[330] Return to combat.
[417] These arrows can loop forward or backward through your Herc-Bioderm unit roster.
[418] Click and Drag mouse to control rotation.  Hold down Ctrl key to view hit probability model.  Also, The 4-5-6 keys on the keypad can also control the rotation.
[302] This area shows core structural components.  The number to the right indicates the percentage of effectiveness for that component.  The Herc's chassis is very important, because the Herc explodes when that percentage reaches 0%.  Once Nanorepair technology is available, incremental repair to damaged components is possible by clicking on the damaged component.
[331] This area shows fundamental Herc systems.  The number to the right indicates the percentage of effectiveness for that component. Once Nanorepair technology is available, incremental repair to damaged components is possible by clicking on the damaged component.
[332] This area shows the contents of all weapon slots.  The number to the right indicates the percentage of effectiveness for that component.  Once Nanorepair technology is available, incremental repair to damaged components is possible by clicking on the damaged component.
[333] This area shows the contents of all internal upgrades.  Some internal systems must be activated before they will operate.
[334] Shows an overall battle-status of the Herc.  A Herc in perfect condition except for a broken reactor could be considered easily fixed in the Herc Bay.  In combat, however this can render the Herc completely useless and this rating is weighted to reflect that.
[327] These are the important attributes that relate to this Bioderm's performance.
[401] Advanced Life Support systems are able to regenerate, stabilize, and detoxify the Bioderm.
[402] Rank for Bioderms is a classification based on their maturation process.  Rankings are Alphaderm, Betaderm, Cytoderm, Deltaderm ,and Endoderm, with five sub-ranks each.  Newly created Bioderms are classified as Alphaderm  1.
[403] The two numbers represent current age and maximum life expectancy.  Age is measured in years.  Each year in the Unitech calendar is ten months long.
[404] The better the piloting skill, the less reactor energy that is required for movement.  A higher piloting skill also lowers an opponent's chance to hit.
[405] This skill is used to fire standard energy weapons.  Lasers and other energy weapons are needed to bring down an enemy's shields.
[406] Missiles and rockets are highly effective over long ranges against armor not protected by shields, and most do not require a line of sight.  Few can be carried at one time. Energy is not required to fire them.
[407] Cannons and other ballistic weapons are effective against armor not protected by shields.  They are limited by the amount of ammunition that can be carried, but most use no energy to fire.
[408] Plasma weapons do huge damage to shields and lesser damage to armor.
[409] Electron Flux weapons create short range energy whips that are ineffective in damaging shields but pass through them to strike an opponent's armor.
[410] Weapons that fall under this category are either hybrid weapons (like Particle Guns, which deliver an energy-charged ballistic salvo) or employ unconventional forms of energy (like the Neutron Beam Weapon).
[411] The Command rating is the amount of Stability restored to any Bioderm within range.  This effect is cumulative if two Command Bioderms are nearby. Bioderms without a rating in Command can never gain it.
[412] The two numbers show the Bioderm's current health and potential health. 

Health is lost when a Bioderm's Herc is hit, or when the Bioderm is hit directly. Health deteriorates incrementally when the Bioderm's toxin threshold is exceeded, or when the Bioderm's Genetic Stability drops below its Instability threshold. Certain corrosive atmospheres will damage health each turn if Life Support has been damaged or, in some cases, completely destroyed.  When Health reaches 0%, the Bioderm is dead. 

Health can be completely restored with the Regeneration option in the Medvat.  Health is restored incrementally by more advanced Life Support devices, but very slowly.
[413] The two numbers show the Bioderm's current genetic stability and potential genetic stability. 

Stability is lost when a Bioderm's Herc is hit, or when the Bioderm is hit directly. Stability is also lost with each dose of Jackup Stimgland administered. Stability deteriorates every turn once the Toxin threshold is exceeded.  When the Bioderm approaches the Instability threshold it begins to turn blue, and its skill ratings will drop slightly. Once Stability drops below the Instability threshold, skill ratings drop sharply.  When a skill rating reaches 0%, the Bioderm will be unable to perform that task. 

Stability can be completely restored with the Stabilize option in the Medvat.  Stability is restored incrementally by more advanced Life Support devices, but very slowly. Placidex Stimgland rejuvenates lost Stability but contributes to Toxin buildup.  A Bioderm with Command can rejuvenate lost Stability if it is within three hexes of the Bioderm at the beginning of the turn. This effect is cumulative.
[414] The two numbers show the Bioderm's current toxin level and toxin threshold. 

Toxin buildup occurs only through the use of Stimgland. The two types of Stimgland are Jackup and Placidex.  Jackup increases a Bioderm's chance to hit with weapons, but lowers Genetic Stability.  Placidex rejuvenates lost Stability, but twice as much is needed to counter Jackup's Stability loss.  Once the Toxin threshold is exceeded, additional doses of Stimgland will produce no further beneficial effects.  The Bioderm will lose Health and Stability every turn until treated in the Medvat, or until advanced Life Support lowers the Toxin level below the threshold. 

Toxins can be completely removed with the Detox option in the Medvat.  Toxins are removed incrementally by more advanced Life Support devices, but very slowly.
[415] The Bioderm's assigned name.  The Bioderm's name can be changed in the Bioderm Facility, in any area but the Biovat.
[416] Administers "Jackup" Stimgland.  Each dose of Jackup increases a Bioderm's percentage in all skill ratings except Command for a number of turns.  Each dose also adds to the Bioderm's Toxin level.
[420] Administers "Placidex" Stimgland.  Each dose of Placidex rejuvenates lost Stability, up to the Bioderm's maximum.  Placidex also increases the Bioderm's Toxin level.
[421] This area shows all statistics related to the Life Support system protecting this Bioderm.  As the Life Support system takes damage, it becomes less effective.  This area also warns of any effects due to exposure to extreme atmosphere conditions.
[423] The Bioderm's depiction will change as it becomes unstable.
[424] Health is conveyed graphically with a green bar in each Bioderm interface.
[425] Stability is conveyed graphically with a yellow bar in each Bioderm interface. It is possible for Stability to drop below the Instability threshold rating of 0. In this event a negative rating and arrow are displayed.
[426] Toxin level is conveyed graphically with a blue bar in each Bioderm interface. It is possible to exceed the Toxin threshold of the Bioderm.  In this event an arrow and appropriate rating are displayed.
[429] These lights indicate the status of each rating: 

Blinking Green: Perfect 
Green: Good 
Yellow: Poor 
Red: Bad 
Blinking Red: Critical
[430] Select MOVE menu.  This makes all move options available.
[101] Select FIRE menu.  Weapons may be fired directly from this menu after a target is chosen.  Weapons may also be fired with corresponding number keys.  Continuous clicking on the enemy will also fire weapons.
[102] Select INTERNALS menu.  Some internal systems must be activated before they will operate.
[103] Select SHIELDS menu.  Energy-based attacks are required to deplete shields.
[104] View Herc damage.  This mini-damage model shows damaged areas through color-coding, as well as what shields are active.  Clicking on this area gives access to a detailed damage model interface.  Once Nanorepair is available, incremental repairs are also possible.
[105] Shows current Herc name.  The Herc's name can be changed in the Herc Bay, in the "Manage Hercs" area.  Once there, click on the Herc's name to change it.
[106] View Bioderm status.  The Bioderm's depiction here communicates its Genetic Stability. When approaching Genetic Instability the Bioderm turns blue, eventually losing all cohesion. Clicking on this area allows access to the Bioderm interface, including skill ratings and Stimgland administration apparatus.
[107] Shows the current Herc pilot's name.  The Bioderm's name can be changed in the Bioderm Facility, in any area but the Biovat.  Once in the Bioderm Facility, click on the Bioderm's name to change it.
[108] Select previous unit.  This will loop through the Herc-Bioderm unit roster.
[109] Select next unit.  This will loop through the Herc-Bioderm unit roster.
[110] Mark this unit as done for their turn.  Removes the Herc-Bioderm unit from the scrolling roster for the remainder of the turn.
[111] End entire turn.  
[112] This display shows available battery power.  Battery power cannot be used for movement (other than crouching).  Battery power is used to fire Energy, ELF, Plasma, and most Advanced Technology weapons once reactor power is depleted.  Green marks show power available, red indicates power depleted, and yellow shows projected power use for planned actions that require energy.
[113] This display shows available reactor power.  Reactor power is a Herc's primary power source. Green marks show power available, red indicates power depleted, and yellow shows projected power use for planned actions that require energy.
[114] Shows Bioderm status levels.  Detailed information can be retrieved by clicking on the Bioderm face found next to these bars.
[115] Click and Drag to scroll map.
[201] Rotate map counterclockwise.  This is often useful in looking around terrain features.
[202] Rotate map clockwise.  This is often useful in looking around terrain features.
[203] Zoom out from map.  Useful in examining all strategic and tactical aspects of the battlefield.
[204] Zoom in to map.  Useful in examining terrain features.
[205] Rotate Herc counterclockwise.  Useful when preparing for return fire.
[501] Rotate Herc clockwise.  Useful when preparing for return fire.
[502] Move Herc forward.  This is useful when jumping into deep pits.
[503] Stop movement.  This is useful when nearing the enemy as low sensors update.
[504] Crouching is used defensively to minimize your Herc's surface area against incoming attacks. This effectively subtracts from your enemy's chance to hit your Herc.  While crouching is useful defensively, it also lowers your offensive capability.  This also applies to Return Fire. Crouching is very effective when receiving fire from below, but useless when attacked from above.
[505] Stand from any crouch.  Standing returns the Herc to full offensive capability.
[506] Continue any unfinished movement.  Useful in moving slow Hercs long distances over many turns.
[507] Continue any unfinished movement (all units).  Useful in moving slow Hercs long distances over many turns.
[508] Issues the last move order to this unit.  This can prove helpful in moving large numbers of units around a battlefield. You may give an initial order to a commander, then tell others in that group to follow.
[715] Mark weapon availability for return fire.  You may prefer to fire weapons with limited ammunition manually, rather than have your Targetting Computers return fire automatically.
[716] This area shows any known intelligence information about a target.  This includes type, range and an estimation of their damage.
[717] Shows current shield strength.
[801] Adjust the shield facing.  Click and drag the control to reinforce a particular direction.
[803] Equalize shield power to all sides.   After an attack, you may use this to recalibrate your shields to and 
[802] Shows statistics about this terrain.  Height is the number of elevations above level 0.  Move Cost is the amount of energy required to cross this hex by the currently chosen Herc.  Bonus (Offensive) is the modifier to the chance to hit when firing from this hex.  Bonus (Defensive) is the modifier to the Herc's defensive capability when occupying this hex.
[1002] Shows terrain contents along with a description of what is contained in that hex.
[1401] This area shows some of the more important details about the world and its relevant combat effects.   A more detailed explaination may be found in the mission briefing.
[1402] This section shows the status of your force during enemy attacks.
[901] This section shows the status of the last attacked Herc and Bioderm.  You can view status any your units by clicking on them.
[905] This section shows any known intelligence information regarding the last attack on your units.
[906] Press this button to return to General Menu.
[1501] This area shows the Victors emblem.
[1502] This area shows how many units were lost by each player.
