every 12 years, the orbit of Telemachus takes it through a small asteroid belt, probably the remnants of another Ulyssean satellite. Fortunately, the moons axial tilt ensures that 99.7% of all meteorites fall in the almost uninhabited equatorial region. Indeed, inhabitants in the more temperate polar regions are guaranteed a spectacular, if harmless, celestial light show for many weeks during this time. Harmless, my *****. --- Captain Owen Strain, after reading the MegaPedia Galactia entry for Telemachus Meteor Shower

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Objective: Each player aims to defeat the other. Battleforce Size/Composition Two-player game; 600-point build total; four orders per turn. All units in a players battleforce must either be from the same Faction, or be recruited to the same Faction, or be in a House Alliance. No player may have any artillery units in their army. Each player must also bring five different artillery tokens of their choosing. Determine the first player per the MechWarrior: Age of Destruction rules; the first player then decides whether they wish to represent the Rassalhague Dominion or House Kurita. Rules Sets: MechWarrior: Age of Destruction, Firepower, Annihilation, Domination, Vanguard, Wolf Strike and Battleforce. Time Limit: 50 minutes Preparing the Battlefield The Planetary Condition PC-030 (Magnetic Storm) is considered to be in play. No other Planetary Conditions may be played. Before the game begins, combine all players artillery tokens in a cup or bag. These tokens represent meteorite tokens. PC-030 Magnetic Storm All units ignore Decoy and all special equipment with ECM, ECCM, and electronic in the name. Special Rule 1. At the beginning of the first players turn, each player rolls a die. On a result of 25, that player may place one meteorite token. On a result of 6, that player may place two meteorite tokens. To place a meteorite token: Draw the appropriate number of tokens randomly from the cup. From a height of anywhere at least twelve inches above the battlefield, drop the tokens. Tokens that roll off the battlefield are returned to the cup; they are not dropped a second time. Flip over any tokens that land face down. These tokens now represent where a meteorite will land at the beginning of the first players next turn. 2. At the beginning of the first players turn, if there are any meteorite tokens on the battlefield, resolve them before placing additional tokens. Resolve a meteorite attack as you would an artillery attack, except that the line of fire to a meteorite token is always blocked and no unit is dealt damage on a critical miss. When resolving a meteorite attack, use the attack and damage values on the token. The meteorite attack deals impact damage instead of damage from the ballistic range type. After the attack is resolved, return the tokens to the cup. Victory Conditions Use MechWarrior: Age of Destruction victory conditions.

Scenario 2 Night of the Living Dead Complexity Rating: VETERAN
Original Link: http://www.wizkidsgames.com/mechwarrior/mw_article.asp?cid=41615
by Mike Demaline, a.k.a. X-Sythe Objective: Each player aims to defeat the other. Battleforce Size Two-player game; 600-point build total; four orders per turn. Of the points spent on units (only) in a players battleforce, 600 must come from units with the same faction symbol or be allied via a house alliance. Determine the first player per the MechWarrior: Age of Destruction rules. Rules Sets: MechWarrior: Age of Destruction, Firepower, Annihilation, Domination, Vanguard, Wolf Strike, and the various Battleforce Set rules. Time Limit: 50 minutes Preparing the Battlefield Set up terrain and determine the first player per the MechWarrior: Age of Destruction rules. For this scenario, planetary condition PC-032, Caverns, is in effect. No other planetary condition cards may be played. The mission card M-003, With Extreme Prejudice, is in effect. No other mission cards may be played.

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PC-032 Caverns All non-blocking terrain features become blocking terrain features instead. All units must be deployed at NOE level. No unit may be moved to cruising level. No artillery or indirect-fire ranged combat attacks can be made. All units ignore Jump Jets and Jump Pack special equipment. M-003 With Extreme Prejudice To complete this mission, complete one of the following three options, which all target the opponent directly opposite you: 1) Eliminate at least half of the targets starting infantry units, rounded up; or 2) if the target has no infantry units when the game begins, eliminate at least half of his or her vehicle units, rounded up; or 3) if the target has no vehicle or infantry units when the game begins, eliminate at least half of his or her Mech units, rounded up. Special Rules: 1. All ballistic special equipment effects are ignored. 2. When a unit is eliminated, leave it where it is on the board. It is considered blocking terrain. At the end of each players turn, roll a d6: On a 56, remove from the game any units showing three bullet holes. On a 14, repair all units showing three bullet holes an amount of damage equal to the die roll (ignore any repair markers). Victory Conditions: Use standard MechWarrior: Age of Destruction victory conditions.
November 2007 Storylines HPG: Hyper Poltergeist Generator, Texas Chainsaw Mechssacre, Word of Blake Zombies & Your Candy or Your Life
Scenario 1 HPG Hyper Poltergeist Generator Complexity Rating: ELITE
Original Link: http://www.wizkidsgames.com/mechwarrior/mw_article.asp?cid=41652

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The players then roll for position; reroll any ties. The player with the highest result sits to the left of the BattleMaster, the player with the next highest to the left of that player, and so on. The BattleMaster is the first player. Special Rules: 1. Kill-and-keep. The BattleMaster tracks damage dealt to his or her units using a tick system; the BattleMasters units are the only units subject to the Kill-and-Keep rules. The BattleMaster records each time a player damages one of the BattleMasters units. Each time a BattleMasters unit is eliminated, he or she determines which player dealt the most damage to the unit; that player keeps the eliminated unit. If there is a tie, then the player who dealt damage to the unit first (among the tied players) keeps the unit. For example, a unit with 10 clicks is eliminated. Player A and Player B each dealt 4 damage to it. Player B dealt damage to the unit on its second click, and Player A dealt damage to the unit on its sixth click. Player B keeps the unit because she dealt damage to it first. 2. Any damage dealt in excess of what it takes to eliminate a unit is not counted when determining which player dealt the most damage. 3. Distributing leftover units. When time is called, any of the BattleMasters units that have not been eliminated are distributed in the following way, in order: A. The primary BattleMaster may, at his or her option, choose one of the remaining units (except the DropShip) as a reward for running the event. If more than one BattleMaster participated in running the event, they may, at their option, each choose one unit from among those remaining at this time. B. Any player who did not kill-and-keep a unit may choose one unit (except the DropShip), starting with the youngest player. C. The Fellowship winner (if the BattleMaster chooses one) may choose one unit (except the DropShip). D. Any remaining unit that was damaged but not eliminated is given to the player who dealt the most damage to it. 4. The DropShip does not ignore Armor Piercing. 5. The BattleMaster is not required to assign four orders to the DropShip each turn. 6. The only CECs that may be used are gear and pilot CECs. 7. Eliminated units and any CECs assigned to eliminated units may not be redeployed. 8. Units may not be captured. 9. All factions have grand alliances with each other. 10. If a player deploys bought in units, any of those units with Infiltrate may be deployed using that special equipment, as if they were being deployed at the beginning of the game. 11. DropShip turrets may not be given close combat orders to repair units. 12. If the DropShip was not dealt damage during the event, all players who participated in the event have their names entered into a random drawing; the BattleMaster randomly draws the name of one person to receive the DropShip. Any remaining unchosen units may be retained by the venue for use as future prize support. Victory Conditions: N/A

Annihilation Call To Arms Event Complexity Rating: GREEN
Original Link: http://www.wizkidsgames.com/mechwarrior/mw_article.asp?cid=40368&frame=gameresources
Far better is it to dare mighty things, to win glorious triumphs, even though checkered by failure. than to rank with those poor spirits who neither enjoy nor suffer much, because they live in a gray twilight that knows not victory nor defeat. Theodore Roosevelt Objective: Each player aims to defeat the other. Battleforce Size/Composition Two-player game; 1350-point build total; nine orders per turn. Each battleforce must contain 4 Mechs. Players must bring all game materials required for a sanctioned MechWarrior: Age of Destruction Sealed tournament (order tokens, dice, ruler). Each player is required to buy four MechWarrior Boosters before the tournament begins. Three Boosters must be from MechWarrior: Annihilation while the fourth is chosen at the venues discretion (we recommend MechWarrior:

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Firepower for some high blasting fun!). The units pulled from the Boosters are the only ones the players are allowed to use during the event. Rules Sets: MechWarrior: Age of Destruction, Firepower and Annihilation. Time Limit: 60 minutes Preparing the Battlefield Determine the first player per the MechWarrior: Age of Destruction rules. For this scenario, planetary condition PC-026, Polar Gale is in effect; no other planetary conditions may be played. No mission cards may be played. PC-026 Polar Gale All Mechs get +1 to their vent ratings. Units with the hover or VTOL speed mode and speed values greater than 10 have speed values of 10 instead. Special Rules Mechs may be given up two orders per turn. Victory Conditions: Use MechWarrior: Age of Destruction victory conditions.
Faction War (Oct 2003) Pandoras Box Complexity Rating: ELITE
Original Intro Link: http://www.wizkidsgames.com/mechwarrior/mw_article.asp?cid=38215&frame=fiction Original Rules Link: http://www.wizkidsgames.com/mechwarrior/mw_article.asp?cid=38301&frame=fiction Original PDF Link: http://www.wizkidsgames.com/mechwarrior/documents/OfficialRulesFactionWars.pdf
Irian Battlemechs Unlimited Plant, Irian Prefecture VII, The Republic Following the formation of The Republic of the Sphere, Devlin Stone instituted the Military Material Redemption Program. This audacious vision began the wholesale downsizing of The Republics military; a downsizing that eventually swept through the entire Inner Sphere, ultimately making BattleMechs a rare site on ever vanishing battlefields. Factories on such worlds as Hesperus and Achernar, and especially on worlds within The Republic such as Tikonov and Epsilon Eridani, slowly began to transition their BattleMech production lines to a peace-time footing and economy; IndustrialMechs for a population increasingly set on construction, not destruction. On the world of Irian in Prefecture VII of The Republic, Irian BattleMechs Unlimited subsidiary plant followed suit and by the beginning of the thirty-second century, was producing only IndustrialMechs. Its a lie! One of the Irian production lines, though downsized and apparently decommissioned to the publics eyes, was actually kept in running condition, continuing to produce a limited number of BattleMechs in absolute secrecy. Now, as war breaks out across The Republic and the peace weve known for so many decades has been shattered, the truth is revealed! With a fully operational BattleMech production line as the prize, every faction is scrambling what forces they have available to throw at Irian. Every leader understands the importance of this Pandoras Box that has been opened. Army Construction Armies must be between 1,000 and 1,200 points. Units in an army must all be from the same faction. Each player must have a list of the contents of his or her army so that the BattleMaster can verify army-building compliance before the tournament starts. Every unit on the army list must have a matching physical unit; no proxies are allowed. Only one Unique or Limited Edition unit of any collector's number is allowed in an army. No mercenaries are allowed. Tournament Format The tournament will be run using the Swiss format. Matches will be 60 minutes long. Players get five actions per turn. Each round, players will use up to 500 points of units from their battleforces. Destroyed, captured, and bypassed units are removed from the tournament and cannot be used by any player in later rounds; they must be marked off their army lists. Destroyed units are marked off immediately, and captured or bypassed units are marked off when the game ends. Salvaged units can be used in later rounds as normal. All salvaged and damaged units are fully repaired between rounds. Between rounds, players can swap out surviving units from their battleforces with units in their army reserves as long as the point totals of their armies for the next round do not exceed 500 points. Table Size Tables 3' x 4' are recommended; tables 3' x 3' can be used if necessary.

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Elite Special Rules a. Place three artillery units. Before placing each unit, roll 1d6 and subtract 2. Treat any negative number as 0. The result is the number of clicks the unit is already damaged. Click the units combat dial that number of times. Place each units center dot on the center line, 4.5 inches from the east and west sides of the battlefield and from each other. b. Claimed artillery does not become active until it is towed within 6 inches of the controlling player's starting area. The controlling player can then determine the facing of the claimed unit. Victory Conditions: Use standard MechWarrior: Dark Age victory conditions.
Caught Sleeping (9 pages) Complexity Rating: VARIABLE Original Link: http://www.wizkidsgames.com/mechwarrior/documents/DFAPlayHome_CaughtSleeping.pdf
[EDITORS NOTE: I absorbed original Special Rules 1 & 4 into the Preparing the Battlefield section.] A large force of VTOLs, 'Mechs, and infantry is stationed at an airstrip. Unknown to them, an opposing force has dropped on the planet and spent the last few days slowly moving into position, avoiding both radar and scouts. The sneak attack is set: Can the camping army rally fast enough to respond? Objective: Each player aims to defeat the other. Battleforce Size: Two-player game. Player 1 has a 300-point battleforce and gets three orders per turn. Player 2 has a 400-point battleforce and gets four orders per turn. Time Limit: 60 minutes Rules Sets: MechWarrior: Dark Age and Death from Above Preparing the Battlefield: Place terrain as indicated on the map and in the special rules. Player 1 sets up as normal. Player 2 sets up his or her forces as shown on the battlefield map. If Player 2 did not bring units of a type indicated in a set-up area, ignore that area for placing units. Player 2's infantry deployment zone is the standard deployment size. Player 2's 'Mech deployment zones are 6-inch by 8-inch rectangles. These rectangles should be 5 inches from the edge of Player 2's side of the field. Player 2's vehicle deployment zone is 4 inches wide and runs the width of the field. It shares a common side with the 'Mech deployment zones. Special Rules 8. At the beginning of the game, all of Player 2's units are considered to be shut down (this includes vehicles and infantry). Set all their dials to the starting position. Place two tokens on each unit. Any attacks against shutdown units gain 4 to the attack roll. These units cannot be targeted by Indirect Fire special equipment. 9. At the beginning of each player's turn, Player 2 rolls one six-sided die for each unit in his or her force. Determine effect by consulting the rules below for the level of difficulty you chose. Green Special Rules (For Special Rule 2) On a 4, 5, or 6, the unit becomes active and can use actions immediately. Remove both tokens to indicate that the unit is now active. Veteran Special Rules (For Special Rule 2) On a 5 or 6, the unit becomes active and can use actions immediately. Remove both tokens to indicate that the unit is now active. Elite Special Rules (For Special Rule 2) On a 5 or 6, the unit becomes active. For infantry and vehicles, remove one token to indicate that the unit is now active. It can take an action immediately, but will take 1 click of pushing damage, per normal rules. For 'Mech units, leave both tokens on until the end of the turn. 'Mech units cannot take an action the turn they become active.

doc1

DXport setup for MechWarrior4
This is an XP Home/Pro setup example Section 1: Player (client) computer(s) only. No Server Section 2: Server(s) w/Player (client) computer(s) Definitions:
WAN = Wide area network (internet connection/address on the external side of your router) LAN = Local area network (network connection/addresses on the internal side of your router)
Intro: There have been many inquiries about having 2 or more computers configured to play MechWarrior4 in the same household on the same WAN connection. Most households now have more than 1 computer and the idea of whole family gaming has become commonplace. The documentation below attempts to simplify the setup process of allowing multiple computers to play MechWarrior4 on 1 WAN address.

Section 1

Requirements:
You must have 2 or more LAN computers with static addresses. *(see Routers-Ports-Firewalls)* You must have the knowledge and ability to forward ports in your router correctly. You must be able to adjust settings in each computers firewall & anti-virus program. You must have some advanced knowledge of computers & networking.
From the DXport web page: DXport allows multiple computers behind a NAT device to connect to Internet games that use the DirectX Netcode. No 2 computers from 1 WAN address can connect to a server using the same ports! Explanation (simple): DirectX 7 & MechWarrior4 uses DirectX Netcode to negotiate communications between players & players and players & servers. DXport deals with the fact that you cannot set the client port with games using the DirectX Netcode. (Choose what port(s) to connect to a server with) DXport forces DirectX Netcode to use the port(s) you specify allowing more than 1 computer on a LAN to connect to DirectX games (MechWarrior4) and or servers using 1 external WAN IP address. First: You will need to download DXport to each computer you intend to play with. You can get DXport here > http://www.puffinsoft.com/ Dont open it, well get back to the setup of DXport a little later.

continued

Second: You will need to write down each of the computers static address. *The address you assigned to each computer when you changed your network scheme to static addressing. (see requirements above) * Example settings:
Router port forwarding: The example below shows the static address (LAN) address you gave to each individual computer, then shows the ports you will need to forward to it in your router. Example of new settings
PC#1 - 192.168.1.125 Port Forward TCP & UDP 2315 to 2325 (Jens room) PC#2 - 192.168.1.150 Port Forward TCP & UDP 2326 to 2336 (Jacks room) PC#3 - 192.168.1.175 Port Forward TCP & UDP 2337to 2347 (Johns room) The IP address ranges you choose for each computer should be above ###.###.100 TCP & UDP port selection MUST be between 2315 & 2400 and MUST NOT overlap.
Installing DXport: You have already downloaded DXport so now lets get it where it needs to be and set it up for use. Click on the DXport file you downloaded and a window will appear that should look like this
Install DXport on each of the machines you intend to play MechWarrior 4 on by clicking the unzip button.
DXport Setup & Start up: You will need to do this on each individual computer using the ports you forward to it. Go to where you installed DXport and click on DXport.exe. A window will open that looks like this. Follow the instructions on the right.
Once you press the update button, you can close the window and check that you have entered the correct ports by moving your mouse over the DXport icon in the taskbar. (bottom right hand corner of your computer) The ports should match those you entered for that particular PC. The above example uses PC#1 (JensRoom) Now right click on the taskbar DXport icon and click on Start minimized. It will close and continue to be in operation. This will prevent the DXport window from opening upon PC re-boot. To make DXport auto start: To make DXport auto start when you start your computer, go back to the folder you installed DXport to, right click, make shortcut to DXport.exe and drag it to your desktop for the moment. Click on My computer, Local disk (C:), Documents and Settings, your user name, Start Menu, Programs, Startup and drag the shortcut from your desktop into the Startup folder. Close all windows, re-start your computer. You will see the DXport icon in the taskbar.

Section 2:

Server w/Player (client) computer(s): ***Advanced user information*** Requirements:

LAN computers must have static addresses. *(see Routers-Ports-Firewalls)* You must have the knowledge and ability to forward ports in your router. You must have the required server ports forwarded properly to your server. (see DirectX7 Microsoft games port specifications for other required ports)
Note! The only ports ANY single client (player) computer needs opened to play on any MechWarrior Server are any 10 TCP&UDP ports between 2315 & 2400. Server Example: Adjust your server ports accordingly: Port forward TCP&UDP 2300 to 2350 to the server. ( DXport not required) Client Examples: Adjust your client ports accordingly: Port forward TCP&UDP 2351 to 2360 client #1 Port forward TCP&UDP 2361 to 2370 client #2 Port forward TCP&UDP 2371 to 2380 client #3 Port forward TCP&UDP 2381 to 2390 client #4 Port forward TCP&UDP 2391 to 2400 client #5 DXport must be run on each client machine. Your server will be accessible by your other clients via WAN through MekMatch or by using the WAN address as the connection to MechWarrior. In the above instance all clients also have the ability to connect to any MechWarrior server (even your own) concurrently or individually.
DXport required DXport required DXport required DXport required DXport required

 

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