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Text File
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1994-12-02
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4KB
|
106 lines
Crater
A crater is an obstruction on the playing field. No
unit may stop on a cratered hex and only infantry
units may cross over them.
Command Unit
This is where the commands to your cybernetic forces
originate. It has neither attack nor defensive cap-
abilities but relies entirely on the other units to
protect it. Destroying this Unit is the Reaper's goal.
Attack: 0 Defend: 1 Range: 0 Movement: 2
Cost: none
Rocket Launcher
This is a fixed artillery piece. Even though it is
relatively easy to destroy, it's range, accuracy and
destructive potential make it a serious threat to the
Reaper.
Attack: 6 Defend: 1 Range: 8 Movement: 0
Cost: 2 armor points
Tank
This is a well armored vehicle that attacks at short
ranges. It is quite accurate and can inflict serious
damage on the Reaper's treads, AP, artillery or missile
batteries.
Attack: 4 Defend: 3 Range: 2 Movement: 3
Cost: 1 armor point
Guided Missile Carrier
This is a lightly armored, vehicle which fires a
ground-to-ground missile with an intermediate range.
Attack: 3 Defend: 2 Range: 4 Movement: 3
Cost: 1 armor point
Ground Effect Vehicle (GEV)
This is fast moving lightly armored vehicle especially
suited to hit-and-run attacks. It moves up to 4 hexes,
makes an attack if in range and then can move an add-
itional 3 hexes in the "Runaway" phase.
Attack: 2 Defend: 2 Range: 2 Movement: 4/3
Cost: 1 armor point
Infantry
Infantry is a fragile but often useful unit in the
battle against the Reaper. It limited firepower and
range restricts it to attacks on treads and anti-
personnel guns unless grouped with other pieces. Up
to three infantry units may be stacked in each hex.
Attack: 1 Defend: 1 Range: 1 Movement: 2/2
Cost: 1 infantry point per unit
Cyberbetic Battle Robot: "Reaper"
This is a single-minded, heavily armed and armored CYBR
with a very bad attitude. It has the single goal of
destroying your Command Unit whilst crushing or blowing
up anything that gets in it's way. It is armed with
missiles (range=5) as well as medium range (=3) and
short range (=2) artillery batteries. It also has
rapid fire anti-personnel guns (range=1) for use
against Infantry or the Command Unit.
Player Movement Phase
In this phase the defender moves his pieces to attack
the Reaper and protect the Command Unit. Clicking on a
highlighted piece will cause the mouse cursor to change
to the unit's icon and all the hexes available to the
unit will be highlighted. Clicking on a highlighted
hex will move the piece to it's new position. This
phase ends when all the pieces have been moved or the
"Select Targets" menu option is selected.
Player Targeting Phase
In this phase the player selects a target on the Reaper
for any units that are close enough to hit it. All
units in range are highlighted. Clicking on one of
these selected units brings up a window indicating the
targets available and the cumulative probability of a
hit. This phase end when all units in range have fired
or the "Resolve Fire" menu option is chosen.
Runaway Phase
This is the "run" phase of a GEV's or Infantry hit-and-
run attack. Each unit that can be moved is highlighted
and movement proceeds just as in the regular Movement
Phase. This phase ends when all the units have made
their "runaway" move or the menu option "End Player
Move" is selected.
Unit Statistics:
Type Unit Attack Defend Range Movement
--------------- ------ ------ ----- --------
Rocket Launcher 6 1 8 0
Tank 4 3 2 3
Missile Carrier 3 2 4 3
(GEV) 2 2 2 4/3
Infantry 1 1 1 2/2
Command Unit 0 1 0 2