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Now That's What I Call Games 3
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Now That's What I Call Games 3 - Games & Goodies (1993)(Multi Media Machine)[!][CD32-CDTV].iso
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mechforce
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1993-12-09
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Copyright and Disclamier notice
MECHFORCE ©1989
By Ralph H. Reed
This software is very similar to the
BattleTech system which is copyright
1985-1989 © FASA Corporation. However it not
exactly the same. Some ideas have been used
without permission of FASA Corporation. Some
areas and ideas have been changed to protect
the rights of FASA Corporation and others.
The Mechforce program, its code, ideas,
pictures and documentation within are
Copyright © 1989 by Ralph H. Reed.
MechForce is a utility system which allows
people to test "mechs" in a "game arena" for
the purpose of seeing how they would do
against other mechs. Previous version of
BattleFort and BattleForce are no longer
supported.
MechForce - Heavy Metal Combat
What is MechForce? It is a game that
simulates combat between two or more giant,
robot-like machines. Simple words can't begin
to give you the feel of piloting a 30 - 40
foot tall, fire breathing, earth shaking
colossus that obeys your every whim. To enjoy
the game you must put yourself in the cockpit
of a Combat Mech. Live the experience!
You are the elite of the elite - a Mech
Warrior. Your Combat Mech thunders under you
as you pace across the land, searching for a
reported enemy mech. You view the land around
you, searching for the enemy. To your left
the plain climbs gradually from low hills up
to high mountains. To your right is a lake,
the calm waters shading from light to cobalt
blue as the water deepens in the center, with
patches of treacherous swamp at the edges.
Ahead of you the hills meet a mixture of
light and heavy woods. You are debating
whether to climb the hills or fight your way
through the trees when the enemy mech steps
over the crest of the hill.
Your heart leaps as you recognize a heavy
Archer, just as he fires one of his massive
20 racks of Long Range Missiles. Your
Marauder is staggered by the multiple impacts
as you frantically pit your piloting skill
against 75 tons of overbalanced mech. You
swivel your torso and call up your weapons
display. The reassuring green lights indicate
that all weapons are ready to fire. You
select your Auto Cannon 5 and one of your
Particle Projection Cannons. A moment later
your combat display shows you your field of
fire and weapon range. The targeting pipper
is blinking on the Archer as you fire your
weapons up the mountain.
The crash of your cannon tears chunks of
armor from the Archer, but the scintillating
beam of the Plasma Cannon slashes to the left
of the Archer. "Too quick" you curse under
your breath. The temperature in your cockpit
jumps as the heat from firing the Plasma
Cannon soaks into your mech. No problem so
far, the heat sinks can handle it. You drive
your mech into a pounding run. You've got to
get close, his LRMs have a minimum effective
range, if you can just get inside it...
The Archer is shrouded in smoke as another
salvo of missiles blast their way toward you.
Missiles clang off your armor, tearing chunks
away. Your cockpit rings as one hits the head
of your mech. You fight for consciousness and
keep going, his racks are empty now, he has
to reload.
Motion, behind you. Another Combat Mech
breaks from the forest and races across the
plains toward you. You quickly identify it as
a light weight Stinger, ordinarily no threat
to a Marauder, but it AND an Archer? What to
do? Run? Fight? Fight which one?
There's no real choice, if you turn your back
on the Archer he'll nail you. Ignore the
Stinger. You quickly check your status. Your
heat is dropping as the heat sinks suck away
the excess heat. Your armor indicators are
still all green although those missiles have
chewed away about half of you left leg armor.
Your Auto Cannon is still recycling, but your
Plasma Cannons are ready. Time to Rock an'
Roll.
Weapons select. You arm both of your Plasma
Cannons. The targeting computer comes up and
you select the Archer again. Your mech is
rocked by a laser blast in its vulnerable
back, but you ignore it, triggering your
Plasma Cannons. The warbling shreik of your
Plasma Cannons echos across the plains.
Blazing energy lances from each arm of your
mech to impale your enemy. The first strikes
the Archer dead center where his armor is the
strongest, but the second beam scores a lucky
hit on his vulnerable head. The Archer is
staggered as armor vaporizes from his chest
and head. You watch the Mech fight for
balance and fail, tumbling backward off the
mountain.
One down. Another laser digs into your back,
as red lights flash on your status display.
Your back armor is breached, the laser got
through to your Auto Cannon and its out of
the action. You begin to turn your ponderous
steed. As you turn to face the charging
Stinger it suddenly jumps into the air on
jets of flame.
"Damn!!!" you yell as you frantically bring
up your weapons. The Auto Cannon in your Left
Torso is disabled, your Plasma Cannons are
still recycling. You're still hot, but
there's no choice as you arm the two medium
lasers in your chest. You try to target the
fast moving Stinger, but before you can fire
20 tons of armor and fire power land on top
of you.
Your mech shutters under the impact. You
scramble to control it, but you're falling.
"The next time I'm in the Factory I'm putting
jump jets in this thing" you vow. The ground
shakes as 75 tons of Mech falls flat on its
back. Lights are flashing all over. You bring
up your status display. The Stinger landed on
your right shoulder, its out along with all
the weapons in your right arm. The fall did
more damage to your weak left leg. You'll
survive, now where is that little Stinger.
You look around. The Stinger is racing for
the forest.
"Oh no you don't" you mutter as you wait for
your remaining Plasma Cannon to recycle. You
target the Plasma Cannon at the racing
Stinger's back. The warbling blast echoes
across the plain as your man-made lightning
bolt hits the Stinger dead center.
The Stinger stumbles, starts to fall... a
blinding flash lights the sky as its fusion
reactor explodes. Metal peppers your mech as
the concussion threatens to knock you
unconscious. Your temperature gauges peg as
the mech shuts down from too much heat. With
time your mech will recover. Lets just hope
the Archer has had enough.
This is MechForce. It can be played with one
person against the computer or up to 32
people fighting in teams. You can train in
the simulator, fight in the arena, or try to
complete combat missions.
MechForce Documentation
WARNING: All of the MechForce programs use a
config file located in the 'S:' directory.
The config file named "MechForce.cfg" will
preset several variables for the game and all
of the paths for the many files that the
programs use. If the config file can not be
found the program will default to directories
on the boot disk. IT WILL ALSO DEFAULT TO
SAVE TURNED OFF.
The first thing you will see when the game
starts is a requestor asking you to select
the Type of Game. The first option allows you
to Continue a Saved Game. The second option
is a Simulation mode and is used for
training. This mode allows all combinations
of teams and mech types, but damage and
experience are not saved at the end of the
game. At the start of the game you will be
shown a list of available orders and you can
pick the set of orders to follow. If you hit
CANCEL you will be training for the Roving
Patrol mode. Arena Challenge is a One on One
combat playing against another person or the
computer. If the computer is the opponent it
will pick its own mech. Arena mode will also
let you Bet on the outcome of the combat. One
of Major Houses may offer to Sponsor you in
the Arena. This may offer a little protection
from other friendly houses, but it will make
you a target of enemy houses. Not having a
sponsor won't keep some houses from picking
on you. This takes the form of Sabatage to
your mech. The computer will check and see if
your pilot can detect any sabatage. If he
does he will be given the option to try to
repair the sabatage. Sabatage may make a
critical part fail during combat. Trying to
repair the sabatage may destroy it
completely. The chance of sabatage gets
higher as you win more Arena Combats. Roving
Patrol is a general purpose combat option.
There is no goal other than to kill the enemy
and survive. It is real combat and you do
earn a few Combat Points. Combat Orders is
like the Simulation mode, all combinations of
teams and mech types are allowed, the
difference is that damage and experience are
saved at the end of the game. The main
difference is that the computer will pick the
orders randomly for your team to follow.
A word about Orders. There are nine basic
types of goals. These can be used in various
combinations to create orders. At the end of
the game your experience money and Combat
Points will be determined on how well you
completed the goal for your side. The
criteria for each goal are: Kill Everything:
You get 100% if all mechs are dead or
disabled. You get 0% if any mechs survive or
escaped. Scout/Patrol: At least one mech must
survive/escape to answer ALL questions for
the report at the end. If your side escapes
leaving enemy mechs in control of the field
your success is the ratio of the number of
surviving mech divided into the number that
went at LEAST half across the screen (to the
dividing line). Recover, Find/Recover or
Convoy Object: You fail if the object is
destroyed or captured by the other side. If
you get the object you a percentage based on
how badly the object is damaged. Destroy or
Find/Destroy Object: You get 100% if the
object is destroyed. Convoy Across: Your
success is measured by the number of mechs
that successfully reach the opposite side.
Hold Position: If at least half you all
operational mechs have stayed in position
(inside the circle) for the required time you
are 100% successful (even if everyone dies
after that).
MechForce is played in Teams. Once you have
selected the type of game you want to play
you will get a Team Selector. The Team
Selector window contains four rows of
selector boxes. The center box contains the
Team number. If you are playing Arena or
Patrol mode, only the first two rows will be
active. The Left and Right boxes in each row
represent the two sides of a combat. To put a
Team on a side just click in the box. The
word "Team" and the team number will appear
in the box. To change sides, click on the
other side. To remove a team, click on the
same side a second time. Once a team is
placed on a side the central box becomes the
selector for the teams control device. An "M"
will appear indicating that the default
control device is the Mouse. By clicking on
the center box you can also select "J" for
Joystick, "K" for Keyboard and "C" for
Computer controlled. If computer control is
selected, ALL teams on that side will be
computer controlled.
The next thing you need for combat is a place
to fight. If you are in any of the combat
modes the computer will randomly select one
of seven special maps. In Training or Orders
mode the map will be generated based on the
type of map called for in the orders. If
"Create" is called for in the orders you will
get the Random Map Control Panel.
The Random Map Control Panel is a little
complicated. It contains six slider gadgets.
The top three control the percentage of
Forest, Mountains and Water in your map. The
bottom gadget controls the density of the top
three. A cluster is one group of woods or
mountains or water. It can be one hex or many
hexes. The more clusters you have the more
details you will have in your map. The Sand
and Snow requestors control the amount of
sand and snow in you map. Sand and snow are
added by replacing whatever plain hexes are
left after the forest, mountains and water
hexes are added. The gadget controls the
percentage of plain hexes that will be
replaced. Sand replaces hexes in the bottom
half of the map and snow replaces hexes in
the top half. Once you have everything set
the way you want it, click the "Create"
gadget and your world will be drawn. A small
window will then appear asking you to comfirm
your world, "OK", or try again, "ReDo".
The next thing you need are mechs to fight.
Two windows will open. The first one shows
the Team you will be working with in the
central box on the bottom. The second window
is a file requestor for loading mechs. There
are three flavors of mechs. Generic "Mechs"
are the type you create in the Factory
program. The pilot for these mechs will be
randomly created by the computer. "Warrior"
files are created in the Warrior program and
contain a mech and a pilot. "Unit" files are
collections of warriors, mechs and
technicians all in one common file. Only
Simulation mode will allow a player to fight
with a plain mech, all other modes require
you to use a Warrior file or a warrior from a
Unit file. All members of a team MUST be of
the same mech type. Warriors are marked when
they are loaded and can not be loaded twice.
If you save a game in progress those warriors
can not be used in another game until the
first game is completed. To load a file,
click on the file you want and then click on
"Load". If the file is a plain mech you will
get a requestor asking you to name the pilot.
To load warriors from a Unit, Load the Unit
and then select the warrior from the list of
warriors in the unit. The mechs and pilots
you selected will appear in the Team window.
When your team is complete, click on the
"Done" gadget in the file requestor window
and it will disappear. At this point you can
use the small selector boxes to the right of
each name to customize the control device for
each player. At any time your can click on a
mech name with the RIGHT mouse button and get
a quick preview/status display of that mech.
This can help you avoid loading a damaged
mech. You can not change the device for a
computer mech. To change teams, click the
"Team" gadget. The "Load Mechs" gadget will
bring the file requestor back. When you are
done with all teams, click the "Done" gadget
in the team window. You will also notice a
small gadget in the upper right corner with
an "R" in it. If you make a mistake loading
mechs you can click on the Reset gadget and
it will clear ALL mechs. Then you can start
over in your selection.
All of the windows leading up to and
including the Team window have an ESCAPE
option. If you hit the ESCAPE key you will be
asked if you want to quit the game. If you
say YES it will exit back to WorkBench.
A word or two about memory. MechForce is a
huge program. If your system has only 512K of
memory you will be limited in the number of
mechs you can load. Computer mechs take a lot
more memory than player mechs. You will
probably be able to load 24 to 32 player
mechs, but if you are playing against the
computer 8 player and 8 computer will
probably be the limit. If your load too many
mechs there will not be enough memory left to
load the sound files.
From this point on everything is controlled
from a control menu at the bottom of the
screen. These menus consist of a prompt and
two or more options. The selected option will
be highlighted. Control depends on the device
you are using. The Keyboard uses the Left and
Right arrows to change and the Space Bar to
select. The Joystick uses Left and Right
stick command to change and the Fire Button
to select. The Mouse changes by moving the
mouse over the desired option and selects
with the Left Button. The mouse will only
work when it is positioned in the menu line.
The menus are pretty much self explanitory.
There are two main menus associated with two
timers. One for Movement and one for Weapons.
Everything is based on TIME. Since there are
TWO timers you can move and fire weapons at
the same time. The Wait options are
especially powerful if used properly because
you can wait in weapons and still move.
MOVEMENT Menu:
Walk: Walk forward or backward one hex. Takes
base time + heat penalty + damage penalty.
The base movement time and penalty times can
be found in the status display. Walking
generates 1 pt of heat/second. You can Crawl
(Walk) while you are down at double the
normal time.
Run: Run forward. Takes 2/3 the time of Walk
and generates 2 pts of heat/second.
Jump: Use jump jets to jump in any direction.
When you select Jump you will be asked for
the direction. "E" is to the right and "W"
is to the left. Once you have started jumping
you can only continue jumping in the same
direction or one hex face to either side. If
you are already jumping you will get a
different menu that allows you to pick the
next direction, turn, stop or check options.
You can jump approximately the same number of
hexes you can walk in 100 seconds. This is a
jump time of about 67 seconds. This may be
less if you have fewer jump ports than the
maximum allowed. Every time you damage a jump
port you loose one hex of range. Remember
that you jump slower if you are hot so you
may not get your max range. If you are still
jumping when you run out of jump time you
will CRASH!!! Once you land you can not jump
again for 100 seconds from the time you
STARTED jumping. The main menu will say "Jump
(OK)" if you are ready to jump. It will say
"Jump (No)" if your mech can not jump. It
will say "Jump (xx)" with the number of
seconds until your jump jets are ready again,
if you are recycling. Turn: Change direction
60 degrees (one hex side). Time is based
on whether you are standing, walking or
running. Turning while jumping is handled in
the jump menu and takes no time. You can turn
while you are down at double the normal time.
Stand: Stand up after your mech has fallen
down. Standing takes the same time as moving
one normal hex. Wait: Wait is used to control
the timing of events in the Move timer.
You can wait On Time, wait until you Call
Move, wait until all of your weapons are
recycled or the next weapon is recycled or
your arms&legs are recycled, wait until your
heat drops to a certain point (color), wait
on your weapon selection, or wait on your
enemies move. If no enemies are visible you
will be given the option to wait on the next
mech to become visible. You can chose to wait
on the next Visible mech with the 'Visible'
option. Beware, if all mechs are visible this
acts the same as a Wait On Call. Call Attack:
This option will call the attack menu if it
is waiting. You can also 'Call Attack' from
the Options menu and interrupt any attack
WAIT command. 'Call Attack' sets a flag, but
leaves you in the move menu. Options: This
option brings up another menu of special
options. "Status" will bring up your status
display window. The "Identify" option will
allow you to click individual mech images to
identify their type and weight. You have to
option for a full Status Display. The "Break
Attack" will interrupt an attack in progress.
The "Break Move" option will interrupt a move
in progress. The "Special" option call
another menu with five more options. The
"Drop Ammo" option will ask you if you want
to drop each ammo rack in your mech. "Eject"
is used to leave a badly damaged mech. There
is a skill roll for Ejecting from a mech. If
you fail your pilot takes damage. You eject
into the hex in front of your mech. DON'T
eject into a forest fire. You will also have
to make a Survival roll to keep from being
captured. "Surrender" means that you stay
with your mech, but you have quit fighting.
If your side loses captured mechs and pilots
belong to the winning side. The
"Self-Destruct" option makes the
thermonuclear engine of your mech explode.
This option can only be used by Player
characters (not NPC) that have advanced
beyond the "Green" rank. You can not
Surrender or Eject of you are Unconscious or
your mech is Shutdown due to heat. The
"Orders" option will give you you a brief
review of your Orders. Options do not take
any time.
WEAPON Menu:
Weapon: Brings up the weapon select display.
This display shows all weapons, including
arms and legs, where they are located (
LT=Left Torso, etc), and their condition. If
the status indicator is green they are ready
to use. Red indicates damaged or out of ammo.
Yellow means they are recycling and is a bar
graph of how long until ready to use again.
Wait: Use this to control the timing of
events in the Weapons timer. You can wait On
Time, wait On Call, wait on your current
move, wait until all your weapons are
recycled or your first weapon to recycle or
your arms&legs are recycled, wait until your
heat drops to a certain, or color, or wait On
Enemy move.
Call Move: This option will call the movement
menu if it is waiting. You can also 'Call
Move' from the Options menu and interrupt any
movement WAIT command.
Options: This is the same as the Move Options
except the time comes off the weapons timer.
The movement and weapons timers are separate
so you can move and fire weapons
simultaneously. The wait conditions allow
rapid movement without bothersome weapons
messages, or standing still and firing,
without bothersome move messages. For even
more accurate timing you can use the Break
feature and then Break Move or Break Attack
from Options menu item. The Options items are
also available as pulldown menus at the top
of the screen. There is a small experience
penalty for using the Break Attack and Break
Move options from the pulldown menus. You can
still shoot at Surrendered, Ejected and Dead
mech. You can not shoot at Escaped or
Destroyed mechs.
Pulldown Menus
Game Menu: This menu has six items on it.
"About" tells you a little about the Author,
me. "Save" gives you two submenus, "Game" and
"Map". Save Game will save the game at the
end of the current second. Save Map will save
the game map only to a file that can be used
in another game. "Sound" toggles the sound on
and off. If you didn't have enought memory to
load the sound files this will start as
"Silent". "Setup" brings up a window that
lets you change the speed of missiles and the
delay for messages. It will also display the
name of the first player and his Input
Device. By Clicking on the Name you can flip
through each player. By Clicking on the
Device you can flip through the devices. This
allows you to change player Input Devices
during the game. "Color" changes the color of
Mechs from Red to White. This if for some
people that have trouble telling the
difference between red and green. "Quit"
allows you to quit a game in progress. For
most real combats this option is disabled.
Team Menus: Each player team has a pulldown
menu with all of the members of that team as
items. If the team is computer controlled you
must use the "Identify" option to find out
about enemy mechs. If the computer mech is
not visible on the screen you will not be
able to identify its status display. There is
a small experience penalty for using the
"Break Attack" and "Break Move" items from
the pulldown menus.
Skill Rolls:
While moving or in combat you will
occassionally be asked to make a skill roll.
This means that something has made your mech
off balance (slipping in water, heavy weapons
hit) and you as a pilot must roll to see if
your skill is sufficient to keep from falling
down. Falling in heavy mech is not trivial.
The mech will take damage equal to its weight
divided by 10. If you roll down a mountain
this is multiplied by the number of levels
you fall. Landing in water cuts your damage
in half. All damage is applied in groups of 5
points all over your body. Landing on your
head can ruin your day. Crashing is the same
as falling only from three levels up (triple
damage). When you are asked to make a skill
roll there will be an option to "Modify" your
skill roll. If you select this option you can
trade experience points for an improved skill
roll. This is expensive, but in critical
situations it could save your life. If you
use it too much you will not have any
experience to improve your character. The
computer can also modify its rolls and you
may see a "modified+2" occasionally.
Firing weapons requires a skill roll vs your
Gunnery skill to hit your target. You can
modify this roll also. If you miss a shot
there is a chance that you might hit someone
else in an adjacent hex. There are also skill
rolls for being knocked unconscious, shutting
down due to heat and ammo explosions due to
heat.
TERRAIN Types and Features
Plain: This is basic ground level, open
plain, and is what all movement times are
based on. The base movement time for a Plain
hex is given in the status display.
Sand: It takes three times as long to move
thru sand and it adds 2 pts of heat per
second.
Snow: It takes twice as long to move thru
snow, and there is a chance that you will
slip on the ice. Snow will remove 2 pts of
heat per second.
Light Forest: It takes twice as long to move
through light forest as across plains, and
makes you one point harder to hit.
Heavy Forest: It takes three times as long to
move through heavy forest and you are two
points harder to hit.
Jungle: You can not move thru this hex. It is
possible to jump over it, but if you land in
a Jungle hex the only way out is to jump.
Jungle hexes can be burned.
Swamp: It takes twice as long to move, you
are one point easier to hit, and there is a
good chance of slipping and falling.
Shallow Water: This type hex takes twice as
long to move through and makes it easier for
you to be hit and harder for you to hit
others, but helps you to cool down. The water
will remove 3 points of heat per second in
addition to your heat sinks. There is a
chance you will slip and fall.
Medium Water: This type water is up to the
mechs waist. Weapons below the waist can not
be fired. You get 6 points of cooling per
second, but you are easier to hit and it is
harder for you to aim. You can't kick in
medium water. Move at 1/3 normal rate.
Deep Water: This type water provides 9 points
of cooling/second. Weapons below the neck can
not be fired and you are very hard to hit.
You can't kick or punch in deep water. Move
at 1/4 normal rate.
Bottomless Water: This type water is beyond
your mechs capability. It will crush your
mech, destroying it and killing you. The only
way past this type of hex is to jump over.
Low Hills: Hills provide cover. You can't
shoot over them. Low hills make it one point
easier to hit mechs below you. Move at 1/3
normal rate uphill or half normal rate on the
same level.
Medium Hills: You get two extra points to hit
mechs below you due to height. Move at 2 +
1/level going uphill.
High Hills: You get three extra points to hit
mechs below you due to height. Hills have a
tactical advantage, but beware of skill
rolls. If you fall you can roll all the down,
doing multiple damage.
Barrier Peak: This hex type is impassible.
You can not jump over it. It is used for
obstacles. All Arena maps have a border of
Barrier Peaks.
Fire: Energy and Missile weapons can start
forest fires. Moving or stopping in a forest
fire adds a 6 points of heat per second to
your mech, and the smoke adds three points on
all hit rolls. Move at half normal rate.
Cleared: Cannons and Missiles can clear trees
from forest hexes. This is rough terrain,
move at half normal rate. Cannons and
Missiles can also be used to 'blow out'
forest fires.
Burned: Once a forest fire has burned out the
hex becomes rough terrain. Move at half
normal rate.
Terrain plays an important part in combat
strategy. A good position can mean the
difference between winning and loosing. Use
the terrain to your advantage. If you try to
leave the map area you will be asked if your
wish to ESCAPE from the combat. If you say
Yes, your mech will be removed at the end of
the move and you are out of the game. Forests
are much harder to see through at ground
level. If you are at ground level and the
mech you are trying to see is also at ground
level you can only see through three light
woods or one light and one heavy woods.
Combat HEAT Affects
Almost everything you do in a Combat Mech
creates heat. It is your worse enemy. Heat
can slow down your mech, throw off your
targeting computers, cause your mech to
shutdown unexpectedly (that right, you're a
sitting duck), and even cause ammo to
explode. Watch your heat. The Status display
gives the amount of heat generated by each
weapon in hundreds. Ten heat means it
generates 1000 points of heat. The actual
temperature is in the Status display. In
addition, there is a small status light in
the upper right corner of the weapons
selection window. Green=OK, Blue=reduced
movement/aim, Yellow=danger of shutdown,
Red=danger of ammo exploding. Your Combat
Mech will automatically shutdown if your heat
goes over 3000. In addition, a damaged engine
generates 5 points of heat per second for
each hit. The only thing that protects a
pilot from the heat is the life support
system. If that is destroyed you are in big
trouble.
COMBAT:
There are two forms of combat, weapons combat
and melee combat. Melee combat is hand to
hand, punching, kicking and charging. Melee
combat doesn't generate any heat, but you may
do damage to yourself and you have to be in
the same hex or in the adjacent hex. When
used to fight, your arms and legs have
recycle times just like your other weapons.
Legs take 25 seconds and arms take 10
seconds. Both legs must be ready in order to
kick so you can only kick with one leg,
however a kick does twice as much damage as a
punch. If you miss a kick you have to make a
Piloting Skill roll to keep from falling. On
the other hand if you connect with a kick the
kickee has to make a Piloting Skill roll. If
you are jumping when you kick you will have
to make a skill roll. If you fail your skill
roll you will crash.
Damage is based on the weight of the
attacking mech. A 50 ton mech can do 10
points of damage kicking and 5 points
punching. To punch or kick simply select the
arm or leg you want from the weapons
selection window. The arm or leg must be
ready and in working condition. If the status
light to the right is RED it means that that
limb is too damaged to be used in melee. The
numbers after arm/leg status in the status
display give an indication of that limbs
condition. The first number is the modifier
on 'to hit' for weapons in the limb. The
second number is a damage indicator. If it is
over 6 the limb can't be used. You can select
multiple weapons so you could punch with both
arms and kick with one leg in the same
attack. You can not kick and fire any weapons
in the same attack. You can not punch and
fire any weapon located in that arm in the
same attack.
When one mech attempts to move into the hex
occupied by another mech, that is a charge.
You must have both arms and both legs
recycled and in good condition to walk or run
charge. You must have both legs in good
condition to jump charge. If your limbs
aren't ready or damaged you won't be allowed
to move into the other hex for the charge.
Charging can do massive damage. The damage is
based on speed for walking and running
charges. Your speed is the TIME it takes to
walk or run one normal hex, divided into 100.
This is modified by terrain and can be a
fraction. The time is modified by heat and
the damage to your legs. The damage is spread
out in groups of 5 points. The charging mech
takes damage equal to the weight of the mech
charged divided by 10. A charge that hits
requires both mechs to make a Skill roll at
+2 or fall. You can NOT walk or run charge a
mech that is down.
A jumping charge is called "Death from
Above". Damage is the attacking mechs weight
divided by 10, times three. An 80 ton mech
jumping on you can do 24 points of damage.
Damage is divided in half and each half
applied to a random point in the upper torso,
as though he kicked twice. The charging mech
takes damage equal to his weight divided by
10, equally applied to his two legs.
To do a jumping charge, jump into the
opponents hex and stop. All charges that hit
require both mechs to make a Piloting Skill
roll, the attacker at +2 and the defender at
+2. Only the attacker makes a skill roll if
the charge misses, but it is at +6. You CAN
jump on a mech that is down.
If both mechs are jumping in the same hex
there is a chance of a collision. This is not
an attack and the computer rolls for whether
a collision took place based on both pilots
skill. If the mechs collide, both mechs must
make a skill roll or fall and crash.
Melee is also dependant on the terrain. If
you are too high above or too low below a
mech you can't melee. If you are one level
above you can only kick him. If you are one
level below you can only punch him.
Weapon combat is fairly selfexplanitory. Pick
the weapons you want from the weapons
selection window. That arms the weapons. You
can select multiple weapons. When you select
a weapon a pink number will appear beside the
status indicator. This number is the order in
which the weapons will be fired. Two seconds
later the targeting computer will display a
firing fan for that weapon. The firing fan
will show your field of fire for chest
mounted weapons and the weapons maximum
range, and for some weapons the minimum
range. Weapons mounted in the left arm can
fire one hex side further to the left and
weapons mounted in the right arm can fire one
hex side further to the right. This means
that arm mounted weapons can fire directly
behind you if you swivel. THIS CAN BE VERY
HANDY. You can fire inside the minimum range,
but at a penalty to hit. The menu bar will
list the last mech you fired at and several
options. The left and right arrow scrolls
through ALL enemy mechs. The "OK" option
picks the current mechs as the target. The
"Side" option allows you to select a mech on
your side as the target. "Cancel" cancels the
attack. "Hex" allows you to shoot at hexes.
The mech name might be colored. This is a
status indicator for the mech. "Red"
indicates that the mech is dead. "Blue" is
destroyed. "Pink" is shutdown or the pilot is
unconscious. "Yellow" is surrendered and
"Green" means the mech has escaped off the
screen. Select your target to activate the
firing sequence. Two seconds later the
weapons will fire. As each weapon comes up
you will have the option to "Fire" the
weapon, "Pass" on that one weapon, or
"Modify" your gunnery skill roll. Hit
locations will be flashed in the menu bar. If
you miss a shot there is a chance that you
could hit a mech next to your target by
mistake.
Various objects are part of some scenarios.
If your goal is to destroy the object you
must be in the same hex with the object. You
can then fire at it with weapons or kick and
punch it. If your goal is to recover an
object you will notice that all mechs with
hands have an "H" in the status display next
to the arm status. When you bring up the
weapons menu those arms with hands will be
listed as "Punch/Grab". If you select an arm
with a hand the targeting menu will list the
name of the object as an option. If you
select the object your attack will give you a
roll to pick up the object. If you are
carrying an object your weapons menu will say
"Punch/Drop". You can use the same procedure
to drop an object with one or both hands.
While carrying an object any stagger roll
will also require a roll for dropping the
object. Dropping an object will cause damage
to the object.
Terrain is important in weapon combat. You
can't shoot through mountains so being on top
of a mountain is a strategic advantage.
Forests provide cover, but they can be set on
fire or cleared of trees by concentrated
fire. Water provide a good barrier from a
charging mech. You can sometimes start fires
by aiming at a forest hex. You can also blow
out fires by shooting a fire hex with
missiles or cannons. To shoot at a hex select
HEX as the target of any weapon attack. You
will then be asked to select the hex with the
mouse. Click in the menu line to cancel the
attack.
The main objective of combat is to eliminate
the opponents armor so that your weapons can
damage delicate internal components, like the
pilot. Once the armor in a particular
location is destroyed any further damage in
that area hits something inside. The computer
rolls a 2d6. If it is less than 8 the damage
is applied to the Internal Structure of the
mech. If it is 8 or higher one of the
internal locations is hit. The internal
locations contain such things as weapons,
ammo, arm and leg joints, heat sinks,
engines, gyros, PILOTS, etc. One or more hits
will destroy an internal component.
The internal structure has points like the
armor. These points are shown in the Status
Display right after the area name and before
the list of internal components. If the
internal structure is reduced to zero that
area is Destroyed and ALL components in it
cease to function. If it is the head or
limbs, the area is ripped off. If it is the
center torso there is a 50/50 chance the
engine will explode. Whether the engine
explodes or not it stops working and the game
is over for that mech. If a mechs engine
explodes or its head is shot off the pilot
will get a chance for an emergency eject.
Don't expect to survive, but you will have a
chance.
Internal Components
Weapons (W): Destroyed with any hit.
Ammo (A): Destroyed with any hit. The ammo
will blow up doing internal damage to the
mech.
Arm and Leg Actuators (x): Destroyed with any
hit. Leg hits will require a Pilot Skill roll
to keep from falling. The status of your arms
and legs is given in the status display. The
first number is the modifier to hit for
weapons in the limb. The second number is a
weighted actuator damage. If it is over 6 the
limb is unusable.
Engine (E): Each hit causes the engine to
generate 5 points per second of extra heat.
There is a chance on ANY hit that the fusion
engine will blow up. The odds are very good
by three hits and 100% by four hits.
Gyro (G): A gyro hit adds 3 points to all
Pilot Skill rolls. Jump Jets
Ports (P):Destroyed with any hit. Each hit
destroys that port and reduces your jump
range one hex.
Life Support (L): Any hit destroys the life
support system for the mechs cockpit. The
mech pilot will take one point of damage
every 50 seconds that the heat is over 1500.
If the heat is over 2500 he will take two
points of damage.
Sensors (S): The first hit on sensors add 2
points to all Gunnery Skill rolls to hit
targets. A second hit destroys your sensors
and you can not hit anything with your
weapons. It is still possible to melee.
Cockpit (C): Any hit in the cockpit kills the
pilot. End of Game.
Hidden Commands
There are several hidden commands in the
"Setup" window. With the "Setup" window
active the following keys act as toggles:
"a" - Toggles Aimed Shots On/Off for ALL mechs.
"r" - Toggles ALL Recycle Times to ZERO.
"q" - Will Quit the game without saving
mechs. This will leave you pilots "Out on
Patrol". They can be brought back with the
Warrior program, but it will cost you some
money and will be counted as a loss on your
combat record.