Cyber Knight

Description
In the 24th century, humans have successfully colonised space. When things take a turn for the worse in the fight, the crew of the starship Swordfish are in the middle of an engagement with space pirates. The crew, in a fit of desperation, activates their jump drive without specifying a destination, and as a result, they find themselves being propelled to the centre of the galaxy. However, the Swordfish has sustained significant damage, and many people, including the captain, have been killed. Only 26 members of the crew managed to stay alive, and only six of those are combat ready. These six individuals are the commander, two soldiers, a mechanic, and a doctor. They also have six enormous "Module" mechanised suits at their disposal. These survivors come across the planet Farworld, which appears to have been colonised by humans. When they get there, they find that the colony is being attacked by ruthless mechanical aliens that have been given the name "Berserkers." The crew of the Swordfish has no choice but to engage the Berserkers in combat while simultaneously searching the galaxy for a way to get back home.
The role-playing game Cyber Knight has a science fiction setting in which the player is lost in an alien galaxy. The game is played from a top-down perspective when moving around on planets and areas, from a side-view perspective when engaging in combat, and from a first-person perspective when using the menu system aboard the Swordfish starship. The Swordfish has the ability to travel between the stars and investigate different worlds. If the ship is able to successfully land on a planet, it is possible to select three crew members who will each pilot a Module, which are large robots, to disembark and explore the planet. On many planets, there will be towns or people living on them that can be spoken to in order to discover information about the planet. A variety of quests must be completed in order to acquire the necessary items to make further progress. There is no method of exchanging money or purchasing goods. In its place, many vanquished Berserkers leave behind "NeoParts," which are items that can be brought back to the lab where the Swordfish is located. An examination of these Neo parts grants the Modules improved statistics (such as endurance, agility, and accuracy, amongst others) and enables them to carry new types of weapons. In terms of statistics, each of the six modules is unique, and each of the six pilots possesses a unique set of abilities.
The battles are fought using a turn-based system on a field that is 6x6 squares. When viewed from the side, the three modules have the ability to be positioned in relation to adversaries in order to attack with a variety of close-quarters and long-ranged weaponry. Although ammunition is not limited in any way, each module does come equipped with a certain number of "options" that are expendable assaults. One set of hitpoints is reserved for the module's pilot, and the other set is reserved for the module itself. If either of these goes below zero, the module will be removed from the system. In order to maintain their health, the party always carries ten of both repair and first aid kits, which must be stored away when they are not in use.