BattleTech: The Crescent Hawks' Revenge/BattleMechs

General Data[edit]

There were 88 BattleMechs encoded into the game data of BattleTech: The Crescent Hawks' Revenge. Not all of these were available to be used by the player, or even encountered as enemies.

The exceptions include:

Each mech had 150 statistics that the game kept track of. This information was not known to the player and has only been discovered by examination of the game data. Not all of these statistics have been understood. Some of the information was regarding the pilot, and therefore was important to save game data but not ultimately related to the load-out of the mech. The known and mech-related data for each mech included:

Tonnage[edit]

Weights for mechs are identical from Technical Readouts 3025, 3026, and 3050.

Movement Speed[edit]

Unlike the descriptions published in the Player's Guide that accompanied the game, the actual movement speed numbers for walking and jump jets are the actual "MPs" numbers from the Technical Readout from which they were referenced.. The "Running Speed" setting in the game added 5 to the walking speed number, which often results in a speed that does not equal the number for "Running Mps" in a Readout.

Critical Structure and Armor[edit]

Separate data for critical structure was kept for each arm, each leg, left torso, center torso, and right torso. Armor had those same categories and three additional categories for right rear torso, center rear torso, and left rear torso. All values are identical to those from the Technical Readouts.

Weapons and Heat Sinks[edit]

Each mech had hard points for the head (1), left and right torso (12 each), center torso (2), arms (8 each) and legs (2 each). Weapons were on appropriate slots to reflect the descriptions in the Technical Readouts (example: the Locust's medium laser was on a center torso hard point). Each weapon took up only one hard point on a mech, but larger weapons were annotated that they should take up more than one slot. This information would have been used with the mech customization bay which did not make it to the published version of the game. There was a category for "engine heat sinks", and additional heat sinks are often located in some of the mechs' hard points as well. The total number of heat sinks always equals the number of heat sinks from the Technical Read Outs.

Ammunition[edit]

Rather than having a set amount of ammo per weapon as is suggested by the Player's Guide, each mech was manually programmed with an amount of ammunition. This ammunition was kept track of using three separate categories, making it unclear if it was located in a particular place on the mech. Friendly mechs that were destroyed were sometimes described in-game as having suffered an ammunition explosion, but it is unknown if this was scripted or not.

Special Equipment[edit]

Each mech was also encoded to have the possibility of Listen/Kill Missiles, Beagle Active Probe, Target Acquisition Gear, Double Heat Sinks, or C.A.S.E.

Discrepancies[edit]

Some errors exist in the data. Examples: Flamers were not included as a weapon in the game. The two mechs listed as having them (Hermes II and the Puma) were given small lasers instead. One Wasp Variant was given a load of ammunition, though it does not have any ammunition-based weapons to use it. Some mechs seem to have half or double the amount of ammunition expected. These cases seem to be errors. Streak SRMs are not included in the game, though some mechs should have them.

BattleMechs[edit]

Inner Sphere[edit]

The Inner Sphere Mechs in the game are accurate in all respects to Technical Readout 3025, except for the Hermes II which had its flamer replaced with a small laser (despite documentation to the contrary).

Clan Mechs[edit]

No data about the weapons on the three Clan Mechs was given, either in-game or in the Player's Guide, except for the Puma's flamer, which was incorrect (the Puma was actually coded with a small laser instead). All of the information about the Puma, Black Hawk, Mad Cat, and Elementals encountered in the game was taken from examination of the game code.

Puma (Adder)[edit]

  • Movement Speed: 6
  • Jump Jet Speed: none
  • Heat sinks (Double Heat Sinks): 14
  • Weapons: two LRM 20s, two Small Pulse Lasers, one small laser (should be a flamer)
  • Most resembles: except for the lack of a flamer and the wrong number of heat sinks, Adder: Alt. Config. A

Black Hawk (Nova)[edit]

  • Movement Speed: 5
  • Jump Jet Speed: 5
  • Heat Sinks (Double Heat Sinks): 22
  • Weapons: Gauss Rifle, SRM 4, Small Pulse Laser
  • Most resembles: Nova: Alt. Config. C

Mad Cat (Timber Wolf)[edit]

  • Movement Speed: 5
  • Jump Jet Speed: none
  • Heat Sinks (Double Heat Sinks): 24
  • Weapons: two ER PPCs, three Medium Pulse Lasers, one SRM 6
  • Most resembles: except for a standard SRM 6 instead of a Streak model: Alt. Config. A (though Clan mechs were apparently coded to rarely if ever miss any of their attacks, so this might be a moot point)

Elementals[edit]

  • Movement Speed: 3
  • Jump Jet Speed: none (despite the Player's Guide stating "3" Jump Jets)
  • Heat Sinks: 14
  • Weapons: five SRM 2, five Small Lasers, one machine gun (with no ammo)[note: the game had Elementals as a group of five]

"Enhanced Mechs"[edit]

In the game's story, some mechs were modified after the Clan invasion and subsequent adoption of LosTech. Most of these mechs' had their weapons and equipment listed in the mech selection screens in the Arc-Royal Training Center. These lists were not included in the game's Player's Guide, nor at any other point in the game. The two Locust variants and the Dragon variant were not available at the Arc-Royal, and had to be determined by examination of the game code.

These enhanced mechs were not encoded with the same attention to detail as the basic Inner Sphere mechs. Many of them do not exactly correspond with variants known outside of BattleTech: The Crescent Hawks' Revenge. Differences often include exact amounts of armor, number of heat sinks, and lack of Streak SRMs.


Locust+[edit]

  • five Small Lasers
  • Medium Pulse Laser

Locust *[edit]

  • two LRM 5s
  • CASE

Wasp+[edit]

  • SRM 2
  • CASE
  • Medium Pulse Laser

Wasp*[edit]

  • two Small Lasers
  • Medium Pulse Laser

Commando+[edit]

  • two Medium Lasers
  • SRM 6
  • L/K Missiles
  • CASE

Commando*[edit]

  • two Small Lasers
  • SRM 6
  • L/K Missiles
  • BAP

Jenner+[edit]

  • Same as a standard Jenner, with the addition of L/K Missiles and BAP

Blackjack+[edit]

  • two ER Large Lasers
  • two SRM 4
  • L/K Missiles
  • CASE

Phoenix Hawk+[edit]

  • two ER Large Lasers
  • two Medium Pulse Lasers
  • Double Heat Sinks

Phoenix Hawk*[edit]

  • Machine gun
  • two ER Large Lasers
  • two Medium Pulse Lasers
  • CASE
  • BAP

Griffin+[edit]

  • Small Laser
  • LRM 20
  • ER PPC
  • Double Heat Sinks
  • CASE

Griffin*[edit]

  • Small Laser
  • LRM 20
  • Large Pulse Laser
  • Double Heat Sinks

Shadow Hawk +[edit]

  • SRM2
  • three Medium Lasers
  • LB 10-X
  • LRM 20
  • Double Heat Sinks
  • CASE

Dragon+[edit]

  • ER PPC
  • LRM 10
  • three Medium Lasers
  • Double Heat Sinks
  • CASE

Rifleman+[edit]

  • two Large Lasers
  • two Medium Lasers
  • two AC/10
  • TAG
  • Double Heat Sinks
  • CASE

Rifleman*[edit]

  • two ER PPC
  • two Large Lasers
  • two Medium Lasers
  • Double Heat Sinks

Warhammer+[edit]

  • two ER PPC
  • two Medium Pulse Lasers
  • SRM 6

Warhammer*[edit]

  • two ER PPC
  • two Medium Pulse Lasers
  • SRM 4
  • CASE

Marauder+[edit]

  • two ER PPC
  • two Medium Pulse Lasers
  • Guass Rifle
  • CASE
  • Double Heat Sinks

Battlemaster+[edit]

  • ER PPC
  • six Medium Lasers
  • SRM 6
  • CASE
  • Double Heat Sinks