  -----------------------------
  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!


