BMI:Environmental Data

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Basic Mech Instruction

BMI Index · Starting · Moving · Environmental Data · Engaging Targets · Modifiers and Damage


Contents

Environmental Data

Contacts

Using the CONTACTS command will give you a listing of all contacts within your selected sensors range. The gives information on the contact's designation, unit type, bearing, range, speed, heading, and general condition. There are several arguments and modes this can be done in.

> contacts
Line of Sight Contacts:
PSl[AA]B Be Rifleman   x:   4 y:   5 z:   0 r:   0.0 b:  270 s:  0.0 h:   0 S:F
PSl[xr]B Al Hata-Chi   x:   4 y:   1 z:   0 r:   0.0 b:    0 s:  0.0 h: 270 S:S
 S*[AB]B Be Stealth    x:   7 y:  10 z:   0 r:  25.0 b:    0 s:  0.0 h:   0 S:
  
> report xr
[xr] Al Hata-Chi               Tonnage: 80
         Range: 4.0 hex           Bearing: 0 degrees
         Speed: 0.0 KPH           Heading: 270 degrees
         X, Y, Z:   4,   1,   0   Heat: 0 deg C.
         Type: MECH               Movement: BIPED
         In Forward Weapons Arc
         SHUTDOWN

As can be seen, the REPORT <ID> command gives a slightly different version of the non-brief mode of contacts.

The first three characters in each contact line holds great significance. First two are your sensor indicator. 'P' means your primary set sensors have LOS with this contact, while a 'S means your secondary set sensors have LOS. Note it's possible for both your primary and secondary sensors to have LOS. Aditionally, sometimes (mainly when dealing with friendly contacts) you will be able to have a unit appear on contacts with no sensor having LOS with them. The third character indicates what arc that contact is in. '*' is front, 'v' is back, 'l' is left, and 'r' is right. Note that turning your torso in a mech will shift your arcs in that direction.

The two characters within the brackets is the unit ID of that particular unit. This is used for locking and other commands.

Right after this is a single character which tells you what type of unit that contact is. 'B' Mecha (biped), 'T' Tracked, 'H' Hover, 'W' Wheeled, 'V' VTOL, 'Q' Mech (quad), 'P' Pilot, and 'N' None.

The next twelve characters is the name of the unit, with the first two characters using being the factional ID.(not used on this btmux.org 5555)

'x:', 'y:', and 'z:' indicate the map coordinates. 'r:' is the range, 'b:' is the bearing, 's:' is the speed, and 'h:' is the heading.

The characters after the 'S:' (for status) mean: 'F' fallen/prone, 'D' destroyed, 'J' jumping, and 'S' shutdown, 't' under tow, 'T' towing, 'f' standing up, 's' starting up, 'E' ECMing, 'p' protected by ECM, 'P' ECCM, 'e' affected by ECM, 'I' infernoed, 'O' orbital dropping, 'L' has a searchlight up, 'l' lit by a searchlight, 'C' carrying a club, '+' 90 heat over dissapation, 'H' dugin/hulldown(quads), 'h' changing to hulldown, 'N' narc pod attached, 'M' sprinting, 'm' evading, 'G' staggering, 'B' burning(tanks), 'X' spinning(aeros), .

Sensors

Sensors are an integral part of combat. The MechWarrior who knows how to use the sensors is the MechWarrior who will win. This document is designed to teach you how to use the sensors on your unit. Read it, memorize it, and use it.

There are five different kinds of sensors here; light amplification, visual, infrared, electromagnetic, and seismic. Each kind of sensor has it's own advantages and disadvantages. There are also three unique sensors that only certain units may get. These are radar, beagle active probe, and bloodhound active probe. Scroll down further to read about each sensor.

         {l}  Lightamp                    {i} Infrared
         {e}  Electromagnetic             {s} Seismic
         {v}  Visual                      {b} Beagle/Bloodhound
         {bl} Bloodhound                  {r} Radar

NOTE : The 'SENSOR' command, used to set sensors, will initially match only the first character (ie, type SENSORS BEAGLE BEATLE and it will read as two Beagle sensors, since it only is matching the first char (or two)). In the case of a double-match on the first character, it will look for possible second character matches. Hence, to set Bloodhound Probes on type 'SENSOR V BL' for Visual and Bloodhound.

Visual

Visual (V) sensors are the basic sensors. They have a range of the current visibility. Only forest (heavy and light) hamper or block visual sensors, which makes them a good all-around choice in high visibility. 3 light forest hexes or 2 heavy forest hexes will block these sensors.

For each intervening light forest hex, +1 BTH is added. For each intervening heavy forest, 2+ BTH is added.

Visual sensors also have a +1 BTH penalty at dusk and dawn, and a +2 BTH penalty at night.

Lightamp

Light Amplification (LA) sensors are best used during dawn, dusk and at night. They take the minimal amount of light at night, and amplify it to provide a better picture. You can't use LA sensors during the day, and only marginally useful during dusk or dawn.

Using LA during dawn or dusk negates the +1 BTH penalty from visual sensors, and at night, reduces the +2 BTH penalty to +1.

These sensors provide range of 2 times that of visibility at night, and normal visibility range during dusk and dawn. Due to the nature of these sensors they are more hampered by woods, thus resulting in greater BTH as well as diminished LOS range in wooded areas. They are also blocked by snow and water.

LA sensors are blocked by 1 hex of heavy forest and 2 hexes of light forest. The BTH penalty for forests is the same as visual sensors but it also includes the hex the target is in, not just intervening hexes.

Note that if you are using these sensors and someone turns a Searchlight on, you will be blinded until you switch sensors.

Electromagnetic

Electromagnetic (EM) sensors pick up the magnetic signatures of mechs and other targets. EM sensors are thus hampered by mountain and other areas rich in metal content. However, EM sensors are less affected by woods than other types of sensors, and thus would be a good choice in wooded areas. EM sensors are affected by the mass of the target, the heavier the target, the better the sensors can track and lock it, and vice versa. EM Sensors cannot see shutdown units. EM sensors have a range of 16-24.


The BTH modifiers can be found in this table:

    Target Status                             BTH Mod
    -------------                             ------- 
     60-100 Tons                                -1 
     31-59  Tons                                +0 
     01-30  Tons                                +1
     Speed > 1 MP                               +1
     Recent Fire                                -1
     Engine Crit                                -1
     Active BAP                                 -2
     ECM Protect                                +2
     Partial Cover                              -1 (Normal Partial applies)

Per Intervening Building Hex +1

Note : ECM Protect is defined as protected by ECM /or/ if the LoS line to the target is protected by ECM.

Seismic

Seismic (S) sensors are the "oddball" sensors. Seismic sensors have a limited range, but they can see through obstacles that would block the other sensors. The S sensors are good if you are trying to see out of a hiding spot which would normally block all sensors, or if you are trying to see an enemy around a corner. Seismic sensors have a range of 4-8 hexes.

The mass of the target determines how effectively these sensors lock on to and track the target. The BTH modifiers can be found on this table:

    Target's Mass                             BTH Mod
    -------------                             -------
         80+                                 -2 to hit
        60-79                                -1 to hit
        31-59                                +0 to hit
        01-30                                +1 to hit

Whether the target is stationary or not also affects these sensors. If the target is moving an additional -1 is added to the BTH. (Moving defined as being 10.75 kph, or 1 Movement Point if converted, or faster.)

Seismic sensors will not detect a target moving less than 1/2 a MP, or 5.5 kph.

Infrared

Infrared (IR) sensors use the heat of a target to aquire it and to get a good lock. These sensors have a constant range of 15 hexes. Unlike EM, IR sensors are not hampered by mountains, but due to the heat seeking nature of these sensors they are hampered by woods, which limit their range and increase the BTH penalty. IR can be fooled by shutting a unit down, in the case of tanks, or reaching 0 heat, in the case of mechs.

The formulae for BTH mods is a follows :

       HeatRatio? = - MechTotalHeat? + (2 * MechOverHeat?) 

HeatRatio? BTHMod? ------

 > 500           -2
 > 350           -1
 > 200           +0  
 > 0             +1
 < 0             +2

Radar

Radar(R) sensors detect and track targets above ground, but bulkiness of the equipment, and it's cost, they are not wide spread. They were primarily fitted onto mechs that play the role of Anti-Aircraft support, giving a -1 BTH bonus on flying objects. These mechs include the famous Rifleman, as well as a few others. Although primarily used against Aircraft, it has been heard that sometimes Rifleman pilots used their radar gear to target jumping mechs, though many experts are skeptical, as radar is ineffective at altitudes less than 50 meters.

Beagle Active Probe

Beagle(Be) Active Probe is a sensor only present on those mechs equipped with this special. It acts very much like Seismic sensors, except much more reliably. The range of Beagle is only 4 hexes, but it ignores all obstacles and partial cover that lie between it and it's targets. Thus it is the ultimate close quarters detection tool. BTH is mildly variating, it can often be a wildcard sensor when you are not prepared.

Bloodhound Active Probe

Bloodhound Active Probe is a sensor only present on those mechs equipped with this special. It acts very much like Seismic sensors, except much more reliably. The range of Beagle is 8 hexes (Beagle * 2), but it ignores all obstacles and partial cover that lie between it and it's targets. Thus it is the ultimate close quarters detection tool. BTH is mildly variating, though not as much as older sites.

For all intents and purposes, Bloodhound Probes are Beagle Probes, except they have double the range, weight more and take up more space, and can see ANY hidden unit, even if stealthed.

Lock

Most actions dealing with other units in RS will require you to lock onto that unit before the action can be attempted. Locking a RS unit or hex sets it to become your default target. The 'LOCK' command is used to lock your weapons utilizing, your primary and secondary sensors.

 'LOCK <TARGET-ID> | <X> <Y> | <X> <Y> <B|H|I|C> | -' 

shows the valid arguemnts accepted. In our examples, the 'LOCK' command will be used.

When locking onto a target, it takes 8 game ticks for your targeting computer to fully achive the lock. Until this happens, you are assumed to have a +2 penalty modifer to all weapon BTH/actions.

The most common form of this command is to lock onto a target within LOS.

> lock bh
Target set to Al Scorpion [bh].
The sensors acquire a stable lock on Al Scorpion [bh].

Note that the solid lock message took 8 ticks to be displayed. You may have fired your weapons if you wished at this time, but would have had the +2 secondary target BTH modifer.

The next argument is to unlock a target.

> lock -
All locks cleared.

This next form is used to lock onto a hex. When firing at a hex within LOS, you will make a roll based on visual sensors (no matter what sensor modes you currently have set) and modified by:

  • +1 for a single unit in the hex.
  • +0 for two units units the hex.
  • -1 for each addition unit above two in the hex.

If you hit, you will damage a randomly picked (with Mecha getting hit more often than vehicles) unit within that hex. This is to help break up large clusters of units gathering within a single hex.

> lock 35 35
Target coordinates set at (X,Y) 35, 35

The next four forms are variations on hex locking: clear, ignite, building and heat. These, respectively, allow you to clear a hex of woods, ignite a hex of woods, damage the Construction Factor (CF) of a building or hangar link and destroy bridge or ice in the hex. Again, BTH modifiers are based on visual sensors reguardles of what sensor mode you have set.

> lock 5 5 c
Target coordinates set to clearing hex at (X,Y) 5, 5
  
> lock 5 5 i
Target coordinates set to igniting hex at (X,Y) 5, 5
  
> lock 5 5 b
Target coordinates set to building at (X,Y) 5, 5
  
> lock 5 5 h
Target coordinates set to hex at (X,Y) 5, 5

Scan

'SCAN <TARGET-ID> | <X Y> | <X Y> <B|H>'
command gives a detailed report on a unit you have LOS with. If you are currently locked onto a target, you may use the scan command with no argument to get it's status. Otherwise, you may enter an unit ID to get information on that unit. If you give a hex/have a hex locked onto, you will get the status of all units within that hex. Finally, if you are locked/enter a hex with the 'b' (building) argument given, you will get a current Construction Factor (CF) report of that hex. As noted in the above examples, scanning when you have a lock will give you a scan of that default target.
> scan dk
[dk]  Al Marauder               Tonnage: 75
         Range: 0.0 hex           Bearing: 270 degrees
         Speed: 0.0 KPH           Heading: 60 degrees
         X, Y, Z:   4,   1,   0   Heat: 0 deg C.
         Type: MECH               Movement: BIPED
         In Left Arm Weapons Arc
         SHUTDOWN
           FRONT               REAR                   INTERNAL
           (OO)                (**)                     (OO)
        /OO|OO|OO\          /OO|OO|OO\               /OO|OO|OO\
       (OO/ || \OO)        (   |  |   )             (OO/ || \OO)
         /  /\  \             /    \                  /  /\  \
        (OO/  \OO)           /      \                (OO/  \OO) 
  
================WEAPON SYSTEMS================
----- Weapon ------ ## Location ---- Status
ERPPC               0  Left Arm      Ready
MediumPulseLaser    1  Left Arm      Ready
ERPPC               2  Left Torso    Ready
MediumPulseLaser    3  Left Torso    Ready
GaussRifle          4  Right Torso   Ready
  
Damage Key
** - Breached, or no armor
XX - Heavily Damaged
xx - Moderate Damage
oo - Light Damage
OO - No damage

If you will notice, this display looks much like 'STATUS' on your own unit, with the exception that the armor display does not give exact values to you. You are instead given a vague estimation of the status of that location via both the character key on the left side, and if you have ANSI available, colors too. 'OO' if the bottom of the scale with least/no damage, and '**' represents a fully breeched/destroyed area.

Or if you want to scan a building to see the CF (Construction Factor) of it, you 'SCAN <X> <Y> b'.

> scan 40 40 b
The hardened building, Wizard's Base, in that hex has a CF of 1000

The Map

Terrain

There are various types of terrain. You will find many of them helpful and others hurtful. However your outlook on them, each can be used to your advantage given you know how to use them.

Plains

These clear hexes have nothing in them and do not do anything to any unit. You cannot do anything special with them and they are by far the most common type of hex around.

/  \ Level 5 Plains (Clear) hex.
\ 5/
Roads

Easily findable by their grey color, Roads link major bases and parts of generators and relay towers plus other NPC-Like buildings in a network of highways and sideroads that will lead you around the world. Roads also allow tracked and wheeled units to move much faster as long as they stay on the road.

/##\ Level 1 Road hex.
\#1/
Bridge

Like a road, except built over water. Bridges function exactly like a Road does. Unlike a road, however, it can be targeted for destruction. Locking X Y H you may attempt to ruin a bridge but you cannot completly remove it. Bridges provide normal road bonuses to the tracked and wheeled ground units.

/##\ Level 4 Bridge hex.
\+4/ 
Rough

These yellow hexes can be destroyed land, ruined buildings, or debris preventing your movement. Either way, rough hexes slow down everything but the smallest of units, the Infantry and Battlesuits who can move around the obstacles. Rough hexes do not block LOS, but they will slow you down. Unless you cannot avoid it, it is best to not try to drive your unit thru multiple rough hexes.

/%%\ Level 3 Rough hex.
\%3/
Rough Bridge

If successfully ruined, a Bridge hex becomes a Rough Bridge hex. It massively slows down units attempting to cross it and it loses the road bonus the bridge gives. It does not block any LOS however.

/%%\ Level 6 Rough Bridge hex.
\+6/
Light Forest

The light green dots signify light forests. These forests can and will slow down almost any unit who enters them. A Hover who enters them must roll to avoid hitting a tree. Battlesuits can enter without worry or loss of speed. Trees provide LOS blockers, increase BTH to hit a unit in or with a forest blocking them, and can also be ignited and/or cleared. To clear a light forest, lock X Y C. To set it on fire, lock X Y I. If cleared, it will turn into a Rough hex. If ignited it will turn into a Fire hex, then into a rough after burning for some time. Light Forests will regrow after some time has passed. Units with CamoGear and ANY Battlesuit may attempt to hide in a Light Forest.

/``\ Level 0 Light Forest hex.
\``/
Heavy Forest

Dark Green, these thick forests slow down anything and are death to hovers. Horribly blocking LOS and also increasing BTH if they are in the way, Heavy Forests are best avoided for clearer hexes. Like Light Forests, they can be locked to be cleared and ignited. A cleared Heavy Forest will turn into a Light Forest, then to a rough...but will regrow back. Like Light Forests, CamoGeared units and Battlesuits may hide in them.

/""\ Level 2 Heavy Forest hex.
\"2/ 
Fire

Whether a lit forest, or a Volcanic Pocket of rock, Fire hexes slow down units, and increase the heat level of Mechs whom are currently in the hex. Burning trees will also produce light smoke. They block LOS and will easily screw with anyone using Infrared Sensors.

/&&\ Level 3 Fire hex.
\&3/
Wall

Normally blocking passage into a Base or some other location of interest, walls are a common sight around the planet. The cheapest of the defensive structures, they can also be destroyed. Locking X Y H and firing gives a chance to destroy the hex and lower it by one level. This is not always successful and it may take many shots to blow a wall down. A wall can only be lowered 4 levels under it's neighboring walls before you will have to start to knock other wall hexes down to continue on. While walking on a wall, you will face no movement modifiers, but an enemy unit may lock onto your hex in an attempt to blow the wall down while you are walking on it.

/==\ Level 9 Wall hex.
\=9/
Building

Bases, Malls, RelayTowers, or maybe your neighbor's house. Buildings are an all too common sight in thick urban areas. Normally multiple levels off the ground, they are normally inacessible to units without any jump ability. They drastically slow down any unit walking upon it (except for battlesuits whom can travel without any delay). They cannot be blown down or harmed in any manner. Battlesuits only may attempt to hide in a building hex.

/@@\ Level 5 Building hex.
\@5/ 
Light Smoke

A creation of a burning forest or an Incend Mortar round, light smoke blocks simple LOS and you may end up having to use different sensors to get around it. Smoke hexes do not last very long normally and often they will drift the smoke into other hexes before disipating. Smoke does not slow you down, only provides a LOS blocker and makes it more difficult to hit enemies behind it.

/::\ Smoked Hex.
\  /
Heavy Smoke

Much more potent then Light Smoke, this form of smoke is only created by Smoke Mortar rounds. They last only so long before they too disipate and go away. Like Light Smoke, they provide LOS blockers on a much larger scale. A wall of Heavy Smoke is an excellent thing to run past to prevent hostiles behind you from shooting you anymore.

/::\ Smoked Hex.
\  /
Snow

During winter, snow hexes may appear. Snow hexes slow down any passing unit and forces that unit to successfully roll a piloting BTH. If they fail they are dropped to speed zero and become stuck in the snow. They make piloting rolls at set intervals after that in an attempt to escape. You can attempt to clear a snow hex with lock X Y C. Snow hexes do have the advantage of cooling off Mech Units so they are not all bad.

/++\ Level 1 Snow hex.
\+1/
Desert

Wastelands of sand slow down almost every unit type. Jumpjets become useless and heatsinks become covered with reflected sunlight and blowing sand making them less useful. Some units will be ground do a halt. Tracked units seem to fair the best out of the Grount Units. Best to find a road then going through such a wasteland area.

/}}\ Level 3 Desert hex.
\}3/
Water

There are three different levels of water to note. Level 0 water does nothing to any unit and it can be transveresd by any unit. Level 1 water is impassible by anything but a Mech. While in level 1 water, a Mech can still shoot all torso and arm weapons. Level 2 and thicker water submerges any unit limiting their fire. Mechs must make a successful piloting BTH to enter any water hex. Any unit submerged underwater is immune to all Ballistic class weapons and laser weapons have their ranges cut in half. The only units that can safely float on the surface of water hexes are Naval Units, Hovers, and surfaced Submarines. Ground units that are waterproof may also enter water hexes without having to make a piloting BTH. Units such as the Undine fall into this category. They move along the bottom of the ocean, not on the top.

/~~\ Level 4 Water hex.
\~4/

Map Displays

There are two kinds of maps readouts:

  • Tactical
  • Long Range Scan

Entering 'TACTICAL [<BEARING> <RANGE>|<TARGET ID>]' will show you a tactical readout of your surroundings including terrain, elevation and all units within LOS. Setting the attribute "TACHEIGHT" on oneself will set how many hexes tall your tacticals are. '&TACHEIGHT me=10' will set it 10 hexes high.

> tactical
                                  1  1  1  1  1  1  1  1  1  1  2
    0  1  2  3  4  5  6  7  8  9  0  1  2  3  4  5  6  7  8  9  0
   \][/  \][/  \][/  \][/  \][/  \][/  \][/  \][/  \][/  \][/  \][/
1  /--\-1/  \-1/  \-1/--\~2/~~\-2/--\-2/--\-2/--\-2/--\-1/--\-1/--\  1
   \-1/  \__/  \__/  \-1/--\~2/--\-2/~~\-2/--\-2/--\-2/--\-1/--\-2/
2  /--\__/  \__/  \__/~~\-2/~~\-2/--\~2/--\-2/--\-2/--\-1/  \-1/--\  2
   \-1/  \__/  \__/  \~1/sx\~2/--\-2/~~\-2/--\-2/--\-1/  \  /##\-2/
3  /~~\__/  \__/  \__/--\~2/--\-2/--\~2/--\-2/--\-1/--\  /  \++/##\  3
   \~1/  \__/  \__/  \-1/--\-2/--\-2/--\-2/--\-2/~~\-1/  \__/--\++/
4  /~~\__/  \__/  \__/--\-2/--\-2/--\-2/--\-2/--\~1/  \  /  \-1/~~\  4
   \~1/--\__/  \__/~~\-1/--\-2/--\-2/--\-2/--\-2/--\  /  \__/--\~2/
5  /--\-1/  \__/  \~1/--\-2/--\-2/--\-2/--\-2/~~\-1/~~\__/--\-1/--\  5
   \-1/--\__/--\__/--\-1/**\-2/--\-2/--\-2/--\~2/~~\~1/~~\-1/--\-2/
6  /--\-1/--\-1/--\-1/--\~2/--\-2/--\-2/~~\-2/--\~2/--\~1/--\-2/--\  6
   \-2/--\-1/--\-1/--\-2/~~\-2/--\-2/--\~2/--\-2/--\-1/--\-1/--\-2/
7  /--\-2/--\-2/--\-2/--\~2/--\-2/--\-2/--\-2/--\-2/--\-2/--\-2/--\  7
   \-2/--\-2/--\-2/--\-2/--\-2/--\-2/--\-2/--\-2/--\-2/--\-2/--\-2/
8  /~~\-2/--\-2/--\-2/~~\-2/--\-2/--\-2/--\-2/--\-2/~~\-2/--\-2/--\  8
   \~2/--\-2/~~\-2/--\~2/--\-2/--\-2/~~\-2/--\-2/~~\~2/--\-2/--\-2/
9  /--\-1/~~\~1/--\-2/--\-2/--\-2/--\~2/--\-2/--\~2/--\-1/--\-2/--\  9
   \-2/--\~1/  \-1/--\-2/--\-2/--\-2/--\-2/--\-2/--\-1/  \-1/--\-2/
10 /  \-1/  \__/  \-1/  \-1/  \-2/  \-2/  \-2/  \-2/  \__/  \-1/  \ 10
   \][/  \][/  \][/  \][/  \][/  \][/  \][/  \][/  \][/  \][/  \][/

If you see an '**' on the map, that's you. If you don't and are looking at tactical done with no arguments given, it means that you are in the same hex as another unit (whos unit ID should be on your hex). The map is seperated into a series of hexes. Each hex has 4 sections

    /AB\ A: 1st character of the unit ID ('*' if your
    \CD/ unit is in the hex, otherwise it's the
            terrain of the hex.)
            B: 2nd character of the unit ID ('*' if your
                unit is in the hex, otherwise is's the
                terrain of the hex.)
            C: Indicates the type of terrain of the hex
                ^^ = Mountain ""= Heavy Forest
                `` = Light Forest ~~= Water
                %% = Rough ##= Road
                @@ = Building === Wall
                && = Fire ::= Smoke
                ++ = Snow (empty)= Plains
                #+ = Bridge
            D: Elevation level of the hex, 0-9 A-F
              *Elevation is zero if no number or letter
> tactical
       1  1  1  1  1  1  1  1  1  1  2  2  2  2  2  2  2  2  2  2  3
    9  0  1  2  3  4  5  6  7  8  9  0  1  2  3  4  5  6  7  8  9  0
   /##\][/  \][/  \][/  \][/  \][/  \][/  \][/  \][/  \][/  \][/  \][/
4  \##/  \__/  \__/  \__/  \__/  \__/  \__/  \__/  \__/  \__/  \__/  \  4
   /##\__/  \__/  \__/  \__/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
5  \##/^^\__/be\__/  \__/  \__/  \__/  \__/  \__/  \__/  \__/  \__/  \  5
   /##\^2/  \__/  \__/^^\__/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
6  \##/  \__/  \__/AU\^^/  \__/  \__/  \__/  \__/  \__/  \__/  \__/  \  6
   /##\__/  \__/^^\^1/^^\__/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
7  \##/  \__/  \^^/^^\^1/^^\__/  \__/  \__/  \__/  \__/  \__/  \__/  \  7
   /##\__/  \__/^^\^2/^^\^^/  \__/**\__/  \__/  \__/  \__/  \__/  \__/
8  \##/  \__/  \^1/^^\^3/^^\__/  \__/  \__/  \__/  \__/  \__/  \__/  \  8
   /##\__/  \__/^^\^2/^^\^1/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
9  \##/  \__/  \^1/^^\^3/^^\__/  \__/  \__/  \__/  \__/  \__/  \__/  \  9
   /##\__/  \__/^^\^2/bc\^1/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
10 \##/^^\__/  \^1/^^\^3/^^\__/  \__/  \__/  \__/  \__/  \__/  \__/  \ 10
   /##\^2/  \__/^^\^2/ba\^1/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
11 \##/  \__/  \^^/^^\^1/  \__/AL\__/  \__/  \__/  \__/  \__/  \__/  \ 11
   /##\__/  \__/  \^1/  \__/  \__/  \__/  \__/  \__/  \__/  \__/  \__/
12 \##/  \__/  \__/^^\__/  \__/  \__/  \__/  \__/  \__/  \__/  \__/  \ 12
   /][\__/][\__/][\^^/][\__/][\__/][\__/][\__/][\__/][\__/][\__/][\__/

In the example given in "news bmi11-3": Your unit is in sector 19,8 - Level 0 Grassland. Enemy unit AU is in sector 14,6 - Level 1 Mountain Friendly unit bc is in sector 15,10 - Level 3 Mountain There are no 'Mechs in sector 9,10 - Level 0 Road. You may also pull up a tactical map in a direction and range, or centered on another unit.

For example, to see 10 hexes to your south, enter: 'TACTICAL 180 10'

To see the tactical centered on unit BA, enter: 'TACTICAL BA'

Note that any unit (including yours) does not occupy the entire hex, but rather a point inside your particular hex. The 'NAVIGATE' command sheds some light on this concept. This can be useful especially when moving exactly east or west, because of the way the hexes kind of 'toggle'. Once you pilot for a little while and get used to it, you will understand what this means.

LRS

The Long Range Scan, or LRS, provides data on Mech location, terrain, and elevation on a full map - greater scale than the tactical. 'LRS <T|M|E> [<BEARING> <RANGE> | <TARGET-ID>]' Setting the attribute "LRSHEIGHT" on oneself will set how many hexes tall your tacticals are. '&LRSHEIGHT me=10' will set it 10 hexes high.

LRS Types


  • LRS [T]ERRAIN - Shows a long range terrain map.
  • LRS [M]MECHS - Shows a long range terrain map with units appearing on it.
  • LRS [E]LEVATION - Shows a long range elevation map.
> lrs t
             1111111111222222222233333333334444444444
   01234567890123456789012345678901234567890123456789
20 ` ` ` ` ~ ^   #                             ^ ^
    ` ` ` ^ ~       #                           ^ ^ ~ 21
21 ` ` ` ` ~ ^                                 ^ ^ ~
    ~ ~ ~ ~ ~       # # #                       ^ ~ ~ 22
22 ~ ~ ~ ~ ~ ^       # # #                     ^ ~ ~
    ~ ~ ~ ~ ~                                   ^ ~ ~ 23
23 ~ ~ ~ ~ ~ ^           #                     ^ ~ ~
    ^ ^ ^ ^ ^               @                   ^ ~ ~ 24
24 ^ ^ ^ ^ ^             #                     ^ ~ ~
    ^ " ^ ^                 @                   ^ ~ ~ 25
25 ^ ^ ^ ^ ^             #                     ^ ~ ~ 
>lrs m
             1111111111222222222233333333334444444444
   01234567890123456789012345678901234567890123456789
20 ` ` ` ` ~ ^      #                             ^ ^
    ` ` ` ^ ~       #                           ^ ^ ~ 21
21 ` ` ` ` ~ ^                                 ^ ^ ~
    ~ ~ ~ ~ ~       # # #                       ^ ~ ~ 22
22 ~ ~ ~ ~ ~ ^       # # #                     ^ ~ ~
    ~ ~ ~ ~ ~                                   ^ ~ ~ 23
23 ~ ~ ~ ~ ~ ^           #                     ^ ~ ~
    ^ ^ ^ ^ ^               @                   ^ ~ ~ 24
24 ^ ^ ^ ^ ^             #                     ^ ~ ~
    ^ " ^ ^                 *                   ^ ~ ~ 25
25 ^ ^ ^ ^ ^             #             t       ^ ~ ~  

'*' indicates where you are located, while the other letters indicate the type of unit the contact is.

   d : DS
   a : flying
   b : biped
   q : quad
   t : tracked
   w : wheeled
   h : hover
   v : vtol
   n : hull
   s : sub
   f : foil
> lrs e
             1111111111222222222233333333334444444444
   01234567890123456789012345678901234567890123456789
20         3 1                                 3 4
            3                                   3 4 1 21
21         2 1                                 3 4 1
      1 1 1 2                                   4 1 1 22
22 1 1 1 1 2 1                                 3 1 1
    2 2 2 2 2                                   4 1 1 23
23 2 2 2 2 2 1                                 3 1 1
    1 1 1 1 1 2                                 4 1 1 24
24 1 1 1 1 1                                   3 1 1
    2   2 1                 4                   4 1 1 25
25 2 2 2   1                                   3 1 1
        2   1               2                 3 4 1 1 26
26       2   1                               3 4 1 1
Basic Mech Instruction

BMI Index · Starting · Moving · Environmental Data · Engaging Targets · Modifiers and Damage


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