
  Mercenary Missions
  ------------------
  The bulk of more advanced pilots missions will take place
  here. For fun and profit, the pilot can sign up to work for
  the government and start blasting away for great monetary
  reward.

  Training Hall
  -------------
  After players have accumulated enough experience, they
  may improve their skills and reputation by entering here
  and advancing in level.

  Meks
  ----
  The mek is the centerpiece of the game. The player
  should be famliar with the mek and the components which
  make it tick.

  * Armor
  This is the outerskin of the mek, providing the pilot 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 mek'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 real limit on the amount of
  hull each mek may carry.

  * Components Grid
  This is where weapons and defense equipment are
  stored. Generally, the grid is protected by armor. The grid
  is a six by six square of individual components.

  Components form the core of the mek's real abilities, from
  the force of its blows to the speed of its feet. Each
  different component endows the mek with different and
  unique abilities. These components are explained in detail
  below.

  * Essential Gear

  Cockpit (CK) - Each mek must have at least one
  functional cockpit. Without one, the mek cannot function.
  The cockpit is where the pilot sits while hes piloting the
  mek.

  Engine (EN) - Each engine in a mek provides one
  movement per combat turn, up to a maximum of twenty
  movements. Engines not only power the mek, but all
  weapons as well.

  Enhanced Engine (EX) - These act the same as engines
  but provide two points of movement instead of one.

  Scanner (SC) - The scanner allows pilots to scan their
  enemies, choose their targets, as well as to view the
  battle-field.

  * Cannons

  Machine Gun (MG) - A cheap weapon with no reload
  time. A mek can be constantly firing an MG while waiting
  for his heavier weapons to come on line.

  Acid Thrower (AD) - Strikes for small damage, but the
  damage is carried through to the hull directly.

  Rail Gun (RG) - Tremendously powerful weapon which
  fired magnetically propelled shells into its target at
  tremendous speed. Long turnaround time bur delivers
  monsterous damage.

  * Missiles
  Scud Missile (SD) - A cheap, short range missile,
  designed to cause a fair amount of damage in one shot.

  * Mix Missile (MX) - Heavier than a scud in damage,
  longer range, costs more.

  * Inferno Missile (IF) - Heaviest single shot missile, with
  devastating firepower and range.

  * Missile Paks (M8,M6,M4) - Basically a pack of mini-
  missiles with low range and damage. Using a mini-missile
  will lower the paks value by one. The pak is disposed of
  once the number of missiles left hits zero.
