Mercenary Missions ------------------ The bulk of more advanced pilot’s missions will take place here. For fun and profit, the pilot can sign up to work for the government and start blasting away for great monetary reward. Training Hall ------------- After players have accumulated enough experience, they may improve their skills and reputation by entering here and advancing in level. Meks ---- The mek is the centerpiece of the game. The player should be famliar with the mek and the components which make it tick. * Armor This is the outerskin of the mek, providing the pilot with the first line of defense. Armor is fairly cheap to replace, and there is no real limit on the amount of armor each mek may carry. * Hull Once the armor of a mek has been destroyed, the hull starts to wither down. Unlike armor, hull does not protect the mek's vital components! When the hull is destroyed, the mek is useless. Hull is twice as expensive as armor to replace, and again there is no real limit on the amount of hull each mek may carry. * Components Grid This is where weapons and defense equipment are stored. Generally, the grid is protected by armor. The grid is a six by six square of individual components. Components form the core of the mek's real abilities, from the force of its blows to the speed of its feet. Each different component endows the mek with different and unique abilities. These components are explained in detail below. * Essential Gear Cockpit (CK) - Each mek must have at least one functional cockpit. Without one, the mek cannot function. The cockpit is where the pilot sits while he’s piloting the mek. Engine (EN) - Each engine in a mek provides one movement per combat turn, up to a maximum of twenty movements. Engines not only power the mek, but all weapons as well. Enhanced Engine (EX) - These act the same as engines but provide two points of movement instead of one. Scanner (SC) - The scanner allows pilots to scan their enemies, choose their targets, as well as to view the battle-field. * Cannons Machine Gun (MG) - A cheap weapon with no reload time. A mek can be constantly firing an MG while waiting for his heavier weapons to come on line. Acid Thrower (AD) - Strikes for small damage, but the damage is carried through to the hull directly. Rail Gun (RG) - Tremendously powerful weapon which fired magnetically propelled shells into its target at tremendous speed. Long turnaround time bur delivers monsterous damage. * Missiles Scud Missile (SD) - A cheap, short range missile, designed to cause a fair amount of damage in one shot. * Mix Missile (MX) - Heavier than a scud in damage, longer range, costs more. * Inferno Missile (IF) - Heaviest single shot missile, with devastating firepower and range. * Missile Paks (M8,M6,M4) - Basically a pack of mini- missiles with low range and damage. Using a mini-missile will lower the pak’s value by one. The pak is disposed of once the number of missiles left hits zero.