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Heavy Gear II – Windows Manual – English

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English
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heavy-gear-ii_win_manual_en_b7w.pdf
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Now forgotten are the days of the Alliance,
when all the Leagues on Terra Nova joined
to defend their planet against Earth s invasion.
After four cycles of terrible war, Earth at last
acknowledged the independence of her former
colony and withdrew to the gate world of Caprice.
Some 30 cycles later the solidarity found
during the War of the Alliance has
withered and Terra Nova is fractured
by conflict between its nations.
But now Terra Nova is once more threatened
from without, and again the Leagues must
unite to defend their world against the
encroaching yoke of Earth s dominion.

Control Configuration

CONTENTS
Minimum System Requirements
Installing Heavy Gear II

. . . . . . . . . . . . . . . . . . . .5

. . . . . . . . . . . . . . . . . . . . .5

Installation Instructions

. . . . . . . . . . . . . . . . . . .5

Title Screen Button Functions
Autoplay

VI

. . . . . . . . . . . . . . . . .6

. . . . . . . . . . . . . . . . . . . . . . . . . . .7

Your Gear

. . . . . . . . . . . . . . . . . .54

. . . . . . . . . . . . . . . . . . . . . . . .57

HUD (Heads Up Display) . . . . . . . . . . . . . . . . . .61
Advanced Radar Techniques
Tactical Combat

. . . . . . . . . . . . . . . .64

. . . . . . . . . . . . . . . . . . . . .64

Tactical Map Commands Flowchart
HUD Tactical Commands

HUD Tactical Commands Flowchart
Heavy Gear II: Strike Recon Field Survival Guide . . . . . . . . . .8
I

Main Menu

II

Single Player . . . . . . . . . . . . . . . . . . . . . . .9

. . . . . . . . . . . . . . . . . . . . . . . .8

Training Missions . . . . . . . . . . . . . . . . . . . . .9
Campaign

III

. . . . . . . . . . . . . . . . . . . . . . . . .9

. . . . . . . . . . . . .69

Squad Command Hot Keys . . . . . . . . . . . . . . . . . .70
Stealth

. . . . . . . . . . . . . . . . . . . . . . . . .70

Appendix A: Character Compendium

. . . . . . . . . . . . . . . . .71

Lieutenant Keiji Kage . . . . . . . . . . . . . . . . . . . . .71

Historical . . . . . . . . . . . . . . . . . . . . . . . .10

Lieutenant Boyden Wallis

Instant Action . . . . . . . . . . . . . . . . . . . . . .10

Lieutenant Juno Vesping . . . . . . . . . . . . . . . . . . . .73

Military Trideo Device . . . . . . . . . . . . . . . . . .11

Sergeant Antoine Maillaux . . . . . . . . . . . . . . . . . . .74

Squadmates . . . . . . . . . . . . . . . . . . . . . . . .11

Sous-Caporal Morgausa Temple

Gear Lab

Soldat Leo Sobec

. . . . . . . . . . . . . . . . . . . . . . . .12

Threat Value . . . . . . . . . . . . . . . . . . . . . . .13
Gear Lab Summary Screen

Weapons

. . . . . . . . . . . . . . . . . . .72

. . . . . . . . . . . . . . . . .75

. . . . . . . . . . . . . . . . . . . . . . .76

Helene Del Pulciano

. . . . . . . . . . . . . . . . . . . . .77

. . . . . . . . . . . . . . . . .14

Modification Screens . . . . . . . . . . . . . . . . . . .16

IV

. . . . . . . . . . . . .65

. . . . . . . . . . . . . . . . . .68

. . . . . . . . . . . . . . . . . . . . . . . . .20

Appendix B: Gears

. . . . . . . . . . . . . . . . . . . . . . . .78

Black Talon Gears

. . . . . . . . . . . . . . . . . . . . . .78

Attributes . . . . . . . . . . . . . . . . . . . . . . . .22

Northern Guard

Perks/Flaws

. . . . . . . . . . . . . . . . . . . . . . .27

Southern MILICIA

Multiplayer

. . . . . . . . . . . . . . . . . . . . . . .30

Badland Gears

. . . . . . . . . . . . . . . . . . . . . . . .95

Appendix C: Weapons

. . . . . . . . . . . . . . . . . . . . . . .98

Setting Up a Multiplayer Game: Basic Steps

. . . . . . . . . . . . . . . . . . . . . . . .84
. . . . . . . . . . . . . . . . . . . . . . .89

. . . . . . . .30

Multiplayer Game Types . . . . . . . . . . . . . . . . . .33
Selecting a Connection . . . . . . . . . . . . . . . . . .33

Projectile Weapons

Server Selection . . . . . . . . . . . . . . . . . . . . .34

Missile Weapons

Player Creation/Selection

Indirect Weapons

. . . . . . . . . . . . . . . . . . . . . .100

Energy Weapons

. . . . . . . . . . . . . . . . . . . . . . .101

Lobby

. . . . . . . . . . . . . . . .34

. . . . . . . . . . . . . . . . . . . . . . . . . .35

. . . . . . . . . . . . . . . . . . . . . .98
. . . . . . . . . . . . . . . . . . . . . . .99

Changing Lobbies . . . . . . . . . . . . . . . . . . . . .38
Select Game Screen . . . . . . . . . . . . . . . . . . . .38
Create Game Screen . . . . . . . . . . . . . . . . . . . .39
Game-Specific Fields . . . . . . . . . . . . . . . . . . .40
Launch Screen

. . . . . . . . . . . . . . . . . . . . . .45

Editing the Game . . . . . . . . . . . . . . . . . . . . .47
Score Screens
V

Graphics

2

. . . . . . . . . . . . . . . . . . . . . .49

Game Options . . . . . . . . . . . . . . . . . . . . . . .51
Sound

. . . . . . . . . . . . . . . . . . . . . . . .52

. . . . . . . . . . . . . . . . . . . . . . . . . .53

3

Appendix D: The Fury Dropship

Credits

. . . . . . . . . . . . . . . . . .102

. . . . . . . . . . . . . . . . . . . . . . . . . . . .104

Customer Support

. . . . . . . . . . . . . . . . . . . . . . . .108

Software License Agreement

. . . . . . . . . . . . . . . . . . .109

Appendix E: Keyboard Controls
Steering/Throttle

Targeting

. . . . . . . . . . . . . . . . . . . . . . . .112

. . . . . . . . . . . . . . . . . . . . . . . . . .112

HUD Controls

. . . . . . . . . . . . . . . . . . . . . . . .113

Squad Control

. . . . . . . . . . . . . . . . . . . . . . . .113

Network Chat

. . . . . . . . . . . . . . . . . . . . . . . .113

Camera Control

. . . . . . . . . . . . . . . . . . . . . . .114

System Controls

. . . . . . . . . . . . . . . . . . . . . . .114

Appendix F: Control Configurations
CH Joystick

. . . . . . . . . . . . . . .114

. . . . . . . . . . . . . . . . . . . . . . . . .114

Thrustmaster Joystick

INSTALLING HEAVY GEAR II

. . . . . . . . . . . . . . . . . . .112

. . . . . . . . . . . . . . . . . . . . . . . . . .112

Radar Control
Movement

. . . . . . . . . . . . . . . . . .112

. . . . . . . . . . . . . . . . . . . . . .112

Reticle/Weapons Control

MINIMUM SYSTEM REQUIREMENTS
The minimum system requirements for Heavy Gear II can be found
in the game s Technical Help file, accessible from the Heavy
Gear II title screen and in the readme.txt found at the root
level of the CD. The readme.txt contains the most recent
information about the game.

. . . . . . . . . . . . . . . . . . . .115

Please make sure your computer system is 100% Windows 95/98
compatible. Heavy Gear II is not compatible with Windows 3.1 or
other operating systems.
To operate best, Heavy Gear II requires that your system have
the latest drivers for your CD-ROM drive, sound card, and 3D
video card, as well as any other peripherals you want to use
(e.g., joysticks).
If you have any problems running the program, older,
non-DirectX 6.1-compliant sound or video drivers are the most
likely cause. If you need help on how to obtain the latest
sound and video drivers, check out our Technical Help file
accessible from the Start menu or the Heavy Gear II title
screen which displays shortly after inserting the Heavy Gear
II CD into your CD-ROM drive. Just press the More buttons then
the Help button for the Tech Help file. We have supplied a
list of major computer hardware companies and their telephone
numbers, listed under Vendor List. The Tech Help file has a
lot of other helpful information on installation and system
setup, as well as game-specific technical help.

INSTALLATION INSTRUCTIONS
1. Before installing, close all other applications.
2. Insert the Heavy Gear II CD into your CD-ROM drive and wait
a few moments until the Heavy Gear II title screen appears.
(If the title screen does not appear, please refer to
AutoPlay on page 7.)
3. Click the Install button to begin the installation process
and then follow the on-screen instructions.
After Heavy Gear II setup is complete, your computer will
install the Microsoft DirectX 6.1 and DirectX Media drivers if
you do not already have them. When the DirectX installation is
complete, you will need to restart your computer for the new
drivers to take effect. For more information on DirectX and
DirectX Media, see the Technical Help file.

4

5

After rebooting, you can run Heavy Gear II by choosing
Programs/Heavy Gear II/Heavy Gear II from the Start menu or by
clicking Play on the CD title screen.
Note: If you experience problems while running the IAS
Speaker Setup, please consult the Technical Help file for
more information.

TITLE SCREEN BUTTON FUNCTIONS
Install/Play — Installs the game. Once the game has been
installed, this button will change to Play. Click this button
to play Heavy Gear II.
More — Click this button to access the Help, IAS Speaker Setup,
Customer Support, Activision Web Site, and Uninstall.
Exit — Click this button to close the title screen and exit
Heavy Gear II.
Free Internet Play on MPlayer.com — This button takes you to
the MPlayer Web site allowing you to meet other players and
participate in sponsored events.
Activision Web Site — If you have Internet access, clicking
this button will take you to Activision s Web site.
Registration — Please register your copy of Heavy Gear II by
completing the Registration Card and returning it to Activision
at the address supplied.
Customer Support — Click this button to view information on how
to contact Activision.

AUTOPLAY
If the Heavy Gear II title screen does not appear, try
performing the following steps:
1. Double-click on the My Computer icon on your desktop or
right-click on the icon and choose the Open option.
2. Select the Refresh option located in the View pull-down
menu.
3. Double-click on the Heavy Gear II CD icon in the window or
right-click on the icon and choose the AutoPlay option.
4. After the Heavy Gear II splash screen appears, click on the
Play/Install button.
If the AutoPlay feature does not function, please check the
following:
1. Make sure the CD is clean and properly placed in the CD-ROM
drive.
2. Your CD-ROM driver may not be optimised for use with Windows
95/98. To verify this, perform the following steps:
a. Open the Windows 95/98 Control Panel folder and doubleclick on the System icon.
b. Click on the Performance tab. If any of your hardware
drivers are not fully optimised for use with Windows
95/98, they will be listed here with an explanation of
the exact problem and suggestions on how to fix it.

IAS Speaker Setup — See the Technical Help file for information
on how this utility adjusts your sound setup.
Help — Click this button to view the latest technical
information not found in this manual.
Uninstall — Click this button to remove Heavy Gear II files
from your computer.

6

7

HEAVY GEAR II: STRIKE RECON
FIELD SURVIVAL GUIDE

SECTION TWO: SINGLE-PLAYER
As a Heavy Gear squad commander,
you are responsible for the safety
of your team and the completion of
your objectives. Your tour of duty
begins on Terra Nova and moves
into Caprice space, eventually
landing on the planet itself. Due
to the strategic location of
Caprice, it is imperative that you
gain advance knowledge of enemy
strengths, weapons and planned
attacks. The following stages will
enlist you as a Heavy Gear
commander. These are the options in the single-player menu:
Campaign, Historical, Training, and Instant Action.
Note: Game movies may be skipped by pressing the
spacebar. You may also press Ctrl + C to skip in-game movies
which run at the beginning of the singleplayer campaign missions.

SECTION ONE: MAIN MENU

TRAINING MISSIONS

This is the Main menu for Heavy Gear II. From this screen
you ll be able to access the main areas of the game, including
where game options are modified.

We strongly recommend that you play through the training
exercises first, in order to become familiar with the game and
its many features. Many helpful instructions for gameplay are
given in the training missions which supplement the information
given in this manual. Select Training to access several
training options. Select the first option and then press Launch.
Follow the instructions you are given.

¥

Single Player: For information
on this option, go to page 9.

¥

Multiplayer: For information on
this option, go to page 30.

¥

Game Options: This allows you
to change your settings for
graphics, sound, and control
configuration (see page 51).

¥

Quit Game: Click here to exit
Heavy Gear II.

¥

Credits: Click here for a list
of the individuals involved in
making this game.

CAMPAIGN
1. Select Campaign in the Heavy Gear II Single Player menu.
2. Enter your name and select the chassis that you would like
to pilot from the pull-down list. Details of each chassis
will be displayed in the window on the left. Choose
carefully. You will be exclusively piloting this chassis
throughout the single player game. (See Appendix B for
descriptions of the Black Talon Gears.) After entering a
name and choosing a chassis, click Register to finalise your
choices.
3. If desired, select New Pilot to create an additional
character, or click Del Pilot to remove a character from the
game.

8

9

4. Click Load Game to load an auto-saved game from this screen
(if you have saved games).
5. When you are ready to proceed to the drop site, select
New Game to begin your campaign. After you ve been informed
of the current circumstances, select Launch to start your
first mission.

HISTORICAL
1. Select Historical from the Heavy Gear II Single Player menu.
2. Choose a mission from the list of available missions then
press the Continue button.
3. Assemble your squad by selecting Squad Detail. Choose up to
four computer-controlled pilots.
4. Customise the Gears in your squad, as well as your own
Gear. (See Gear Lab on page 12 for a complete breakdown of
Gear weapons and attributes.)
5. Press Launch to begin the mission.

INSTANT ACTION
1. From the Heavy Gear II single player menu, click on
Instant Action.
2. Assemble your squad by clicking on the lightning buttons to
select up to four computer-controlled pilots in addition to
yourself. (To de-select, click on the lightning bolts
again.)
3. Customise the Gears in your squad (see Appendix C for a
complete breakdown of Gear weapons and their attributes).
Your squad is called Player Squad. To customise the Gears,
first select a chassis from the pull-down menu. There are
different categories of chassis: light, medium, heavy, and
assault. Then select a variant (the default selection is the
standard variant). See the detailed instructions in the next
sections for more information.
4. Assemble the enemy squad (up to five Gears) by clicking on
the lightning bolts in the enemy column.
5. Customise the enemy Gears.
Note: To bring a squadmate or enemy Gear into the Gear Lab,
you must activate the indicator to the right of the pilot s
name and press Modify Gear. (See the Gear Lab section on
page 12.)
6. Choose the number of enemy waves you will face.

MILITARY TRIDEO DEVICE
The Trideo device is a 3D
communications computer that links
you to Gear technicians,
squadmates, and intelligence agents
in the field. You will use it to
review mission briefings, select
your team, and customise your Gear
and your squadmates variants.
When the Trideo display comes
online, review the current mission
briefing. Along with your
objectives, the briefing includes
suggested routes to the target areas and warnings of enemy
activity and their firepower capabilities. This information is
based on intelligence reports submitted by Terra Nova Intel
agents and Helene Pulciano, our Liberati adviser. The target
locations are accurate; however, the additional intelligence may
be limited in scope, so be prepared to improvise in the field.

SQUADMATES
As commander, you have at your
disposal a group of Gear pilots
who can often accompany you on
missions. These Gear pilots are
referred to as squadmates.
After studying and evaluating the
mission briefing, click Squad
Detail to bring up the pilot
assignment screen. You can choose
up to ten pilots on this screen.
To view additional information on
any pilot, click on the pilot’s
name to display his or her bio information. For a complete
description of each character, see Appendix A: Character
Compendium. To select a squadmate for the assignment, click on
their picture. If the picture has a number on it, it has
already been selected. To change squadmates, you must first
deselect them by clicking on their picture (to make the number
disappear). Then, click on the picture of the replacement you
desire. Every squad modification affects the current squad
threat value. (See the Threat Value section on page 13.)
Clicking Accept confirms your choices and returns you to the
Briefing screen.

7. Change the terrain type for the map you prefer to play.
8. Click the Launch button to start the game.
10

11

Operations Update #1: Special Forces Command will not reinforce
your squad with new pilots if you suffer casualties in the
field. Although reinforcements may be found along the way, you
should depend only on your original roster.
Your squadmates are specialists with certain Gear chassis.
Their favourite chassis variants are selected when you choose
your team.
Note: You cannot modify your squadmates equipment in the
Gear lab (although you can view each Gear s detailed summary
screen).

SECTION THREE: GEAR LAB
This is the place in the game where you can examine all aspects
of your Gear, modify its structural components, change ordnance
and ammunition, as well as strengthen (or weaken) certain
abilities in order to maximise your threat value allotment.
When you go to the Gear Lab, you will see the summary screen of
the Gear you have selected in the pre-mission screen. This
section explains the various components of the Gear Lab and
their functions. You are encouraged to experiment. You can
modify any area of a Gear by selecting the item you d like to
change and then clicking Modify Item, which takes you to the
Modifications screen for that item.
When you are finished modifying your variant, be sure to type
in a new name for it and select Accept in order to save. The
new variant will then be available on all variant pull-down
menus for that chassis.
Note: In most single player modes, the ability to switch
chassis is removed. It is unusual for characters in the
Heavy Gear universe to switch the Gear they pilot. Single
player pilots may only adapt their existing chassis by
making new variants thereof. However, in Instant Action and
multiplayer modes, this restriction is removed to allow
players to experiment with different chassis.

THREAT VALUE
Understanding how threat value works is extremely important in
this game. Each of the various components of a Gear has an
added value, the sum total of which is called threat value.
This number is really just an indication of the relative power
of that Gear. Many elements are factored together to make that
final calculation.
When Current Squad Threat and Max Squad Threat are displayed on
the screen, they are used to determine if your squad is within
the boundaries allowed by the game. Your current threat total
is the total threat value of all Gears in your squad. (You can
easily adjust this by changing your squadmates’ variants, taking
fewer squadmates, or customising your own Gear). Your max threat
total is the maximum allowable threat value for that mission.
If your Current Squad Threat is less than or equal to the Max
Squad Threat, you will be able to launch the mission. If your
Current Squad Threat is greater than the Max Squad Threat, you
will be unable to launch.
A Gear’s threat value is actually an average of three other
totals:

Offence
This total is (mostly) derived by adding weapons, the ammo for
those weapons, and some pertinent perks that directly affect
offensive capabilities.

Defence
This total is (mostly) comprised of the items in the Attributes
box in the summary screen (sensors, armour, movement rates,
etc.).

Miscellaneous (Misc)
This is the catch-all category, garnered from everything not
relating to the first two totals, but is mostly comprised of
perks and flaws.
If you keep two totals fairly low, you can typically move up
the other total and still maintain a respectably low total
threat value (since it s an average of the three totals). Or,
alternatively, you can keep them all at about the same level
and evenly spread out your capabilities.

12

13

GEAR LAB SUMMARY SCREEN
The Summary screen displays all the different areas of a
Gear’s capabilities.

Chassis
You can click on this button and
pull down a menu listing the four
weight classes of Gear chassis in
all games except single player.
Selecting a category displays a
menu of all available chassis
within that weight category. You
can then change the chassis at
will. When you do so, the picture
of the Gear will change to reflect
that choice, and the variant pulldown menu will also change to show
all available variants for that chassis.

Variant
Click on the button next to the variants name to display the
info. The pull-down menu displays all available variants for the
chassis you currently have selected. This list includes all
standard variants, as well as any player-created variants you
have made. Additionally, you can click in the name field of the
variant and change it as you wish. When you accept the variant
after making changes, it will be named according to your
wishes. Any time you modify a standard variant the name of
the new variant will automatically be changed to Custom
Config. This is a temporary placeholder name that ensures you
don’t save over the standard variant. You can leave the name as
Custom Config, if you desire, but you are encouraged to
change it.
Note: You can only change your variants name on the summary
screen. Furthermore, any of the other modification areas
will not allow you to change the name until returning to the
Lab Summary screen.

Weapons Column
Your Gear s weapons are listed in the Weapons column. When you
click on a weapon, the weapons description is shown in the Item
Description box so you can understand the relative power and
efficiency of each weapon. Each weapon has a label below it
indicating the hardpoint where it is mounted to your Gear.
A hardpoint is a reinforced location on your Gear’s skeleton
that can take the pounding caused by repeated firing of a
weapon without being damaged. Available hardpoints include
collar, shoulder, hip, and back points. Also available are
hand-held and grenade positions.
Hand-held weapons include any weapon carried and fired from the
Gear s hands. Grenade weapons consist of belts or bandoliers of
grenades that the Gear grabs and throws when needed.

Attributes Column
This column shows most of the defensive capabilities of a Gear
which include sensors, manoeuvrability, armour, fire control,
and movement speeds.
Sensors: This rating (-5 to 5) indicates the relative ability
of a Gear to detect and interpret information in the field, as
well as the presence of special sensors on the Gear such as
thermographic, ultraviolet, magnetometric, etc. (See page 22 for
more details.)
Maneuver: This rating (-3 to 3) is the relative manoeuvrability
of a Gear. Lower numbers indicate poor manoeuvrability, -3 being
ponderous and tank-like; higher numbers indicate better
performance in the field, +3 being closer to a motorcycle. (See
page 24 for more details.)
Armour: This rating (1 to 25) is the relative thickness of the
armour plating on the Gear. Each increase in rating number
increases the protective value of the armour. (See page 24 for
more details.)
Fire Control: This rating (-5 to 3) indicates the Gear’s
ability to process fire control information and assist the pilot
with acquiring and firing at targets. Very low numbers indicate
almost no assistance whatsoever (-5 means no HUD at all); high
numbers (+3) provide leading reticles, relative target speed and
headings, and more. (See page 24 for more details.)
Movement Speeds: The Gear’s primary and secondary (if available)
movement maximums are displayed here. The primary movement
system is always walking, but the secondary movement system
(SMS) can be different from one Gear to another (it is
typically skating). The maximum values are displayed in
kilometres per hour (KPH). (See page 26 for more details.)

14

15

Perks and Flaws Column
These are the special abilities and/or shortcomings of the Gear.
Perks are always positive in effect (i.e., jump jets or
reinforced front armour), while flaws are deficiencies in the
chassis design (like exposed auxiliary systems or fragile
chassis). Flaws are always shown in red, while perks are
displayed in blue. (For more detailed information, see page 27.)

MODIFICATION SCREENS
Any area of the Gear can be modified by first selecting the
item you d like to change and then selecting the Modify Item
button which then moves you to the appropriate modification area
(Modify Weapons, Modify Attributes, or Modify Perks/Flaws) as
described below.
If you want to leave the Summary screen without saving any
changes, click Back to go back to the previous screen.
If you decide you no longer need or want a variant you ve
created, select the variant and click Delete to permanently
remove it from your Variant list.

Modify Weapons
Use this screen to add, subtract, change ammo loadout or
hardpoint position for a weapon. To modify any weapon or
hardpoint, you must first select the weapon to modify, then
select Modify Item.
This brings up a picture of the
weapon and automatically changes
the weapon menu to the appropriate
category and weapon name. It also
displays the current ammo loadout
for the selected weapon (if the
weapon uses ammunition).

To change a weapon, select the weapon to be changed, switch to
the weapon category desired, and then click on the new weapon
name. The weapon abbreviation is automatically updated in your
Weapons column with the new selection.
The weapons full description is detailed in the Item Description
box to help you make smart decisions when outfitting your Gear.
Once you have finished modifying your weapons, choose Accept to
return to the Summary page with changes intact, or Back, to go
back to the Summary screen without saving any changes to the
weapons.
After you have selected a weapon, you can now adjust your
ammunition loadout. Remember that each round adds threat value
to your total; don’t automatically maximise your ammo load or
you may suddenly find yourself with a threat value that exceeds
the mission requirements.

Hardpoint Selection Menu
You can also change the hardpoint for each weapon. This is
easily done by pulling down the hardpoint menu beneath the
weapon you are currently modifying, and selecting one of the
available hardpoints for that weapon. You can have any number
of hand-held weapons, but remember, it takes longer to switch
hand-held weapons than it does to cycle between chassis-mounted
weapons. And tenths of seconds can really matter in the midst
of a firefight
Note: You cannot assign a weapon to any hardpoint already
selected (except for hand-held and grenade). Any attempt to
do so will result in an error message telling you that the
hardpoint has already been selected.
To remove a weapon completely, just select the weapon and press
the Remove Item button.

Projectile: This includes all the
various slug throwers in the game.
Energy: This contains all the beam
and energy weapons. It also
includes all the vibro hand
weapons.
Indirect: These are all the weapons that can lob
projectiles/warheads over intervening obstacles.
Missile: This lists all the guided and non-guided self-propelled
warhead weapons.
(For details on weapons, see the Weapons section on page 20.)

16

17

Modify Attributes

Modify Perks/Flaws

To modify an attribute of a Gear,
first click on the Attributes
column, then Modify Item, which
will bring you to the Modify
Attributes screen. This screen
details most of the defensive
structures of your Gear you can
modify any or all of these as
desired, but your defence threat
total stays the same. Maximising
all your values can add up very
quickly. (For details on
Attributes, see the Attributes section on page 22.)

This section allows you to
fine-tune the modifications to
your Gear variant and give it a
true personality.

Once you re finished modifying your Gear s attributes, choose
Accept which takes you back to the Summary page with changes
intact. Choosing Back takes you back to the Summary screen
without saving any changes.

Modifying perks and flaws is very
similar to modifying weapons. You
merely select the perk/flaw to
change, then click Modify Item.
Choose the perk or flaw category
to select from, and select a perk
or flaw to add to the selected
slot.
To remove a perk or flaw entirely from your Gear, just select
the item and press Remove Item.
Choose Accept to return to the Summary page with changes
intact, or Back to return to the Summary screen without saving
any changes.

From top to bottom, the sliders are as follows:
Sensor Rating: As you move the slider left and right, items
will appear/disappear on the Sensors list to the right of the
scroll bar. These items are added/subtracted on your Gear and
directly affect your ability to gather information on the
battlefield. Clicking on any item in the Sensor list displays a
detailed description in the Item Description box so you can
familiarise yourself with its abilities.
Manoeuvrability: As described previously, this rating affects
your manoeuvrability and acceleration/deceleration speeds.
Armour Rating: One of the most important defensive statistics
in the game. This represents the sheer mass of material your
vehicle uses to prevent damage.
Fire Control: Moving the slider left and right affects the Fire
Control value in the same way that the Sensor Rating affects
the Sensor list. Again, items can be directly selected on that
listing to get a full description of the item.

Remember that taking a lot of flaws without perks will do you
little good. Choosing flaws can be used to offset threat value
points that you ve added by choosing other perks, but cannot be
used to reduce the overall threat value of your Gear.
Therefore, if you take flaws that total more than the total of
all the perks you’ve added, you are crippling your Gear with no
benefit to your variants threat value. (For details on perks
and flaws, see the Perks/Flaws section on page 27.)
Some perks or flaws have ratings. These appear in the form of a
scrollbar located below the Perk/Flaw listing. The scrollbar
pointer can be dragged to change its rating. The higher the
value, the better the perk or the more detrimental the flaw.
The lower the numbers, the lower the positive or negative
effect of the perk or flaw. A description of the effects of the
rating appears toward the bottom of the selection for each perk
or flaw you set. Make sure you read the description so you can
fully understand the effects of the perk or flaw on your Gear
variant.

Movement Speed: Your Gear’s primary movement system (Walking)
cannot be set to below 6 KPH, but you can slide your secondary
movement system (SMS) to zero if desired. If you do so, it will
be deactivated completely and be unavailable in combat. However,
remember that doing this may significantly reduce your threat
value.

18

19

WEAPONS
You can carry up to a total of six weapons at one time on any
of the hard points on your Gear s chassis. The only hard point
that does not have a fixed location is the handheld hard point.
The handheld hardpoint allows you to quickly discard an empty
weapon and grab another.
Heavy Gear weapons fall into four basic categories, as explained
below. See Appendix C: Weapons for specifications of each
weapon.
Operations Update #2: A Special Forces commander should be aware
of discarded weapons on the battlefield. When your own weapons
are depleted, using the weapon of a fallen enemy may save your
life. If you have room in your pack, you can also store
salvaged weapons for later use. Your Gear can carry up to ten
total weapons.

Light and Medium Particle Accelerator: Another high-energy
weapon, this emits beams of atomic particles at almost the the
speed of light. Like the Railgun, it requires a massive amount
of energy.

Projectiles

Indirect Weapons

This class of weapons uses a chemical explosive to
propel one or more projectiles. These weapons take
a variety of forms, from single barrel guns to
rotating multi-barrel Gatling-type weapons. Most
modern projectile weapons include an autoloader
and/or a belt-feeder mechanism. The basic design
has not changed much over the years, but they are
Autocannon
lighter and more efficient then ever. The actual
designs vary widely, although almost all are composed of
advanced heat-dissipating alloys or composite materials. They
are rugged, adaptable, and effective, and for this reason have
been used by the military for the past few millennia.

Indirect Weapons are low-velocity weapons that lob
warheads in an arcing overhead trajectory.
Examples of these are mortars and grenade
launcher s.

Energy/Advanced Weapons
There are three classes of advanced weapons:
Lasers, Magnetic Accelerator Cannons, and Particle
Accelerators.
Particle
Laser weapons: They fire a beam of coherent energy
Accelerator
using traditional High-Energy laser techniques.
Most battlefield lasers are cumbersome, specialised weapons;
their efficiency is impaired by the presence of atmospheric dust
and water vapour. However, lasers have pinpoint accuracy and
there is no lead time, therefore, an acquired target is
generally a dead target.

20

Magnetic Accelerator Cannon: It uses a system of electromagnets
to launch projectiles at an extremely high velocity. This
reduces lead time and flattens the trajectory, thereby improving
accuracy. The shells are shaped out of composite or plastic,
with a metal skirt to grip the magnetic field. The Railgun
uses magnetic accelerator technology to propel small projectiles
at high speed. It is power-intensive, requiring a dedicated
capacitor bank to provide a steady stream of energy. Thus, the
number of shots is limited by the energy it contains. But the
ammunition is very easy to store since the individual shells
are quite small.

Rocket/Missile Launcher’s

Mortars

Rocket Launcher s consist of high-explosive, shaped-charge
warheads propelled by rocket motors, such as Rocket Packs and
Anti-Tank Missiles. Missiles are actually guided rockets,
directed by wire, laser, or radio transmitters.
Missiles generally pack warheads which cause areaof-effect explosions. These explosions will damage
all objects within a certain radius. Use caution
when using missiles or rockets and remember that
their use may affect more than just your target.
Guided missiles or mortars can be locked onto a
Rocket Pack
target by first selecting that target, then aiming
at that target until the target is within the locking circle.
Once the target is within that circle, the targeting reticle is
adjusted on the target until you hear a tone indicating lockon. At that point you can fire and forget.

21

Vibro Weapons
There comes a time when every Gear pilot has no
alternative but to engage in hand-to-hand combat.
Vibro weapons contain small sonic generators that
produce high-speed vibrations to assist in cutting
through armour. Vibro weapons are also considered
energy weapons.

Weakest

Strength
Sensors
-5
No Sensors
-4
Cameras
-3
Low-light

VibroAxe
-2

ATTRIBUTES
Sensors
Every squad needs at least one Gear to act as the eyes and
ears of the entire unit. Increased sensors can enable a Gear
to detect a wider range of enemy movement. Although you can
choose to outfit your entire squad with high-sensor equipment,
you may want to elevate this attribute in only a few of your
Gears. (Remember, you can only do this in Instant Action and
multiplayer modes.)

-1

0

Operations Update #3: An advanced sensor system also includes
all lesser features. For example, a (5) rated system includes
Magnetic Resonance and all systems listed from 5 back to —5.

1

Unlike giant combat vehicles such as Striders, Gears are
smaller and quicker, equipped with sensor and stealth systems
supporting a wide range of tactics. Gear pilots must not forget
that two battles are always raging at the same time: one
involving firepower and marksmanship, the other, an electrical
battle where pilots receive a steady stream of data through
their HUDs (Heads Up Displays). The information given to the
pilot is reduced to simple, easy to assimilate data that can be
quickly used in combat situations. The information retrieved
from the sensors on the Gear is processed by the advanced
systems of the Neural Net and then delivered to the pilot.
However, sensors have a down side, since many models emit
infrared or electronic frequencies that can be detected by the
enemy. To hinder this detection, pilots can equip their Gears
with electronic counter measures (ECM) and stealth systems.
Keep in mind that just as in other offensive or defensive
attributes, sensor systems add or subtract from a Gear’s total
threat value.
The following table describes the various sensor systems
available during the Gear customisation process. When choosing
sensors, also remember to take the mission terrain into
consideration.

22

2

3

4

Strongest

5

Description

Basic cameras.
Light-magnified optical
sensors that can
function in extremely
low light.
Infrared;
Infrared: high-bandwidth
Ultraviolet
optical sensors usually
coupled with infrared
lights. Ultraviolet:
low-bandwidth optical
sensors usually coupled
with ultraviolet lights.
Radar
High frequency, radio
wave system that
identifies surrounding
objects; radar waves are
easily detected by enemy
sensors.
Laser Rangefinder Laser-based system that
calculates an objects
range.
Thermographic
Heat sensor that creates
visual images from an
objects ambient heat.
Ultrasonic
Sound-based sensor that
uses sound waves to paint
an electronic picture of
the surroundings (similar
to how a bat sees its
environment); there is
also a limited ability
to identify an objects
composition.
Motion Detection Advanced motion sensor
that can track the
slightest movements.
Ladar
Laser-based radar that
is more accurate and
less likely to be
detected.
Magnetic
Magnetic sensors that
Resonance
can identify objects of
different metallic
compositions. These
sensors also have a
limited ability to
analyse the structural
integrity of targeted
objects.

23

Manoeuvrability

Fire Control

This category rates your Gear s ability to make quick, stable
turns, and negotiate unpredictable surfaces. As in the previous
category, you should consider the mission terrain.

A Gear s ability to acquire and destroy a target is not
entirely dependent upon the skills of the pilot. Beyond the
actual weapon systems, a Gear s combat ability is determined by
a complex system of computers and electronics: the Fire Control
system. At the heart of this system lies the Gear s Neural Net
Processor. While the Neural Net is not actually sentient, it is
still very advanced and displays an uncanny intelligence. When a
pilot is engaged in combat, the Gear s Fire Control system
means the difference between success and failure. For example, a
pilot aiming at an opposing Gear s head has to rely on his or
her own Gear to successfully carry out that command. An
advanced Gear may target the sensitive sensor cluster while a
lesser machine would shoot anywhere near the head. In addition
to a greater ability to cause damage, better Fire Control
systems offer the pilot additional tools for combat. The
following table demonstrates the installed systems based on
relative Fire Control strength:

Operations Update #4: To fully maximise your Gear s potential,
you will be required to operate the Gear in many different
environments. The most challenging of these is outer space.
Only Gears specially equipped with the perk Zero-Gravity Systems
will be able to function in space. A specially designed cockpit
allows extended operation in the space vacuum. Ceramic alloys
are also used to coat the outer skin of the Gear, preventing
damage from micrometeorites and hazardous radiation. Air
processors maintain a correct breathing mixture for the pilot.
The feet of the Gear are treated with advanced polymer
adhesives which allow the vehicle to maintain traction on any
object. Thrusters have been installed to enable the pilot to
operate the Gear in three dimensions. The basic thruster can
provide forward and reverse thrust. Manoeuvring thrusters
mounted all over the Gear provide full pitch, yaw, and roll.
To detach yourself from an object, simply command your Gear to
jump and the thruster controls will automatically activate.

Weakest

Armour Rating
Although Armour is a defensive attribute, it has a direct
impact on your Gear s overall ability to move and manoeuvre in
military offensives. Thus, if you are preparing for a light
recon mission, and the intelligence reports do not indicate
heavy enemy resistance, you should outfit your Gear with light
armour. However, if you are getting ready for a firefight
against heavily armed opponents, you will need more substantial
protection.
Operations Update #5: Although your Gear is constructed with
the most advanced composite materials, it is not indestructible.
Even with heavy armour, you may go down after receiving one
or two well-placed shots. It is your duty to construct a
well-balanced combat machine that has the capability to hit
hard and elude return fire.

Strongest

24

Fire
Control HUD Interface
-5
Basic HUD
-4

Speed Readout
Compass

-3

Weapons Readout

-2

Locking Reticle

-1

Enemy Range

0

Enemy Speed
(Relative)

1

Enemy
Identification

2

Leading Reticle

3

Enemy Armour

Description
Basic sensor information
and Gear damage status.
Notes the current movement
system and travelling
speed.Current orientation.
Summary of installed
weapons systems, including
available ammo and damage
status.
Aiming interface
including weapons status
such as weapon lock.
Distance to the currently
targeted object.
Summary of the current
target s relative approach
speed.
Detailed information on
the targeted enemy,limited
by the Gear s databanks.
Specialised reticle that
pinpoints where to aim
if the target maintains
its current speed and
trajectory.
Information on the
current target s damage.

25

Operations Update #6: An advanced Fire Control system also
includes all lesser features. For example, a (2) rated system
includes Leading Reticle and all systems listed from 2 back to -5.

Secondary Movement System (SMS)
Wheels or tracks provide excellent maximum speed on smooth
surfaces such as asphalt or hard-packed dirt. On these surfaces,
manoeuvrability is less of an issue. However, wheels have
limited clearance and stability. Use wheeled movement only if
the mission terrain is relatively level.
Note: Your Gear cannot crouch, lie, strafe, or jump while in
SMS mode.

PERKS/FLAWS
This category serves as the great equaliser. As you complete
your Gear customisation, you may find that your total threat
value is too high for the individual Gear, or for the entire
squad. Or, you may have extra value points that can be used to
upgrade your Gear. In either case, use Perks/Flaws to fine-tune
your Gear. Once again, consider your upcoming mission and
terrain when increasing or decreasing specific attributes. The
following Perks/Flaws are available:

Movement
A Gear needs a balance between firepower and speed, depending on
the combat conditions. Review your mission briefing to determine
this balance, and remember that increased manoeuvrability adds to
the total threat value of your Gear. Your Gear s movement
characteristics can be adjusted in the following categories:

Walk
Your Gear can duplicate human movements including walking,
running, strafing (side-skipping), and jumping. However, as a
mechanically constructed humanoid, a Gear s top speed is limited
in these areas. To compensate for this limitation, wheels or
tracks provide secondary movement that produces at least 50% more
speed than running. When you customise your Gear s movement, you
should consider the terrain in the upcoming mission. If you
expect to operate primarily over rocky, uneven surfaces, your
values should favour walking over wheeled movement.

26

Perks
¥

Ammo/Fuel Containment System: The ammo and fuel bays are
reinforced and can take more abuse than normal.

¥

Backup Communications System: Secondary communication system
that activates when the primary one is destroyed.

¥

Backup Fire Control: Secondary weapon control system that
activates when the primary system is destroyed.

¥

Backup Life Support: Secondary life support system that
activates when the primary is destroyed.
Note: Life support system functions separately from the
zero-gravity system.

¥

Backup Sensors: Secondary sensor system that activates when
the primary is destroyed.

¥

Easy to Modify: The vehicle is designed in such a way that
it is much easier to repair in the field and requires
considerably less time to modify.

¥

ECM: The Electronic Counter Measure system jams opponents
sensors and communication capabilities.

¥

ECCM: The Electronic Counter-Counter Measure system provides
sophisticated electronic tools to defeat ECM systems.

¥

Emergency Medical: Automated medical system prevents
crewmembers from becoming unconscious due to wounds.

¥

Haywire Resistant: The vehicle is resistant to electrical
disruption and electrical-based weapons.
27

¥

¥

Manipulator Arm: This arm can pick up and manipulate
objects. Manipulator arms are very nimble and as functional
as a human arm; this perk cannot be removed.

Flaws
¥

Defective Active Sensors: The vehicles active sensors can
cease functioning in a random manner.

¥

Defective Fire Control: Weapon control systems can cease
functioning in a random manner.

¥

Reinforced Armour: Armour reinforcement on one or more
facings of the vehicle. Only three facings can be used at
one time.

¥

Exposed Auxiliary Systems: Certain auxiliary systems are in
exposed locations of the vehicle and are more susceptible to
damage.

¥

Reinforced Chassis: Reinforced structure that allows the
vehicle to take more punishment in battle.

¥

Exposed Fire Control Systems: Weapon control systems are
exposed and more susceptible to damage.

¥

Reinforced Crew Compartment: Additional armour around the
crew compartment which gives more protection to the
crewmembers.

¥

Exposed Crew Compartment: Crew compartments are not
reinforced, thus leaving the crew less protected from enemy
attacks.

¥

Rugged Movement Systems: These movement systems are
reinforced and can take more damage than the normal ones.

¥

Exposed Movement System: Movement systems are exposed and
more susceptible to damage.

¥

Shielded Weapons: Armour protection for vehicular weapon
systems.

¥

Fragile Chassis: The vehicle’s chassis is fragile and
susceptible to damage.

¥

Sniper Systems: Additional targeting systems that allow more
accurate long-range attacks.

¥

¥

Stealth: A combination of many different systems that makes
the vehicle more difficult to detect with sensor systems.

Hazardous Ammo/Fuel Storage: The vehicle’s fuel storage
and/or ammo bays are poorly designed and less capable of
withstanding damage.

¥

Submersible: The vehicle is specially equipped to be
submerged under water.

Large Sensor Profile: The vehicle is very visible to sensor
systems.

¥

Zero-Gravity Systems: Booster pack, magnetic boots, and
vacuum seals on the suit that allow for extra-vehicular
outer space travel. This perk also includes life support.

Haywire Vulnerable: The vehicle is highly vulnerable to
electrical attacks.

¥

Weak Facing: Front, rear, left, or right facings of the
vehicle is susceptible to damage from attacks because it is
not protected by reinforced armour.

¥
¥

28

Jump Jets: Short-burn rockets that propel the vehicle
through large jumps. These do not give true flight or hover
capabilities.

29

SECTION FOUR: MULTIPLAYER

Start a Multiplayer Game
You should now find yourself in the multiplayer lobby (for more
information on all the options, see the Lobby section on page
35). Select Create Game to go to the Game Setup screen. If you
have already created a game it will be stored in the Game List
screen. If you d like to create another game type, select New.
Setup: At the Game Setup screen, choose the game you want to
create and set up your game options as follows:
1. Enter the name of your game in the Multiplayer field. Once
your game is created, its name will be listed in the
multiplayer lobby, so choosing a name that best describes
your game will be helpful in attracting the type of players
you want.
2. If you want, enter a password in the Password field. This
will require other players to enter this password in order
to join the game. This is useful if you re trying to keep
your game limited to select individuals, rather than leaving
it open to the public.

SETTING UP A MULTIPLAYER GAME: BASIC STEPS
Here are the basic steps you would need to play a multiplayer
game via LAN or the Internet. Each of the screens or options
mentioned in these steps are described in detail later in this
section.

TCP/IP LAN Or Internet?
Select the appropriate option based on whether you d like to
play with others over the Internet (which requires that you
connect to a server), or play with others locally over a
network (LAN). Then select Continue to move on.

Create/Select a Player Profile
If you don t already have a player profile created, you ll have
to create one. In the field titled Player Name, enter a name
for your pilot. In the field titled Player Info, feel free to
add any remarks or information about yourself/playing style.
Select OK to save your player profile and move into the game
lobby.
If you already have a Player Profile and you d like to bring it
into a multiplayer game, simply highlight it and select
Continue.

30

3. Set your maximum threat value in the Max Threat Value
window. A threat value is a number that indicates how
powerful a Gear is. If you enter a high threat value here,
you open your game to people who may have extremely powerful
Gears. If you enter a low threat value here, you restrict
your game to more balanced, and perhaps more strategically
constructed Gears. (For more information, see the Threat
Value section on page 13).
4. Select the type of multiplayer game that you d like to
create: Deathmatch, Duelist, Steal the Beacon, Strategic, or
Capture the Flag. For more information, see page 33.
5. Once you have selected the game you d like to create, set
up the game-specific options, which are explained in detail
beginning on page 40.
6. Select the terrain/map that you d like to play in. There are
many different maps listed, and some are particular to some
scenarios such as outer space. If you are worried about
frame rate, select a smaller map. Brief accounts of these
terrains/maps can be seen in the Briefing frame when any of
the terrains/maps is selected.
7. Set weapon restrictions, if you want. Doing this prevents
anyone from entering your game with the selected weapon
types. For example, if an opponent s Gear is equipped with a
Heavy Panzerfaust, and you ve created a game with rocket
weapons restricted, the opponent won t be able to join your
game with that weapon it will be stripped from the Gear as
it enters the game.
31

8. You can also change other multiplayer settings, depending on
which game type you select (i.e., Max Players, Time Limit,
Kill Limit, and Custom Gears). These options are explained
in the game-specific sections of this manual, starting on
page 40). When done, select OK to go to the Launch screen.
Launch: At the Launch Screen pick the gear you want to use and
select from the options that follow:
1. Select the type of Gear chassis you d like to use.
2. Select the Gear Variant.
3. If you need to edit your multiplayer game from the lobby,
select Game Setup.
4. If you ve set Custom Gears to on, selecting Modify Gear will
take you to the Gear Lab where you can customise your Gear.
If you ve set Custom Gears to off, this option will be
unavailable.
5. When you and the other players are ready, select Launch to
enter the game.
The options mentioned on the steps above and all the
information appearing on these screens are explained in detail
in the next sections in this chapter.

MULTIPLAYER GAME TYPES
There are five kinds of games that can be created and played.
Duelist: These are one-on-one games fought in a small arena to
one of three possible victory conditions: Death, First Critical,
and Time Limit (see page 40).
Deathmatch: These are the traditional free-for-all warfare
games where it’s pilot against pilot and everyone’s trying to
rack up kill points (see page 41).
Steal the Beacon: This is a deathmatch-style game where the
objective is to find and hold a beacon for a cumulative
amount of time. Of course, for every second that you hold the
beacon, you run the risk of someone trying to kill you so they
can grab the beacon themselves (see page 42).
Strategic: These are team games fought with the goal of
destroying the other team and their base (while defending your
own base). The buildings on your base contain strategic elements
and can be destroyed or protected by the team (see page 43.)
Capture the Flag: Yet another type of team game where each team
seeks out the enemy base, steals the enemy flag, and takes it
to their own base for points (see page 44).

SELECTING A CONNECTION
When you choose to play against other human players, you are
presented with two options for connection: Internet or TCP/IP
LAN.
Choosing Internet allows you to
connect to one of the Activision
game servers to find other
players. To do this, you need an
active Internet connection: modem,
cable modem, ASDL line, or other
means of Internet connection.
Choosing TCP/IP LAN allows you to
play with other players on your
local network, as long as this
network supports TCP/IP
connections.
To make the selection, just click on the option you want and
then select Next. To go back to the Main menu, just press Back.

32

33

SERVER SELECTION
If you choose to play via an Internet connection, the next
screen you will see is the Server Selection screen. This screen
displays the available servers to which you can connect.
Each server is displayed by name,
number of players connected, and
ping. You can sort each of these
columns by clicking on the header
of that column. (For example, you
can alphabetically sort all names
by clicking on the Server Name
button. You can then sort the list
in reverse by clicking the button
again.)
Ping is a value created when
your computer sends a packet out
across the Internet (a measure of how long it takes an
information packet to reach the server and then return a round
trip). The ping time is displayed in milliseconds and is a good
indicator of connection speed. The lower the number, the better.
You are usually better off choosing a low ping server.
Once you determine which server to use, just select it by
clicking on the name and then press Next. To return to the
Server Selection screen, press Back.

PLAYER CREATION/SELECTION
In order to play a multiplayer game, you must first pick a name
for your pilot. When you come to this screen for the first
time, the Player Info box is automatically displayed so you can
enter your player information. Thereafter, it is only displayed
if you click New or if you delete the last remaining pilot name
from your list.

Player Setup Box
Player Name: Enter a name of up to
19 characters or select a name
from the list of names you already
created.
If you have multiple pilot names,
select the name you desire from
the list of names, and press
Continue to connect to the lobby.
(As usual, Back will move you back
one screen.)

34

You can delete pilot names by clicking Delete, and you can edit
a pilot’s info by clicking Edit.
Player Info: In this box you can enter miscellaneous
information about you that other players can see when they look
at your info in the game lobby. Common information displayed
here is league affiliation, quotes, personality info, e-mail
addresses, or just a simple taunt to other players.
OK/Cancel: Clicking OK accepts all info currently entered.
Clicking Cancel rejects any changes made and closes the window
without making any alterations.

LOBBY
The Lobby screen is the central hub from which you can access
or create the games. Here you can see the games that are
created and chat with those players. Additionally, you can move
from here to other game lobbies if you’re looking for other
players or more variety.
The upper-left window lists all
the players in this lobby. Rightclicking on a player s name will
display the following options:
Mute: By selecting this option,
the selected player is muted.
Anything that he types in the chat
window is no longer displayed
until you choose to un-mute that
player.
Info: This opens the player s Info
window which contains details about that player.
Whisper: By selecting this option, you can open a private
communication channel with that player. Anything you type in the
chat window will be coloured a dark blue, indicating that you
are whispering to the selected player. You can easily go back
to public chat by deselecting the player. Until you do so,
however, everything you type will only be viewable by the
selected player. You can only whisper to one player at a time.

Player List
The Player list contains the names of all the players in the
lobby and has numbered fields explained below. These fields are
sortable by clicking on the headers.
(M)ute: A dot in this column next to the player s name
indicates that you have muted that player. If there is no mark,
any communication entered by that player will display in your
Chat window.
35

Ping: As described on page 34, this is an indication of each
player’s ping time when connecting to the lobby. To avoid lag
and to ensure the best gaming experience, try to play with or
against people that have low ping times.

Note: When a game is selected from the list of alreadycreated games, a field will come up above the game list
window displaying the game name for confirmation of your
selection. Additionally, if that game has a password
associated with it, you will see a password entry field to
type the password into for verification.

When a game is selected, the Player list changes from Players
in Lobby to Players in Game. Ping values are always shown as
N/A when viewing players within a game. To view ping times of
players within a specific game, you must first join that game.

Of course, the chat window is also available. Any text you wish
to enter can be typed in the text entry area at the bottom of
the window. Text is colour coded for ease of reference:

Player Name: This field displays the names of the players.

Game List
You can host a game by pressing the Create Game button, or you
can join a game by first selecting a game in the Game List
window, and then pressing the Join Game button.
Game Name: The name selected by the game s host for the game he
or she created.
Game (L)ocked: This column is marked with a dot when a game is
password protected. Any player trying to join that game will
have to enter the correct password to gain access.

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Light blue: Normal conversational text

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Dark blue: Whispered text

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White: System messages

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Green: Team-only text

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Red: Alarm messages (generally used to indicate things
like Session is Closed ). Alarm messages are usually
accompanied by an alarm sound to attract your attention.

Game in (P)rogress: A dot in this column indicates that this
game has already been launched. Most games, such as Deathmatch,
Capture the Flag, and Steal the Beacon can be entered in
progress. The only types of games that cannot be joined in
progress are Strategic and Duelist games. Trying to join that
kind of game after it has been launched will bring up a chat
window message that says Session is Closed, and you will not
be able to join that game.
Game (C)losed: A dot in this column indicates that this game
already has the maximum number of players in it and cannot be
joined.
Note: The host of a game sets the maximum number of players
when creating the game.
(#) Current Number of Players: The number in this column shows
how many people are currently playing in a particular game.
Style: This is the type of game being played. The key below
shows the types of games that can be played and their
abbreviations:

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DUEL: Duelist

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DEATH: Deathmatch

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CTF: Capture the Flag

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STB: Steal the Beacon

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STRAT: Strategic
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CHANGING LOBBIES

CREATE GAME SCREEN

If you wish to find other players, press the Change Lobby
button on the Lobby window which takes you to a screen that
displays all the lobbies currently
available.

If you decide to host a game, you may want to take the time to
understand this window completely. Some areas on this screen are
common to all game types, while others are game-specific.

Your current lobby is always
displayed in the Current Lobby
field. However, you can select one
of the other lobbies in the list
by clicking on it and then
pressing Continue to move to it.
(Back will take you to the Lobby
screen you just left.)

Game Name: This is where you (the
host) will enter the name of the
game you re creating in the Game
List window on the Lobby screen.

Information columns on this table
include:
(X) Lobby Closed: Some lobbies will already have their maximum
player count filled. You cannot join those lobbies. If they do
not have a dot in this column, then you may join the lobby.
Lobby Name: These are all the various lobbies you can join.
(#) Current Number of Players: This is the number of players
currently in the lobby.

SELECT GAME SCREEN

These are the fields common to all game types:

Password: This field is optional.
Here you can enter a password if
you want your game passwordprotected. If you do not enter a
password, then the game is public
(open) to all players and anyone
will be able to join.
Max Threat/Player: This is the maximum threat value you’re
allowing per player on a team. Each player can take a Gear
variant into the game only if it does not exceed this threat
value. For example, if the limit is 1500 and someone tries to
take a 1650 threat value variant into the game, they will not
be able to launch into the game. They will have to change the
variant so it is under your limit.

If you have previously created multiplayer games (previously
hosted a game), then all the settings from your previous games
will be saved for quick access on this screen.

Game Type: The five different types of games are listed here.
When you click on one of the types, the game-specific options
will be displayed.

To quickly host a game that you’ve
set up previously, select the game
name and press Continue to create
the game.

Terrain: The choice of map or arena (for Duelist games) in
which the players will be fighting. The smaller the map, the
faster the players will find each other. if you are concerned
about the game s frame rate, choose a smaller map.

To edit a game you’ve set up
previously, select the game name
and press Edit. Similarly, you can
delete previous games by selecting
them and clicking Delete.

Briefing: A description of the arena or terrain is displayed
here to give you more information on the kind of game you are
creating.

To set up a new game from scratch,
just click New.

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Weapon Restrictions: You may, as the host, decide to disallow
various types of weapons, as follows:

As usual, you can click Back to return to the lobby without
creating a game at all.

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Melee Weapons: All the hand weapons (vibroblade,
vibrorapier, vibroaxe, and vibrosword) that can do great
damage in close quarters.
Note: This restriction does not disallow punches. Hands
are an integral part of these Gears and punching is always
available to players.
Projectile: All the slug throwers in the game. Some of the
weapons included here are the autocannons, machine guns,
rifles, and such.
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Energy: The beam and energy weapons (i.e., gatling lasers
and particle accelerators).

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Indirect: These weapons can fire over intervening objects.
They are all the mortars, grenades, and grenade launcher s.

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Rockets: The dumb warheads that don’t lock onto an enemy
but must be manually aimed (the rocket packs and incendiary
rocket packs).

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Guided Weapons: The few weapons that are fire and forget
in the game. Some examples are the Anti-Tank Missile and the
Anti-Gear Missile.

GAME-SPECIFIC FIELDS
The following fields are only displayed when the game type is
selected.

Duelist (Duel)
These are one-on-one games fought in a small arena. There are
three possible victory conditions: Death, First Critical, and
Time Limit. This game type accommodates two players.
Victory Condition: There are three
possible victory conditions for
which you can battle.
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Time Limit: This game goes
until the timer expires. (Time
is set in the Game Time Limit
field. See page 41.) Opponents
continue to respawn after death
until the time limit expires.
In other words, this is much
like a one-on-one deathmatch
fought in a duelist arena.

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First Critical: The duel ends as soon as one of the
combatants suffers any hit to a critical system.

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Death: The struggle continues until one opponent is
destroyed.

Deathmatch (Death)
These are the traditional free-for-all warfare games where
it’s every pilot against another and everyone’s trying to rack
up kill points.
Max Players: This is the maximum
number of players allowed in this
game. This game type can
accommodate up to ten players.
Time Limit: Click on this button
to set the length of the game (in
minutes). You can choose 5, 10,
15, 20, 25, and 30. There is also
the INF option, which stands for
infinite. This means the game
will continue forever (or until
the last player quits the game).
INF is the default setting for
this field.
Kill Limit: This button allows you to set an upper limit on the
number of kills that any one player can make before the game
ends. The player that reaches that kill limit first will be
announced as the winner of the game. Kill limits can be set
from one to twenty kills. Also available is INF (infinite)
which allows the game to continue without limit. INF is the
default setting for this field.
Custom Gears: This button can only be set to on or off. Setting
this to on allows players to use customised Gear variants.
Setting this field to off indicates that players can only
select standard variants.

Game Time Limit: Regardless of which duelist victory condition
is chosen, a time limit can be set on a game. Failure to
achieve the victory condition (when using a Death or First
Damage condition) results in a draw when the timer expires
without the condition being met. Setting the timer to a low
value prevents Death or First Damage games from being long,
drawn-out hiding games.

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Steal the Beacon (STB)

Strategic (STRAT)

This is a deathmatch-style game where the objective is to find
and hold a beacon for a cumulative amount of time. Of course,
for every second that you hold the beacon, someone else is
trying to kill you so he or she can steal the beacon from you.

Strategic games are team games fought with the goal of
destroying the other team and their base (while defending your
own base). These buildings contain strategic elements and can be
destroyed or protected.

Winning Score: This is the total
score that a player must
accumulate in order to win the
game. Actions that create points
in Steal the Beacon are holding
the beacon, killing a beacon
holder, and killing enemies while
you are holding the beacon.

The goal of a Strategic game is to
try and destroy the other team and
their base while defending your
own. Each team s base has numerous
critical buildings including but
not limited to:

Max Players: This is the maximum
number of players allowed in this
game. The maximum number of
players this game type can
accommodate is ten.
Time Limit: Click on this button to set the length of the game
(in minutes). Choices of 5, 10, 15, 20, 25, and 30 are
available as well as INF, which stands for infinite. This means
the game will continue forever (or until the last player quits
the game). INF is the default setting for this field.
Kill Limit: This button allows you to set an upper limit of the
number of kills that any one player can make before the game
ends. The player that reaches that kill limit first will be
announced as the winner of the game. Kill limits can be set
from one to twenty kills. INF (infinite), also available, allows
the game to continue without limit.
NOTE: INF is the default setting for this field.
Custom Gears: This button can only be set to on or off. Setting
this to on allows player to use customised Gear variants.
Turning it off allows players to only select standard
variants.

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Ammo Dump: Allows for unlimited
reloading of a Gear’s weapon
and is activated by standing on
it.

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Repair Bay: Allows unlimited
repair of Gears and is activated by standing on it.

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Turrets: These turrets automatically defend the base against
all intruders. Turrets are indestructible and can only be
deactivated by destroying the headquarters.

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Headquarters: Destroying the headquarter s building
instantly deactivates all turrets of that base.

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Guard Tower: This building, although it may not have a real
function, must also be destroyed by a team that wants to
eliminate its opponent.

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Communication Array: Allows all players on a team to share
all sensor information from each of their tactical maps for
a better overall tactical viewpoint. When this building is
destroyed, the entire team loses the use of the tactical map
and the team captain loses the ability to send squadmate
commands. Guard this building with your life.

When a team loses all of their buildings, they lose their
ability to respawn. There will also be a message sent to every
other player that the team s base has been destroyed. When
every member of the team has been killed, the other team wins.
Max Players: This is the maximum number of players allowed in
this game. This game type can allow a maximum of ten players.
Time Limit: This button can be clicked to set the length of the
game (in minutes). You have these options 5, 10, 15, 20, 25,
and 30, as well as INF (infinite or until the last player quits
the game). INF is the default setting for this field.

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Kill Limit: This button can be clicked to set an upper limit of
the number of kills that any one player can achieve before the
game ends (from one to twenty). The player that reaches that
kill limit first will be announced as the winner of the game.
Also available is INF (infinite) which allows the game to
continue without limit. INF is the default setting for this
field.
Num. Lives: The maximum number of times a player can be
respawned before being ejected from the game. This allows a
host to create a last man standing type of game. Whenever a
player is killed the number of times indicated in this field,
he or she is eliminated from the game. This means that if 1
is selected as the number of lives, then the first time a
player is killed, they are ejected from the game. Number of
Lives can be set from one to ten, or INF (infinite), which is
the default setting.
Custom Gears: This button can be set to on or off. Setting this
to on allows player to use customised Gear variants, and
turning it off allows players to only select standard
variants.
Friendly Fire: This button can only be set to on or off. If on,
players are allowed to damage their teammates; off, teammates
cannot cause damage to each other.

Capture the Flag (CTF)
Capture the Flag is a team game where each team seeks out the
enemy base, steals the enemy flag, and returns it to their own
base for points.
Winning Score: This is the total
score that must be accumulated by
a player in order to win the game.
The actions that create points in
Capture the Flag are killing
enemies while holding the enemy
flag, killing an enemy that is
holding your flag, capturing the
enemy flag, and returning your own
flag to your base after an enemy
has dropped it.
Max Players: The maximum number of players allowed in this game
is ten.
Time Limit: Click on this button to set the length of the game
(in minutes). You have a choice between 5, 10, 15, 20, 25, and
30 minutes as well as INF, which stands for infinite (the game
will continue forever, or until the last player quits the
game). INF is the default setting for this field.
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Capture Limit: The number of times a team needs to capture the
enemy flag before the game ends. Capture Limit can be set from
one to twenty.
Custom Gears: This button can be set on or off. Setting this to
on allows the players to use customised Gear variants. Setting
this field to off indicates that players can only select
standard variants. If you d like to make the game play more
like the traditional paper-based game, set this to off.
Friendly Fire: This button can only be set to on or off. If on,
players are allowed to damage their teammates; off, teammates
cannot cause damage to each other.

LAUNCH SCREEN
Once you have either hosted a game or joined a game, you will
wind up on the Launch screen and be ready to start playing.
There are two terms you should
become familiar with on this
screen: host and team captain .
The Host: Indicated by an H next
to the player name. This is the
player that set up the game. The
host has the ability to kick
players out of the game, as well
as to change limited game
settings.
The Captain: Only available in team games, the captain of the
team (indicated by a C next to their name) has the ability to
kick a member of his or her team out of the game. He or she can
also set threat value variations for individual team members in
order to better divide the threat value allocations in Strategic
or CTF games.
Note: A host can also be a team captain. If the host leaves
the game, the first person to join that game becomes the
host. If the captain leaves the game, the next person down
the list of player names becomes the captain.
There’s a lot of additional information here. Here’s a quick
breakdown from the top of the screen to the bottom:
Player Chassis: This pull-down menu allows you quick access to
the list of Gear chassis you can select for the game. For more
complete information on a chassis, go to the Modifications
Screen (see page 16).

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Player Variant: All the available variants for the chassis
selected in the Player Chassis field are listed here and can be
selected by using this pull-down menu.

Remaining Threat: This is the amount of threat value remaining
to an individual or team. Again, see Threat Value Limits on
page 48.

Note: If the Custom Gear option has been set to off, only
standard variants will be displayed here. In other words,
any player-created variant will not appear on this menu if
Custom Gear is set to off.

Team Chat Mode: This chat option, located directly below the
chat box, is available only in Strategic and Capture the Flag
games. Players can set the option to Public to chat with
everyone in the lobby or to Team to confer only with teammates.

Camo Pattern: Each player can select a camo (camouflage)
pattern for their Gear from this menu before launching. In a
team game (Strategic or Capture the Flag), only the team
captain can select a camo pattern. The camo pattern will mark
every member of the captain s team.

Clicking the Stats button moves the player to that game’s score
screen. If the game hasn t started yet, then this screen will
have no information available. However, if players are joining a
game already in progress, they can take a look at the game
statistics of the players already in the game and get an idea
of the relative skill levels of those players.

Game Name: The name that the host entered for this game is
selected here.
Game Setup: Any player may click this button and go to the Game
Setup screen to review current game settings. Only the host can
change game settings after the creation of the game, and even
the host has limited editing powers after the game has been
created. (See Editing the Game on page 47.)
Players in Game: This list shows all the players in the game
and their current status. The fields of this table are
described below:
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Game in Progress: If this column has a dot in it, then the
player has already launched into the game. If the game is a
synchronised launch game (Duelist or Strategic), then this
dot only indicates that the player has pressed the Launch
button and is now ready to launch. Once all players in a
sync launch game are ready, then the game begins.

The Launch button takes a player directly into the game, or
signifies readiness to enter the game (in the case of a sync
launch game). The Back button takes the player directly back to
the Lobby window.

EDITING THE GAME
Changes to Game Setup
The host of a game can press the Game Setup button and change
only a few fields after a game has been created. If the host
wants to make large sweeping changes (like changing threat value
totals, or game types), he or she has to recreate the game from
scratch.
These are the settings that the host can change:
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Terrain

Player Name: As usual, this is the name of each player in
the game. If a player’s name is right-clicked, then options
will become available (much like in the Lobby screen). See
the Right-Click Options description on page 48 for more
information.

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Weapon Restrictions

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Time Limit

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Kill Limit

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Number of Lives

(P)ing: This is the ping value for each player in the game.

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Friendly Fire (Team Games Only)

(TV) Threat Value: This is the current threat value for each
player. As a player changes his or her variant
configurations, this number will change. Threat value
information has different meanings for different games, and
is fully described on page 48 in Threat Value Limits.

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Winning Score

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Capture Limit (CTF Only)

(T)eam Number (team games only): This column only appears
when a team game is being played and displays the team
number the player is assigned to (either one or two).

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Right-Click Options
Players have different right-click options depending on their
role within the game. From the launch screen, these options are
accessed by right-clicking on a player name.
Info (all players): Clicking here brings up the standard player
info. However, in a team game, this also allows the team
captain to modify the Threat Value field so that a team’s total
threat value is not necessarily evenly divided between all team
players. Thus, a captain can give one player 2000 points to
take a heavy artillery Gear, while giving another player 300
points for a light, fast scout. In those team games, players
can view the threat max set by their captain by pulling up the
info box, but cannot modify it themselves.
Whisper (all players): Exactly as in the lobby, players can set
the Whisper mode so they can privately talk with one another.
Again, you can only whisper to one player at a time.
Kick (only host and team captains): The host can kick any
player out of a game. A team captain can only kick players out
if they are on the captain’s team. Once a player is kicked from
a game, he or she cannot re-enter the game, so kick players
carefully.
Captain: A host can select a player and make them a team
captain. Although the host starts off as the team captain, he
does not have to stay a captain and can make another player his
team’s captain, if desired.

Threat Value Limits
Threat values vary between the two types of games: individual
and team. Individual games include Duelist, Deathmatch, and
Steal the Beacon. Team games include Capture the Flag and
Strategic.
Threat values are handled differently for each of these game
types and are described below:
Individual
Each player has a maximum threat value set by the host. The
Remaining Threat field shown at the bottom of the player list
is only applicable to you, the player that joined this game. In
other words, if the maximum threat value is 1500 and you choose
a 1650 threat variant, then the Remaining Threat field will
show -150, so you can see that you are over the limit.
If your threat value exceeds the maximum threat value set by
the host, you will not be able to launch into the game.

Team
The host sets a maximum threat per player in the Create Game
screen. That value is multiplied by the number of players in
the game and divided by two (since there are two teams). For
instance, if the host set up a maximum of 1000 points per
player, and there are nine players in a game, the maximum
threat value for each team would be 4500. This allows a team
with fewer players to have a little more threat value per
person to play with. If the teams are even in number, then each
side gets the same maximum threat value per player. The captain
for each team can divide up the team s threat value any way he
or she sees fit, but the total threat value of the team must be
less than or equal to the set maximum threat value in order to
launch into the game.
In the bottom left of the screen there are two fields. Threat
Left (PLYR) shows how many threat points you have remaining.
Threat Left (TEAM) shows how many threat points your team has
left. Each player in a team game can see their own maximum
threat value by pulling up their own Info box.
The current total of the team is displayed in the Remaining
Threat field. If that value is negative, then the team cannot
launch into the game until variants are changed to bring the
total team threat equal to or less than the maximum threat
allowed.

SCORE SCREENS
There are three variations of the Score screen shown after
completing a multiplayer game: the basic screen with the player
names, the Team 1 and 2 Score screen, and the Steal the Beacon
screen. Most games use just a single table to indicate the
scores generated during the game, described below:

Basic Scoring Information
Player Name: This is the name of each player that played in the
game. Players are kept on this list for ten minutes after they
exit the game before they are deleted. This allows other
players exiting the game to get an
idea of how they did against the
players that quit before them.
(K)ills: How many kills the player
has accumulated while playing in
this game.
(D)eaths: How many times the
player died during the game.
(S)hots Fired: How many times the
player fired at an opponent.

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(H)its Scored: How many of the shots fired actually hit the
target.

(C)apturing a Flag: These points are accumulated each time you
capture an enemy flag.

Ping: The player’s ping value.

(R)eturning Your Flag: These points are accumulated by
returning your own flag to its base.

Steal the Beacon Scores
When the game being played is Steal the Beacon, a second table
is also shown to give additional information to the regular
individual table.

Score: This totals up each player’s individual scores so you
can compare players against each other. Remember that the team’s
total is displayed above and is a sum of all the individual
player scores displayed below.

Player Name: Shown here again in
order to reference each row of
scores.

SECTION FIVE: GAME OPTIONS

(H)olding the Beacon: This is the
number of points the player scored
by holding the beacon during the
game.

The Game Options screen can be accessed in one of two ways:
either by clicking on Game Options on the Main Menu splash
screen, or by pressing Esc at any time while in the game shell
(before you enter the simulation).

(K)illing the Beacon Holder:
Points scored by the player for
killing the holder of the beacon.

Main Menu: This button returns you
to the Main menu splash screen of
the game. It’s a quick and easy
way to shortcut your way through
screens rather than having to
back out of each of them.

Score: This is the total of the
two fields described above. The
player with the highest score in
this column is the winner of the game.

Capture the Flag Scores
The only other time there is an additional table is when the
game being played is Capture the Flag. That additional table
(and team scores) are described below:
Team 1 and 2 Scores: This shows the total scores for each team
in the game. The team with the higher score is the winner.
Scores are accumulated by each player and are displayed in the
box below.
Player Name: This is shown here again in order to reference
each row of scores.
(T)eam Number: This is the team
number the player was on (either
one or two).

Graphics: This takes you to the
Graphics Options screen where you
can adjust many of your video card
options, as well as screen
resolution and graphic driver
choices.
Sound: Clicking here allows you to access slider bars where you
can adjust various sound options.
Control Config: This button takes you to an area where you can
adjust peripheral device settings, keyboard commands, and
sensitivities.
Quit Game: This button will take you completely out of the game
and back to your Windows desktop.

Kills while (H)olding an Enemy
Flag: Points accumulated for
killing enemy players while
holding the enemy s flag.
(K)illing an Enemy Flag Holder:
These are points gained by killing
an opponent that was holding your
team’s flag.
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GRAPHICS
This screen allows you to modify the various graphics attributes
of the game when launched. Those attributes are described below:
Special Effects —
Full/Reduced/Low: Special effects
are the various smoke trails,
explosions, dust effects, the
number of channels for sound
effects, and weapon effects in the
game. Setting these to low may
increase the performance of some
systems but will reduce the
intensity of the effects. Also,
setting this to low will reduce
the number of ambient sounds that
will be played at one time.
Shadows Full/Reduced/Off: These settings affect the shadows cast
by vehicles (including Gears) and buildings. The reduced setting
reduces the resolution of the shadow (making it blockier ), but
can increase game performance. The off setting turns shadows off
completely.
Specular Lighting On/Off: Most vehicles have specular highlights
cast by environmental lights. Specular highlights are the shiny,
metallic look you see as you rotate around an object. Since
this effect performs better on some cards than others, you have
the ability to turn it off, if desired.
Detail Texture On/Off: Detail textures are high resolution
textures that come into play when you get close to an object. A
real world description of this effect is to stand about 20 feet
from a white stucco wall. When you look at it from there, you
mostly just see a white wall. But as you walk closer, you begin
to see the stucco bumps on the wall and see more detail.
Detail textures do the same thing in our game. They are not
used everywhere, but are on most Gears and vehicles.
Trilinear Filtering On/Off: This option will only appear if
your card supports trilinear filtering. (Many cards do not —
contact your card manufacturer if you re not certain.) Trilinear
filtering diminishes the mip-map banding effect you see in the
distance when using bilinear filtering. However, since it can
cause diminished performance of your system, it may be turned
off, if desired.

the system. You can then select the desired card to use when
launching the game.
Screen Resolution: This menu polls your system to find out what
resolutions can be used with your video card. The resolutions
available will be shown on the list. Choose the one you want
and then launch the game to see the differences. Colour-bit
depth is also displayed on this menu. For instance, 640x480x16
indicates 640x480 screen resolution with 16-bit colour depth.
640x480x32 indicates 640x480 screen resolution with 32-bit
colour depth.
Note: Higher resolutions will have a greater frame rate
impact and will affect the game s performance. Further, a
number of video cards may produce graphic anomalies at
higher resolutions or colour depths. If you are worried
about this, choose a lower resolution

SOUND
This screen allows you to adjust slider bars to change sound
options within the game.
Music: Adjusts the music volume
within the sim portion of the
game. The range goes from 0 (off)
to 100 (full volume). The current
percentage of full volume is shown
in the centre of the slider.
Dialog: Adjusts the dialog volume
within the sim portion of the
game. The current percentage of
full volume is shown in the centre
of the slider.
Effects: Adjusts the sound effects volume within the sim
portion of the game. The current percentage of full volume is
shown in the centre of the slider.
Shell: This adjusts the volume of the buttons, background
sound, and pilot voices in the shell portion of the game. The
current percentage of full volume is shown in the centre of the
slider.

Video Display Drivers: Systems that have only one video card
will not be able to do anything to this button. However,
systems with multiple video cards can click on this button and
pull it down to reveal a list of all available video cards on
52

53

CONTROL CONFIGURATION
This section allows you to fully customise all controls within
the game. You can also load and save key sets for future use or
to swap with friends.

back). You can invert the control easily by selecting Invert
On. Pressing this key inverts the vertical axis on your mouse
or joystick. Press the button again to return to the original
setting.
Other keys on this screen can assist you in changing settings:

Since there are many possible commands within the game, the
list of commands is broken into four categories.
Movement: This covers most of the
forward, backward, left, right,
throttle, crouch, and other
movements possible for the Gear.
Targeting/HUD: These commands are
centred around aiming, locking
onto a target, and manipulating
your Gear’s HUD.
Squad/Network: This menu contains
most of the squad shortcut keys,
as well as network taunt quick
keys.

Change Key: This is the button you click in order to open the
command. Once you click this button, the next input you give
the software will change the current command to that new input.
Key List: Another way you can change a command is by using the
Key List button. Simply select the function you wish to change,
then press the Key List button. A box will appear containing a
list of binding options to choose from. Click on the new
command to select.
Reverse Function: When this button is pressed, the selected
command is reversed.

Miscellaneous: This menu contains all the other commands that
don’t fit elsewhere including camera controls, console display
keys, etc.

Load: Already existing control sets can be loaded by clicking
this button and then selecting a control set from the available
list.

Changing Your Key Commands

Save: If you like the settings you’ve made, then you can name
the control set and save it for future use by clicking this
button, entering a name and clicking Save.

To actually change keystrokes, you should first click on the
command you wish to change. Then it’s a two-step process: 1)
Click Change Key to let the software know you want to change
the command, and 2) press the key (or joystick, mouse, rudder
input) to enter that input in place of the current key. Thus,
you can easily change the forward command to your joystick
forward/back axis (Y-Axis) by first clicking Forward, then the
Change key, and then moving your joystick forward and back a
couple times.
Additionally, some controls can have their sensitivity settings
adjusted for better control, or they can be inverted.
To adjust the sensitivity of a control, simply select the
command and then slide the control on the slider bar to the
desired position. To decide if you like the setting, just jump
into an Instant Action game and check it out. If you want to
adjust it further, just come back and move it a bit.
Invert On/Off: Some users want to invert a control so it acts
more like game controllers they’re used to (for example, firstperson shooter fans typically want their mouse to look up when
they move the mouse forward, and look down when they move it
backward, while flight sim fans want the cursor to dive when
they move the mouse forward, and climb when they pull it
54

Reset Default: If you are not satisfied with the settings and
want to go back to the standard default set and start again,
simply click this button and the original settings will revert.

Accept: If you like your settings and want to use them in the
game, then click Accept to use those settings and return to the
previous screen.
Back: You can leave this screen without making changes by
clicking Back. Beware! Any changes made will not be saved to
your current input set if you choose Back instead of Accept.

Avoiding Key Reassignment Conflicts
Sometimes, when changing key commands, you will create conflicts
with other keys. These are easily resolved, using the
highlighting system shown here and the buttons below the command
list.
For instance, if the Forward command was changed to E, this
causes a conflict with the Nearest Enemy command in the
Targeting/HUD category (which was preset to E).
That information is displayed by showing you the conflicted
keystroke in the red box below the command list (Nearest Enemy)
and by highlighting in red the category that the conflicting
command is in (in this case, Targeting/HUD).

55

The four buttons below the conflicted box can often solve the
issue completely without using the highlighting system above.

SECTION SIX: YOUR GEAR

Undo: A key change can be undone by simply hitting this button.
There are multiple levels of Undo available, so you can back up
changes many, many levels if you want to work backwards through
multiple changes.

Any rookie pilot fresh out of the academy can run and shoot,
but it takes an experienced commander to take advantage of his
or her abilities on the battlefield. The first step is to study
and understand the features and capabilities of a Heavy Gear.
Become familiar with your Gear s electronic systems and
mechanical components, and review the Gear s controls. It will
take many combat hours to learn these controls, but eventually,
you will be unable to tell where the human pilot leaves off and
the Gear begins. At that point your Gear will reach its
potential on the battlefield, and you will achieve unqualified
success as a Strike Recon Commander.

Clear Conflicted: This key will change the conflicting key to
none so that it no longer conflicts with the command you
currently have selected. You’ll still need to change that
keystroke to something else, or else it won’t be available to
you at all when you launch to the sim, but this can quickly
prevent a conflict in the meantime.
Clear Selected: This changes the currently selected command to
none. This is the only way to empty a command completely.
Empty commands will not be available when you launch the sim.
Clear All: To clear all commands to none in order to create
your own ultimate key set, click this button.
Note: If you are still having problems with your joystick or
other peripherals, please contact the manufacturer for
updated drivers or support.

56

The Heavy Gear is the most advanced IFV (Infantry Fighting
Vehicle) to enter land combat in the past millennium. Designed
with an infantry soldier s flexibility and the resilience and
firepower of an armoured vehicle,
the Heavy Gear offers
maximum protection for its
human pilot, while
providing a massive
payload of armour and
weaponry. The following
sections provide a brief,
top-to-bottom tour of a
Gear s internal and
external systems.

57

Cockpit
Communication
Antenna
V-Engine
Pilot
Seat

Main Sensory Cluster

Every Gear carries one pilot in its torso. A
sturdy flight seat occupies the centre of the
Gear s chest cavity.

Control Apparatus
All Gears are equipped with control sticks and
throttles. Each pilot can customise the
controls and corresponding commands to their
preferred method of control.

Control
Apparatus

Main
Access
Hatch

Manipulator

Knee Block
Mainframe

Armoured
Skirt

Armoured
Support and
Balance
Mechanism
SMS Wheel
Assembly

58

Grieve

Foot Armour

Information Display
To deliver information to the pilot, a Gear
uses virtual reality technology with a
special laser crystal screen mounted inside
a slightly enlarged helmet. This system
relays a 3D image that effectively removes
all sight barriers from the pilot s view,
giving the pilot a feeling that they are the
Gear. The Gear s internal processors then
take data from all sensor inputs (radar,
motion detectors, etc.) and compiles all the
information as overlays in the VR helmet.
This makes battlefield information simple to
read and instantly available. Audio is
transmitted through multiple external
microphones. The Gear s neural net will
process the sound and feed all vital audio
information via the pilot s VR helmet.

Sensor Systems
A Gear supports multiple sensors, many of
which are digital Omni-cameras in the area of
the Gear s head. Depending on the Gear s
configuration, these sensors process
information that is channelled to the pilot
via the virtual reality display. Although
these sensors transmit individually, the
Gear s CPU (central processing unit) processes
the transmissions and delivers a single
virtual image to the pilot. The CPU s
sub-processor commonly referred to as VISUP,
Eye-Brain, or Vision Chip instantly performs
this function.
59

Power Plant
Your Heavy Gear uses an advanced, compact
internal combustion power source called the
V-Engine. The core is a support axle composed
of high-strength alloy steel. This
configuration includes two drive shafts
delivering equal horsepower. The V is a
compact engine that is rugged, easy to
manufacture and repair, and capable of running
smoothly on a variety of fuels. With a
relatively small number of moving parts, this
engine is perfectly suited to the Heavy Gear.

Armour
The average Gear is protected by several
centimetres of composite armour. Because the
armoured plates are designed to provide
maximum flexibility, some areas have limited
power to stop attacks. A skilled enemy will
exploit these weak points, so a Gear pilot
must learn to use stealth, quick movements,
and lightning attacks to avoid presenting an
easy target.

HUD (HEADS UP DISPLAY)
Due to improved virtual reality links between machine and pilot,
you have the opportunity to meld your human abilities with the
Gear s computer enhanced electronics. Although the modern Gear
traces its evolution to seemingly primitive mining and
construction vehicles, the shell you don today is a direct
response to the demands of modern combat, stealth, and
navigation. Your field orientation begins with the Heads Up
Display, or HUD, a virtual reality interface that connects you
to the outside world.
Rather than place additional hard shell displays in front of
the pilot, the HUD projects all tactical information at eyelevel. Important information about the Gear, such as weapon
status, damage displays, and the combat situation including
target information and squadmate commands, are all displayed on
the HUD. The amount of information displayed by the HUD is
directly related to the fire control and sensor capabilities of
the Gear (see HUD Functions on page 62 for detailed
descriptions of the individual subsystems and Sensors for
complete system descriptions).

Unit
Indicator

Speed

Enemy
Range

Weapon List
(w/ammo counts)

Secondary Movement System
A Gear can walk, run, jump, and move
sideways (strafe), however to reach maximum
land speed, it must use a Secondary Movement
System, such as wheels or treads. These
systems are placed under the machine s feet
and powered by generators attached to the VEngine s drive shaft. Because of low ground
clearance, the SMS is only useful on hardpacked sand or dirt, or concrete surfaces.

Enemy
Armour

Targeted
Enemy
Indicator

HUD
Squad
Commands
Weapon Range
Indicator
Targeting
Reticle
Torso
Viewing
Arc

Stealth
Box

Active/Passive
Indicator

Radar

60

Torso
Directional
Leading Brackets
Reticle

Diameter of Radar

Armour
Level
Movement
Method
Speed

61

HUD Functions
¥
¥
¥

Enemy Range: Enemy speed and range so you can more
accurately gauge shots and make smarter weapon selections.

Movement Method: A device which monitors whether your Gear
is standing upright, kneeling down, or lying prone.

¥

Speed: Your current velocity is shown here (in kilometres
per hour).

¥

Detection Alert: If the word Warning appears here, then an
enemy is actually alerted to your presence and is moving to
intercept.

¥

Stealth Box: This box has a green vertical line in it.
Whenever you’re within enemy detection range, red will begin
filling the box. As long as the red stays to the left of
the green line, you can’t be detected. When it passes the
green line, you can be detected. A red Warning sign will
also appear above the stealth box. The green line can be
moved via Perks, active vs. passive radar, and
crouching/lying down.

Radar: Radar radius is adjustable and noted on the display.
ACT indicates Active setting; PAS indicates passive setting.
Enemies show up on radar as red dots, friendlies as green
dots, and neutral targets are grey.
Weapons List: Displays all available weapon systems and
their ammo loadout. The current weapon is highlighted.

¥

HUD Squad Commands: This is the quick key
giving snap commands to your squadmates.

¥

Targeting Reticle: Main shooting reticle (crosshair).

¥

Weapon Range Indicator: This indicator turns green when the
area before the reticle is in the range of the selected
weapon. The indicator turns red when the area is out of the
selected weapons range.

interface for

¥

Torso/Directional Bracket: The Gear s directional indicator.
Shows in which direction your Gear is moving. These brackets
always face front, even if your Gear s torso is twisted.

¥

Leading Reticle: Computerised target point for effectively
leading a moving target (small crosshair).

¥

Waypoint/Target Indicator: Waypoints are indicators of where
you should go in missions in order to accomplish your
objectives. Any selected waypoint or targeted object is
shown as a free-floating selection if in front of the Gear,
or as a free-floating arrow pointing in the direction the
Gear should turn in order to face it.

¥

62

¥

¥

¥

moderate armour damage and then red to indicate major armour
damage.

Unit Indicator: The name of the unit you currently have
targeted.

Not Shown
¥

Warning Indicators: The Critical Hit indicator will be
displayed to indicate that an integral Gear function has
been damaged or destroyed.
Warning Indicators Legend
Critical Hit — Indicates that your Gear has been seriously
damaged. A Gear can suffer a critical hit even with a high
overall armour level, if a shot is taken in a vulnerable
area of the Gear (such as the head).
Torso — Torso is damaged and will not respond to commands.
Targeting — Target designator is destroyed and will not
function.
Speedometer — Speedometer has been destroyed.

Torso Viewing Arc: The arcing line above the radar indicates
the current facing of your torso relative to centre. As you
turn your Gear’s torso left or right, the arc will also
slide left and right to show in which direction you are
looking. If the arc is centred directly over the radar
circle, then your Gear’s torso is also centred.

Weapon — Weapons display has been destroyed.

Active/Passive Indicator: The letters ACT indicate you are
using Active Sensors, while the letters PAS indicate Passive
Sensors.

Motion — Motion sensors have been destroyed.

¥

Sensor Diameter: This number indicates the diameter of your
sensors field, shown in meters.

¥

Armour Level: Sliding bar reflects overall armour integrity.
While in battle, this bar will turn yellow to indicate

Fire Control — Fire Control systems have been destroyed.
Sensors — Sensors no longer function.
Leading — The leading reticle has been destroyed.
Sniper — Sniper Systems have been destroyed.
Magnetic — Magnetic sensors have been destroyed.
Radar/Compass — Radar no longer functions.
Reticle — Targeting reticle has been destroyed.
Ultrasonic — Ultrasonic sensors have been destroyed.
Mov/SMS — Your Gear has lost some of the ability to walk.
SMS no longer functions.
Man/Upright Movement — Your ability to move has been
affected.

63

Note: Before you receive either the SMS or Upright Movement
warning indicator, the Movement Method indicator in your HUD
will turn light blue to indicate some damage and then orange
to indicate moderate damage.

TACTICAL MAP COMMANDS FLOWCHART
NAVIGATION

OPTIONS

SELECT NAV RECORD

Nav Setup

Set Checkpoint

Alpha

Centre Camera

Build Path

Bravo

ADVANCED RADAR TECHNIQUES

Charlie

Your radar is equipped with sophisticated systems which allow
your Gear to distinguish between friends or enemies. When an
object or vehicle is picked up by the radar, it will appear as
a white icon. After the NNet determines whether or not the
object or vehicle is hostile it will colour-code the contact.
If the contact appears red, the NNet has designated the contact
to be hostile, green designates a friendly.

Active vs. Passive

DIRECT ORDERS

Regroup
Move

As a Spec Ops Commander, you are responsible for your
squadmates. Your team depends on your direction, and the
completion of your mission depends on your ability to gain a
tactical advantage on the battlefield. It is critical that you
become familiar with the tactical system installed in your Gear.
All Spec Ops Commanders have instant access to an electronic
Tactical Map. This information and communication system is
displayed in your Virtual Reality helmet. Simply strike the
Map key (the default key is Tab) to invoke the Tactical Map.

Foxtrot
Golf

Follow Path

Hotel

Active On/Off
Attack

Squad

TACTICAL COMBAT

Echo

Go To Checkpoint

SELECT UNIT

Your Gear radar has two basic modes of operation. In the Active
mode, your radar sends an electronic pulse which is used to
scan the surrounding environment and report any signals within
your operating range. This scan is usually very dangerous to
use because it makes the Gear very easy to detect on the
battlefield. Passive mode, on the other hand, only acts as a
receiver of signals. As a Strike Recon Gear pilot, it will be
very important for you to operate with as much stealth as
possible. For this reason, it is advised that you learn how to
operate in Passive mode in all but the most dire of
circumstances.

Delta

Done

Hold Ground

Red Fire Team
Squadmate 1

STANDING ORDERS

SELECT FORMATION

Scout

Line Abreast

Blue Fire Team

Defend

Semi Circle

Squadmate 3

Set Formation

Column

Squadmate 4

Combat Setting

Staggered Column

Squadmate 2

Vee
Done

Wedge
Echelon Left 1

ENGAGEMENT MENU

Echelon Right 1

Fire at Will

Echelon Left 2

Return Fire

Echelon Right 2

Hold Fire
SPACING
TACTICS MENU

Tight

Auto

Normal

Assault Front

Wide

Flank Left
Flank Right

Done

TARGETING

My Target
Closest Target
Weakest Target
Strongest Target

64

65

Options

These are the possible formations available to the Commander:

Nav Setup: Allows the commander to designate checkpoints and
construct paths for specific manoeuvers.
Centre Camera: Centres the camera on the Commander (that s
you).

Direct Orders

Wedge
Line Abreast

Regroup: This command orders your squadmates to stop what they
are doing and return to formation as fast as possible. Warning:
issuing this command will cause your squadmates to stop fighting
so make sure they are not in battle when you summon them to
Regroup.
Move: Select a single unit, one of two teams: Alpha (Red Fire
team, squadmates 1 and 2) or Bravo (Blue Fire team, squadmates
3 and 4), or the entire squad, and then click on a new
location. The squad will proceed to the designated point and
await further orders or act on their default orders.

Echelon Left 1

Semi Circle

Go To Checkpoint: Direct a unit or units to a checkpoint on the
tactical map.
Operations Update #7: Black Talon Intelligence will always
attempt to supply a set of nav points for your tactical map.
However, you should assess these nav points once the mission is
underway. The suggested path may not be your best alternative.

Column

Echelon Right 1

Staggered
Column

Echelon Left 2

Sensors Active/Passive: This command toggles an order to your
squadmates to change their sensors from Active to Passive mode.
Attack: This command attacks the designated enemy.
Hold Ground: Unit will stop all actions and defend the current
position.

Standing Orders
Scout: Designate the units you want to command then click on
their intended destination on the tactical map. The Gear
selected will survey the surrounding area while progressing to
the checkpoint. Upon reaching the checkpoint, the Gear will
patrol the surrounding area until ordered to do otherwise.
Defend: This order tells the selected unit(s) to defend an
object or area you specify on the tactical map. The squadmate
will engage any enemy who threatens the designated object or
area.

Vee
Echelon Right 2

Set Formation: This series of orders allows the commander to
set a predetermined formation.

66

67

Separation: This is the distance between units in formation.
The three choices are tight, Normal, and Wide.
Combat Settings: The active commands in each category work
together to form a tactical strategy.

HUD TACTICAL COMMANDS FLOWCHART
COMMUNICATION MENU

Squad 1

Rules of Engagement

Red Fire Team 2

The following commands determine how your squad will react when
threatened by an enemy engagement.

Squadmate #1 3

1 My Target

Fire at Will: The selected unit or units are ordered to pick
their own targets and engage at will.
Return Fire: Only fire when fired upon.

ATTACK MENU

Squadmate #2 4

2 Closest Target

Blue Fire Team 5

3 Weakest Target

Squadmate #3 6

4 Strongest Target

Squadmate #4 7

Hold Fire: Unit will never fire unless ordered to.

DEFEND MENU

1 My Target

Tactics

SQUAD MENU

Auto: Will choose between following tactics and making the best
decision.
Assault Front: Initiate a frontal attack on the target.
Flank Left: Maintain a position to the left of the enemy while
attacking.
Flank Right: Maintain a position to the right of the enemy
while attacking.

Targeting

2 Weakest Target

Regroup 1
3 Closest Target
Attack 2
Defend 3
Hold Ground 4

CHECKPOINT MENU

Go To Checkpoint 5

1 Alpha

Combat Settings 6

2 Bravo
3 Charlie

My Target: Attack your current target.
Closest Target: Attack the closest enemy in sensor range.

ENGAGEMENT MENU

1 Fire At Will

4 Delta

2 Return Fire

5 Echo
6 Foxtrot

3 Hold Fire

7 Golf

Weakest Target: Attack the weakest enemy in sensor range.

TACTICS MENU

8 Hotel

Strongest Target: Attack the strongest enemy in sensor range.

HUD TACTICAL COMMANDS
It s not always feasible or smart to pull up your tactical map,
especially in the heat of battle. However, communication with
your squad is critical, so a quick interface exists in your
HUD to give you easy access to most of the same commands. This
interface is accessible by pressing C. The diagram describing
access to those functions is shown on the next page.

1 Auto
2 Assault Front
COMBAT SETTINGS MENU

Engagement 1

3 Flank Left
4 Flank Right

Tactics 2
Set Formation 3
FORMATION MENU

1 Tight
2 Normal
3 Wide

68

69

SQUAD COMMAND HOT KEYS
Attack (Nearest Enemy)

Ctrl + A

Regroup

Ctrl + R

APPENDIX A:
THE 01ST BLACK TALONS
CHARACTER COMPENDIUM

Stand Ground

Ctrl + S

Defend (My Target)

Ctrl + D

LIEUTENANT KEIJI KAGE

Attack (My Target)

Ctrl + T

Peace River Defence Force

Go To Checkpoint Alpha

Ctrl + G

On assignment outside of Peace River
when CEF saboteurs destroyed his
city-state, Keiji Kage is now a man
without a nation. Before the
tragedy, he had served as a
mercenary and a soldier of fortune
across the Badlands, including in
the community of abandoned Earth
soldiers known as Port Arthur. Kage
finally settled into the role of a
Duelist in the Peace River Defence
Force. He married and had a child, only to see them vaporised
by the anti-matter device that destroyed his home.

STEALTH
When you are dropped behind enemy lines, combat is inevitable.
However, you can fight at the time and place of your choice by
taking advantage of your Gear s stealth capabilities. By
carefully monitoring your sensors, which produce varying amounts
of heat and radio waves, you can render a Gear almost
invisible. In addition to using stealth tactics, you can equip
your Gear with a Stealth Perk during the customisation process.
The rating of this perk determines how difficult it is for
enemy sensors to detect your Gear. Finally, the rating of the
Electronic Counter Measures perk will determine the amount that
enemy sensors are disrupted.

Military Specialties
Lieutenant Kage served as a Duelist for the Peace River Defence
Force and then as a test pilot for the Paxton Arms Research and
Development wing. This is a testament to his skills as a pilot.
Kage is deadly, especially in one-on-one combat where the
battlefield is closest to the duelling arena. His time in Port
Arthur has also given him a passing familiarity with CEF forces
and tactics, a valuable skill in the mission ahead.

Psychological Profile
Part of Kage feels he should have died with his family at Peace
River. He has channelled this guilt into anger and his
participation in the strike against Caprice is in all likelihood
a personal vendetta. This makes him very motivated, but it may
cause behaviour problems in the field when the professional
facade he has built begins to crack. There can be little doubt,
however, that he will be effective and driven in combat against
CEF forces; the memories of his family give him little choice.

70

71

LIEUTENANT BOYDEN WALLIS

LIEUTENANT JUNO VESPING

Norlight Armed Forces

Northern Guard

Like many Norlights, Boyden Wallis
is a man of faith. A devout
follower of the Revisionist Church,
the major religion born on Terra
Nova, Wallis sees his military
service as a spiritual obligation.
For him, this is a pilgrimage, the
Revisionist duty to better the
world. He joined the Norlight Armed
Forces when he felt the South was
getting to be too dangerous and
served with distinction during the Interpolar War. With the
destruction of Peace River, he realised that the true enemy was
Earth, a faithless colonialist empire bent on subjugating his
church, his nation, and his planet. Wallis is anxious to test
his mettle against the heathens of the CEF.

Lieutenant Juno Vesping is a native
of the city-state of Rapid City in
the United Mercantile Federation and
served for a brief time in the
corporate security service of
Northco, a giant Gear manufacturer.
After a corporate raid went wrong,
she left the private sector for the
military. She served with
distinction in the Northern Guard
Intelligence Service as both an
operative and an analyst. She left the intelligence service six
cycles ago to join the Cat s Paws, an elite commando Gear
regiment in the Northern Guard. There she served with
distinction under Colonel Stacey Diggs.

Military Specialties
Lieutenant Wallis is an experienced Gear pilot, having served
with the 7th Norlight Gear Regiment (Red Crusaders) during some
of the hardest fighting of the Interpolar War. His combat
skills are excellent and he is not prone to hot-dogging.

Psychological Profile
Boyden Wallis faith is his strongest psychological asset and
his greatest weakness. The conviction that the Gentle Prophet is
on his side makes Wallis a fearless soldier. Unless his faith
is profoundly shaken
something unlikely to occur
Wallis
should be virtually immune to any psychological problems and
resist interrogation if he is captured. Unfortunately, his
driving faith isolates Wallis from the rest of the Black Talon
pilots. Indeed, fighting with those who don t share his faith
is somewhat distasteful to him. Conflict with the Southern
pilots may be unavoidable.

72

Military Specialties
Vesping, with over a decade of experience in covert operations,
is a true asset to the Black Talon Squadron. She is a veteran
of many spectacular commando raids with the Cat s Paws,
including one on Port Oasis itself in TN 1938 that earned her
the Guard s highest commendation. Vesping s analytical mind,
however, is probably her best asset. She will be the best
suited to interface closely with Liberati and other locals once
on Caprice.

Psychological Profile
Vesping is a surprisingly well-adjusted woman, given her
background in covert operations. She does not suffer from any
significant stress disorders or antisocial tendencies. Vesping
does put a strong value on innocent life, however, and has
twice in her career disobeyed orders that put her regiment at
risk. Both times she managed to find another solution (a
testament to her creative thinking), but this could be a
problem in a mission like the excursion to Caprice.

73

SERGEANT ANTOINE MAILLAUX

SOUS-CAPORAL MORGAUSA TEMPLE

Southern MILICIA

Mekong Peacekeepers

Antoine Maillaux was born in
Aquitaine, on the border of the
Southern Republic, but quickly got
into trouble with the local
authorities and fled into the
Badlands. He hooked up with rovers
and smugglers and began the life of
a rogue, serving briefly with the
Peace River Army at the end of the
War of the Alliance. Once Earth was
defeated, he became a full-time
smuggler, making treks between Wounded Knee, Port Arthur, Hsi
Tsang, and other lawless towns. In TN 1936, when the Interpolar
War exploded, Maillaux was operating on the Republican border
and got drafted into the Southern MILICIA. Because of his
skills and experience, he was assigned to the 11th Regiment
(the Rapiers), an elite auxiliary to the Legion Noire. He
served with distinction, but remained a rogue and wasted no
opportunity to challenge authority.

Morgausa Temple is the latest
inheritor of a long family tradition
of distinguished military service,
going back to the birth of the
Mekong Dominion. Temple herself,
however, has not seen combat as of
yet. She signed up for duty as soon
as she could and finished her
training mere days before the Peace
River explosion. Since then she has
been awaiting an assignment,
transferring from unit to unit. The 1st Black Talon Squadron
will be her baptism of fire.

Military Specialties
Maillaux s training with the Legion Noire came to supplement the
extensive skills he had already acquired as a smuggler and
rover. A skilled pilot, he mostly excels at stealth and hitand-run operations, which should come in handy in the mission
ahead. He also has direct experience against Colonial
Expeditionary Forces during the War of the Alliance.

Psychological Profile
Maillaux, despite his military service, is still a rogue at
heart. He will follow orders, but rarely does so to the letter.
He respects only those troops who he believes have earned
respect. It will be critical to the missions success that
Maillaux consider all his teammates worthwhile.

74

Military Specialties
Sous-Caporal Temple may not have seen combat, but she rates
very high on all training tests. Her piloting skills are
excellent and she impressed her academy teachers enough to earn
a recommendation for special operations. Due to her family
background, Morgausa Temple seems to be a natural. Before she
signed up, Temple had begun studies in electronics and
mechanics; she completed some of that training in the Academy.
Her technical know-how supplements her combat skills.

Psychological Profile
Temple has great potential, but has yet to be tested under
fire. She is all too aware of this and suffers from an
occasionally acute lack of self-confidence. Surrounded by
hardened soldiers, she is anxious to succeed but is unsure how
to do so. She will likely continually look to her commander and
squadron-mates for guidance and orders. Unfortunately, her
family s record of service only compounds the problem; indeed,
she follows the Mekong practice of ancestor worship and fears
she isn t worthy of her heritage.

75

SOLDAT LEO SOBEC

HELENE DEL PULCIANO

Republican Army

Caprician Liberati

Leo Sobec was once a decorated
pilot with the Southern Republic s
Iron Defenders regiment. Now he is
prisoner 03-645-62, freshly
transferred from Labour Camp 27 near
Siwa Oasis. Sobec committed grievous
crimes while serving with the Iron
Defenders and was court-martialed.
The Southern Republic will say only
that he was involved in the deaths
of several fellow soldiers. Sobec
underwent experimentation while at Labour Camp 27, reportedly
designed to curb psychotic tendencies. The results and exact
nature of this program are unavailable to us. Sobec s inclusion
in this mission is due mostly to his piloting skills and the
fact that he is utterly expendable.

Helene del Pulciano will be your
contact on Caprice among the
Liberati partisans. Our information
on her background is sketchy,
although she may have been a rare
member of the Caprician corporate
elite who refused to collaborate
with the CEF when they returned to
Caprice. Our information, however,
places her as being too young to
have been an executive at that
time. It is more likely that her family resisted or that she
has rebelled against both her parentage and the CEF.

Military Specialties
Sobec s military record shows him to be an extremely skilled
Gear pilot, able to face overwhelming odds and succeed. He
excels at close combat in and out of a Gear and rarely leaves
an opponent breathing. Incarceration has, if anything, added to
Sobec s effectiveness, apparently killing off any last trace of
remorse he might feel toward his enemies. Missions of total
destruction or assassination are his specialty.

Psychological Profile
Sobec is a potential time-bomb waiting to explode. He refuses
to socialise with his squadron-mates and generally remains cold
and almost unemotional. In the field, he attacks enemies (real
or simulated) with a zeal that borders on insanity. Sobec is in
enough control to channel his raging hatred toward designated
enemies, but he should be watched with the utmost attention.

76

Military Specialties
Del Pulciano has
as far as we can tell
never received
formal military training. She has been fighting with the
Liberati guerrillas for several years, however, and so has most
likely acquired a great deal of field experience. Our contacts
say she is at least competent with walker vehicles and so
should be able to serve with the Black Talon. Del Pulciano s
greatest asset for the mission, however, will be her knowledge
of Caprice, the CEF s forces there, and the Liberati.

Psychological Profile
Any psychological profiling of del Pulciano is extremely
tentative, but there is likely to be some sort of cultural
clash between del Pulciano and the Black Talons pilots. Indeed,
they come from different worlds and she may be accustomed to a
certain class of companions. She is also likely very dedicated
to her cause, and all Talon pilots should strive to make clear
they are present to assist the Liberati cause, not to become
another invading force.

77

APPENDIX B: GEARS

Dark Cheetah
Ops Code BTX-04

BLACK TALON GEARS
All of these Gears are considered spec op varieties and include
a pressurised cockpit, increased armour, power, and stealth
capabilities.

Dark Warrior
Ops Code BTX-01
The Dark Warrior is a modified
version of the Warrior Elite, a Gear
prototype created by Paxton Arms
ultra-secret advanced Gear
development program. The Warrior
Elite was to be the vanguard of a new
generation of highly mobile Gears for
Peace River s army, but only three
prototypes are known to have escaped
the city-state s destruction. The
Dark Warrior upgrade retains the
Elite s agility and speed but
features additional stealth
equipment.
SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:

Dark Warrior
n/a
Black Talon Werks
Main Battle Gear
4.6 meters
6900 kg
Advanced Composites
50 mm
69 kph
90 kph
PV-650 V-engine
650 hp

The swift Cheetah scout Gear was
selected to perform the
reconnaissance tasks of the mission.
Its extensive sensor array and builtin electronic warfare suite make it
well-suited for this role. It will
serve as the eyes and ears of the
team once on the ground, but can also
serve as a light skirmisher. The
basic Cheetah frame was substantially
modified to incorporate additional
armour and stealth equipment, but did
not lose speed or agility.
SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:

Dark Cheetah
n/a
Black Talon Werks
Scout Gear
4.1 meters
5200 kg
Advanced Composites
20 mm
60 kph
90 kph
S-V850S V-engine
450 hp

WEAPONS
6 x Weapon Hardpoints

WEAPONS
6 x Weapon Hardpoints

78

79

80

Dark Jaguar

Dark Mamba

Ops Code BTX-02

Ops Code BTX-03

The advanced Jaguar was high on the
acquisition list for Black Talon.
Most of the modifications
incorporated technology from the
time-proven Hunter to ensure ease of
repair in the field. Like its massproduced brothers, the Dark Jaguar is
very mobile and features an above
average sensor/comm suite for a line
unit. This can prove helpful in
confined environments, or if the
team s usual scout is unavailable.

The Southern Republic s Black Mamba
design is cutting edge, and it was
only natural that we get some for the
Black Talon program. Despite numerous
early problems with the powertrain
and the new modularised systems
not
to mention Republican officials, who
were extremely leery of releasing the
stealth technology of their Snake Eye
Gear for adaptation
the current
vehicle is an agile and versatile
machine that should perform well.

SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:

SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:

Dark Jaguar
n/a
Black Talon Werks
Main Battle Gear
4.6 meters
7100 kg
Advanced Composites
51 mm
54 kph
84 kph
S-V1110S V-engine
620 hp

WEAPONS

WEAPONS

6 x Weapon Hardpoints

6 x Weapon Hardpoints

Dark Mamba
n/a
Black Talon Werks
Main Battle Gear
4.6 meters
6200 kg
Advanced Composites
56 mm
54 kph
84 kph
WV-930S V-engine
630 hp

81

Dark Cobra

Dark Kodiak

Ops Code BTX-05

Ops Code BTX-010

The Dark Cobra will fulfil the task
of long range fire support in your
combat squad. Its strong frame is
capable of carrying multiple
ballistic and missile systems, and
while it is slightly slower than the
other machines, its heavy armour will
keep it safe during engagements. The
machine can also be used as a
brawler, but its poor agility makes
this a dangerous practice to engage
in.

The Black Talon Werks are working
hard on adapting another series of
machines to the new specs, so we do
not presently know which one(s) will
be available for the mission. The
Dark Kodiak seems the most likely
prospect, however. Its heavy armour,
combined with an upgraded engine and
transmission, would allow you to
fight your way out of the most
desperate situation. Just don t get
cocky and think it makes you
invincible.

SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:

Dark Cobra
n/a
Black Talon Werks
Fire Support Gear
5.0 meters
8900 kg
Advanced Composites
90 mm
36 kph
66 kph
WV-1500S V-engine
940 hp

SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:

Dark Kodiak
n/a
Black Talon Werks
Heavy Assault Gear
5.2 meters
10,200 kg
Advanced Composites
80 mm
36 kph
60 kph
S-V2202S V-engine
1150 hp

WEAPONS
6 x Weapon Hardpoints

WEAPONS
6 x Weapon Hardpoints

82

83

NORTHERN GUARD

Jaguar
The Jaguar was intended to be the
Hunter s successor in the armies of
the Confederation. It is faster,
sports better armour, and can carry
heavier weaponry, all at the cost of
some endurance. It was also the unit
that introduced the use of the VR
helmet, dispensing with the bulky
screens and HUD of the early Hunter
models. Unfortunately, the head of
the Gear is barely large enough to
contain its pilot s own head and VR
helmet.

Hunter
The Hunter Heavy Gear has the
distinction of being the first
exclusively military walker machine
on Terra Nova. As such, it is a
sturdy, simple machine which enjoyed
an enormous popularity in its prime.
Hunters were produced by the
thousands and found their way into
the military forces of practically
all nations of the North. The design,
slightly modified and renamed J ger,
is also found in the armies of the
South.
SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
M222 Autocannon rifle
RP-109 Pepperbox
MK IV Grenade Launcher
M-2A Hand Grenade
Vibroblade

84

Jaguars are fewer in number than Hunters because of their
higher cost, and are thus more likely to be found in elite
units such as the infamous Cat s Paws.

Hunter
HACS-01MG-MP
Northco
General Purpose Heavy Gear
4.3 m
6627 kg
Durasheet with Alloy
45 mm
42 kph
72 kph
S-V950A V-engine
450 hp

Code
LAC
LRP/24
APGL
HG
VB

Fire Arc
Forward
Forward
Fixed Forward
Forward
Forward

Qty
1
1
1
3
1

SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
Code
MR25 Machinecannon rifle
MAC
RP-111 Pepperbox II
LRP/32
K IV Grenade Launcher
APGL
M-2A Hand Grenade
HG
Vibroaxe
VA

Jaguar
HACS-02MG-MPS
Northco
General Purpose
Heavy Gear
4.6 m
7123 kg
Durasheet with Alloy
& Ceramic
51 mm
54 kph
84 kph
S-V1110 V-engine
620 hp

Fire Arc
Forward
Forward
Fixed Forward
Forward
Forward

Qty
1
1
1
6
1

85

Grizzly

Cheetah

The Grizzly is what could be called a
heavy Heavy Gear. It towers over
other designs and is equalled only by
the Southern Republic s Spitting
Cobra. Grizzlies are usually used to
tow field artillery pieces, a job at
which they excel because of the high
torque ratio of their main drive.
Unfortunately this results in a slow
ground speed.

Yet another machine evolved from the
Hunter design, the Cheetah was born
out of the need for a rapid
scout/strike unit at a reasonable
cost. The Cheetah was Shaian s first
entry into the military market.
Shaian, an actuator/Gear frame
company, made sure the vehicle got
the best actuators possible,
resulting in a fast, supple machine.

The Grizzly is also very efficient in
assault squads because of its heavy
armour. An interesting characteristic
is the single minigun bolted under
the right arm, on the side of the
machine s body just above the waist.

The Cheetah is lightly armoured, and
relies on its speed and superb
manoeuverability to avoid being hit.

SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:

Grizzly
HACS-02HG-MPS
Northco/Shaian Mechanics
General Purpose/Fire Support
5.1 m
9210 kg
Durasheet with Alloy
& Ceramic
70 mm
42 kph
66 kph
S-V2200Z V-engine
956 hp

Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
M225 Heavy Autocannon
GH-8 Rocket Pods
U-10 Gatling Gun
TD-76 Mortar Unit
Deployable Pack Gun

86

Code
HAC
MRP/18
HMG
HGM
DPG

Fire Arc
Forward
Forward
Fixed Forward
Forward
Forward

Qty
1
2
1
1
1

SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
RP-109 Pepperbox
M-2A Hand Grenade
Deployable Pack Gun
Vibroblade

Cheetah
HACS-01LG-SCT
Shaian Mechanics
Scout/Recon Heavy Gear
4.3 m
5230 kg
Durasheet with Alloy
20 mm
66 kph
90 kph
S-V820S V-engine
425 hp

Code
LRP/24
HG
DPG
VB

Fire Arc
Forward
Forward
Forward
Forward

Qty
2
4
1
1

87

SOUTHERN MILICIA

Kodiak
Introduced in the final two cycles of
the war, the Kodiak was the sum of
Northern engineering, concentrating
massive firepower in a mobile
package. The armour was consistently
thickened, especially on the front,
and the armour skirts were extended
for additional protection. The engine
and transmission were upgraded to
help the Kodiak carry nearly one and
a half tons more weapons and armour
plating.
SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:

88

The initial concept behind the Gila
was to make a small, rapid Gear which
could go into close range with other
small and medium Gears, and chew them
up. While the Gila s size is the same
as the Iguana upon which it was
based, the design team at Territorial
Arms has gone out of its way to make
the weapons load second to none for
its size.

Kodiak
NACS-10HG-AST
Northco/Shaian Mechanics
Heavy Assault Gear
5.2 m
10485 kg
Durasheet with Alloy
& Ceramic
80 mm
36 kph
66 kph
S-V2202 V-engine
1150 hp

Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
XPA-001 Light Part.
GH-16 Rocket Pod
Guided Missile Launcher
GU-10 Gatling Gun
Mark IV Grenade (Heavy)
Vibroblade

Gila

Code
LPA
MRP/36
AGM
HMG
HHG
VB

Fire Arc
Forward
Forward
Fixed Forward
Forward
Forward
Forward

Qty
1
1
1
2
6
1

The Gila s armour was thickened to
rival even that of the Black Mamba,
turning the new design into,
according to some, some kind of
armadillo monster. Lastly, the weapons were also shielded,
ensuring once more that the Gear would actually make it to
close range and survive there long enough to do some damage.
SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
AK-86 Heavy Autocannon
Hargon-C Rocket Launcher
Heavy Hand Grenade
Frag Cannon

Gila
T-XC132
Territorial Arms
Close Assault Gear
3.9 m
6125 kg
Armoplast with Alloy
50 mm
54 kph
84 kph
WV-850TC/X V-engine
440 hp

Code
HAC
MRP
HG
FGC

Fire Arc
Forward
Forward
Forward
Forward

Qty
1
1
3
1

89

Jäger

Black Mamba

The J ger is the southern version of
the successful Hunter Heavy Gear
design. Southern Republic commandos
stole the design a century ago and
brought it back to the Republic,
which quickly used it to force the
other southern leagues into a
military alliance.

The Black Mamba is a recent Southern
design which took the Northern armies
by surprise. The Mamba is a totally
new machine, a rugged medium Gear
designed to replace the earlier
Medium-class Basilisk Heavy Gear as
the advanced model of the Southern
Alliance.

Externally, the J ger looks somewhat
different from its northern cousin:
it has rounded shoulders and a more
refined appearance. The internal
systems, however, are practically the
same as the ones found on the Hunter.

The Mamba can be compared favourably
with the North s Jaguar, although
they are very different in concept.
The Mamba uses a carbon composite in
its internal frame to reduce the
quantity of metal needed in its
construction. It also sports rounded composite armour to better
deflect incoming rounds.

SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
PR-25 Autocannon
Vogel-6 Rocket Pod
HLB-16 AP Launcher
HG-2 Hand Grenade
Vibroblade

90

J ger
OACS-01M/SU
Territorial Arms
General Purpose Heavy Gear
4.3 m
6627 kg
Durasheet with Alloy
45 mm
42 kph
72 kph
WV-950A V-engine
450 hp

Code
LAC
LRP/24
APGL
HG
VB

Fire Arc
Forward
Forward
Fixed Forward
Forward
Forward

Qty
1
1
1
6
1

SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
PR-55 Autocannon
Vogel-8 Rocket Pod
GL-01 Grenade Launcher
GL-01 Grenade Launcher
G-C4 Hand Grenade
Vibroblade

Black Mamba
OACS-05M/SU
Territorial Arms
General Purpose Heavy Gear
4.6 m
6230 kg
Armoplast with Composite
56 mm
54 kph
84 kph
WV-930TC V-engine
630 hp

Code
MAC
LRP/32
APGL
APGL
HG
VB

Fire Arc
Forward
Forward
Fixed Forward
Fixed Rear
Forward
Forward

Qty
1
1
1
1
6
1

91

Iguana

King Cobra

Although the Iguana looks somewhat
like its brethren of the GP class, it
is very different in both mission
capability and construction. The
Iguana is not built around the usual
composite chassis but a metal alloy
one. Its armour also incorporates
alloy with armoplast material.

The King Cobra was given a
frightening and varied array of
weaponry. The King s main weapon is
the advanced PA-2X Particle
Accelerator, backed up by a shouldermounted rocket pod and a back-mounted
rocket rack, the latter giving the
machine long-range hitting power as
well. A guided mortar provides medium
range firepower and a Gatling
autocannon replaces the Spit s
minigun. Among the most frightening
sights seen on the modern
battlefield.

The Iguana was conceived to replace
the modified, stripped-down Basilisks
that were previously used for
scouting purposes. The machine is
small, with the pilot cramped into a
tiny cockpit which occupies a good
part of the main body. Tiny and fast,
the Iguana is perfectly suited for
recon and rapid strike missions where
discretion is imperative.
SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
MPGU-22 Pack Gun
Vogel-7 Rocket Pod
Vibroblade

92

Iguana
OACS-01L/SC
Territorial Arms
Scout/Recon Heavy Gear
4.1 m
5100 kg
Armoplast with Alloy
40 mm
54 kph
84 kph
WV-750TC/B V-engine
360 hp

Code
DPG
LRP/24
VB

Fire Arc
Forward
Forward
Forward

Qty
1
1
1

SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:

King Cobra
OACS-12H/AS
Territorial Arms Skunk Works
Heavy Assault Gear
5.2 m
10120 kg
Armoplast with Alloy
& Ceramic
92 mm
36 kph
66 kph
WV-2500TC/x V-engine
1055 hp

Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
SRWI PA-2X Light Part.
Vogel H-27 Rocket Pod
FLRP-74 Rocket Pod
ASRWI G-11 Gatling Gun
TA-12 Guided Mortar
Vibroblade

Code
LPA
MRP/36
HRP/24
LAC
LGM
VB

Fire Arc
Forward
Forward
Forward
Forward
Forward
Forward

Qty
1
1
1
1
1
1

93

Spitting Cobra

BADLAND GEARS

The Spitting Cobra is one of the
South s heavier Gear models. It
follows the usual design philosophy
of the southern engineers: rounded
composite armour and minimal metallic
alloy use. Still, the vehicle is
heavy, so its secondary movement
system is a half-track model,
sturdier than the usual wheels.

Myrmidon
With the success of the initial
prototypes of the Warrior Elite came
additional funding, resources, and an
extended research and development
profile. The extended profile called
for the research and development of
four additional Gear designs to fill
a wide range of mission requirements.
The first of these, meant to fill the
role of heavy assault Gear, was given
the name Myrmidon.

The main function of the Spitting
Cobra is to field heavy support
weaponry such as mortars and light
howitzers. For close defence, the
Cobra is equipped with a shouldermounted, high-speed Gatling cannon,
which, although small and shortranged, is an excellent deterrent.
SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:

Spitting Cobra
OACS-01H/SU
Territorial Arms
General Purpose/Fire Support
5.0 m
8990 kg
Armoplast with Alloy
& Ceramic
90 mm
36 kph
60 kph
WV-1500TC/A V-engine
940 hp

Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
MR60 Autocannon
FSRP-36 Rocket Pod
ASCRP-98 Rocket Pod
MGU-77 Minigun
HG-2 Hand Grenade
Light Guided Mortar

94

Code
HAC
MRP/18
HRP/48
LMG
HG
LGM

Fire Arc
Forward
Forward
Forward
Fixed Forward
Forward
Forward

Qty
1
1
1
1
6
1

The Myrmidon s primary function is to
act as a multipurpose heavy weapons
platform for the defence of Peace
River, and its purpose is reflected in it s design. The crew
compartment design was made with crew protection in mind. In
addition to heavy armour and reinforcement for the pilot, the
entire crew compartment was moved towards the rear of the
chassis and away from the head assembly.
SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
Code
RGU-25X 45 mm Hvy Autocan VHAC
PR-25LX 20mm Lnkd Autocan LAC
RP-10M 71mm Rocket Pod
MRP/36
FM-6 Light Field Mortar
LFM
VK-6 Vibroblade
VB

Myrmidon
PA-MX01
Paxton Arms Research & Dev.
Multi Purpose/Heavy Assault
5.0 m
9015 kg
Adv. Durasheet with Composites
80 mm
42 kph
66 kph
PMW-V3000 V-Engine
985 Hp

Fire Arc
Forward
Fixed
Fixed
Fixed
Forward

Qty
1
2
1
1
1
95

Warrior Elite

Agamemnon

The Warrior Elite was the first of a
new generation of heavy Gears born
from one of the most secret of Paxton
Arms research and development
programs: the Elite Program. The
purpose was to produce a series of
Gears which could match both their
Northern and Southern counterparts,
but even more importantly, to be able
to do so when outnumbered. The Elite
has been designed to perform both
commando and duelist roles and to
exceed the performance capabilities
of both the Jaguar and Mamba designs
of the Northern and Southern forces.

The Agamemnon was born for the most
important, dire, and inevitable of
missions, the covering of the army s
retreat — holding the line while
comrades regroup. A special composite
material was developed for the design
which proved not only to be lighter,
but in some cases more resilient than
the armour used on the other Elite
designs. Unfortunately, tests have
shown that the Agamemnon has a
tendency to overheat if highly active
over extended periods of time. For
it s primary weaponry, the Agamemnon
was outfitted with a Thunderclap II field gun, a clip-fed
weapon capable of direct as well as indirect fire. The design
was rounded out with a rocket pack for supplementary firepower,
a pulse laser slung on the rear skirt as a backup to the field
gun, and an enhanced vibroaxe.

It is thought that the latest prototype utilises an advanced
actuator design that allows it to attain a degree of
manoeuvrability approaching that of the Cheetah. In addition,
the Elite is said to have been equipped with advanced control
systems that allow it to perform feats of agility and speed
equal to none.
SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:
Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
Code
MR-25 30mm Machinecannon
MAC
RP-10S 52 mm Rocket Pod LRP/32
VS-2 Vibrorapier
VR

96

Warrior Elite
PA-EX01
Paxton Arms Research & Dev.
Duelling/Assault Gear
4.6 m
6900 kg
Adv.Durasheet with Composites
54 mm
60 kph
90 kph
PMW-V1400 V-Engine
649 Hp

Fire Arc
Forward
Fixed
Forward

Qty
1
1
1

SPECIFICATION
Code Name:
Production Code:
Manufacturer:
Use:

Agamemnon
PA-AX01
Paxton Arms Research & Dev.
Line Holder/
Heavy Assault Gear
5.1 m
10240 kg
Robertson Composite
85 mm
36 kph
66 kph
PMW-V3200 V-Engine
1200 Hp

Height:
Full Combat Weight:
Armour Material:
Average Armour Thickness:
Maximum Running Speed:
Maximum Rolling Speed:
Powerplant:
Horsepower:
WEAPONS
Name
SW-12X 56 mm Field Gun
AW-3X Pulse Laser
RP-10M 71mm Rocket Pod
FM-6 Light Field Mortar
VBA-3 Vibroaxe

Code
VLFG
LPLC
MRP/36
LFM
VA

Fire Arc
Forward
Forward
Fixed
Fixed
Forward

Qty
1
1
1
1
1

97

APPENDIX C: WEAPONS

MISSILE WEAPONS
Rockets & Missiles

PROJECTILE WEAPONS

Weapon Type

Abbreviation

Rate of
Fire

Damage

Very Light Rckt Pk 8

VLRP8

Very Fast

Light

Very Light Rckt Pk 32

VLRP32

Very Fast

Light

Very Light Rckt Pk 128

Weapon Type

Cannons
Abbreviation

Rate of
Fire

Damage

Very Light Machine Gun

VLMG

Very Fast

Very Light

Light Machine Gun

LMG

Very Fast

Very Light

Heavy Machine Gun

HMG

Very Fast

Very Light

Frag Cannon

FGC

Moderate

Light

Very Light Rifle

VLRF

Fast

Light

Light Rifle

LRF

Fast

Light

Medium Rifle

MRF

Fast

Moderate

Heavy Rifle

HRF

Fast

Moderate

Deployable Pack Gun

DPG

Very Fast

Light

Light Anti-Air Cannon

LAAC

Very Fast

Light

Medium Anti-Air Cannon

MAAC

Very Fast

Moderate

Heavy Anti-Air Cannon

HAAC

Very Fast

Moderate

Very Light Autocannon

VLAC

Very Fast

Light

Light Autocannon

LAC

Very Fast

Light

Medium Autocannon

MAC

Very Fast

Moderate

Heavy Autocannon

HAC

Very Fast

Moderate

Very Heavy Autocannon

VHAC

Very Fast

Heavy

Very Light Field Gun

VLFG

Very Slow

Very Heavy

Snub Cannon

SC

Very Slow

Incredible

VLRP128

Very Fast

Light

Light Rocket Pack 8

LRP8

Fast

Moderate

Light Rocket Pack 16

LRP16

Fast

Moderate

Light Rocket Pack 24

LRP24

Fast

Moderate

Light Rocket Pack 32

LRP32

Fast

Moderate

Medium Rocket Pack 9

MRP9

Fast

Heavy

Medium Rocket Pack 18

MRP18

Fast

Heavy

Medium Rocket Pack 36

MRP36

Fast

Heavy

Incend. Rocket Pack 10

IRP10

Fast

Moderate

Incend. Rocket Pack 20

IRP20

Fast

Moderate

Incend. Rocket Pack 30

IRP30

Fast

Moderate

Heavy Rocket Pack 24

HRP24

Moderate

Very Heavy

Heavy Rocket Pack 48

HRP48

Moderate

Very Heavy

Hvy Incend. Rckt Pck 24

HIRP24

Moderate

Heavy

Hvy Incend. Rckt Pck 48

HIRP48

Moderate

Heavy

Anti-Gear Missile

AGM

Very Slow

Moderate

Anti-Tank Missile

ATM

Very Slow

Incredible

Abbreviation

Rate of
Fire

Damage

Recoilless
Weapon Type

98

Light Panzerfaust

LPZ

Moderate

Moderate

Medium Panzerfaust

MPZ

Moderate

Heavy

Heavy Panzerfaust

HPZ

Moderate

Very Heavy

Rapid-Fire Bazooka

RFB

Moderate

Moderate

Light Bazooka

LBZK

Moderate

Heavy

Medium Bazooka

MBZK

Moderate

Very Heavy

Heavy Bazooka

HBZK

Moderate

Incredible

99

INDIRECT WEAPONS

ENERGY WEAPONS

Indirect

Advanced
Abbreviation

Rate of
Fire

Damage

Anti Personnel Mortar

APM

Slow

Very Light

Light Guided Mortar

LGM

Slow

Heavy

Heavy Guided Mortar

HGM

Slow

Very Heavy

Sniper Laser Cannon

Light Field Mortar

LFM

Slow

Heavy

Gatling Laser Cannon

Medium Field Mortar

MFM

Slow

Very Heavy

Medium Particle Accel.

MPA

Weapon Type

Weapon Type

Abbreviation

Rate of
Fire

Damage

Light Particle Accel.

LPA

Slow

Moderate

Light Rail Gun

LRG

Moderate

Moderate

SLC

Slow

Moderate

HGLC

Moderate

Heavy

Slow

Heavy

Heavy Field Mortar

HFM

Slow

Incredible

Medium Rail Gun

MRG

Slow

Heavy

Anti-Pers. Grenade Laun.

APGL

Slow

Very Light

Light Laser Cannon

LLC

Slow

Heavy

Light Grenade Launcher

LGL

Slow

Moderate

Heavy Laser Cannon

HLC

Very Slow

Very Heavy

Heavy Grenade Launcher

HGL

Slow

Very Heavy

Light Pulse Laser Cann.

LPLC

Slow

Very Heavy

Heavy Pulse Laser Cann.

HPLC

Very Slow

Incredible

Weapon Type

Abbreviation

Rate of
Fire

Damage

Vibroblade

VB

N/A

Light

Vibrosword

VS

N/A

Light

Vibrorapier

VR

N/A

Moderate

Vibroaxe

VA

N/A

Moderate

Haywire Grenade

HWG

N/A

Moderate

Close Combat

100

Hand Grenade

HG

N/A

Heavy

Heavy Hand Grenade

HHG

N/A

Incredible

Self Destruct Grenade

SDG

N/A

Massive

101

APPENDIX D: THE FURY DROPSHIP
FURY DROPSHIP

SHIP SPECS
Name:
Origin:
Manufacturer:
Type:
Crew:
Length:
Width:
Height:
Empty Weight:
Loaded Weight:
Main Drive:
Total Thrust:

Vessel Data
The Fury Intersystem Assault Dropship is the latest creation of
the Terranovan shipyards. This fusion-powered spacecraft was
already in the works prior to the Interpolar War, but only the
needs of Operation Black Talon provided the impetus to complete
the project. Much of the craft s main hull and systems are
derived from the CEF s Sleipnir-class space plane, an advanced
orbital shuttle designed to carry high priority personnel and
cargo across conquered planets. According to our research, the
Sleipnir was itself based on the older Tarantula assault lander
developed by the New Eurasian Commonwealth during World War III.

WEAPONS
Main:
Secondary:

Defence:

Fury
Terra Nova
Hope Shipyards
Intersystem Assault Shuttle
Pilot, Weapon Officer, Chief Engineer
120.4 m
69.5 m
22.3 m
18,000 tons
45,000 tons
4 x Advanced Dynamics FT-9000
Fusion Tubes
4 x 30,000,000 kg

2 x IY-98 Particle Accelerator
Assorted Guided Missiles
Area-Defence Laser Emitters
x12 Anti-Personnel Machine
guns x10
Full particle and EM shielding

The hull of the Fury is fairly angular due to the numerous
stealth surfaces built into the design. The underside of the
main body is covered with high temperature cerametal composites
to withstand re-entry, while the rest is clad in armour.
Hatches on the side and rear of the ship allow easy egress from
the main cargo bays. The Fury is propelled by four fusion
engines, all of modular design, that can use any high density
fluid as reaction mass. Enough reserves are carried to fly from
a planetary surface to a Gate and back. Operational securities
on all fusion tubes are patched to main ops and may be
deactivated by authorised personnel to cause the vessel to selfdestruct.
All work on the Fury project is classified as Ultra Secret so
as not to alert CEF interests infiltrated on Terra Nova.

102

103

CREDITS
Director
Jack Mamais
Lead Programmer
Jean-Marc Morel
Lead Designer
Dave White
Art Director
Danny Matson

TECHNOLOGY
AI Programmer
Clancy Imislund
Network Programmer
Jeff Grabner
Shell/Tool Programmer
Smith Surasmith
Network Shell Programmer
Cristian Grunca
Dan Kegel
Special Effects Programming
Johnathan Kranc
Physics/Special Effects
Programming
Brent Oster/Check Six Studio
Installer Programmer
Jeff Matsushita
Ben Siron

DARKSIDE ENGINE
Jean-Marc Morel
Clancy Imislund
Julio Jerez
Dave White
Jack Mamais

PRODUCTION
Associate Producer
Christian Astillero
Producer
Eveline Cureteau
Executive Producer
Elizabeth Storz
Additional Production
Lee Brisken

DESIGN

Sound Design
Jack Mamais
Christian Astillero
Audio Engineer
Michael Schwartz
Audio Editing
Brian Bright
Video Editing
Mattt Stubbs
Music Composed and
Conducted by
Albert Lloyd Olsen

Game Designers
Dave Nash
Doug Pearson
Robert Berger
Jens Andersen

Sound Produced by
EFX

Story by
Dave White
Jack Mamais
Ted Peterson
Dream Pod 9

Sound Consultant
Harry Cohen

Written by
Robert Berger
Ted Peterson

ACTIVISION

ART

VP, Production
Alan Gershenfeld

Animation
Paul Waggoner
Danny Matson

EFX Sound Design
Mike Kamper

IAS Audio Model
Glen Arnold
Aaron Lesch
VP, Production
Scott Lahman

VP, Production
Frank Evers

Lead Production Testers
Rick Omori
Doug Jacobs
Lee Brisken
Production Testers
Frank Stankowski
Chris Scaglione
Eric Baudoin
Chris Toft
John Virtes

LOCALISATION
Associate Producer
Brian C. Diggs
Linguistic Assistant
Axel Wippich
UK Office:
Localisation
Ed Bainbridge
Mark Nutt
Miami Office:
Product Manager
Salvador Fernandez
LA Office:
International Publishing
Coordinator
Heather Maxwell
German Localisation:
Natascha Conrad
Effective Media
M & S Music

CREATIVE SERVICES

3D Models
Junki Saita

Production Manager
Ryan Moos

2D Art
John Rheume
Robert DePalma
Juan-Carlos Rodriguez

Producer
Dave Georgeson

Artworker
Alex Wylde

Associate Producer
Tyler Scott

QUALITY ASSURANCE

Shell Design
Dave Georgeson
Shell Design Consultant
Larry Paolicelli
Cinematics by
Digital Freaks

104

AUDIO

Conceptual Art
Eric Hilleary/Equinoxe

Central Activision Technology
Eric Schmidt
Dan Kegel
Mason Deming
Installer
Ed Clune
Ben Siron

UK Office:

QA Project Lead
Matt Powers
Senior QA Project Lead
Eric Zala
Curtis Shenton
Testers
John Sherwood
Samantha Lee
105

Tim Harrison
Ron Weibel
Jeff Poffenbarger
Chad Siedhoff
Derek Johnstone
Joe Favazza
Jeremy Luyties
Jay Anthony Franke
Dan Hagerty
Ron Avila
Hector Guerrero
Matt McClure
Anthony Hatch Korotko
David B. Marling
Peter Muravez
Todd Komesu
Eric Baudoin
Alex Sarkissian
Matthew Willis
Chris Campbell
Joseph Shackelford
Ilya Tchak
Ken Chia
Michael Harris
Paul Baker
Peter Muravez
Sean Farrell
Tom Bernard
Chris Keim (Network Lab Lead)
John Fritts (Compatibility Lab Lead)
Jennifer ONeal (Compatibility)
Stan Chao (Compatibility)

DREAM POD 9
World Background (Caprice)
Lucien Soulban
Artwork (Colour Drawings)
Ghislain Barbe, with
Normand Bilodeau and
Charles-Emmanuel Ouellette
Artwork
(Logos and Technical Drawings)
Ghislain Barbe,
Normand Bilodeau,
Jeff Fortier,
Charles-Emmanuel Ouellette,
Pierre Ouellette
106

Writing
Philippe R. Boulle
Marc-Alexandre V zina

MARKETING
Brand Manager
Peter Karpas
Brand Manager
Charlie Hill

ONLINE
Online Marketing Manager
David Vonderhaar
Online Coordinator
Maria Viola

MANUAL
Editing/Layout
Belinda M. Van Sickle

SPECIAL THANKS
Occlusion Mapping
Yishai Lerner
Terrain Compactor
Yann Follet
Tactics Consultant
Ian Hayes
Marshall Robin,
Jim Summers,
Chichi,
Amy King,
Goku,
Charlie Hill,
Jason Wong,
Alan Gershenfeld,
Rei Ayanami,
Pierre Oulette,
Dave Arnspiger,
Matt Candler,
Jens Anderson,
Adam Goldberg,
Mason Demming,
Jonathan Moses,
Stanley Kubrick,
Rick Baumgartner

MORE SPECIAL
THANKS
Special thanks go out
to the Visioneers who
downloaded the game
almost every night so
that they could help
us ensure that it was
the best it could be.
Your dedication is
appreciated.

Emily Moher
(External Test Coord)
Ric Allen
Jose Ayala
Jamie Badgerow
David Barron
Andy Bohne
Jim Boydston
Jean Claude Bureau
Steve Bybee
Martin Chamberlain
Chris Chao
Eric Chau
Paul Chouy
Adnan Chowdhury
Ari Clark
Ryan Clemmer
Dave Cleric
Dan Condon
Gary Conroy
Justin Cooney
Maxwell DeChant
James Dicken
James Dillinger
Alvaro Dos Santos
Bob Dudley
Michael Dwiel
Lamar Dykes
Dave Evans
Matthew Faubel
Trae Faught
David Finan
Carlton Forsythe
Peter Franke
Eric Friedner
Simon Garner
Robert Gelinas
Alex Goldberg
Charles Graham
Brian Grapatin
Aaron Gray
Keith L. Graydon
Philip Hansen
Brad Hendricks
Tom Hepner
Mike Herauf
Jonathan Hill

Iain Hill
Nic Jansma
Lloyd Jessee
Tyler Jordan
Scott Kasai
Scott Kingston
Ron Kramer
Philip Lazzari
Giancarlo Lenzi
Gregory Loeke
Todd Manion
David Marcinowski
Myron McMullen Jr
Robert Mitchell
Cory Mueller
Graham Nardone
Christian Nash
Thomas Norris
Dean O’Donnell
Charles Otoupalik
Christopher Penney
Matthew Ployhar
Josh Pollak
Steve Ricketts
Joseph Ruffolo
Ken Rumsey
Eric Schliesing
David Seale
Dakota Smith
Chris Squatritto
Maxime St-Pierre
Don Machman Swanner, Jr.
Craig Tate
David Teague
Christopher Tew
David Thomas
Mark Valentine
Tim Waite
Frank Walther
Dave Whittle
Timothy Wilson
John Yan
Omar Yehia
John Zart

Shadow Guard
Beta Testers
John GUESS WHO? Aubin
Patrick Quu Bohnet
Kenny PeaceMaker Chow
Akiva ScreaminGecko
Clark
Jason Cephalopod Davis
Brett RA Enlow
Keith L. Kitman Graydon
Ian Jabberwock Hayes
Anthony W Great Sword
Helton
Jason Hero Hitchens
Scott GreenMeat Howie
Lloyd D. Jesster Jessee
Ben Flyer Jones
David B. LoneWolf
Marcinowski
Adrian Boba Fetacheese
Moscher
Dan Noname Oliver
Jason Annihilation Reid
David C. Gilbert Seale
Terence D. Wraith Stern
Ryan Red Eye Sugimoto
Clint Phoenix Swereda
Tim Blitzkrieg! Waite
Tim Scooter Waite V
James E. Ronin Wright
Jr.

107

CUSTOMER SUPPORT
Before contacting customer support, please consult the technical help file. It
contains the answers to some of our most frequently asked questions and may
quickly and easily
provide a solution to your difficulty. If after reviewing the technical help file
you are still experiencing problems, please feel free to contact us through any of
the online
services listed.
In order to assist us when dealing with your difficulty, please have the following
information ready when you call.
1. Complete product title.
2. Exact error message reported (if any) and a brief description of the problem.
3. What operating system you are using (e.g., Windows 95 or DOS)?
4. What kind of processor does your machine have (e.g., Intel Pentium¤ 90)?
5. What kind of video and soundcards does your machine have (e.g., Diamond Stealth
64 video, Sound Blaster)?
6. Are you using a joystick? If so, what brand and model? What is it using as a
game port (e.g., soundcard, dedicated game port)?
7. How much free disk space do you have?
8. How much RAM is in your machine?
If you are experiencing difficulty with the multiplayer or online portion of the
product, please assist us by having the following additional information ready
when you call.
If you are using a modem:
1. What kind of modem is on each end (brand, model, speed, internal or external)?
2. Do you have more than one modem?
3. On which port is each configured?
4. Does Hyperterminal (or any other terminal program) work with your modem? This
is an easy way to test whether or not your modem is configured correctly.
5. At what speed are you connecting?
6. Have you made sure data compression, error detection, and flow control is
turned OFF? Refer to your modem s manual to do this.
If using an external modem:
1. What kind of serial card is being used?
2. Do you have a seven-wire serial cable?
If you are on a LAN:
1. Can you see other computers on the network?
2. What is your network configuration?
3. What brand of network card do you have?
4. What network software are you running? What version number?
Online Services with Activision Forums, E-Mail and File Library Support
For support via the web please visit http://www.activision.com/support or e-mail [email protected]
CUSTOMER AND TECHNICAL SUPPORT IN EUROPE
For Customer Support you can contact Activision in the UK on + 44 (0)1895 456 789
between the hours of 1.00pm and 5.00pm (UK time) Monday to Friday with the
exception of holidays.
For Technical Support, please contact: + 44 (0)990 143 525 between the hours of
9:00am and 5:00pm (UK time) Monday to Friday with the exceptions of holidays.
Your calls may be monitored

108

For Technical Support and Customer Service in areas not listed, please contact
your local distributor or Activision via online. (Please note the online support
is available in English only).

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109

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90405, USA, (310) 255-2000, Attn. Business and Legal Affairs, [email protected].

In Europe send to:
WARRANTY REPLACEMENTS
ACTIVISION, Gemini House, 133 High Street, Yiewsley, West Drayton, Middlesex UB7 7QL, United Kingdom.
Disc Replacement: + 44 1895 456 789
In Australia send to:
WARRANTY REPLACEMENTS
Activision
P.O. Box 873
Epping, NSW 2121, Australia
LIMITATION ON DAMAGES: IN NO EVENT WILL ACTIVISION BE LIABLE FOR SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THE PROGRAM, INCLUDING DAMAGES TO PROPERTY, LOSS OF
GOODWILL, COMPUTER FAILURE OR MALFUNCTION AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL
INJURIES, EVEN IF ACTIVISION HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. ACTIVISION’S LIABILITY SHALL NOT
EXCEED THE ACTUAL PRICE PAID FOR THE LICENSE TO USE THIS PROGRAM. SOME STATES/COUNTRIES DO NOT ALLOW
LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF INCIDENTAL OR
CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OR LIMITATION OF LIABILITY MAY NOT APPLY TO
YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM
JURISDICTION TO JURISDICTION.
TERMINATION: Without prejudice to any other rights of Activision, this Agreement will terminate automatically if you fail to comply
with its terms and conditions. In such event, you must destroy all copies of the Program and all of its component parts.
U.S. GOVERNMENT RESTRICTED RIGHTS: the Program and documentation have been developed entirely at private expense and are
provided as “Commercial Computer Software” or “restricted computer software.” Use, duplication or disclosure by the U.S.
Government or a U.S. Government subcontractor is subject to the restrictions set forth in subparagraph (c)(1)(ii) of the Rights in
Technical Data and Computer Software clauses in DFARS 252.227-7013 or as set forth in subparagraph (c)(1) and (2) of the
Commercial Computer Software Restricted Rights clauses at FAR 52.227-19, as applicable. The Contractor/Manufacturer is Activision,
Inc., 3100 Ocean Park Boulevard, Santa Monica, California 90405.

110

111

APPENDIX E: KEYBOARD CONTROLS
Steering/Throttle
Steer Right
Steer Left
Forward
Backward
Increase Throttle
Decrease Throttle
1/3 Throttle
2/3 Throttle
Full Throttle
Full Stop
Reverse Throttle

Numpad 6
Numpad 4
Numpad 8
Numpad 2
Numpad +
Numpad [
]
\
=
Backspace

Reticle/Weapons Control
Weapon Fire
Weapon Cycle
Target Reticle X
Target Reticle Y
Change Weapon
Pick Up/Drop Weapon
Throw Grenade
Change Grenade
Sniper In
Sniper Out

Mouse Button 1
Mouse Button 2
Mouse X-axis
Mouse Y-axis
Right Shift
/
G
B
Home
End

Targeting
Cycle Target
Previous Target
Target At Reticle
Target Enemy
Target Friendly

T
Y
R
E
F

Radar Control
Radar Zoom
Active/Passive Radar
ECM Enable/Disable

Z
A
Ctrl + E

Movement
Strafe Left
Strafe Right
Roll Left (In Space)
Roll Right (In Space)
Kneel/Crouch
Recenter Torso
112

Stand Up
Wheels
Jump
Jump Jets

Numpad *
Numpad 0
Numpad Enter
Numpad .

HUD Controls
HUD Display ON-OFF
HUD Colour
Imaging System
Targeting Laser then Set Nav point
Select Nav Point

Ctrl + H
Alt + H
I
L then S
N

Squad Control
Tactical Map
Objectives
Command Group
Attack (My Target)
Go To Checkpoint Alpha
Attack (Nearest Enemy)
Regroup
Stand Ground
Defend (My Target)
Command Unit 1
Command Unit 2
Command Unit 3
Command Unit 4

Tab
O
C
Ctrl + T
Ctrl + G
Ctrl + A
Ctrl + R
Ctrl + S
Ctrl + D
1
2
3
4

Network Chat
General Chat
Team Chat
Multiplayer List/Stats
User Taunt 1
User Taunt 2
User Taunt 3
User Taunt 4
User Taunt 5
User Taunt 6
User Taunt 7
User Taunt 8

F2
F3
F1
F5
F6
F7
F8
F9
F10
F11
F12

Numpad 7
Numpad 9
Numpad 1
Numpad 3
Numpad /
Numpad 5
113

Camera Control
External Tracking
Camera Left
Camera Right
Camera Up
Camera Down
Zoom In (In External)
Zoom Out (In External)

THRUSTMASTER JOYSTICK
Ctrl + C
Left Arrow
Right Arrow
Up Arrow
Down Arrow
HOME
END

Cycle Weapon Group

Cycle Hand-Held Weapon
Fire Active Weapon
Target Enemy

System Controls
Pause/Abort (Sim)
Game Options (Shell)
Console Toggle

Point of View Hat*

Esc
Esc
‘

APPENDIX F: CONTROL CONFIGURATIONS
* Point of View Hat
Ï
Stand Up
Ð

CH JOYSTICK

Cycle Hand-Held Weapons

Crouch/Kneel

ÍÎ Strafe Left and Right
Point of View Hat*
Cycle Weapon Group

Target Nearest Enemy
Fire Weapon

114

115

NOTES

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