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- BattleTech - Heavy Metal Combat
-
- What is BattleTech? It is a game that simulates combat
- between two or more giant, robot-like machines. Simple words
- that 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 Battle Droid. Live the experience.
- You are the elite of the elite, a Droid Warrior. Your
- Battle Droid thunders under you as you pace across the land,
- searching for a reported enemy droid. 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 cobat 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 droid
- 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 you piloting skill against 75 tons overbalanced
- droid. You swivel your torso and call up your weapons display.
- The reassuring green lights indicate that all weapons are ready
- to fire. You select a Particle Projection Cannon, one of your
- main weapons. 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 the P.P.C. up the mountain.
- "Too quick" you curse under your breath as the
- scintillating beam of the P.P.C. slashes to the left of the
- Archer. The temperature in your cockpit jumps as the heat from
- firing the P.P.C. soakes into your droid. No problem so far,
- the heat sinks can handle it. You drive your droid into a
- pounding run. You've got to get close, his L.R.M. 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 droid. You fight for consciousness and keep
- going, his racks are empty now, he has to reload.
- Motion, behind you. Another Battle Droid 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. One P.P.C. is in recycle, the yellow indicator
- shows about 75 seconds to go. Time to Rock an' Roll.
- Weapons select. You arm your Auto Cannon. The targeting
- computer comes up and you select the Archer again. Your droid
- is rocked by laser blast in its vulnerable back, but you ignore
- it, triggering your cannon. Thunder rumbles across the plain
- as your Auto Cannon belches explosive death. A direct hit, the
- Archer is staggered as the cannon shells punch craters in its
- chest armor. You watch the Battle Droid fight for balance and
- fail, tumbling backward off the mountain.
- One down. Another laser digs into you 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.
- "Oh Shit!" you yell as you frantically bring up your
- weapons. The Auto Cannon in your Left Torso is disabled, your
- #1 P.P.C. is still recycling. Your still hot, but there's no
- choice as you arm you other P.P.C. 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 droid 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 Battle Droid 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 you 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 target your second
- P.P.C. 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 droid as the concussion threatens to knock you
- unconscious. Your temperature gauges peg as the droid shuts
- down from too much heat. With time your droid will recover.
- Lets just hope the Archer has had enough.
-
- This is BattleTech. Its not much fun with one person, but
- get two or more people with imagination in the room and its a
- blast.
-
- Documentation
-
- BattleTech can be played with up to eight players. Input
- is through the keyboard, joystick or mouse. Each player
- choices his input device by using it to roll for initiative at
- the beginning of the game. Only that device will be accepted
- for that player for the rest of the game.
- Selection is via a series of menus at the bottom of the
- screen. For the keyboard use the left and right arrows tohighlight the menu item you want and the space bar to select
- that item. For the joystick use left and right on the joystick
- to highlight the menu item and select with select the button.
- For the mouse, the highlighted menu item with follow the mouse
- cursor. Select with the left mouse button.
- 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.
-
- MOVEMENT Menu: The 'Move' menu has the following options:
- Walk: Walk forward or backward one hex. Takes base time +
- heat penalty + damage penalty. Minimal heat.
- Run: Run forward. Takes 2/3 the time of Walk and generates
- some heat.
- Jump: Use jump jets to jump forward, backward or turn. You
- must have jump jets and fuel to jump. Don't run out of
- fuel in mid-air. When you jump, the image of your
- droid will change color from red to pink. Jumping
- generates a fair amount of heat, but there are no
- terrain modifiers. Base time is the same as running.
- You must make a Piloting Skill roll on landing or fall.
- Turn: Change direction 60 degrees (one hex side). Time is
- based whether you are standing, walking, running or
- jumping. Turning while jumping is very quick.
- Stop: Stop is used to stop jumping. You must make a piloting
- skill roll when you land or fall.
- Wait: Wait is used to control the timing of events. You can
- wait for 10 seconds, wait until you Call Move, wait
- until all your weapons are recycled, or wait on your
- weapon selection.
- Call Attack: This option will call the attack menu if it is
- waiting.
- Status: This option brings up the Droid Status display and
- takes two seconds of time.
-
- WEAPON Menu: The 'Attack' menu has the following options:
- Weapon: Bring 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 is a bar graph of how long until
- ready to use again.
- Wait: This use to control the timing of events in the weapons
- timer. You can wait 10 secons, wait on Call, wait on
- your current move, or wait until all your weapons are
- recycled.
- Call Move: This option will call the movement menu if it is
- waiting.
- Status: This option brings up the Droid Status display. It
- takes two seconds of time, but this 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 call feature and
- then Call Move or Call Attack from pulldown menus with the
- mouse.
-
- TERRAIN: The hex types are obvious, their affect is not.
- Plain: This is basic ground level, open plain, and is what
- all movement times are based on.
- 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.
- 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 too cool down. There
- is a chance you will slip and fall.
- Medium Water: This type water is up to the droids waist.
- Weapons below the waist can not be fired. You cool down
- a lot quicker, 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 maximum cooling.
- 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.
- Low Hills: Hills provide cover. You can't shoot over them.
- Low hills make it one point easier to hit droids 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 droids below
- you due to height. Move at 2 + 1/level going uphill.
- High Hills: You get three extra points to hit droids 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.
- Fire: Energy and Missile weapons can start forest fires.
- Moving or stopping in a forest fire adds a lot of heat to
- your droid, 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.
- 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.
-
- HEAT: Almost everything you do in a Battle Droid creates heat.
- It is your worse enemy. Heat can slow down your droid, throw
- off your targeting computers, cause your droid 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
- tempature 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
- Battle Droid will automatically shutdown if your heat goes over
- 3000. In addition, a damaged engine generates a lot of heat.
- 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 100
- seconds and arms take 50 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. Damage is based on the weight of
- the attacking droid. A 50 ton droid 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.
- When one droid attempts to move into the hex occupied by
- another droid, that is a charge. You must have both arms and
- both legs recycled and in good condition to charge. If your
- arms and legs aren't ready or damaged you won't be allowed to
- make the move. Charging can do massive damage. The damage is
- one, two or three times that of a kick depending on whether you
- are walking, running or jumping when you charge. A jumping
- charge is call "Death from Above". An 80 ton droid jumping on
- you can do 48 points of damage. To do a jumping charge, jump
- into the opponents hex and stop. All charges that hit require
- both droids to make a Piloting Skill roll. Only the attacker
- makes a skill roll if the charge misses. The skill rolls are
- based on the relative weights of the droids. You can walk or
- run charge a droid that is down. You can jump on him.
- Melee is also dependant on the terrain. If you are too
- high above or too low below a droid you can't melee. If you
- are slightly above you can only kick him. If you are slightly
- below you can only punch him.
- Weapon combat is fairly selfexplanitory. Pick the weapon
- you want from the weapons selection window. That arms the
- weapon. Two seconds later the targeting computer will displaya firing fan for that weapon. The firing fan will show your
- field of fire and the weapons maximum range, and for some
- weapons the minimum range. You can fire inside the minimum
- range, but at a penalty to hit. The menu bar will list all
- players. As you highlight each one the image of his droid will
- blink. Select your target to activate the firing sequence.
- Two seconds later the weapon will fire. Hit locations will be
- flashed in the menu bar.
- Terrain is important in weapon combat. You can't shoot
- through mountains so being on top of a mountain is a strategic
- advantage. Forest provide cover, but they can be set on fire
- or cleared of trees by concentrated fire. Water provide a good
- barrier from a charging droid.
- 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 hits in that area have a
- chance of hitting internal components, such as weapons, ammo,
- arm and leg joints, heat sinks, engines, gyros, etc. One or
- more hits will destroy the item. All weapons are destroyed
- with one hit. Ammo explodes if hit, doing addition damage.
- Engines require three hits, and then they explode, violently.
- Gyros will take two hits. After the first you have trouble
- standing. After the second you can't stand.
-
-