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Dark Reign: The Future Of War cheats / Dark Reign: The Future Of War hints / Dark Reign: The Future Of War faqs / Dark Reign: The Future Of War solutions



Dark Reign: The Future Of War faqs and solutions

The Dark Reign Bible

Last updated 3rd of October 1997


Release 1.0
Written by Allan McKay (Machette)
MDC@mailbox.uq.edu.au
Www.uq.edu.au/~zzamckay/


DISCLAIMER:
This FAQ is designed to help the public learn how to play
darkreign and soon promote you to an expert. And for the advanced players
to help teach you some of the awesome strategies used in darkreign. I take
no responsibility for anything you do, the only responsibility I take is
aiding the public in how to play this game.

Trademark information:
* Darkreign is a trademark of Auran and Activision (1997)
* DR is a trademark of darkreign, see darkreign for further information
* The Tactics Engine is a trademark of Auran (1994-1997)
* This Article is copyright of Allan McKay (1997) All rights reserved.
* C& unofficial strategy FAQ is a trademark of Roger Wong
(roger@powhq.nildram.co.uk)
All rights reserved.
* Zencola is a trademark of Zencode, all rights reserved.
* Dark dribble is a trademark of the dribbler, see darkreign
* Dribble is a trademark of dark dribble, see darkreign
* Command and Conquer is a trademark of Westwood Studios
* Warcraft is a trademark of Blizzard Entertainment


COPYRIGHT NOTICE
This article is Copyright 1997 by Allan McKay. All rights
Reserved.
You are granted the following rights:

I. To make copies of this work in original form, so long as
(a) the copies are exact and complete;
(b) the copies include the copyright notice and these paragraphs
in their entirety;
(c) the copies give obvious credit to the author, Allan McKay;
(d) the copies are in electronic form.
II. To distribute this work, or copies made under the provisions
above, so long as
(a) this is the original work and not a derivative form;
(b) you do not charge a fee for copying or for distribution;
(c) you ensure that the distributed form includes the copyright
notice, this paragraph, the disclaimer of warranty in
their entirety and credit to the author;
(d) the distributed form is not in an electronic magazine or
within computer software (prior explicit permission may be
obtained from Allan McKay);
(e) the distributed form is the NEWEST version of the article to
the best of the knowledge of the distributor;
(f) the distributed form is electronic.

You may not distribute this work by any non-electronic media,
including but not limited to books, newsletters, magazines, manuals,
catalogues, and speech. You may not distribute this work in electronic
magazines or within computer software without prior written explicit
permission. These rights are temporary and revocable upon written, oral,
or
other notice by Allan McKay. This copyright notice shall be governed by
the
laws of the state of Queensland, Australia.

If you would like additional rights beyond those granted above,
write
to the author at "MDC@mailbox.uq.edu.au" on the Internet.

CONTENTS:
1. Introduction
1.1 Introduction
1.2 About the Author
1.3 About the FAQ
1.4 What's a revision?
1.5 Where can I obtain the latest version of The Dark Reign Bible?
1.6 Adding to the FAQ
1.7 Acknowledgments
1.8 Accurate information

2. What's new?

2. Features
2.1 What's RTLOS
2.2 What's the waypoint system?
2.3 What are some of the new multiplayer features?

3. Section One
3.1 Storyline
3.1.1 Tograns final message
3.1.2 History of the conflict
3.1.2.1 The decline of Earth
3.1.2.2 The pioneer age
3.1.2.3 The marked
3.1.2.4 The dawn of war
3.1.2.5 The desiccator
3.1.2.6 The Tograns
3.1.2.7 Objective
3.1.3 Biographies
3.1.3.1 Jeb Radec
3.1.3.2 Stiv Baator
3.1.3.3 Gil Karoch
3.1.3.4 Gregor Trilkin
3.1.3.5 Greg Bantrill
3.1.3.6 Benth Maral
3.1.4 Togra's Journal
4. Section Two
4.1 Common Units
4.1.1 Construction Rig
4.1.2 Freighter
4.1.3 Hover Freighter
4.1.4 Water Contaminator
4.1.5 Infiltrator
4.2 Infantry
4.2.1 Freedom Guard Infantry
4.2.1.1 Raider
4.2.1.2 Mercenary
4.2.1.3 Scout
4.2.1.4 Sniper
4.2.1.5 Field Medic
4.2.1.6 Saboteur
4.2.1.7 Mechanic
4.2.1.8 Martyr
4.2.2 Imperium Infantry
4.2.2.1 Guardians
4.2.2.2 Bions
4.2.2.3 Exterminator
4.2.2.4 Suicide Zombies
4.3 Vehicles
4.3.1 Freedom Guard Vehicles
4.3.1.1 Spider Bike
4.3.1.2 R.A.T. (Rapid armour Transport)
4.3.1.3 Skirmish Tank
4.3.1.4 Tank Hunter
4.3.1.5 Phase Tank
4.3.1.6 FlakJack
4.3.1.7 Triple Rail Hover Tank
4.3.1.8 Hellstorm Artillery
4.3.1.9 Shockwave
4.3.2 Imperium Forces Vehicles
4.3.2.1 Scout Runner
4.3.2.2 Invader Troop Transport
4.3.2.3 Plasma Tank
4.3.2.4 Amper
4.3.2.5 M.A.D. (Mobile Air Defence)
4.3.2.6 Shredder
4.3.2.7 Hostage Taker
4.3.2.8 Tachion Tank
4.3.2.9 S.C.A.R.A.B.
4.4 Aircraft
4.4.1 Freedom Guard Aircraft
4.4.1.1. Skybike
4.4.1.2. Outrider
4.4.2 Imperium Forces Aircraft
4.4.2.1. Recon Drone
4.4.2.2. Cyclone
4.4.2.3. Skyfortress
5. Section Three
5.1. Structures
5.1.1. Freedom Guard Towers
5.1.1.1. Air Defence Site
5.1.1.2. Laser Turret
5.1.1.3. Triple Rail Platform
5.1.2. Imperium Forces Towers
5.1.2.1. Air Defence Site
5.1.2.2. Plasma Turret
5.1.2.3. Neutron Accelerator
5.1.3. Freedom Guard Production Facilities
5.1.3.1. HeadQuarters
5.1.3.2. Training Facilities
5.1.3.3. Assembly Plant
5.1.3.4. Water Launchpad
5.1.3.5. Taelon Power Generator
5.1.3.6. Field Hospital
5.1.3.7. Phase Facility
5.1.3.8. Camera Tower
5.1.3.9. Repair Tower
5.1.3.10. Rearming Deck
5.1.4 Imperium Forces Production Facilities
5.1.4.1. HeadQuarters
5.1.4.2. Training Facility
5.1.4.3. Assembly Plant
5.1.4.4. Water Launchpad
5.1.4.5. Taelon Power Generator
5.1.4.6. Repair Station
5.1.4.7. Field Hospital
5.1.4.8. Temporal Gate
5.1.4.9. Temporal Rift Generator
5.1.4.10 Camera Tower
6. Section Four
6.1. Multiplayer Tactics
6.1.1. Offence
6.1.2. Defence
7. Section Five
7.1. What are Martyrs good for?
7.2. Top Ten signs you're addicted to DarkReign
7.3. The ancient art of stealth
7.4. To cue units to build, or to build them all at once, which is the
best tactic?
8. Section Six
8.1 Is there any cheats or Easter eggs for DarkReign?
8.2. Is there a shareware version of Darkreign? Where can I get it from?
8.3. I downloaded a map off the net, how do I play it?
8.4. How do I install new units?
8.5. Will DarkReign run on a 486?
8.6. DarkReign 2 features and information
8.7. Is there any patches or bug fixes for darkreign?
8.8. Is there any third party utilities I can download to modify
darkreign?
9. Section Seven
9.1. How to make a good level?
9.2. DarkReign WWW Sites
9.3. What cool new stuff is going to be in the next version of The
DarkReign Bible?
9.4. Thanks go out to:



----------------------------------------------------
1.1 Chapter [1]: Introduction
----------------------------------------------------


----------------------------------------------------
1.2 About the Author:
----------------------------------------------------

I am a 3D Artist, I have had 4 years experience in animating. I have
worked on a few small projects in the gaming industry but most of my work
has been outside the world of games, but I hope soon for that to change.
I'm from Australia and I hang out in #darkreign on efnet with the rest of
the true darkreigners. Come join us.

--------------------------------------------------
1.3 ABOUT THE FAQ
--------------------------------------------------
This FAQ was originally designed with just a few notes on strategies I had
found in darkreign. I wanted it to one day aid an FAQ I planned to make. I
kept on pumping strategies in and then decided to launch the DR FAQ
project. This FAQ won't just touch down on strategies but in every area I
can, from how to start the game and play the levels through to how to make
your own AI and units. I won't go into too much detail in this version of
the FAQ on the more advanced areas of game development but future
revisions of this FAQ will contain them. I have plenty to do and I won't
be able to put it all into v1.0 but I'm sure the next version will be
more kick ass than this. Until then I'm sure this will have more than
enough strategy and cunningness to kick your friend's butts at darkreign.

-----------------------------------------------------
1.4 WHAT'S A REVISION?:
-----------------------------------------------------
Revision classification works something like the following. If a new
version of the FAQ has only a small amount of information changed or
added,
the version number is increased by 0.1, and is called a 'minor revision.'
If
a new version of the FAQ has a substantial amount of new information
changed
or added, the version number is increased by 0.5, and is called a
'standard
revision.' If a new version of the FAQ has a huge amount of added or
changed
information, major parts of the FAQ are rearranged, or major parts of the
FAQ
are rewritten, the version number is increased by 1.0, and it is called a
'major revision.'


--------------------------------------------------------------------------------
1.5 WHERE TO OBTAIN THE DARKREIGN BIBLE?:
--------------------------------------------------------------------------------

You can get the latest version of this FAQ at:

www.uq.edu.au/~zzamckay/

--------------------
1.6 ADDING TO THE FAQ:
--------------------
If you have any information you would like to add to the FAQ, please send
E-mail to " MDC@mailbox.uq.edu.au " (no quotes), explaining what your
addition is.
It will be reviewed, and if accepted, added to the next FAQ version. In
the
E-mail, please supply your name and E-mail address.

Please note that all submissions to the FAQ become property of the
author (Allan McKay) and that they may or may not be acknowledged. By
submitting to the FAQ, you grant permission for use of your submission in
any
future publications of the FAQ in any media. The author reserves the
right
to omit information from a submission or delete the submission entirely.

------------------------
1.7 ACKNOWLEDGMENTS
------------------------

Auran and Activision for creating a great game, 2 and a half years just
getting it right so I wouldn't be able to put a tip in this FAQ like "rush
them with tachion tanks, it always wins" or something. They did a great
job and hanged out on IRC every Monday to ask everyone's questions, it's a
shame I could hardly ever wake up in time to log on.

-------------------------
1.8 ACCURATE INFORMATION
-------------------------

An attempt has been made to make the information in this FAQ as
accurate
as possible. Unfortunately, it has been difficult to match strategies and
walkthroughs to the proper mission identifications.

I try hard to make sure there are no bogus entries in this FAQ, but,
undoubtedly, one or two will probably slip by. Please let me know
immediately
if there is any information in this FAQ that you know is incorrect.

Future updates and add-ons may render parts of this FAQ obsolete.


----------------------
2. WHAT'S NEW?
----------------------
Future versions of this FAQ will have all new features, and updates and
anything new mentioned here for a quick reference.

--------------------
2. Features
--------------------

2.1 What's RTLOS?:

RTLOS (Real Time Line Of Site) is a new feature that hasn't been
introduced into a real time action strategy game before, until now. What
it does is only show what your units can see on the map, which is fog of
war but this goes deeper.. If one of your men is looking at the direction
of a mountain, the unit won't be able to see past that mountain since it's
blocking his view, just like in reality. Yet if he climbed that mountain
then he not only would be able to see past it, but he's high up in the air
allowing him to see a lot further than before. This allows for great
strategy since you can hide areas and jump out and surprise someone.
It also means that if someone's up on a mountain they'll be able to see
your base and from down there they mightn't be able to see you, you can
then just lob artillery shells down at them and take them from surprise.

2.2 What's the waypoints system?:

This advanced feature allows you to lay down waypoints for your units to
follow, and they can be manipulated in real time. Say you wanted someone
to come round from behind someone's base and take a certain structure,
instead of manually telling him where to walk, you just lay down the
waypoints and hit go. There are many advanced settings such as AI control
and behaviour settings that allow for them to react to situations they way
you want them to. If you have multiple waypoints set up, you can send
twenty men into a base with their own individual orders to execute,
instead of sending them all in on one structure and taking them one by
one.

2.3 What are some of the new mutliplayer features?

There is only one, it is COMM as seen on the menu in the game. It is
broken down into new features, but works as one. Essentially it allows for
advanced alliances and communication. You can share units with others, and
wire cash to someone in a second. By adjusting the alliance settings you
can control each otherTs men, use all their facilities, and see their
RTLOS. I won't go into too much detail here, but in future updates I will
write down strategies and advanced tactics to take advantage of whilst
using this system.

Cue building:

You have the choice of either building units in cue whereas it will build
them one by one automatically, you just tell it what to build. Or you can
select individual structures and tell them to build units, they will all
build at once but it will be slower. To find out more about this feature,
go to the section

TO CUE UNITS UP TO BUILD OR TO BUILD THEM ALL AT ONCE, WHICH IS THE BEST
TACTIC?

Orders:

You can set orders such as damage tolerance, so that if they are wounded
and on red energy they will return to base to get repaired and then return
back to where they were. Or you can adjust it to a higher setting so they
don't bother about what health they are on they will just continue doing
what they are doing. Plus there are pre-made ones, such as "search and
destroy" where every unit given this order will go on a recon mission and
kill anything they find. If they are ordered to scout, they will scout
around but not attack anything that they find, and another is "harass"
where they will attack units and buildings that they find but leave them
alone at the first sign of danger and go harass another unit. Very useful
when just starting the game, to harass your enemy whilst he's trying to
build his base.

There are many more that will be added and reviewed in more detail in
later versions of this FAQ, this was just to touch down on one or two
features for the time being.


Dark Reign Backstory


-----------------------------------
4. SECTION 2: OVERVIEW OF THE UNITS
-----------------------------------

A lot of the units you can't use until later on in the game, ie. you can
use raiders and spider bikes from the start but sky fortresses won't be
'til later on, on a later level, like level 8 or so on.

coming soon: full on unit and weapon damage statistics.

------------------
4.1 COMMON UNITS
------------------

4.1.1 Construction Rig: 300c

For those who have played Warcraft (everyone raise your hand) these guys
have similarities to the peasants and peons. Construction rigs do all the
work, they are the guys who build everything. They are quite weak, and
since they are slow, it's best not to send them out to some remote area by
themselves, if they are seen, then some guys can take them out in one
shot.

These guys are slow, they can't fire yet with a little bit of strategy
they can make great offense.

"These are essential for base building, so make sure you always have a
couple handy. Keep them spread out so you can start building your base
again if your buildings get wiped out."
David Harrison, Auran.

4.1.2 Freighter: 1000c

These guys are the equivalent to C& harvesters. This is your income,
without them you won't have cash, guard them well. They take a fair few
hits, like 3 martyrs could take one out, but they are slow and take a long
time to harvest. They can harvest water or taelon. They have no weapons
and therefore cannot attack nor defend themselves.

"Water is the key. Make 3 extra rigs before anything else and send them to
find water."
Tim Gunn, Timgunn@eastwind.com.au


4.1.3 Hover Freighter: 1500c

This is an aerial version of the freighter, it serves the same cause as
the freighter (harvesting) but it's faster and can over all terrain types
with ease. It also has a laser, but it is extremely weak and could easily
go down by two raiders if it stays to fight. But they are a lot faster,
you can send them over to the other side of the map to harvest and it
won't be too much longer than harvesting in your local water spring area.
Also being only 500 credits more expensive than the normal freighters, the
hover freighters are worth the price.

4.1.4 Water Contaminator: 10,000c

They are slow and expensive. They can be taken out in a couple of shots,
which also can make it less attractive. But on the other hand if you can
get one into the enemies water spring then they'll have to harvest
elsewhere, which means that they are going to be sending their harvester
to the other side of the map and possibly into your territory, making them
an easy kill. I don't recommend using them since if you're good then
you'll probably own the rest of the water springs and using it on one is a
bit of a waste. But then again if you do own every other water spring on
the map then destroying their only source of money will probably finish
them, otherwise make them desperate enough to harvest in your base.

"Slow, vulnerable, expensive, but if you get these to an enemy's water
well, they are in big trouble. Only build these if you are confident that
you can sneak this undetected into an enemy water well area. Good recon is
essential for successful use of this unit." David Harrison, Auran.
Contamination Strategy: Build 4 martyrs and a water contaminator and put
them into a phase transport. Send it over to the enemies water spring and
unload. Put the water contaminator over the spring, and if any enemies try
to stop you use one martyr one each of them.

4.1.5 Infiltrator: 1000c

Not only can they morph into enemy units and walk right past other enemies
without them even noticing you (which makes great recon) but they can
"infiltrate" the enemy bases and steal valuable technology. Such as going
into the enemies headquarters allows you to see the enemies' line of sight
(LOS) which then you would be able to see where the enemies all are and
what they can see. They aren't too fast but they are over medium in speed.

NOTE: Many people are complaining on how infiltrators are always being
found out and are always recognised straight away. To use a morphed
infiltrator, the unit that you morphed into must still be alive, if he
dies you will be instantly recognised.
Both teams can build infiltrators.

Freedom Guard: Employing a hybrid of the Freedom Guard's earliest morphing
technology, Infiltrators can create an "active holoshield" around
themselves using a very specialised energy suit. The Infiltrator's device
is sufficiently focussed that it can create an image that exactly matches
the contours of the user, allow him take on the appearance of other
people. This breakthrough was immediately put to the test by Freedom Guard
intelligence agents, who used it to infiltrate the Imperium's hover
research center on Malik.

Imperium: It was some time before several arrogant members of the Imperium
Shadowhand came to accept that the Freedom Guard had in fact developed
technology that they were interested in acquiring. After being outwitted
on Malik in the Freedom Guard Infiltrator's theft of hoverdrive technical
specs, the Shadowhand determined to use similarly equipped units to gather
technical information concerning some of the new Freedom Guard
innovations. Powered holofield suits were rapidly developed, and disguised
Shadowhand operatives made several successful acquisitions. Most of the
technology stealing, however, was still carried on by the Freedom Guard.

-------------
4.2 INFANTRY:
-------------


Civilians: *** coming soon ***


-------------------------------
4.2 FREEDOM GUARD INFANTRY
-------------------------------

4.2.1 Raider: 150c

"Raider" is the kindest of the labels employed by the Imperium Directorate
to generally describe Freedom Guard ground units. Over time, it was a
label that the standard Freedom Guard infantry came to wear proudly.
Raiders were also the first units supplied with remote phasing
transceivers. These devices allowed them to use the Freedom Guard's most
revolutionary technology: solid phase transmortation. "Phasing", as it is
more commonly known, creates an electron field around a specified body or
object, allowing it to "sink into" objects of low to medium density as if
they were liquid. (a phase-equipped unit could not, for instance, phase
into a steel wall, but could phase into the ground.) While the Freedom
Guard devised a number of fighting techniques and technologies, the
phase-equipped Raider remained the backbone of the Freedom Guard war
effort for the duration of the conflict.


The basic grunt of the freedom guard side. They are armed with a laser
rifle. In packs of ten they are great for defending, scouting and for
small attacks. Once the phasing facility is built raiders have the ability
to phase underground. They are above medium speed, but are still quite
slow. Two or three of these can take out a spider bike without too many
problems, but there may be casualties in the process. Great for harassment
in-groups and individually, scouting and search and destroy are also quite
effective. Shredders make quick haste of raiders but raiders can take the
shredders out if in-groups.

4.2.2 Mercenary: 300c

While greatly outnumbered and under-equipped, the Freedom Guard was not
without its powerful benefactors. Indeed, it soon became clear to the
Imperium directorate that for the Freedom Guard to produce material and
soldiers at the rate they were demonstrating, they must be enjoying
substantial outside help. And it was no secret that any of a number of
large colonial manufacturing and shipping operations might well see the
potential of the Imperium's loss of direct control over their day to day
affairs as a positive development. It was in fact the case that one such
large shipping concern did decide to secretly aid the Freedom Guard. They
recognised that the principal thing the Freedom Guard lacked, other than
equipment, was experienced fighters - and they knew just where to find
them.
Renowned for his feats of strength and cunning, the fiery Jon Bard had
become a legend throughout much of the galaxy. Bard had been trained in
the Imperium military and was in fact a young officer on a transport ship
when he made the most fateful decision of his life. When his ship came
into port in Peyrak, he found that several of the items being unloaded
from the hold did not appear on his manifest. Upon investigation, he
discovered several crates containing neat stacks of humans who were being
shipped, frozen, to some nearby mining colonies. There they would drone
away in caves in a condition of virtual slavery. Horrified by the
discovery of this secret cargo, Bard ordered the crates reloaded. He then
single-handedly seized control of the ship, killing the captain and
physically throwing his crewmates out onto the loading platform. Once
away, he "thawed" the captive passengers who instantly became his first
followers.
For years Bard and his group lived as fugitives and as such were forced to
train themselves to always be prepared for combat. When they were
approached by Encryton Shipping about joining the Freedom Guard war effort
as guns for hire, Bard and his band readily assented. It was in fact Jon
Bard who introduced the Freedom Guard to the effectiveness of the Rail
Gun, and it was this type of weapon that Bard's Mercenaries used to deadly
effect for the remainder of the conflict.

Hired from outside of the freedom guard, the mercenaries (mercs) have a
shoulder mounted rail gun and are very effective against infantry and
vehicles. In-groups they are deadly on structures. They are perfect
against tanks.

One game I played was three on three, I had my base screwed after being
attacked by three teams and a temporal rift. I managed to get a
construction rig out of there and one of my friends adopted me into his
base. After that I kept going broke since I didn't build a water
launchpad. But another friend who seemed so be rich kept feeding my ten
thousand dollars every five minutes. With that money I kept building mercs
and sent them in, in packs of twenty. I'd sneak them around behind the
enemies' base and rip a huge gap in their defense. Twenty mercs can do
serious damage, though it's not as effective as twelve sky fortresses I
managed to take structures out nearly as quickly.


4.2.3 Scout: 300c

The Freedom Guard Synod recognised early in their struggle against the
Imperium that they would never be able to match their enemy's armored
might. Instead, they focussed their efforts on the development of
alternate stealth technologies. An entire secret research facility,
Ascension Labs, was constructed for this purpose. Their investigation of
energised holoshielding produced a way to project a kind of 360 degree
holographic image in a confined area, allowing units to "disguise"
themselves as other objects. The image field is projected from a kind of
special energy suit. The earliest models of these were distributed to
troops involved in scouting and reconnaissance actions and permitted the
wearer to "morph" into virtually any similarly sized inanimate object.


She's pretty fast, and has great visual range. Though she cannot attack,
the scout is great for recon and for just placing on areas of the map so
you can see what kind of units are heading toward your base. Then if you
spot a martyr or a large tank you can get ready to move all your units
away and bring on your injured to take the impact of the martyrs. The
scout can morph into any object of the same size, which is pretty helpful,
but if you move around and the computer or anyone sees you then you are
most likely screwed unless you run and hide somewhere before they can
catch up to you. Therefore you cannot exactly run a scout into the enemy
base unnoticed, but when playing against the computer, if you attack with
spider bikes or something, they will be more worried about the offense you
have created to bother noticing walking trees. So just make a mild attack
then run a scout or two into their base morphed into a tree and put them
right outside their "weapons factory" so you then can see what they are
building. Another tactic that is useful for a bit is to use a sniper (see
below) and have her pick the martyrs and other deadly infantry off as they
run out of the training facility. But if you are seen nearby tanks will
soon be showing you what they keep stored down the barrels of their
turrets.

Moving a scout into the enemy base will allow you to be able to use your
artillieries to fire from large distance without getting close to see what
they are firing at. Therefore move a scout into the base and then begin
dropping shells on their base, after that if they are smart they will
probably search their base looking for scouts, so be careful, hide well or
run at the site of a tank.

A great strategy to use on the computer is to use your scout as a decoy.
If the enemy has a few men standing around the outside area of their base,
try sending a few raiders and a scout down. have the raiders set up behind
the enemies group of men, then run your morphed scout across the screen
catching their attention. They will all run to take the scout out before
it sees anything in their base, then rush your men up from behind and take
them out.

if you need to get a scout into the computerTs base, build a scout, then a
small attack group. As the group is attacking, send the scout into the
base, send it to the middle if you like, so you can see the whole base,
since the computer is busy defending from your small attack group, they
won't notice the moving tree sprinting through their base.

Unmorphed, scouts and snipers move a lot faster than they do morphed, keep
this in mind, especially if you are trying to outrun a spider bike which
spots you.

4.2.4 Sniper: 700c

The Synod found it useful to develop a team of specialised sharpshooters
to cut down on the Imperium's ability to spread out their infantry over a
wide area. These Snipers were outfitted with the same "morphing" equipment
as Freedom Guard Scouts.

Snipers are just like scouts but they can attack. They CAN fire at
vehicles but are more effective against infantry, "one shot one kill"
still effective against tanks and spider bikes, but they are not worth
giving away your position unless the vehicle is on red energy. They are
still very weak so they are good in defense since their shooting range is
pretty far away, therefore they can stand behind your other defensive
units and pick off all the enemies that come into range. Still placing
them in forests and putting them on guard is a great way to pick off
incoming infantry before they can aid in an attack.

4.2.5 Field Medic: 500c


The Freedom Guard did the best they could to save the lives of their
wounded soldiers in their grim war against the monolithic Imperium. Field
Medics were mostly volunteers with limited medical training who braved
storms of plasma fire to get to injured troops and, if possible, return
them to fighting condition. Many Field Medics drew criticism for a seeming
lack of compassion when treating patients, but battle after battle of
bandaging wounds and re-attaching arms could make anyone jaded.


These guys also don't wear body armour, therefore they do not take that
many hits to bring down. They are great for accompanying groups of
infantry, since when one of them gets hit, the medic will heal him
automatically. Or just lying around the base and healing the odd survivor
of a recent battle is fine for him, he can also cure those attacked by an
Amper, which also is another reason to have at least one or two in your
game. They aren't too fast but once they get to the injured, they'll heal
them as quick as a field hospital. Very effective, and saves a lot of
money in the long run.

4.2.6 Saboteur: 800c

A number of Freedom Guard mechanics actually had pre-war experience
working on Imperium machinery and equipment. Their knowledge of Imperium
construction technology meant in many cases that they knew precisely how
to quickly damage Imperium facilities.

Saboteur's can wreak massage damage upon the enemy structures. Except
before they can do that they have to get close enough to the enemy
structures. Luckily they have the ability like scouts do to morph into
trees and rocks. Once they get close enough to an enemy structure they can
cause up to half it's original health in damage.

A great strategy is to send a saboteur into the enemy base morphed as a
rock or plant. Then damage some buildings then send in a bunch of tanks to
finish them off.

4.2.7 Mechanic: 500c

While the Freedom Guard often ran up against shortages in men and
armaments, one thing they had in good supply was skilled mechanics and
field technicians. This was due in part to the fact that so many of the
Freedom Guard's number were descended from the old Exploratory Corps,
which through bravery and ingenuity colonised the galaxy. By necessity,
members of the Exploratory Corps over the years achieved a high level of
technical self-sufficiency, and this tradition has been carried on in the
Mechanic Corps of the Freedom Guard.


Like the Field Medic, they don't have that much armour, but are excellent
for their price. Not too great for going into battle, they usually get
wasted by tank hunters and other large explosion type units. But hiding
them behind a tree waiting for the war to end works well, and they are
perfect for defense, saving the tanks from having to drive all the way
back to the repair station.

4.2.8 Martyr: 600c

It was in the Freedom Guard's desperate defense of their water processing
facilities on Kendrick that the tradition of Freedom Guard suicide bombers
was born. One badly wounded Raider, Kit Aphaus, considered his position as
he crouched in a ditch waiting for the medics to arrive. What was the
point of the medics risking their lives to get to him and then wasting
their precious supplies on him? He was nearly twenty-five years old, and
because he was among the "marked", he would soon die anyway. Then a
desperate idea came to him. He had with him several of the concussion
detonators he and his group had been hoping to attach to the bottoms of
Tachion Tanks as they hovered by. This strategy had failed, but maybe his
new idea would work. If he was going to die anyway, why not take as many
Imperium troops and vehicles as he could with him. With a defiant yell, he
suddenly sprang up from his ditch with three detonators and ran screaming
toward a mass of Imperium tanks and Guardians. His commrades looked up
from
their hiding places, fascinated and horrified by their own identification
with the feelings that must have driven their friend to such a desperate
action. Suddenly, there was a gigantic, bright plasma blast. The ground
shook. A half dozen Guardians were strewn in pieces in the pass below, and
a Tachion Tank was flipped over on its turret. In response, a cloud of
Bions and Guardians emerged into the pass like angry bees.

"That's it!" cried the group leader, "We're goin'". Following his lead,
each Raider deactivated his phasing transceiver and ran straight into the
Imperium ranks. Several were cut down by Bion fire on the way, but many
made it through. The massive explosion could be seen from the portals of
Imperium ships in orbit above the planet. After the battle, Aphaus and his
commrades were accorded the highest honors and were even designated as
Martyrs for the Cause. In ensuing battles, a number of marked 24-year-old
Freedom Guard soldiers followed their examples. These suicide runs in fact
came to be seen as the most honorable way to die, and Freedom Guard
Martyrs remained a serious base defense problem for the Imperium for the
rest of the conflict.


Martyrs are perfect for a lot of situations. You can spread a few around
your base and hide them behind trees, then when the enemy attacks or does
a bit of scouting they'll run out of nowhere and blow them all up. You can
run them into the enemy base and take out some of their defense, a few of
them hitting their defenders will leave only a few people left for when
your "real" attack arrives. Martyrs are quite weak for attacking
structures, I found it took me about 20 martyrs to destroy an enemy
training facility. Martyrs are very fast, I find myself running martyrs up
to a remote base that has no defense instead of sending spider bikes.
Martyrs are a lot more powerful and are just as fast.

Try not to keep your defending men in groups, spread them out, otherwise
you'll be sitting there proud looking at how many men you have thinking
that no one could break through that defense, then a martyr comes up and
takes out 70% of your men. Better one to do then twenty-two.
                               
--------------------
4.2.2 IMPERIUM INFANTRY
--------------------
4.2.2.1 Guardian: 150c

For nearly a century, they were known as "The Guardians of Order",
"Guardians of the Order", or simply "Guardians". They were the colonial
police force, a faceless symbol of Imperium policy and the will to enforce
it. Equipped with masked helmets, powered body armor, and years of
rigorous training, the Guardians are in appearance and action the
embodiment of the Order's creed: "the many as one."

Also known as the "Guardians of order" these have many similarities to the
freedom guards Raider. They are slightly more armoured and have a laser
rifle.
In groups these guys can be a real threat, they are great for harassing
and scouting.

4.2.2.2 Bion: 350c

Bions, bionetic fighting "men", were originally manufactured by Insignus
in small quantities and were intended to be anti-tank units and base
guards. So effective were they in their first engagements, however, that
they were soon being produced in large numbers. Bions are hard to bring
down and are useful against infantry, armor, air units, and even
structures.


Bions are heavily armoured cyborgs and are equipped with a plasma rifle.
They can shoot at ground units and at ariel units. They are also immune to
harmful gasses. Great for defense and with backup from tanks or other
infantry can make a devastating attack.

4.2.2.3 Exterminator: 500c

At first Imperium engineers were uncertain as to how to make the best use
of their new acid-based metal dissolving foaming agent. The advent of
hover suit troops provided the perfect delivery mechanism. The foam was
packed into pressurized grenades which explode into a cloud of burning
acid upon impact. The term "Exterminator" was coined by Marshal Ignatius
Arryat, who often referred to Freedom Guard Spider Bikes as "little
insects".


Exterminators have hovering ability thanks to their anti-gravity
generators. They also have acid grenades and are perfect against armoured
units. They have the best of both worlds, they can cross water and go up
hills where hover tanks can't, not bad for attacking, but better for
defense, they can stop both tanks and infantry with ease.

4.2.2.4 Suicide Zombie: (requires hostage taker)

Once a standard solider, now a brainless zombie with a giant plasma bomb
strapped to their chest. Once the hostage take collects an enemy solider,
they labotomize the prisoner and releasing him ready to follow orders.
Just like the martyr, these guys are great against units, but week against
structures. They are a bit slower then the martyrs but they are free so
who can complain.

----------------------------------
4.3 Vehicles
----------------------------------

CIVILIANS: *** COMING SOON ***


-------------------------
4.3.1 FREEDOM GUARD VEHICLES
-------------------------

4.3.1.1 Spider Bike: 500c

Spider Bikes first appeared in the early days of the uprisings around the
remote settlement of New Star Colony on Gilwoch in 2589. The Bikes were
constructed to take maximum advantage of the steep grades of Gilwoch's
rough, hill-rippled terrain. So successful were their relentless lightning
raids that the Imperium, whose hover tanks were helpless to pursue the
insurgents up the winding slopes, was forced to abandon Gilwoch for good
three years later.

The freedom Guards prize unit, fast, cheap and powerful. They can go over
any terrain at full speed, and are very powerful against enemy vehicles,
but weaker to opposing infantry. Great in any situation, spider bikes fit
every profile of attack. They are the best choice for harassing and of
course scouting. Attacking in groups is always effective, and they are
also quite powerful at defending, if defending with tank hunters they are
awesome for defense.
*** More information to come ***

4.3.1.2 R.A.T. (Rapid Armour Transport) 450c


The workhorse of the Freedom Guard infantry, Rapid Armored Transports
(more commonly referred to by their acronym, "Rats") can move over almost
any surface, including water. (Special navigation fins were added after
the first production run.) The Rats can carry up to five infantry units
and use a technology similar to that used by Freedom Guard Scouts that
allows them to optically "blend in" with the surrounding terrain.

The freedom guards infantry carrier. The R.A.T. has the ability to
camouflage itself with it's current environment. Having a maximum of five
passengers, the RAT is perfect for sneak attacks or for setting up attacks
from several sides. Better still it can cross over water and you can fit
construction rigs in making it great for setting up new bases or new water
harvesting sites. The only downside is that it is defenseless to any
attacks if spotted, but it's medium armour will allow you to withstand
such attacks.
*** More information to come ***

4.3.1.3 Skirmish Tank: 600c

Eccentric tinkerer Ravor Hurveth was originally a designer of agricultural
machinery on Teron in the years before the Freedom Guard uprising. As the
war expanded, Hurveth was approached by his younger brother Jom, a Freedom
Guard officer, about the possibility of developing some kind of armored
vehicle that could provide sufficient support for his troops that they
could stand and fight against Imperium Plasma Tanks. Hurveth agreed to try
to put something together using parts from some of his heavy-tracked land
clearing equipment. The result was the sturdy, versatile little Skirmish
Tank, which Hurveth oufitted with twin rotating missile launchers. Many
Skirmish Tanks came to be affectionately referred to by their drivers as
"Hurveys".

Fast and powerful, the skirmish tank moves with low momentum, allowing it
to change direction quickly. Great for small harass attacks, and great for
defense, even for large attacks. Not bad for scouting, the skirmish tanks
are great in packs with tank hunters. Skirmish tanks can fire upon air
attacks as well as ground units, should be your default tank considering
it's fast, powerful and can shoot down aircraft. Though it cannot
withstand too many hits, it is recommended keeping a couple in your base.

In groups the skirmish tanks are awesome, if the enemy has a sky fortress
you can rush in and take it out with about nine of these. They are great
in defense, since they are fast they can zoom around your base defending
cyclones.

One skirmish tank can take down one cyclone, they both die in the process.

"skirmish tanks are awesome because they are treaded, fast, and can shoot
at air units
this versatility makes them the best unit in the game for defense"

Mark Major, mmajor@zebra.net

4.3.1.4 Tank hunter: 700c

When first introduced, Imperium Plasma Tanks boasted such great weapon
range and such heavy armor that they often went into action without
infantry or air support. They seemed virtually invincible. It was a year
before the Freedom Guard was able to counter, but when they did, the
results were dramatic. It was during the Imperium's Rehnnish
counter-offensive that a column of Plasma Tanks on patrol in the narrow
lanes of the "haunted forest" of Yepradii were suddenly overwhelmed by
what one Imperium survivor of the encounter described as "rolling sheets
of lightning". What wiped out the armored column was in fact a new kind of
Freedom Guard vehicle equipped with a short range electrostatic weapon
that crippled the Imperium's field absorption armor. These quick little
scorpion-like monsters could be devastating in close combat, but their
powerful weapon had extremely short range and was therefore most effective
in confined areas.
Two Tank hunters and a skirmish tank are a great combination for unit
erasing.
Tank hunters are awesome in any situation. They can take down infantry in
two or three shots. and are brilliant in packs. Being fast they can easily
manoeuvre over ruggered terrain and spring up in the enemy base and begin
their offensive tactics. They are medium armoured and have a short
electrical discharge as a weapon, which makes them hopeless for long range
attacks.
*** More information to come ***

4.3.1.5 Phase Tank: 600c

The ultimate tool for ambushing, Phase Tanks were modified versions of the
Freedoms Guard's earliest armored vehicle model, the T1 Reaper. Using the
same phasing technology employed by Raiders and Barden Mercenaries, a
group of them could completely nullify the range advantage of Tachion
Tanks by "popping up" right next to them. Relatively inexpensive, the
Freedom Guard ended up producing large quantities of these little "barn
roofed" tanks for much of the war.

Phase tanks are medium speed. They are weak but they can phase, which
allows them to grow a sort of protective shell over them as they phase
underground, kinda of like the batmobile. They can still take hits whilst
phased but not as much damage is applied. Good for defense, they can
unphase take out the unit and phase again. They cannot move whilst phased.
*** More information to come ***

4.3.1.6 Flack Jack: 500c

Flack Jacks are weak and have no defense against ground units. They have
ariel attacking capabilities but aren't that strong either.
*** More information to come ***

4.3.1.7 Triple Rail Hover Tank: 1300c

Great range, the freedom guard stole the hover technology from the
Imperium forces. It has 3 rail guns and has excellent range and armour.
These are great in defense and are an essential to any "proper" attack
from the freedom guard. In packs these tanks are deadly, not to great for
ruggered terrain all though, but still an excellent offensive tank.

In groups these guys can level your base in no time. Neutron Accelerators
don't do too well when confronted by a few of these, it is very hard to
defend if you have something blowing away half your base and takes out
just about anything you throw at it. Martyrs once again work well but
cyclones or other ariel attacks work better, and don't die attacking.
If you can get a few of these to come around behind the enemy base where
there is no defense and then shift into the centre of their base then you
can open fire and probably toast anything that comes at you. Take out all
the units and freighters around so they can't get cash nor build anything,
then begin work on the more productive buildings ie. training facility,
headquarters.

4.3.1.8 Hellstorm artillery: 1100c

It became clear after the advent of the Tachion Tank that Imperium forces
were best engaged at long range. During their successful attack on
Corlbad, the Freedom Guard encountered little-used Imperium S.C.A.R.A.B.s
(mobile heavy artillery), and it occurred to them that it made perfect
sense for them to develop this type of long-range weaponry for themselves.
The result was "Hellstorm" Artillery, which fired a rifled fragmentation
shell that had an extremely wide area of effect. The Hellstorms are
vicious from great distance, but move slowly and are very lightly armored,
rendering them rather hapless targets at short range.


The longest range in the game, this baby can fire over three screens
width. The problem is that it's not that strong, but still scary when
attacking to hear a large shell launch then to see the wicked explosion
that it emits. and great backup to your attacks, it can stand far back and
lob shells at the enemy. Slow and low armour makes them easy to be fixed
if ever they become a problem, it's best to have escorts when directing
them.
*** More information to come ***

"ArtilleryTs: Besides their amazing range, these long range tanks are very
week, I find myself leaving them for last when attacked, sine most of the
other enemies can do more damage. I do not find them at all threatening,
not even in groups of ten. They may be good as a decoy against
intermediate players, they will see a giant explosion and rush all their
men to the artillery, and from there you could sneak some scouts in or
send a sneak attack in from the opposite side. But as for actually blowing
things up, they are quite disappointing." anonymous.


4.3.1.9 Shockwave: 4000c

The Shockwave is slow and has low armour, but is awesome if you can get it
to the enemy base. In packs of 3 these guys can wipe out the target's base
in seconds.

**WARNING** Do NOT put a Shockwave in your base and put it on guard. If an
enemy comes and it's pointing in the direction of your base, it will fire
at the enemy and take out 70% of your base!

The Shockwave makes a big rumbling sound and notifies you verbally, so you
do have a chance to move your units, but structures you can say bye to.
If your unit is approached by a shockwaves attack, then either try to go
around it or if you don't have the choice, just run through it, it will
most likely survive since it will only be in it for a second. The further
away you are standing the more it will take out in radius. It grows bigger
and bigger as it goes, so being right up from will have only a small
radius. But if you are outside their base it will run through and grow
bigger and take more out. But don't be too far away since it has a limit
to it's distance before it steadies down.

When you tell a Shockwave to attack something they fire the Shockwave from
where they stand, keep this in mind if you are behind your base and tell
it to attack a base infront of yours thinking it will drive down there and
then launch the Shockwave.

Listed below is a table of what the Shockwave can take out and what it
can't take out.

Shockwave vs : 4000c

Freedom Guard Structures: Imperium Forces
Structures:

Training Facility: dead Training Facility:
dead
Advanced Training Facility: dead Advanced Training
Facility: dead
Assembly Plant: dead Assembly Plant:
dead
Advanced Assembly Plant: dead Advanced Assembly
Plant: dead
Water Launchpad: dead Water Launchpad:
dead
Taelon Power Generator: dead Taelon Power
Generator: dead
HeadQuarters (1): dead HeadQuarters (1):
dead
HeadQuarters (2): Red Energy HeadQuarters (2):
Red Energy
HeadQuarters (3): Yellow Energy HeadQuarters (3): Yellow
Energy
Field Hospital: dead Field Hospital:
dead
Phase Facility: dead Temporal Gate:
Yellow Energy
Advanced Phasing Facility: dead Temporal Rift Generator:
dead
Laser Turret: dead Plasma Turret:
dead
Heavy Rail Platform: dead Neutron
Accelerator: dead
Air Defence Site: Red Energy Air Defence Site:
dead
Camera Tower: dead Camera Tower: dead
Repair Station: dead Repair Station:
dead
Orbital Defence Matrix: Red Energy Prison: dead
Lycean Treaty Hall: dead Genetic Research
Facility: dead
Rearming Deck: dead Rearming Deck:
dead
Nover
Research Facility: dead

As the table shows, not much can withstand a Shockwave.


-------------------------------
4.3.2 IMPERIUM FORCE'S VEHICLES
-------------------------------

4.3.2.1 Scout Runner: 500c

Precursors of their heavier cousins the Plasma and Tachion Tanks, the
original Scout Runners had been created as armored single-manned patrol
craft to support light infantry actions during the Healean disturbance on
Feisis nearly twenty years before the emergence of the Freedom Guard.
Refined and refitted with a new propulsion system and special long-range
scanning equipment, the Scout Runner is now the perfect tool for probing
enemy defenses and uncovering the strike bases of Freedom Guard raiding
parties.


The scout runners are medium speed and medium armour, through my
experience they aren't too effective in battle against other more powerful
units such as tachion tanks but they are still great for defending and
harassing.

Scout Runners are great decoy attacks, send a few in and then sneak
something more devastating in from behind the enemies base.

*** MORE TO COME ***

4.3.2.2 Invader Troop Transport: 600c

A common sight in all the colonial administrative districts, these sleek
hover transports could rapidly bring packs of Guardians to any spot where
there was trouble. Modified at the time of the Freedom Guard uprising to
include a heavy turret mounted laser rifle, the Invaders were often able
to wade into ranks of heavily armed Freedom Guard Mercenaries and deliver
their passengers into the center of the battle.

They are fast and armed with a laser, but aren't even annoying when
attacking. But three of these full of bions is a great attack or just
using it as a quick way of sending infantry into battle. Also if you want
to start a new base and don't want to risk sending a slow weak
construction rig over unknown terrain, you can zoom about three and two
bions over in one of these. They are great but people do underestimate
them most of the time, so using these can sometimes be an advantage in
multiplayer.

4.3.2.3 Plasma Tank: 700c

Plasma Tanks became the principal symbol of Imperium enforcement during
the early years of the Freedom Guard uprising. Their smooth black outline
was the product of the streamlined design concept that was the trademark
of their manufacturer, Insignus, and gave the tanks an especially cold,
inhuman appearance.


Plasma Tanks are great in swarms or just independently. They have very
strong armour and their plasma Cannon is very powerful. This should be the
default tank of any imperium attack. Plasma tanks use hover technology
like most imperium vehicles, which allows for great attacks over water.
One or two of these are great for defending, and are quite effective on
moving trees if they do see one. Search and destroy they aren't that bad
on and harassing works but not as well as some units harass.

Since you can build these right at the start of the game, building a few
scout runners and these are an early attack that could put the enemy back
quite a bit. It is possible to build some and attack the enemy and then
build more and send them in to back them up, a few more times and you
could win the game before it even starts.

4.3.2.4 Amper: 500c


On the cloud-shrouded world of Amataur there is a massive edifice that
dominates one of the larger islands in the phosphorescent Regen Sea.
Inside is one of the Imperium Directorate's most closely guarded secrets:
the Arcundrel Life Research Center. Despite its benign name, it is rumored
that the center is home to some of the most deplorable human research
experiments ever conceived. Many of the technicians who staff the facility
are in fact products of some of the cybernetic research that is carried on
there. (It can be fairly assumed that much of the research that went into
the development of Bions took place at the Arcundrel Center.)
It was the Shadowhand that initially suggested to the directorate that
some of the Center's research into biotoxins might be put to good use on
the battlefield. Soldiers who were badly wounded could be shot full of a
kind of adrenal booster, giving them a burst of fighting energy. The
boosters were toxic, and ultimately fatal, but the idea was appealing to
the military because it meant that engaged troops could stay in the field
longer. For the delivery of the required biodarts, the Shadowhand
recommended using some of the cybergenetic creations that worked in
Arcundrel. Accepting the Shadowhand's suggestions, the Imperium High
Command soon put into action several teams of these tri-legged, half-human
monsters. In time they found that the "Ampers", as they came to be called,
could even be used effectively against healthy Freedom Guard infantry.
Upon seeing these creatures in battle, Freedom Guard leader Gerhad
Bantrill observed, "If any are still in doubt as to the justice and
urgency of our cause, they need only see this horror and the infected
character of our enemy will be made undeniably plain."

The Amper is the imperiums solution to the field medic, unlike the medic
though it heals the units to full health with a special dart, which then
slowly decreases the units health until he dies. Great for giving your
almost dead guys one last bang and if you can sneak an Amper into the
enemy base you can fire a few darts into their infantry and let them die a
slow death.
The Ampers speed is quite slow which means that they shouldn't really go
cross country by them selves, they are also quite weak and cannot see very
far, which are some more reasons why not to make Ampers be independent.

4.3.2.5 M.A.D. (Mobile Air Defence) 800c

The new M.A.D.s came off the Insignus production lines just in time to
help defend Imperium tanks at the siege of Indra against airstrikes by
heavy hitting Freedom Guard Outriders. The M.A.D.'s weapon is of the more
curious employed by the Imperium: a charged, bladed orb that could, if
scoring a direct hit, cut an Outrider or Sky Bike to pieces. Most Insignus
vehicles are equipped with hover capability, and the M.A.D.s are no
exception. They are excellent for defending artillery batteries from
sudden air attacks.

The imperium's strong anti-aircraft, they fire bladed orbs at the enemy's
aircraft and can be very dangerous against air units if exposed to these
babies for too long. Just like the flak jack they have no defense against
ground units and should be guarded at all times. They have good range and
speed but are quite weak and cannot handle too many hits.

Since they are hover units it's great to put a few out on water and waste
enemy air units as they think they are going to be undetected until they
hit your base. Also having a few scattered behind trees in your base and
one or two in the enemies base (make shore they are well hidden) can be
great defense against incoming attacks.

4.3.2.6 Shredder: 700c

Perhaps the best example of the Imperium's twisted ingenuity, the Shredder
existed in fantasy before it existed in fact. As legend has it, many years
ago, unruly prisoners interred at the old Jovian Detention Facility were
shipped off to work in the quarries on Callisto. Those who were captured
trying to escape were said to have been slowly dismembered in front of the
other prisoners with the huge circular saws used to cut out large sections
of the rock. (While this may have never really happened, the stories were
well known to generations of misbehaving children descended from the ranks
of the old Exploratory Corps.) Imperium General Feileen Hextar decided it
would be clever to revive these rumors as a prelude to the introduction of
the frightening new anti-infantry weapon that the old story had inspired.
Many of the earlier models of Hextar's new "Shredders" were in fact
manufactured using re-tooled circular quarrysaw blades. These fiendish
unmanned disks of death cut down scores of Freedom Guard Raiders in their
first action on Teron.


Anti-Infantry slayer, great for killing units but it's best to put these
on low damage tolerance since they go down quick if the units get too many
shots into them. They are named great since shredding is what they
actually do, they are a bit slow to respond and if you "shred" one unit
they usually don't do anything after that unless you command them to
attack another unit, ie. you cut up a unit and then it'll just stand there
instead of moving onto the next unit. Medium armoud and quite fast
shredders are great for defending against infantry attacks, or making life
easier for your tanks when attacking the enemy.

Building nine or so of these and putting them on search and destroy is a
great way to slow down the enemy if you have the cash.

4.3.2.7 Hostage Taker: 600c

Despite the fact of the Directorate's growing concern over the
increasingly independent activity of the Shadowhand in Imperium affairs,
Imperium field commanders continue to support the cooperative use of the
Shadowhand's Hostage Taker vehicles in military campaigns. Their desire to
continue in this relationship stemmed in part from their frustration in
trying to find a way to respond to the suicide attacks of Freedom Guard
Martyrs. Representatives of the Shadowhand had promised the High Command
they had a way to serve the Freedom Guard a taste of their own poison. Few
details were offered. When Imperium generals expressed their reservations,
the Shadowhand responded by arriving uninvited on the battlefield with a
whole platoon of these evil, body-sucking monsters. "Demonstrations" were
first made of a small group of Freedom Guard prisoners being guarded
nearby. Almost in an instant, each man was sucked into the dark maw of the
hump-backed beast. The officer in charge was incensed. "We were going to
question those people!" he protested. "Questioning?" responded the unnamed
Shadowhand operative. "It is fortunate for the Directorate that our
methods are not so primitive. If you want to know what they knew...ah,
yes. It's coming across just now." He handed his personal console to the
dumbfounded Imperium commander. "And now, observe." He gestured toward the
rear of the vehicle, where one by one the men who had so recently been
sucked in suddenly emerged. Each had a kind of pack strapped to his back.
They did not speak and barely even twitched as they stared blankly
outward. "And now," intoned the operative softly as he gently struck a key
on his console. Suddenly the prisoners' eyed shot fully open and each man
spun on his heel and began running full speed out of the encapment and
back in the direction of the Freedom Guard's base. Moments later, loud
concussions could be heard from the same direction. The officer in charge
smiled at the operative, and the partnership was born.


Can only be used against infantry, the hostage taker snatches away an
enemy unit and lobotomies him leaving him under your command. Better still
they have a huge bomb attached to them, almost identical to martyrs except
that they are slower, you can then send the unit into the enemies pile of
infantry outside their training facility and blow them all. Hostage takers
are great if the enemy has a lot of units on patrol around their base, you
can one by one take them and let them out as a changed man, then select
them all and charge into the enemy base.
Hostage takers have strong armour and are medium speed.

build a hostage taker and then ten guardians, then get your hostage taker
to attack them by pressing "A". This will cause him to labotomise his ally
and turn him into a zombie. This will make a cheap way of having martyrs
instead of paying 600c with the FG you can use the imperium and make them
for 150c. But zombies aren't the equivalent of a martyr, they are slower
for a start, but this is a cheap way of making them and without risking
going into the enemies base to fish, and it's also faster. If you then
manage to sneak a few into the enemy base then they're in for a big
suprise!


4.3.2.8 Tachion Tank: 1300c

The most awesome war machine ever created by Insignus for their Imperium
clients, the Tachion Tank, with its revolutionary field-absorption armor
and powerful tachion cannon, stood as the unchallenged behemoth of the
battlefield for nearly a year until the Freedom Guard was able to counter
with new technologies of their own. Even when cut off or surrounded, the
Tachion Tank is far from helpless: the Imperium high command directed that
it be outfitted with a powerful neuclonic disruption self-destruct
mechanism to prevent its ever being captured and replicated.


Just one of these is enough to make the enemy retreat from their once
strong attack, the tachions are extremely strong, fast and heavily
armoured, and have great range. Building six of these can sometimes be
fatal. With support from any anti-aircraft such as bions or M.A.D.'s most
people won't even bother defending if they see you approach their base,
they'll probably sell everything and move on. Six is enough to wipe out
any defense they have, such as neutron accelerators and skirmish tanks.
Because of their range you can even stand outside of the range of a
neutron accelerator, tachion tanks are cheap for what they can do, and can
take a battering without a worry.

I found it a real pain having 26 bions and having them all wasted when I
was attacked by six "tachion Tanks".

4.3.2.9 S.C.A.R.AB. (Self Contained Armored Ranged Artillery Battery):
1300c

The S.C.A.R.A.B.s (Self Contained Armored Ranged Artillery Battery) were
one of the earlier projects undertaken by Insignus. They were actually
little used in the first years of the conflict because Imperium commanders
had such difficulty identifying fixed Freedom Guard targets at long range.
In the defense of Corlbad, however, they proved to be of great value when
they were used for the first time in combination with new Imperium Recon
Drones, which supplied them with the necessary targeting information.
S.C.A.R.A.B.s were also the first vehicle to employ Insignus' experimental
exoskeletal shielding. The shield provides extremely effective protection,
but is impractical for use with tanks because it prevents movement and
weapon fire.


A SCARAB can't take too many hits, and like the artillery isn't too
powerful, but it has great range and that's the main point of using them.
Offence is it's specialty, you can have one of these on the other side of
a river firing and it will rip apart enemy infantry leaving the base, even
for defense it's great, have a few men hiding behind trees so you can see
what's coming, and they will pick them off as they come, by the time the
enemies attack arrives at your base it will be one or two men since the
SCARAB took care of the rest. Since it cannot take too many hits, this
unit can enclose itself in an "retractable armored exoskeleton" and shield
itself away from enemy attacks whilst it waits for backup to arrive.

Great for backup whilst your tanks and infantry attack, you can have
tachion tanks and phase tanks hitting all the units whilst the SCARAB's
launch projectiles demolishing all the structures.

The SCARAB has hover technology, therefore it can hover over water but has
problems elevating over ruggered terrain. Though since the enemy probably
won't be able to see you over water you can sneak in almost undetected,
and launch fireballs at the enemy and they'll send all their men over past
the water thinking y


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