DARK
REIGN 2
[SINGLE PLAYER DEMO]
Developed
By
Pandemic
Studios
Published
By
Activision
=========================
##
This demo is intended for use with US English Language Versions of Windows® 95
or Windows® 98 only. ##
Windows
NT® is not supported
Size of
File (In Megabytes): 34
Instructions:
This demo
contains two single player levels from Dark Reign 2. Download the demo and, if necessary, the DirectX® 7.0a installer
from the Microsoft® DirectX Web site at: http://www.microsoft.com/directx/
How do
I install the demo?
The file that you download (Dr2demo.exe) can be executed from anywhere
on your hard drive. Just double-click on it, choose Setup to continue the
installation, or Cancel to abort the installation. Follow the prompts. When
you have installed the game continue to the section below called LOADING DARK
REIGN 2.
Download times should be...
·
153
minutes at 28.8
·
82
minutes at 56
·
36
minutes on ISDN
...depending
on how busy our server and the Internet are at time of download.
How do I remove the demo?
Under your programs menu select the Dark Reign 2 Demo menu. Within the Dark Reign 2 Demo menu is a
selection for Uninstall Dark Reign 2 Demo.
Select "Dark Reign 2 Demo" to uninstall the demo.
Demo System Requirements:
US
English Language Version of Windows® 95 or Windows® 98
Pentium®
II 233 Mhz processor
64 MB of
RAM
100%
DirectX® 7.0a compliant 4MB 2D Card (or 2D capable 3D card*) and Drivers
100%
DirectX 7.0a compliant 3D Card and Drivers **
100%
DirectX 7.0a compliant true 16-bit sound card and Drivers
100%
Windows 95/98 compatible mouse or trackball and Drivers
100%
Windows 95/98 compatible keyboard
Requires
DirectX 7.0a or higher
Supported
3D Chipsets for Windows 95/98***
3DFx
Banshee
3DFx
Voodoo 2
3DFx
Voodoo 3
ATI Rage
128
Matrox
G200
Matrox
G400
NVIDIA
TnT
NVIDIA
TnT2
NVIDIA
GeForce
NVIDIA
GeForce 2
* Some 3D
cards do not have refined 2D capabilities.
Your 3D card may meet this requirement without the need for additional
hardware. Please contact your 3D card
manufacturer for further information on your card's capabilities.
** 3D
Accelerator Card Required - A 100% DirectX 7.0a (or higher) compliant 3D video
card and driver with z-buffering capability is Required to play Dark Reign
2. Dark Reign 2 uses Microsoft's
Direct3D to support 3D hardware acceleration.
It has been tested on many, but not all of the major cards incorporating
the chipsets whose names are listed above.
Some 3D accelerator card brands utilizing the chipsets whose names are
listed above may not be fully compatible with the 3D acceleration features
utilized by Dark Reign 2.
*** Some,
but not all of the cards with the chipsets above have been tested on Windows
2000. For Windows 2000 3D Support,
please refer to your hardware manufacturer for 100% DirectX 7.0a (Direct 3D)
compliant Windows 2000 Drivers.
Un-Supported
3D Chipsets for Windows 95/98
3DFx
Voodoo 1 *
3DFx
Voodoo Rush *
3DFx
Voodoo 5/5500 **
ATI Rage
Pro *
Intel
i740 *
Intel
i810 *
NVIDIA
Riva128 ***
S3 Savage
4 *
S3 Savage
2000 ****
* This
chipsets performance is below Dark Reign 2's minimum requirements, however no
other graphical problems were exhibited.
If you play with this card you will experience slower performance in
Dark Reign 2. We also suggest keeping
your graphical settings on low. Some of
these cards also require reference drivers to run Dark Reign 2. Please read the section below about
reference drivers.
** At the
release of Dark Reign 2 this card was not available in stores. We have tested Dark Reign 2 on the beta
hardware and release drivers and no issues were found.
*** This
chipsets performance is below Dark Reign 2's minimum requirements, and some
minor graphical issues were present using the latest reference drivers. If you play with this chipset you will
experience slower performance in Dark Reign 2.
We also suggest keeping your graphical settings on low. Please read the section below about
reference drivers.
**** This
card exhibits graphical artifacts in the loading screens causing a vertical
line and a horizontal line on the screen.
Also on mouse roleover text in the game there is a minor flickering
effect on the text. This was occuring
with the latest shipping drivers as of 5/30/00. This did not effect the gameplay performance and no other issues
were present.
[Note
on Reference Drivers]
Video and
3D Cards are a combination of a core chipset and additional electronics added
by the card manufacturer to implement special features outside of the
capabilities of the core chipset (i.e. Diamond uses the Voodoo 2 chipset by
3Dfx as the core of their Diamond Monster 2).
Reference
drivers are drivers made for the core chipset by the chipset manufacturer. They
tend to only support features that are supported by the core chipset itself.
The card manufacturer uses these drivers as the starting point to create the
manufacturer's drivers for their card. Manufacturer's drivers typically are
more fully featured, and support all features built into the card.
It is not
always a safe assumption that the reference drivers are the best drivers for
your card, since some of the features added by the manufacturer of the card may
require a substantial change in the reference drivers before they will work on
the card.
Dark
Reign 2 does not support video or 3D card reference drivers. It is suggested
that code released DirectX 7.0a compliant drivers be used. We will however note
where we have seen improved stability and performance in the reference drivers
as an indication of what should be available when that version of the reference
drivers is integrated into your manufacturer's drivers.
SECTION
1: LOADING DARK REIGN 2
To launch
the Dark Reign 2 demo, select your Programs Menu, then under the Dark Reign 2
Demo folder you will find a shortcut labeled Dark Reign 2 Demo. Select that to load the Dark Reign 2 demo.
If you
have both a primary display adapter (i.e. TNT) and a secondary adapter (i.e.
Voodoo 2) then it will ask you to pick one.
If you only have one display adapter then it will skip to the next
option.
After
loading the demo you will be presented with the following selections at the
main screen:
LOAD
MISSION
Select
this to play the game. This will load
the currently selected mission.
NEXT
MISSION
Use this
selection to go from Demo Mission 1 to Demo Mission 2. Please note however that you will need to
complete Demo Mission 1 before having access to Demo Mission 2.
SAVED
GAMES
When
selected this will bring up a listing of your current saved games. You can select any of your current saved
games and load them at anytime from this screen.
DIFFICULTY
LEVEL
By
default this is set at Normal. You can
also select Easy, Hard, or Brainsick.
We don't recommend Brainsick for even the hardcore RTS players. It's really tough, but if you feel up to the
challenge then by all means go for it.
OPTIONS
After
selecting options you will be brought to a screen that will allow you to change
your overall configuration for your computer.
After you have made any changes here select APPLY prior to returning to
enable those changes.
QUIT
Exits the
Dark Reign 2 demo.
SECTION
2: PLAYING SINGLE PLAYER
Some of
the advanced AI control features are listed on the lower right hand side of the
screen. Including AI behaviors,
etc. You can also generate paths using
the functionality in the upper right hand side of the screen which lets you set
down paths and determine if they are 1-way, 2-way, or looping paths.
Example:
If you select a construction rig then the things it can build will be displayed
on the lower left. Other units will
show different functionality.
MOUSE AND KEYBOARD
COMMANDS
GENERAL
O Open/Close Objectives Window
Shift-O Display
Orders Menu
Ctrl Cue Any Order
Tab Toggles Trails menu
Backspace Delete
Last Trails
Delete Delete
Selected Trail
Ctrl-S Quick
Save Mission
Ctrl-L Quick
Load Mission
Pause Pause
Game
Scroll
Lock Frame Advance When Paused
Print
Screen Create a Screenshot
Space Jump
to Location of Last Warning Message
Ctrl-Space Message
Return
Enter Activate
Client Chat
UNIT
Ctrl -
<1-0> Adds Selected Units to Squad (removed selected units from
any previous squad)
Alt -
<1-0> Adds Selected Units to Squad
(retains squad you are adding units to)
1-0 Select Squads
Ctrl-Left-Click Selects
All Units of Same Type
Alt-Left-Click Selects
All Units of a Type on Screen
M Move & Attack
Shift-M Move
A Attack
Shift-A Attack
Without Moving
S Stop
T Turn
Shift-D Self-Destruct
G Guard
[ ] Select Next/Previous Unit and Jump to Location
Alt -[ ] Select
Next/Previous Unit of a Type and Jump to Location
J Jumpscroll (click to trigger)
U Upgrade
W Restore
SQUAD
MANAGER
<1-0> Selects
Squad
Shift
<1-0> Jump to Squad
Left-Click
on # Jump
to Squad
V Selected Units Move to Wedge formation
B Selected Units Move to Box formation
N Selected Units move to Line formation
X Selected Units Scatter
BUILDING
MENU
Left-Click Build/Add
Unit to Production Queue
Shift-Left-Click Add
Five Units to Queue
Right-Click Remove
One Unit from Queue
Shift-Right-Click Remove
All Units from Queue and Cancel Construction
P Pause/Unpause Building Construction
R Set Building Rally Point
> Rotate Building Cursor Clockwise
< Rotate Building Cursor Counter-Clockwise
H Jump to Command Center
CAMERA
Arrow
keys Scroll Camera/Map
F Camera Freelook (hold)
F1-F6 Change
Camera Presets
Numpad
arrows Change
Camera Facing
Num5 Face
North at Default Camera Height
Num7 /
Num9 Rotate
Camera 90*
Right
Mouse (Hold) Scroll
+ Left Control Pivot
+ Left Alt Rotate
+Left Control & Left AltSwoop/Zoom
Mousewheel Swoop
USING
THE CAMERA
There are
several controls for adjusting the angle and view of the game world.
Scrolling
You can
scroll around the map by moving the mouse cursor to the edge of the map. The
map will scroll in that direction. Note: Edge scrolling is not available in
windowed modes. To scroll much faster, press and hold the right mouse button
while moving the mouse. You can also scroll by using the arrow keys on your
keyboard.
Vertical
Angle
To adjust
the angle by which you view the action, use the F1 - F6 keys. F1 is low to the
ground and close to your units, F2-F6 adjusts the camera progressively higher.
You can also use your mousewheel to adjust the vertical angle of the camera.
Rotating
You can
rotate the camera with the 7 and 9 keys on your keyboards number pad. These
keys will rotate the camera 90 degrees in the desired direction. After the
camera rotates it will still be looking at the area you were previously
viewing. You can also rotate incrementally by holding down both mouse buttons
simultaneously and moving the mouse left or right.
Heading
You can
change the cameras heading, or the way its facing, by using the arrow keys on
your keyboards number pad. The up arrow will face the camera North, down South,
right East, and left West.
SECTION
3: UNITS/BUILDINGS IN DARK REIGN 2
The
following listing goes over the units for the two different sides.
Some units are
unavailable in the Demo. Unavailable
units are highlighted in red. These
units are not selectable by the user, however some are available to the AI.
JDA
Guardian
Even
centuries ago, the Guardians of the Order were synonymous with law and order;
now their descendants, known to us simply as Guardians, serve the Domes as foot
soldiers of the JDA. Whether conducting a Rumbler round-up in Deyssa Sprawl or
responding to an attack on the Dome Rampart, they're the first ones into a
crisis zone and the last to leave. Armed with Grepler trip-rifles-"a
grunt's best friend" - they're also protected by regenerating armor.
Role General Sight range Norm
Hit
Points Low taelon cost Low
Damage Low Command
cost 2
Speed Norm
"Give
me ten Guardians and a week, and I will change the course of history."
- Lt.
Major T. Kelvin Duran, 6th Protectorate, in a 21.9.2492 interview with
Commonwealth Today
Enforcer
Our
elite, high-flying Guardians, equipped with Kontel-Murfee dual-exhaust PJPs
(personal jet propulsion devices) bring death from above to ground-based
Sprawlers. Their maneuvering ability makes them impervious to most infantry
attackers, though they can be vulnerable to anti-air units (like the Go-Gos of
the Sprawls). Enforcers come armed with third-generation Grepler swit-bore
rifles.
Role Anti
Personnel Sight range Norm
Hit
Points Low taelon cost Low
Damage Med Command
cost 2
Speed Norm
"All
of a sudden they come over the mountains like a swarm o freakin mosquitoes
through the night fog -- I thought I was gonna hafta bail... Still givin me
nightmares, those flyboys."
- Valen
Caffardlin, Member, Go-Gos of Nagaer Sprawl(overheard in a cashdown)
Castigar
Bearers
of the highest standard in noble gallantry, the knightly orders of Castigars
have now pledged their honor in willing servitude to the JDA (unlike their
errant brethren, the Judas). They guard our spanways as huge, walking towers of
high-tech armor and strength, mounting as their principal weapons enormous
Jarvik surpressor cannons on their enormous, power-assisted arms.
Role Anti-Vehicle Sight
range Norm
Hit
Points Med taelon cost Low
Damage Med Command
cost 2
Speed Norm
"Proof
that God is on our side and that He has no mercy whatsoever in His heart."
- Edward
Dalen, to Primatur Colum Birabess at the Council of Mehica, 2503
PsiTech
Our noble practitioners of the Healing Arts and Sciences, trained
and field-tested as they have been for decades at Angel Bays own Ucladian
Hippocreum. Whenever a Guardian or Castigar is wounded in a campaign, the men
and women of PsiTech are there with the latest medical technology and their own
psychogenetically-boosted Psi-Ray. Theyre also handy with a quad-wrench if an
Enforcer takes shrapnel in his PJP.
Role Healer Sight range Norm
Hit Points Low taelon cost Med
Damage N/A Command cost 2
Speed Slow
"She changed the dressing on my Maser burns, held my hand at night when the pain got real bad and even managed to get that ping out of my Boomers plasma carb. If you ask me, theyre all angels!"
-PTC Lylo Hantrev 2nd Platoon, 43rd Infantry, Division 6 (Miadad
Dome)
Shadowhand
Any healthy society needs a secret police force, and ours is no
exception. For many years, the Shadowhand have been famous for their ability to
blend in and spy on enemy strongholds at will. Today, the Circle serves the JDA
with new light-refracting polymer and Psychopush technologies (all highly
classified, of course); Shadowhand operatives can seemingly become the enemy
they stalk, and make their way unnoticed into his lairs.
Role Spy Sight
range Far
Hit Points Low taelon cost Med
Damage N/A Command cost 2
Speed Norm
"But he... he looked... he looked just like you, sir!"
- Reportedly the dying words of shocked Rumbler Janus Karavion, to
his gang boss as he expired from twelve stiletton wounds, Quilvio Sprawl, 2504;
heard by another Shadowhand operative still in the room.
Watchman
These giant walkers, made by Garonti-Scherm and first used in the
Beijinta Campaigns of 2493, are extremely useful as escorts for tank columns.
With their SWARMs (Short-range Wide Area Reaction Missiles), they make an
excellent anti-aircraft defense (as the Corsairs in the Byzardian Conflict found
out!). Their vulnerability to ground attack is, however, considerable.
Role Anti-Air Sight range Norm
Hit Points Med taelon cost Med
Damage High Command cost 3
Speed Fast
"We were thirty-five klicks away when they first locked on and
started lobbing those (expletive deleted) bumblebee-missiles at us. Like flying
through a swarm of giant gnats. I hate those (expletive deleted) (expletive
deleted)."
- Byzar pilot Ural tam Rigo, from his bed in Istandar Domes Konst
Military Medical Center, 2494
Blackstar
Small,
sleek, and birdlike, Blackstars have been our workhorse aircraft for over
twenty years, and are especially agile in the close quarters of an urban
Sprawl. They are powered by twin outboard Fawasi 529-Airhawk ion-pulse/jet
hybrid engines, and modified Trace Masers allow their shots to pursue an enemy
to his final destruction whether hes in the air or on the ground (though the
diminutive Blackstar has limited ammunition capabilities). They often escort
our Strikers on their bombing runs.
Role Anti-Air Sight range Norm
Hit
Points Low taelon cost Med
Damage Med Command
cost 3
Speed Fast
"If
theres ever a combat-use aircraft Hall of Fame, Blackstar will undoubtedly be
the first and unaninmous inductee."
- Strike
Craft Illustrated, May 2501
Striker
Since the uprisings at Damasq four years ago, the shadows of these magnificent bombers have struck fear into enemy hearts. Like a giant bird of prey, our Strikers descend from the air to drop their dreaded Litson I-19 Hellfire Bombs, decimating an unsuspecting enemys armored column or obliterating his headquarters. They carry limited ammunition and require the services of nimbler escorts to defend them from other aircraft, but the Striker remains the big air gun in todays JDA.
Role Anti-Ground Sight range Norm
Hit Points Med taelon cost High
Damage V. High Command cost 3
Speed Fast
"Against men, we could continue. Against guns, and tanks, we
could persevere. But this... this monster of the sky can signify only one
thing: the Gods will the end of our glorious struggle."
- self-styled Damasqian revolutionary leader Shidona Pri, 3.12.2493
Warden
With
these small, unmanned hover pods, our forces are able to detect and counter
much of the Sprawls special weaponry, including mojos and traps. They can also
reveal morphed Infiltrators and cloaked Fiends. The secret is a highly
classified antenna system designed at the Garonti-Scherm labs in Midway Dome,
which gives the JDA better ears and eyes than ever before. The propulsion
system, by Fawasi, allows the Warden to run almost silently, and thus makes it
highly effective for in-Sprawl missions.
Role Sheild/Anti-Clandestine Sight range Norm
Hit
Points Med taelon cost Med
Damage N/A Command
cost 3
Speed Norm
"One
of the Decades Ten Best (two decades running)"
-
Surveillance Monthly, August 2499
Rover
Of a
similar size as the Warden, the Rover is an unmanned hoverpod first used for
reconnaissance and light combat in the Dallaston riots twenty-one years ago.
With a highly recognizable profile due to the protruding shields on each side,
it utilizes the same Fawasi hover-propulsion system as the Warden, but unlike
that craft the Rover also carries its own Nix-Yelco laser weaponry.
Role General Sight range Norm
Hit
Points Low taelon cost Low
Damage Low Command
cost 3
Speed Norm
"Somebody
get that (expletive deleted) thing off a me!"
- Dayess
Sprawl resident and suspected Fiend leader Jo-Jo Ecafda, moments before his
refusal to surrender led to extermination by a Rover Patrol craft.
Bulldog
These
light tanks, our main such ground vehicles, have proven their usefulness time
and again over the years, most recently against the Judas in the Spanway
skirmishes in Bone Valley outside Angel Bay Dome.
Manufactured
for us by Insignus, their main weapon is a Miklin 346-B high-traj mortar
cannon, which can be used to great effect against enemy infantry or, should the
situation dictate, mobs of lawless Sprawl rioters.
Role Anti-Personnel Sight
range Norm
Hit
Points Med taelon cost Med
Damage Med Command
cost 3
Speed Norm
"I've
driven every ground vehicle we've got, but I'm here to tell you, Id rather be
in an L-4 (Bulldog) every time. The
balance between maneuverability and firepower cant be beat."
- Capt.
JG Fuller Yntami, Rampart Division, Angel Bay Dome
Growler
This heavy tank, built by FrennetiCorp Land & Sea, showed at the
Seaport Dome terrorist attack just how much havoc it can wreak against other
tanks or even buildings! It carries a Harkli Mark 7 rail gun, which fires
high-speed uranium projectiles, ensuring total destruction of any enemy target
either stationary or moving at less than 75 kph.
Role Anti-Tank Sight range Norm
Hit Points High taelon cost Med
Damage High Command cost 3
Speed Norm
"This big boy may be expensive, but the muscle it brings to a
fight is unparalleled."
- Tank & Armor, February, 2497
Mastiff
These self-propelled artillery units combine the best features of a
light tank with a powerful Miklin 790-series artillery gun which produces an
arcing fire that rains oblivion on unsuspecting Sprawlers.
Though a good all-target fighting machine, the Mastiff carries light
armor; the well-publicized events of the Warsavian police action in 2499 showed
it is best used from a rear-line position where we can protect it from air
attack.
Role Artillery Sight range Norm
Hit Points Med taelon cost High
Damage V. High Command cost 3
Speed Slow
"Two shots... It took out the Parliament building in two
shots... Demolished... I cant believe it..."
- stunned Net-Verite journalist Armena Comarra, live rooftop
broadcast from Warsaw Dome, 27.10.2499
Collector
Our
Kealan-armor plated Taelon Collectors are manufactured for us by Insignus. Its
ironic that one of our simplest vehicles is also one of our most important. We
only wish Insignus could provide us with a faster vehicle, but theyve assured
us its not possible with the armor weight that weve specified.
Role Resource
Collection Sight range Norm
Hit
Points V. High taelon cost Med
Damage N/A Command
cost 1
Speed Norm
"That
new Taelon deposit up in Dena was crawling with Rumblers, but those new Collectors
held up real good. Didnt lose but one before we tapped it out."
- T-Crew
chief Everell Means, JDA Resource Management Corps
Hover Collector
Our Hover Collectors are designed along similar lines to our regular collectors they also feature Kealan-armor plating. Their hover propulsion is provided by a Fawasi well converter. We had them built specially for getting to some of the newest Taelon outcroppings that are appearing on some of the newly formed coastal islands of Asia and America.
Role Resource Collection Sight range Norm
Hit Points V. High taelon cost Med
Damage N/A Command cost 1
Speed Norm
"Our division set a new Taelon collection record last year, and
thanks to our new hover collectors, Im sure well break it this year."
- Isley Taelon Extraction Inc. Chair Wayne Seaden in an interview
with Geo Quarterly, March 2499.
Construction
Rig
The new
Rigs made for us by Insignus are plated with some of the same Kealan armor used
to protect our Taelon collectors. Pod navigation is the ingenious design of the
team at Fawasi. Our Rigs can get basic facilities up and running in minimal
time
Role Construction Sight
range Near
Hit
Points Low taelon cost Med
Damage N/A Command
cost 1
Speed Slow
"When
that pack of screaming Go-Go's came down on us, we knew we had to get our
Sentinel Guns rebuilt immediately. The Go's weren't stupid, they went after the
Rigs right away. Several of them took some shots, but we got two guns put
together pretty quickly, and then those damn Go-Go's became went-gones."
-
Strikeforce leader Morly Ferafson, recalling a surprise attack on Precinct 5 in
the Sprawls around Mount Denver.
Patrol Cruiser
Our primary small attack boat, this version of the FrennetiCorp Land
& Sea T-Series was adapted especially for use by the JDA in combat
situations, and saw its first action in the Guantana Dome invasion three years
ago. Used for water reconnaissance and escort duty, the Cruise is also an
effective defender against both air and water attack, and has chalked up an
excellent record providing supplementary defense for other, larger JDA
watercraft.
Role General Sight range Norm
Hit Points Med taelon cost Med
Damage Low Command cost 3
Speed Fast
"A Dreadnaught without a Patrol Cruiser escort is like a hippo
in a river it can hurt you, but it can't maneuver well. Add a couple of PCs now
youve got two crocodiles in the mix, and the options for mischief are
exponential."
- Lt. Cmdr. Ryan Keel, Captain of the Patrol Cruiser Kilroy,
DSL-5377
Dreadnaught
If the Mastiff is our big land gun, then the Dreadnaught is like a
Mastiff on the open seas. A larger vessel than the Patrol Cruiser,
FrennetiCorp's JC-117 Dreadnaught combines all the advantages of a land-based
artillery-launch system with the ability to deploy anywhere on the 5/6ths of
the Earths surface which is covered with water. This has proven a boon on
missions to areas, which were too remote to easily bring in ground artillery,
like the Micronesian Melees of 2490.
Role Artillery Sight range Norm
Hit Points Low taelon cost Med
Damage High Command cost 3
Speed Norm
"We never stood a chance... At least I can swim."
- Micronesian terrorist Jinga Tungaka, survivor of the Melees,
before being sentenced to work on Callisto
Tech Boat
MacDill & Howits trusty 9000-series is the basis for our Tech
Boats, which are dispatched to repair other watercraft both in port and on the
water. Ever since the Ross Dome disaster they have earned a reputation for
keeping a fleet up and running even in the heat of combat or emergency
operations. Powered by a rugged Fawasi counter-prop engine with jet intake, the
TB's generally arrive on the scene in good order.
Role Repair Sight range Norm
Hit Points Low taelon
cost Med
Damage N/A Command
cost 3
Speed Norm
"Skipper asked me if I wanted a transfer twice already. I
turned her down; where else would I want to be? Without us, the whole fleet'd
have to stand down inside six months. Now that's what I call
indispensable."
- Ensign Tiggo Phillipa, Tech Boat MacGuffin, DSY-8364
Sky Fortress
The largest, most powerful, most majestic of all our airships, the
Sky Fortress, a joint project of Garonti-Scherm and Insignus, resembles nothing
so much as the floating alien saucers, tales of which parents used to frighten
their children with centuries ago. Sprawlers have been known to run in terror
at the sight of its enormous shadow sweeping across their hovels. Its highly
modified Nix-Yelco TR-47 fusion beam accelerator is the largest single weapon
any of our forces have at their disposal; it can erase whole city blocks with
one blast and has, as anyone present at the Johan Dome crisis of 2502 could
attest, had they survived.
Role Base Annihilation Sight range Norm
Hit Points Low taelon cost High
Damage V. High Command cost 4
Speed Slow
"Pity is for the weak. This is what strength looks like."
- 0-0 Edward Dalen, at the christening of the first commissioned Sky
Fortress, the Sargon, DSH 2809, 23.7.2493
SPRAWLERS
Welcome to the Works, kid. Come on in. This is it, the place where we develop a bunch of the hardware that's carried by the guys out there on the street. At any given time well have a collection of some of the toughest customers in the Sprawl down here, gettin new weapons, gettin their stuff fixed, or tradin stuff in. Sure, a bunch of it is recycled outta stuff we ripped off the JDA, but a lot of the rest of it is stuff we come up with ourselves, an a lot of it beats that standard assembly-line weaponry they use. Ya see, our stuff has special modifications, extra features, stuff those JDA dims haven't been able to figure out yet. Come on. I'll show ya.
Rumbler
Rico here, he's a Rumbler. There's more of them than any other gang,
and they're a pretty tough bunch. We call 'em the sons of Robar - you've heard
of him? Well, that's another story... Now for the Rumblers we put together some
of these big charge-cannons - showim, Rico they take both hands, as you see,
and they fire one hell of an energy blast. No, Rico, no need for a
demonstration... The Rumblers, they been around a long time, and I'd match one
a them up against a Guardian any day of the week.
Role General Sight range Norm
Hit Points Med taelon cost Low
Damage Low Command cost 2
Speed Norm
Fiend
Now you see that freako in the long coat over there? That's Muushti,
an hes a member of the Fiends. No, don't stare; I know they're pretty
scary-lookin, with their tiny little heads, and their hunchbacks, and that
wacko voice. But his kind are mutants; they cant help it. They're some pretty
fast buggers, and moren handy in a fight. These Sikkers we build em fire beams
of lava stuff with those a Fiend can gut a Guardian in seconds. When they're
not moving Fiends can cloak themselves half mind-trick, if you ask me, but it
works. I said, don't stare...
Role Anti-Personnel Sight
range Near
Hit Points Med taelon cost Low
Damage High Command cost 2
Speed Norm
Banshee
Now this big gal over here is Gorlinda Pitt, and she belongs to the
Banshees. They're a rough-and-tumble bunch of ladies. For Gorlinda and her pals
we've modified shipments of Tyrian light mortars we pinched from some Castigars
its a kind of mortar cannon; takes out whole bunches a infantry at one blow,
splashin shrapnel all over the place. One other thing to remember about
Banshees, kid: they'll drink you under the table if you're not careful. Oops,
better turn the other way Gorlindas
lookin amorous...
Role Anti-Personnel Sight
range Norm
Hit Points Med taelon cost Low
Damage Med Command cost 2
Speed High
Skulk
Over in the corner thats Varinne. She's a Skulk - snipins her game,
and her and her gang are the best snipers there is. They got great eyes they
can even see in the dark. The devil mask? I dunno what's up wit that sposedta
strike fear in the hearts of men, I guess. We rig up these Lucifer rifles for
em the scopes a beauty; between the scopes and a Skulks eyes, they could take
out a dragonfly at seven klicks. What's a dragonfly? (sigh) Before your time,
kid...
Role Anti-Personnel Sight
range V. Far
Hit Points Med taelon cost Med
Damage V. High Command cost 2
Speed Norm
Judas
Looks like you just got lucky, kid. See that walkin hunka metal just
came in? We don't see many like him around here - he's one of the Judas. Check
out that armor, will you? That arm-mounted weapon he's got is a Mortis beam -
it'll cut through a tank or even a building like a hot knife through butter.
Not so bad against aircraft - but gets weaker at long range but if you met him
on the ground you could kiss your hooey-vohs goodbye... Course he looks like a
Castigar. The Judas useta be Castigars! Don't they teach you kids nothin in the
Primers anymore?
Role Anti-Tank Sight range Norm
Hit Points High taelon cost Low
Damage Med Command
cost 2
Speed Slow
Infiltrator
Now that tall, spindly scarecrow-lookin guy at the datstand, with
the long fingers? He's what they call an Infiltrator. His gang are spies;
they're terrific at sneakin in places that metallic skin-suit he's wearin
actually contains microscopic reflectin surfaces smaller than a pinhead.
They're hardwired into his brain stem; he controls their angle
electro-chemically. Words too big for ya, kiddo? Lets just say the suit makes
him close to invisible, long as he's standin still. Good for sneakin about.
Nah, we came up with that techno damn JDA stole it from us. Tit for tat, I
guess...
Role Spy Sight
range Far
Hit Points Low taelon cost Med
Damage N/A Command cost 2
Speed Norm
Voodun
Hey kid, look out through the door right there. See that guy in the
robe? He's a high priest of the Voodun blood cult, which as you know hangs out
up in the hills havin ceremonies and castin curses and god knows what
else. They're damn good healers,
though; if you're still warm, they can save you. That staff he's carryin is
called a Crysagon; you know he's workin his stuff with it when the crook starts
glowin. Took one apart once nothin but serrite; I couldn't figure it out. Still
cant....
Role Repair Sight range Norm
Hit Points Med taelon cost Med
Damage N/A Command cost 2
Speed Slow
Scaver
Me? Well, why didn't you ask before? I'm a Scaver, kid. We're the
techies, the guys who lay the mines and the traps most important, the guys who
keep everything runnin. If its man-made, we can fix it, rebuild it, re-rig it,
and improve on it. No, that's okay, curiositys natural yeah, were all cyborgs.
It helps, actually. See, I got my own modified Kontel-Murfee hoverboard to get
around on, and when I'm workin on a project and I need a tool power drill,
Particle Welder, whatever I just plug it right onto my elbow here, like so...
Oh. Sorry. Guess it is a little weird if you never seen it before. Anyhoo...
Role Repair Sight range Norm
Hit Points Med taelon cost Med
Damage N/A Command cost 2
Speed Slow
GoGo
Howya doin, ladies?
That buncha wild things shoutin and carryin on in the corner,
they're members of the Go-Gos gang.
They're biker trikers, actually; we build some of their sweet stretch
hover-trikes down here, with bubble enclosures and a Harkli Mark 3 missile
launcher mounted on the front between the handlebars. Shoots off homing
missiles. Okay against enemies on the ground, but pure death to any aircraft
stupid enough to come in range. Love those trikes might hafta make me one
myself one of these days...
No, I told ya, I can't take you to the sub-basement. Sorry, kid, I
don't know you that well and if the JDA were to find it, us Scaversd all be in
a world of hurt. I don't make the rules, kid...
Okay, okay... Tell ya what. If you promise to stay quiet and not
touch anything, I can take you over to the Garage, where we store some of the
vehicles we been workin on. Hows that sound? Okay then, follow me -
Role Anti-Air Sight range Norm
Hit Points High taelon cost Med
Damage Med Command cost 3
Speed Fast
Scorpion Tank
This baby started life as a Frenetti 927 SG tank, but we've done
some work on her. She's a terror on other vehicles, on account of those twin
Harkli cannons you see stickin up there like eyes. They fire what's called
STING rounds rip the hell out of another tank. At the Mulhol breach skirmish a
few years ago we sent a whole division of JDA light armored tanks runnin
squealin for their mommies. Now that was what I call fun...
Role Anti-Tank Sight range Norm
Hit Points High taelon cost Med
Damage Med Command cost 3
Speed Norm
Thunder Cannon
The Thunder Cannon we build from a modified JDA Mastiff platform.
You got your Miklin 790-series artillery gun up there big gun, tremendous
range, but you gotta get your line-of-sight from a spotter; we learned that
early on in the Palisadia police action in 97. The only other problem here is,
you're turnin on treads, so the whole thing moves and fires pretty slow. But
were workin hard on that.
Role Artillery Sight range Norm
Hit Points High taelon cost Med
Damage V. High Command cost 3
Speed Slow
Collector
No mystery here, kid. These tough bugs just do one thing: collect
Taelon and get the stuff to our nearest Refinery. Now give that side panel a
good kick go on. See? You'd have to hit that thing with a Mastiff round or two
before you'd tear a whole in that. Course some of em leak a little now and
then, which is bad, cause prolonged exposure to that Taelon stuff cant be good
for ya. They say one of the drivers from up in the north end of Deyssa has
grown an extra pinky finger on the side of his hand from touchin too much of
it. Believe that one if ya want.
Role Resource Collection Sight range Norm
Hit Points V. High taelon cost Med
Damage N/A Command cost 1
Speed Norm
Hover Collector
The JDA has started harvesting Taelon from some of the nearby
channel islands, so we decided we needed to get in on the act as well. Whoah!
Don't touch that part. Youll turn off its hover reactor and that tem rim will
land right on your foot! Its got the same armor plating as its treaded cousin,
but those hover reactors make them much more expensive to build.
Role Resource Collection Sight range Norm
Hit Points V. High taelon cost Med
Damage N/A Command cost 2
Speed Norm
Construction Rig
Well right now we've got several rows of Rigs in here. Wow, look at
this one. That's not just a trip-rifle mark. Dunno what did that. And this one
over here's taken some licks as well. But our Rigs are tough, are we can get
things assembled out in the field pretty quickly. Used to be you had to build a
lot of facilities without Rigs, back when kids your age used to have to work.
Now these Rigs make everything easy for ya.
Role Construction Sight range Near
Hit Points Low taelon cost Med
Damage N/A Command cost 2
Speed Slow
Vulture
I love this plane. Good solid general air fighter, with a Gill &
Mafta turbine dual-intake engine. She can do some light recon work for you, and
she's good in a fight with either ground forces or other aircraft see those
Harrower missiles mounted beneath the fuselage? Yeah, I'll take a Vulture against
a Blackstar every time. Oh, you noticed those props under the wings, huh? Yeah,
this here's whatcha call a VTOL vertical take-off and landing, that is. Helps
in stashing and scrambling, cause you don't need a runway.
Role Skirmish Sight
range Norm
Hit Points High taelon cost Med
Damage Med Command cost 3
Speed Fast
Air Barge
The Air Barge is the best troop transport unit we got. Kinda looks
like a big, fat walrus, don't it? But that's cause, volume-wise, you get the
most cubic for your surface area that way. We can pack ten guys in full gear in
there. Best thing about the Barge is, she's a tough old girl that skin is made
from a synthesized plastic polymer with a tensile strength of oh, I see your
eyes glazin over. Lets just say it would take more than a couple of little
anti-air shells to pierce it.
Role Transport Sight
range Norm
Hit Points V. High taelon cost Med
Damage N/A Command cost 3
Speed Fast
Disruptor
Have you ever seen anything like that? Basically you're lookin at a
big radar jammer - its not much more than a giant Hagira radar dish on treads.
The big attraction here is versatility: we can use em from down here in the
Sprawls, or if we want we can send em out with an armored column to help
protect em from air strikes. They're also handy for uncovering those devilish,
morphed Shadowhand agents. Sure are funny lookin, though.
Role Shield/Anti-Clandestine Sight range Norm
Hit Points High taelon cost Med
Damage N/A Command cost 3
Speed Norm
Hydrofoil
On this little number we outfitted a FrennetiCorp chassis with a
chain of twenty souped-up Kontel-Murfee hover engines, and presto! You got
yourself an attack boat that floats over the water on a cushion of air. Its
quick as a dolphin, and that high-energy PLASER weapon you see up top there
makes it as tough on aircraft as it is on other boats. I got a soft spot for
this baby; it saved our butts at Catalina four years ago...
Role General Sight range Norm
Hit Points High taelon cost Med
Damage Med Command cost 3
Speed Fast
Stasis Boat
These Stasis Boats are basically just Frenneti D-series platforms
with two Gill & Mafta 927 outboards in back, so they're agile but not too
speedy. They do carry Nix-Yelco neutron guns in front, though they send an
electro-magnetic pulse that'll disable your enemy's power systems and leave em
dead in the water, so a Hydrofoil can come along and finish the job.
Role General Sight range Norm
Hit Points Med taelon cost Low
Damage N/A Command cost 3
Speed Norm
Leviathan
This monster is our big sea artillery. We took some JDA Dreadnaughts
we wrecked at Big Sur, cleaned em out, then re-assembled em with the Miklin
1200-Series guns. The Leviathans got less range or power than the Thunder
Cannon, just by virtue of its size, but bein a watercraft helps; we can deploy
it in places where we cant get the TC, like we did in 03 at Signal Island, and
It'll rip the heart outta the JDA ships.
Role Artillery Sight range Norm
Hit Points High taelon cost Med
Damage High Command cost 3
Speed Norm
Juggernaut
We ever got our hands on one of these we could go crashin through
the Dome Rampart in style. Our people on the inside tell us that its a new JDA
superweapon, but to me it just sounds like a big nuclear fusion bomb on wheels.
Were not sure where they're workin on it, but if we can find one, Ill bet I can
replicate it, and then wed have things turned around in a hurry, wouldn't we?
Role Siege Sight range Norm
Hit Points V. High taelon cost High
Damage V. High Command cost 4
Speed V. Slow
The
following listing goes over the buildings for the two different sides.
JDA
Command
Center
The
Command Center is the heart of any base, the beginning of the build tree. It
builds Construction Rigs which will allow you to build more structures. This
building has two potential upgrades.
Hit
Points High
Taelon
cost P1=High, 2=V. High
Power
Needed CC1=High, 2=High, 3=V.
High
Command
cost 1
Precinct
This is
the primary structure for building infantry units. It allows you to build the
following: Guardian, Enforcer (requires Motorpool), Psi-Tech (requires PsiLab),
Castigar (requires Command Center level 2, Precinct level 2) and Shadowhand
(requires Command Center level 3, Precinct level 2). This building has one
potential upgrade.
Hit
Points Med
Taelon
cost P1=Med, 2=Med
Power
Needed P1=High, 2=V. High
Command
cost 1
Motorpool
This is
the primary structure for building vehicles. It allows you to build the
following: Collector, Watchman, Rover,
Warden, Bulldog (requires Motorpool level 2), Growler (requires Motorpool level
2), Mastiff (requires Command Center level 3), Blackstar (requires Air Control
level 1), Striker (requires Air Control level 2 and Motorpool level 2.) This
building has one potential upgrade.
Hit Points Med
Taelon
cost M1=High, 2=High
Power
Needed M1=High, 2=V. High
Command
cost 1
Refinery
This is
the structure that Collectors use to drop off the Taelon they have harvested. A
Refinery is necessary for the collection of Taelon.
Hit
Points Med
Taelon
cost Med
Power
Needed V.High
Command
cost 1
Dock
This is the primary structure for building watercraft, and it must
be built over water. It allows the production of the following units: Attack Boat, Tech Boat, Dreadnaught
(requires Dock level 2) and Hover Collector. This building has one potential
upgrade.
Hit Points Med
Taelon cost D1=Med,
2=Low
Power Needed D1=High,
2=V. High
Command cost 1
Solar
Array
This is
the main power source for your base. Often you will need to build several of
these to power an entire base. Since they gather their energy from the Sun,
their power output at night is significantly reduced.
Hit
Points Low
Taelon
cost Med
Power
Needed None
Command
cost 1
Atomic
Generator
The
Atomic Generator provides much more power to your base than a Solar Array.
Since it is not dependant on the Sun, its power output is the same day and
night. Be careful where you place these when they are destroyed they create a
nasty explosion, which can damage large parts of your base. You can also
self-destruct an Atomic Generator (there are times when this may be a viable
strategy) when self destructed, it does considerable damage to anything in the
surrounding area.
Hit
Points Med
Taelon
cost High
Power
Needed None
Command
cost 1
Restoration Facility
With this structure you can repair your units and vehicles. Select a
unit, then click on the Restoration Facility. The unit will go to the building
for repairs. The Restoration Facility also allows you to build the PsiTech,
mobile medics that can repair infantry and vehicles on the battlefield. The
Facility and the Psi-Tech can heal all ground vehicle and infantry units.
Hit Points Med
Taelon cost High
Power Needed High
Command cost 1
Air
Control
Constructing
this building allows you to build and maintain air units. It is also the only
facility, which can repair and re-arm your air units (air units have a limited
ammo supply). Re-arms the air units Blackstar and Striker. Permits the
Blackstar and Striker to be built (Striker requires Air Control level 2). This
building has one potential upgrade.
Hit
Points Med
Taelon
cost AC1-Med, 2-Med
Power
Needed AC1-High, 2-V.High
Command
cost 1
Radome
The Radome is the facility that allows you to build and execute air strikes. (See the section "Mojos and Airstrikes" for more info). Builds and launches Assault Bots, Vulcan Mines, the EMP Bomb (requires Radome level 2), and Concussion Bomb (requires Radome level 2). This building has one potential upgrade.
Hit Points Med
Taelon cost R1=High,
2=High
Power Needed R1=High,
2=V. High
Command cost 1
Sentinel
Gun
The
Sentinel Gun is a stationary gun tower. It is a very effective anti-infantry
weapon, but can also damage vehicles and buildings. Sentinel Guns are not
equipped to hit air units. These can also
be linked with force field emitters to form force fields.
Hit
Points Low
Taelon
cost Low
Power
Needed Med
Command
cost 1
Defense
Tower
The
Defense Tower is a more powerful stationary tower. It is devastating to
infantry and vehicles, but is not equipped to hit air units. These can also be
linked with force field emitters to form force fields.
Hit
Points Low
Taelon
cost Med
Power
Needed High
Command
cost 1
Lightning Tower
The ultimate in anti-air protection, a well placed Lighting Tower
can wreak havoc on an enemies air force. It is only equipped to hit air units.
Unlike other towers, it cannot link force fields
Hit Points Low
Taelon cost Low
Power Needed Med
Command cost 1
Force
Field Emitter
A cheap,
quick, yet effective base defense post. When these posts are built in
alignment, they can form an impassible force field.
Hit
Points Med
Taelon
cost Low
Power
Needed Low
Command
cost 1
Camera
Tower
Camera
Towers are small stationary structures that provide a wide line of sight in the
area in which they are placed. They require power and a functional Command
Center to operate. These also can be linked to form force fields.
Hit
Points Low
Taelon
cost Low
Power
Needed Low
Command
cost 1
Telepad
The most effective form of transport, the Telepad can instantly
deliver infantry to any location on the map you can see. (See the section
Telepad for more info.)
Hit Points Med
Taelon cost Med
Power Needed V. High
Command cost 1
Sky Fortress Facility
The production facility for the JDA's ultimate super-weapon, this
facility is extremely expensive and takes a long time to build.
Hit Points High
Taelon cost High
Power Needed V.High
Command cost 1
SPRAWLERS
Command Center
The Command Center is the heart of any base, the beginning of the
build tree. It builds Construction Rigs, which will allow you to build more
structures. This building has two potential upgrades.
Hit Points High
Taelon cost CC1=Med,
2=High, 3-V. High
Power Needed CC1=High,
2=High, 3=V. High
Command cost 1
Barracks
This is the primary structure for building infantry units. A basic
Command Center allows you to build Rumblers and Fiends. With an upgraded
Barracks you can build the Banshee, Judas, and Skulk. With a level 3 Command
Center you can build an Infiltrator out of the Barracks. To build a Voodun you
will also need to have built a Sarcology. This building has one potential
upgrade.
Hit Points Med
Taelon cost B1=Med,
2=Med
Power Needed B1=High,
2=V. High
Command cost 1
Garage
This is the Sprawlers main facility for building vehicles and air
units. It allows you to build the following:
Collector, Go-Go, Disruptor, Scorpion Tank (requires Garage level 2),
Thunder Cannon (requires Garage level 2, Command Center level 3) Scaver
(requires Scaver Hut) Air Barge and Vulture (requires Aerodrome). This building
has one potential upgrade.
Hit Points Med
Taelon cost G1=Med,
2=Med
Power Needed G1=High,
2=V. High
Command cost 1
Refinery
This is the structure that Collectors use to drop off the Taelon
they have harvested. A Refinery is necessary for the collection of Taelon.
Hit Points Med
Taelon cost High
Power Needed High
Command cost 1
Scaver Hut
This is the Sprawlers repair and maintenance facility for vehicles.
To repair vehicles at the facility, select the vehicle(s), then left click on
the Scaver Hut (you should get a special repair cursor). The vehicle(s) will
travel there and receive repairs. The Scaver Hut also allows the construction
of the Scaver unit, a mobile repair unit that can heal ground, naval and air
vehicles and buildings (but not infantry). When upgraded to Levels 2 and 3, the
Scaver Hut is also capable of producing traps that can be set by Scavers (see
the section Traps for more info). This building has two potential upgrades.
Hit Points Med
Taelon cost SC1=Med,
2=Low, 3-Low
Power Needed SC1=High,
2=High, 3-V. High
Command cost 1
Sarcology
This is the facility for healing infantry units. To heal infantry
units at the facility, select the units, then left click on the Sarcology
building (you should get a special repair cursor). The selected units will move
to the facility and get healed.
The Sarcology also allows you to build the Voodun, a mobile medic
that can heal infantry.
Hit Points Med
Taelon cost Med
Power Needed Med
Command cost 1
Shrine
The Shrine is the mystical techno-religious building structure that
allows the Sprawlers to conjure Mojos, a category of powerful remote effect
weapons.
It allows construction and delivery of Rage, Eyebiter, Brezerker,
and Baron Samedi Mojos. (See the section "Mojos and Air Strikes" for
more info).
This building has one potential upgrade.
Hit Points Med
Taelon cost SR1=High,
2=High
Power Needed SR1=V.
High, 2=V. High
Command cost 1
Aerodrome
The Sprawlers main air unit facility. It allows you to build the
Vulture and Air Barge. It also can repair and re-arm your air units. To do
this, select the air unit(s), then left click on the Aerodrome (you should get
a repair cursor). The air units will move there and receive health and ammo.
Hit Points Med
Taelon cost Med
Power Needed High
Command cost 1
Wharf
The Wharf allows you to build a variety of watercraft. It must be
constructed over water. The Wharf allows the construction of the Hydrofoil,
Stasis Boat, Leviathan (requires Wharf level 2), and Hover Collector. This
building has one potential upgrade.
Hit Points Med
Taelon cost W1-Med,
2-Low
Power Needed W1-High,
2-V. High
Command cost 1
Solar Array
These are the main power source for your base. Often you will need
to build several of these to power an entire base. Since they gather their
energy from the Sun, their power output at night is significantly reduced.
Hit Points Low
Taelon cost Med
Power Needed None
Command cost 1
Atomic Power Plant
The Atomic Power Plant provides much more power to your base than a
Solar Array. Since it is not dependant on the Sun, its power output is the same
day and night. Be careful where you place these when they are destroyed they
create a nasty explosion, which can damage large parts of your base. You can
also self-destruct an Atomic Generator (there are times when this may be a
viable strategy).
Hit Points High
Taelon cost High
Power Needed None
Command cost 1
Gun Post
The Gun Post is the Sprawlers most basic stationary turret. It is
very effective versus infantry, somewhat effective against buildings, and
through special engineering is also capable of being mildly effective against
air units. These can also be linked with fence posts to form force fields.
Hit Points Low
Taelon cost Med
Power Needed Low
Command cost 1
Ravager Turret
The Sprawlers ultimate ground-holder. The Ravager Turret will clean
the floor with vehicles and infantry, but has no anti-air capabilities. These
can also be linked with fence posts to form force fields.
Hit Points Low
Taelon cost Med
Power Needed High
Command cost 1
Camera Tower
Camera Towers are small stationary structures that provide a wide
line of sight in the area in which they are placed. They require power and a
functional Command Center to operate. These also can be linked to form force
fields.
Hit Points Low
Taelon cost Low
Power Needed Low
Command cost 1
Fence Post
A cheap, quick, yet effective base defense post. When these posts
are built in alignment, they can form an impassible force field.
Hit Points Low
Taelon cost Med
Power Needed Low
Command cost 1
Sky Sweeper
The last word in anti-air base defense. The Sky Sweeper can make
short work of most air units. These can also be linked with fence posts to form
force fields.
Hit Points Low
Taelon cost Low
Power Needed Med
Command cost 1
Juggernaut Factory
This is the facility from which the Sprawlers crank out Juggernauts,
the explosive super-weapon they stole from the JDA. This building is very
expensive and takes a long time to construct.
Hit Points High
Taelon cost High
Power Needed V.High
Command cost 1