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1978/04/05

War World Tactical Combat

War World Tactical Combat
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First, you take a seat in the Wave Chair. Seconds, after the Tech hooks
you up and gets the chair on line, its time to take a ride.
As the system powers up, an electro magnetic pulse is produced by the chair
and washes over you like a wave of warm sunlight on a summer moing. Your
eyes are closed, and as the wave of warmth flows over you, colors explode
across your visual cortex and you are transported into a new world of
amazing sensations. What has happened is that your consciousness is
basically copied and pasted into the matrix of your mech, as your body
remains safe in the Wave Chair. This process is referred to as
"riding the wave," or "the ride."

You open your eyes and you are now a 3 meter tall
(give or take a meter or two), mechanized warrior. Your arms are the arms
of the mech, your legs are the legs of the mech, and all the power of the
many tactical systems of your mech are now extensions of your own
consciousness and are no longer separated from you by wires, computer
chips or mechanical connections of any kind. The Wave Chair creates the
ultimate interface between warrior and machine you are one, but without
the looming threat of annihilation. If your mech goes down, your
consciousness is swept back to your body unharmed. There have only ever
been a few cases where a consciousness was lost before it could get swept
back.

That is how the warriors of War World mount up. War Worlds primary outlet
for mech on mech combat (for sport and for training), is the ACN
(the Arena Combat Network). There are ACN arenas located throughout
War World mostly inside the protected confines of the seven city states.
However, there are many arenas that are not protected by the laws of the
city states, where a much fiercer and deadlier form of mech combat takes
place; sometimes for sport, sometimes for punishment and sometimes for
conflict resolution.

warworld.net/

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