  -----------------------------
  MEK ARENA INSTRUCTIONS MANUAL
  Sheet Two / The Mek
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  The mek is the centerpiece of the game. The player should be
  familiar with the mek and the components which make it tick.

  Armor - This is the outer skin of the mek, providing the player
    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 user'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 limit on the amount of hull each mek
    may carry.

  Components Grid - This is where armors and defense equipment are
    stored. Generally, it is kept safe by armor. The grid is a six
    by six square of components. There are twenty-three different
    types of components available, and they are listed below.

  Components form the core of the mek's abilities, from the force
  of its blows, to the speed of its feet. Each different component
  has unique abilities, and are explained below. All components are
  usually identified by their two digit codes. These are also listed
  below.

  AD - Acid Thrower     - AD fires a corrosive stream of liquid at
                          its target. The AD will always damage both
                          the armor and hull of an opponent

  AM - Anti-Missiler    - This handy item can shoot down 33% of all
                          incoming missiles before they can cause
                          damage.

  EN - Engine           - Each engine in a mek provides one movement
                          per combat turn, up to a maximum of twenty
                          movements. Enhanced verions (EX) are also
                          sometimes available to mercs.

  EP - EMP Generator    - Only rumors of this device exists, and no
                          one is really sure what it would do.

  M6 - Missile 6-pak    -

  FC - Fusion Cannon    - Rumored to be the most deadly weapon in
                          existance, the FC has only been seen on a
                          few meks.

  PC - Particle Beam    - The heaviest weapon commonly available.
                          Powerful, but has a low turn-around time.

  PL - Pulse Laser      - A modified ML, the pulse laser strikes harder
                          and farther.

  RF - Reflector        - Halves the damage from all incoming lasers.

  S1 - Sheild           - Reduces one point of damage from all incoming
                          attacks. S2 and S3 versions are also available.

  SD - Scud Missie      - A low power one-shot missile, guaranted to max
                          out on damage with each strike. Mix (MX)
                          missiles and Inferno (IF) missiles are also
                          available.

  SL - Small Laser      - SLs strike for low range and low damage. Medium
                          and Long range versions of lasers are also
                          available. A Laser Cannon (CL) is also available,
                          but only to very well known and respected pilots.

  TP - Teleporter       - Rare and expensive, the teleporter will
                          instantly transport the mek randomly
                          across the battlefield.
