----------------------------- MEK ARENA INSTRUCTIONS MANUAL Sheet Three / Combat ----------------------------- Regardless of how a player enters into mek combat, combat is generally run the same way. Two meks take the field, the player's and the enemy's. A overhead view of the conflict, as well as the player's mek's status, is displayed on the screen. Conbat then ensues until one or the other mek is defeated. The Combat Screen - The left portion of the screen is the combat screen, which shows the terrain surrounding the mek, as well as any meks surrounding the player. The range of this overhead view is determined by the number of SC components the player has in his components grid. This range cannot exceed five. The Mek Screen - The right portion of the screen is dedicated to the mek display. The armor, hull, and components of the mek are displayed here. Movement - A combat turn is broken into twenty-phases. During this time, each mek may move the number of times equal to their movement total. This is figured by the number of engine components each mek possesses. (EN provides one MOV, EX provides two MOV). Movement rates cannot exceed twenty. When the player is allowed to move his mek, a key-menu is displayed underneath the mek display. The player can then use his numeric keypad to maneuver his mek around the playing field. (The walls are barriers and cannot be passed). Activating a Weapon - Weapons, and a few other forms of equipment, are used by "Activating" a component. The player then needs to select which component he wishes to activate (again, by using the numberic keypad), and then pressing select (enter). The weapon is automatically fired at the opponent, possibly striking for damage. Most weapons will require a turnaround time for them to recharge before being fired again. Missiles are expended and cannot be used again. Damage - Damage from a weapon must pass through defensive components, armor, and then hull before destroying a mek. Defensive components include shields, reflectors, and anti-missile systems (their effects are described on the preceeding page). Generally speaking, only one defensive component per type is used per attack. This means, if two S3 components were active at the time, only one S3 component will activate. The best defense against a particular weapon is automatically selected per each attack. What damage that does pass through defensive components strikes the armor, the outer skin of the mek. The total armor of the mek is brought down with each hit against it. Once armor is depleted, then the hull starts taking damage. When the hull is depleted, the mek is rendered useless. Critical Hits - Sometimes, a hit will strike the interior of the mek, beyond both armor and hull, into the components grid. (This is particularly true once armor has been depleted.) There is a chance that the components of a mek will be destroyed. These components can only be regained by replacing them at the chop shop. NOTE: If the last cockpit is destroyed, the mek loses the battle, regardless of how well protected the mek may truly be. More than one powerful mek was brought down by the loss of its only cockpit. As a result, it is HIGHLY recommended that a spare cockpit be added to each mek when it can be afforded. That then, are the major points of combat. Players will have to learn survival tactics on their own. The arena isn't an easy place to make a living, but it can be most rewarding. Happy Fragging!