Section 8 Prejudice User Guide

1 INTRODUCTION Welcome to the Section 8: Prejudice User Guide. This document is not a manual, but is designed to be an

Views 111 Downloads 2 File size 5MB

Report DMCA / Copyright

DOWNLOAD FILE

Recommend stories

Citation preview

1

INTRODUCTION

Welcome to the Section 8: Prejudice User Guide. This document is not a manual, but is designed to be an exhaustive reference on everything involving Section 8: Prejudice gameplay. Here you will find information on controls, menu navigation, game modes, weapons, vehicles, Dynamic Combat Missions, and more. In addition to this User Guide a wealth of information can be found at the links listed below. -

TimeGate web site Section 8: Prejudice web site Section 8: Prejudice Stats Portal

-

Section 8: Prejudice forums Section 8: Prejudice Support forums Section 8: Prejudice FAQ

-

2 TABLE OF CONTENTS 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

Introduction.................................................................................................................................................................... 2 Table of Contents ........................................................................................................................................................... 3 Welcome to Section 8 .................................................................................................................................................... 4 A Brief History ................................................................................................................................................................ 4 Controls .......................................................................................................................................................................... 5 Main Menu ..................................................................................................................................................................... 8 Game Menu .................................................................................................................................................................. 13 Game Setup .................................................................................................................................................................. 14 Combat ......................................................................................................................................................................... 15 Vehicles ........................................................................................................................................................................ 19 Structures ..................................................................................................................................................................... 24 TacNet .......................................................................................................................................................................... 28 Loadouts ....................................................................................................................................................................... 30 Purchasing .................................................................................................................................................................... 45 DCMs ............................................................................................................................................................................ 46 Characters .................................................................................................................................................................... 49 Tips for Victory ............................................................................................................................................................. 53

3 WELCOME TO SECTION 8 Gentlemen, Section 8 is the military classification for mental instability. As members of the 8th Armored Infantry, we proudly wear the nickname as a badge of honor. Why? As you know, with the nations of Earth now spread out across the far reaches of space, the USIF shines as a beacon of hope, security, and survival for our species. But as our galactic population of colonies, outposts, and space stations continue to thrive and grow—we continue to face an ever-increasing web of new and complex threats to mankind’s peace and prosperity. As members of the 8th Armored Infantry, you stand as the first line of defense against tyranny and chaos. Only those determined enough to be Section 8 have what it takes to defeat any enemy, confront any threat, or accomplish any mission no matter how insane, irrational, or impossible the odds. As you prepare to join your brothers-in-arms, always remember what you are fighting for…and let that knowledge give you the resolve to earn your place among the ranks of Section 8. Prepare to drop-in. -General Barrett Stone, USIS Texas

4 A BRIEF HISTORY With the Earth ravaged, depleted, and dying, mankind turned to the stars for new sources of sustenance and survival. Entire nations fled to colonize New Worlds across the far reaches of space. A treacherous and often deadly endeavor, an enhanced military fighting force was created to pave the way for billions of settlers, terraform inhospitable environments, and purge hostile life forms. As colonies began to thrive across the galaxy, those that remained on Earth were unexpectedly plunged into a cataclysmic era of planetary rebirth. Decades of natural disasters, famine, and plagues mercilessly purged the earth from millennia of damage and abuse—killing untold billions. But when it was over, utopia emerged. And those few that survived had evolved—physically, mentally, and genetically. Determined to prevent humanity’s home-world from ever again suffering the same abuses, an expanded United States Armored Infantry were established as guardians of a new, utopian Earth and its galactic colonies.

5 CONTROLS 5.1

• • • • • • • • • • • • • • • • •

XBOX 360

Left Trigger – Zoom Left Bumper – Jump/Jetpack Left Stick – Move/Strafe Left Stick Click – Cycle Zoom/Sprint Right Trigger – Fire Weapon Right Bumper – Use Equipment Right Stick – Aim/Turn Right Stick Click – Lock-On D-Pad Up – Purchasing D-Pad Left – Equipment 1 D-Pad Right – Equipment 2 Back Button – Scores Start Button – Game Menu Y Button – Swap Weapon X Button – Reload A Button – Use / Enter Vehicle B Button – Crouch

You may modify your controls in-game from the Main Menu by navigating to Help & Options -> Controls -> Xbox 360 Controller.

5.2

• • • • • • • • • • • • • • • • •

PLAYSTATION 3

L1 – Zoom L2– Jump/Jetpack Left Stick – Move/Strafe L3– Cycle Zoom/Sprint R1– Fire Weapon R2– Use Equipment Right Stick – Aim/Turn R3– Lock-On Up Button – Purchasing Left Button – Equipment 1 Right Button – Equipment 2 Select – Scores Start – Game Menu Triangle Button – Swap Weapon Square Button – Reload Cross Button – Use / Enter Vehicle Circle Button – Crouch

You may modify your controls in-game from the Main Menu by navigating to Help & Options -> Controls -> Controller.

5.3 • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

PC Left Mouse Button – Fire Right Mouse Button – Zoom Mouse Wheel – Swap Weapon Move Mouse – Look W – Forward S – Backward A – Strafe Left D – Strafe Right Space Bar – Jump/Jetpack E – Use / Enter Vehicle F – Use Equipment R – Reload Q – Swap Gear Shift – Sprint Left Control – Lock-On C – Crouch 1 – Weapon 1 2 – Weapon 2 3 – Equipment 1 4 - Equipment 2 B – Purchasing F1 – TacNet Dropship F2 – TacNet Teams F3 – Legend Screen F4 – DCMs F5 – Scores (Toggle) T – Global Chat Y – Team Chat U – Squad Chat Home – Games for Windows Live Escape – Pause Tab – Scores M – Map Display

You may modify your controls in-game from the Main Menu by navigating to Help & Options -> Controls -> Configure Bindings.

6 MAIN MENU

6.1

CAMPAIGN

The Campaign is a single-player experience that explores the conflict between the 8th Armored Infantry and the Arm of Orion.

6.2

CONQUEST

Conquest warfare is waged between the 8th Armored Infantry and the Arm of Orion for control of the battlefield. Each team competes to complete objectives and score Victory Points (VP). When one team earns enough VP to meet the Victory Point goal, they are victorious and the enemy team is defeated.

6.2.1

VICTORY POINTS

Victory Points determine victory or defeat in Conquest. The game’s Victory Point goal and each team’s progress are tracked in the HUD. Victory Points are obtained by capturing Control Points, completing Dynamic Combat Missions (see DCMs section), and defeating enemy players.

6.2.2

CAPTURING CONTROL POINTS Control Points (CPs) are a key element of victory in Conquest. Victory Points are awarded at fixed intervals for each Control Point your team holds. Enemy and neutral Control Points can be captured by moving close to the CP and initiating a hack with the Use button. Once a Control Point is hacked, the hack will begin seizing the Control Point and converting it to your team. If the hack is not defused in time, the Control Point and its networked structures will fall under control of the hacking team. A hack can be defused in the same way it is started; simply move next to the hacked CP and press the Use button to begin the defuse.

6.2.3

COMPLETING DYNAMIC COMBAT MISSIONS

Dynamic Combat Missions (DCMs) occur periodically during Conquest. Successful completion of a DCM provides significant Victory Points that can turn the tide of battle. See the DCMs section for more information.

6.2.4

DEFEATING ENEMY PLAYERS

Enemy players are the main obstacle that stands in the way of Conquest victory. Defeating an enemy player gives a small amount of Victory Points, and often provides your team with a window in which to capture a Control Point or complete a DCM.

6.3

SWARM

In Swarm, four 8th Armored Infantry soldiers defend a single Control Point against an overwhelming number of computer-controlled enemy units. To attain victory, your team must protect the Control Point from being captured by the enemy before the time limit is reached. It’s no simple task, but you didn’t join the 8th Armored Infantry because it was easy.

6.3.1

SPAWN WAVES

Swarm Mode consists of a limited number of enemy waves. To begin a game of Swarm, capture the neutral Control Point and the first wave will begin. After each wave is defeated, or when the specific round’s timer ends, an Airstrike will bombard the enemy, eliminating all of them until the next wave begins.

6.4

DROPSHIP

6.4.1

LOADOUTS

This option allows you to view and customize Loadouts, which are sets of weapons, equipment, and upgrades. Read the Loadouts section for more information on customizing your Loadouts.

6.4.2

UNLOCKS

The Unlocks screen displays the current status of unlockable weapons, equipment, gear, and upgrades earned through offline progress or ranked play.

6.4.3

DCMS

The DCM screen displays the Dynamic Combat Missions menu. See the DCMs section for more information.

6.4.4

AWARDS

The Awards screen tracks completion of Badges and Feats in ranked play. 6.4.4.1

Badges

Badges are accomplished in a round and award bonus XP. These are fairly challenging to earn. 6.4.4.2

Feats

Feats are accomplished in a life and award XP. They also affect the activation of DCMs (see DCMs section for more information), and are easier to earn than Badges.

6.4.5

RANKED STATS

The Ranked Stats page shows various statistics accumulated through ranked play.

6.4.6

LEADERBOARDS

Leaderboards track worldwide player performance in ranked play.

6.4.7

STATS PORTAL

Clicking on Stats Portal button will direct you to the Stats Portal website. Your clan tag can only be edited by visiting the Stats Portal.

6.4.8

OFFLINE PROGRESS

Offline Progress tracks the number of stars you have collected in offline play, including Campaign, Conquest, and Swarm game modes.

6.5

HELP & OPTIONS

The Help & Options menu allows for viewing help options and changing game settings.

6.5.1

HOW TO PLAY

The How to Play screen provides a brief starting guide for playing Section 8: Prejudice.

6.5.2

CONTROLS

Configure controls, aim assistance, force feedback, and tutorials.

6.5.3

SETTINGS

Settings edits video, audio, HUD, and multiplayer settings.

6.6

EXTRAS

The Extras menu includes additional miscellaneous features. • • •

Credits – View the developer credits. System Link – Play a game over LAN (Local Area Network). Achievements – Opens the Games for Windows – LIVE achievement screen.

7 GAME MENU

Pausing the game in offline play or pressing the same button in multiplayer will bring up the Game Menu, providing access to a number of different features. • • • • •

TacNet – Displays the TacNet screen. See the TacNet section for more information. Scores – Displays the scores for all players in the current game. Help & Options – Displays the Settings menu. See the Main Menu section for more information. DCM – Displays the Dynamic Combat Missions menu. See the DCMs section for more information. Leave Current Game – Exits the current game and returns to the Main Menu.

8 GAME SETUP There are three different setup options available after selecting a game mode from the Main Menu.

8.1

QUICK MATCH

Quick Match provides a way to quickly find and join a multiplayer game.

8.2

CUSTOM MATCH

Custom Match allows you to specify your search criteria when looking for a multiplayer match to join.

8.2.1 • • • • • • • • • •

STANDARD

Ranked Match – Hide unranked servers without stats tracking Map – Search for a specific map Bots – Hide games containing computer controlled bots Bot Difficulty – Search by Difficulty of computer controlled bots Player Limit – Specify maximum number of players Friendly Fire – Search by friendly fire setting Server – Search by server type limitation Hide Empty – Hide empty servers in search results Hide Full – Hide full servers in search results Hide Locked – Hide password protected servers in search results

8.2.2

RECENT

Recent allows you to view and select any servers you have played on recently.

8.2.3

SERVER CLAN

Server Clan allows you to search for a server by clan tag.

8.2.4

HOST GAMERTAG/ONLINE ID

This option allows you to search for a specific server using the host’s user name.

8.3

OFFLINE GAME

Offline Game offers the ability to quickly start a single player game with computer controlled players (called bots). Each map in offline play allows the player to earn up to three stars for successful completion—one for Easy, two for Medium, and three for Hard. Golden stars will be awarded to only the bravest soldiers who are victorious on Insane difficulty. Earning stars in offline play will unlock modifications for weapons, equipment, armor, and upgrades.

9 COMBAT 9.1

HUD (HEADS-UP DISPLAY)

9.1.1

(1) SHIELD STATUS

Fully-powered shields are indicated by a blue field meter. As the shields absorb damage, they will weaken and the meter will deplete. Your shields will recharge slowly when not taking damage. A grey shield meter indicates the shields’ progress to fully recharged. The shield meter will disappear from the HUD when fully charged.

9.1.2

(2) ARMOR STATUS

Fully-intact armor is indicated by a green field meter. As damage is inflicted upon armor, the plating will weaken and the meter will deplete. Your armor will slowly repair itself over time. It can also be manually repaired by using a Repair Tool or by utilizing a Supply Depot. The armor meter will disappear from the HUD when fully repaired.

9.1.3

(3) GAME STATUS

Game Status displays the current information on how the battle is progressing.

9.1.4

(4) JETPACK CAPACITOR

The Jetpack Capacitor meter indicates the amount of energy in your Jetpack thrusters. Your Jetpack will recharge over time when it is not in use. The Jetpack Capacitor will disappear from the HUD upon reaching full energy.

9.1.5

(5) OVERDRIVE CAPACITOR

The Overdrive Capacitor meter indicates the amount of energy in Overdrive boosters. Your Overdrive will recharge over time when it is not in use. The Overdrive Capacitor will disappear from the HUD upon reaching full energy.

9.1.6

(6) TACTICAL MAP

The Tactical Map displays the position of nearby detected units and structures. See the TacNet section for a fully detailed list of the unique icons used on the map.

9.1.7

(7) DETECTION STATUS

The Detection Status icon will appear when being scanned by an enemy or when entering enemy sensor range. The icon will stop blinking and remain on-screen once the enemy has detected you. Once you have been detected by the enemy, your position will be shown on their tactical map.

9.1.8

(8) REQUISITION POINTS

This displays the amount of Requisition Points you have earned. See the Purchasing section for more information on Requisition Points.

9.1.9

(9) LOCK-ON CAPACITOR

The Lock-On reuse meter indicates the time until Lock-On functionality becomes available for reuse.

9.1.10

(10) WEAPON STATUS

Weapon status is displayed for the currently equipped weapon.

9.1.11

(11) EQUIPMENT STATUS

Equipment status is displayed for the currently readied equipment.

9.1.12

(12) IDENTIFY FRIEND OR FOE (IFF)

The IFF indicates the damage status and location of friendly units and detected enemy units. Friendly units are indicated in blue while enemy units are indicated in red.

9.1.13

(13) DCM STATUS

The DCM status displays the current information on how a DCM is progressing, including the IFF icons associated with the DCM.

9.2

SPAWNING/DYING

When defeated in combat, the player is returned to the TacNet to prepare for dropping back onto the battlefield. From the TacNet, players can select a new drop location and change Loadouts. See the TacNet section for more information.

9.3

DROPPING

9.3.1

(1) BRAKING GUIDE

The Braking Guide indicates the current position and altitude, as well as the safe braking zone. Air brakes can be manually activated to slow descent and allow for adjustments to landing position. 9.3.1.1

Hard Landing

If air brakes are not manually activated, they will automatically engage at the last instant before landing, resulting in a hard landing. A hard landing will get you to the ground quickly, but you will need a moment to recover after impact before your combat systems come online. 9.3.1.2

Soft Landing

Engaging your air brakes at the correct time during your drop will slow your descent before landing. Soft landings allow for immediate entry into battle without the system recovery time required by a hard landing. It also gives you the option to adjust your landing location prior to hitting the ground.

9.3.2

(2) LANDING TIMER

This timer displays an estimate of your landing time on the battlefield, which changes both based upon your speed, and your target location including altitude.

9.3.3

(3) BRAKE

This button will appear when you are able to deploy your air bakes.

9.4

LOCK-ON

Lock-On lets you focus on a detected enemy target and auto-follow their movements until the Lock-On expires or your weapon is fired, greatly improving your accuracy for a very short time.

9.4.1

(1) LOCK-ON TARGETING RING

Once Lock-On is activated, the Lock-On targeting ring engages and locks the reticle onto the enemy target for a short time.

9.4.2

(2) LOCK-ON CAPACITOR

The Lock-On Capacitor meter indicates the time until Lock-On functionality becomes depleted. As you fire your weapon, your Lock-On will deplete at a greatly increased rate.

9.5

ZOOM

Zooming in with a weapon improves weapon accuracy and allows for finer control over targeting. Weapon accuracy decreases when firing extended bursts or when moving. Zoom can also be used for vehicle weapons.

10 VEHICLES Vehicles provide additional support to infantry on the battlefield. Bikes, Mechs, and Tanks can be requisitioned by infantry and are delivered via Dropships to a location marked by a holographic beacon. See the Purchasing section for more information on how to obtain vehicles.

10.1

BIKE

The Bike is a hovering, fast-moving scout vehicle used for reconnaissance and lightning-quick assaults. While structurally weaker than the other vehicles, it is the fastest and most mobile. In addition to its great mobility, the Bike is able to use its Speed Boost and jump great distances using its thrusters.

10.1.1

WEAPON SYSTEMS

The Bike’s weaponry consists of a balance between anti-infantry and anti-structure systems. The Bike’s Speed Boost, used by pressing the same button as Sprint, and its Jumping ability, used by pressing the same button as Jump/Jetpack, can also aid in defeating opponents by crushing them. 10.1.1.1

Miniguns

The Bike is outfitted with dual-mounted Miniguns that are designed for the suppression of Armored Infantry. 10.1.1.2

Missile Launcher

The Missile Launcher allows for the rapid launching of missiles at enemy structures. The Missile Launcher can be used by pressing the same button as Use Equipment.

10.2

MECH

The Mech is an armored vehicle operated by a single infantry unit. Mechs provide superior support firepower and enhanced protection, but at the cost of some functions such as Overdrive and Jetpack. The Mech is relatively agile and is well-suited for both offensive and defensive actions.

10.2.1

WEAPON SYSTEMS

The Mech’s weaponry is designed for close-quarters fighting and infantry suppression. It has three weapon systems that are designed for close and mid range combat. 10.2.1.1

Miniguns

Twin mounted Miniguns serve as the primary weaponry for the Mech. They are effective against infantry in medium range engagements. 10.2.1.2

Melee Attack

The Mech’s melee attack is designed for close quarters combat and is extremely devastating against infantry, both physically and psychologically. The melee attack is activated using the same button as Use Equipment. 10.2.1.3

Leap Attack

Leaping can be used to quickly close the distance to a target. Hitting the target will deal damage to it. Leaping drains considerable energy when used and has a recharge delay before it can be used again. The leap attack is activated using the same button as Jump/Jetpack.

10.3

TANK

Heavily armored, shielded, and weaponized; the Tank is the most powerful offensive resource available to infantry. The Tank supports a crew complement of up to four and can be used effectively against enemy fortifications, vehicles, and infantry. Tanks have recently been retrofitted with jetpack thrusters for increased mobility, which can be used by pressing the same button as Jump/Jetpack.

10.3.1

WEAPON SYSTEMS

The Tank’s weapon systems are powerful offensive weapons that dominate nearly any combat situation on the battlefield. Each of the four weapon systems is operated independently by a separate crew member. 10.3.1.1

Main Cannon

The Main Cannon fires explosive rounds that destroy almost anything they come into contact with. 10.3.1.2

Minigun Turret

The Minigun Turret fires rounds at extreme velocities and is designed for the suppression of Armored Infantry. 10.3.1.3

Missile Launcher

The Missile Launcher consists of several launching tubes that allow for rapid firing at enemy structures. 10.3.1.4

Mortars

The dual Mortar system is able to rapidly launch shells at enemy positions. These Mortars function in the same fashion as infantry Mortars, but with much greater destructive potential.

10.4

CONVOY

The Convoy is used to transport resources through hostile regions of the battlefield. Unlike the Tank, the Convoy is not meant for offensive action and its weapon systems are designed to clear obstructions and augment protective infantry support.

10.4.1

WEAPON SYSTEMS

Like the Tank, the Convoy is equipped with heavy weaponry that cannot be carried by standard infantry. 10.4.1.1

Missile Launcher

The Missile Launcher allows for the rapid launching of missiles at enemy blockades and barriers. 10.4.1.2

Mortars

The Mortar weapon system is meant to augment the Missile Launcher in its role of breaking through barriers.

10.5

DROPSHIP

Dropships are used to transport vehicles and infantry to the battlefield from orbit, and are usually piloted by onboard artificial intelligence units. Care should be taken when planting a Dropship beacon to ensure that the requested vehicle is not destroyed in transit by enemy AA fire. Dropships cannot be piloted by players.

11 STRUCTURES Combat structures are used in battle to provide tactical support to infantry and can be split into two main categories: Base: Base structures are integrated into a Control Point network. Control Points will use drones to automatically repair base structures over time. Deployable: Deployable structures are launched from orbit to unobstructed target points. Damage to deployable structures must be repaired manually with a Repair Tool.

11.1

CONTROL POINTS

Control Points are independent computer cores that manage and maintain a network of structures and systems. Control Points deploy drones to repair damaged structures within their network. Securing Control Points is a key element in achieving victory on the battlefield. Control Points, unlike other structures, cannot be destroyed or disabled; they can only hacked.

11.1.1

HACKING

Nearby enemy Control Points can be hacked via the onboard AI interface and uploading an override program. Once the override program has been uploaded, it must run uninterrupted for a short time before the Control Point converts to the new owner.

11.1.2

DEFUSING

When an enemy hacks a friendly Control Point, the hack can be defused by a friendly player. Defusing is handled in the same fashion as hacking.

11.2

SUPPLY DEPOTS Supply Depots provide support for ground infantry by allowing them to repair armor damage, resupply ammunition reserves, and change Loadouts.

11.3

SENSOR ARRAYS Sensor Arrays are used to detect enemy units within a fixed radius. Enemy units entering the radius are quickly detected and appear on the tactical map and HUD IFF. Your armor’s HUD includes a unique indicator for when you are being detected. See the Combat section for more information.

11.4

ANTI-AIR TURRETS Anti-Air (AA) Turrets are used to suppress orbital drops and transport Dropships within a fixed radius. AA Turrets are most effective in the center of the radius, and can be used to suppress enemy infantry, deployables, and vehicle drops. Most Control Points are equipped with at least one AA Turret for defense, if not several.

11.5

MINIGUN TURRETS Minigun Turrets are most effective against enemy infantry. Minigun Turrets will fire upon any enemy unit entering its sensor radius.

11.6

MISSILE TURRETS Missile Turrets are most effective against enemy vehicles and structures. Missile Turrets will fire upon any enemy unit entering its sensor radius.

12 TACNET The TacNet is a multi-purpose tactical display with several main sections: Dropship, Loadouts, Legend, and Teams.

12.1

DROPSHIP

From Dropship, you may select your drop-in location, modify your Loadout, and manage your squad. Additionally, if you are at a Supply Depot, you may use this screen to change your Loadout. See the Loadouts section for more information on selecting and customizing Loadouts.

12.1.1

SPAWNING

Spawning is accomplished by dropping from sub-orbit onto the battlefield. If you brake at just the right time, you’ll hit the ground running. However, if you brake too late, you will need a moment to get back to your feet, leaving you vulnerable.

12.1.2

FREE SPAWN

With this option, you directly choose where on the map you wish to drop. • •

Red circles indicate hostile AA Turrets. Attempting to drop inside the red circles will likely result in being shot out of the sky. You are strongly urged against dropping inside these. Darkened areas outside of the engagement area are not valid locations for dropping.

12.1.3

SQUAD SPAWN

Squad Spawning allows you to drop into a location near the squadmate you selected. It will put you at the closest position possible to link you up with your squadmate.

12.2

LEGEND

The Legend displays a tactical view of the map, along with a key for map icons. Additionally, it allows you to toggle display of sensors and AA radii.

12.3

TEAMS

The Teams screen allows you to change teams during a game and access Squad Management. You can also access the Spectator Mode feature from this tab.

12.3.1

SQUADS

Upon joining a game, you are automatically placed into a squad. In the Squad Management screen, you can join another squad or perform leadership duties if you are the squad leader (indicated by the star icon).

If you are the squad leader, you may perform the following: • Invite other players into your squad • Kick players from your squad • Lock a player into your squad so that they are not automatically removed if another player tries to join

12.4

LOADOUTS

Loadouts displays the Loadout customization screen. See the Loadouts section for more information.

13 LOADOUTS A Loadout is a collection of weapons, equipment, and upgrades that can be equipped. Loadouts are chosen before dropin (see TacNet) and may also be changed by accessing a Supply Depot.

Loadouts may be customized to individual preference, either through the Loadouts button on TacNet (see the TacNet section) or from the Dropship page of the Main Menu (see the Main Menu section).

13.1

UNLOCKS

Modifications for weapons, equipment, armor and additional upgrades can be unlocked through offline progress and ranked play. You can view the current status of your unlockables by viewing the Dropship page of the Main Menu (see the Main Menu section).

13.2

WEAPONS 13.2.1

ASSAULT RIFLE

The Assault Rifle is one of the most diverse weapons available. It features a scope for longer range engagements and an automated short-range firing mode, making it an effective weapon in nearly all encounter types. It is exceptionally accurate in short bursts. 13.2.1.1

Modifications

Rail Rounds – Long-range, average damage on all targets Burst Fire Mod – Fires rail rounds, burst fire, increased accuracy Automation Mod – Automated round selection, long-range rail rounds, short-range slug rounds Slug Rounds – High armor damage, low shield damage

13.2.2

MACHINE GUN

With its large magazine and high rate of fire, the Machine Gun excels in multiple-threat engagements. Due to the lack of a scope, it is not as suited for long range combat as the Assault Rifle and its slow reload is a vulnerability that can be overcome with proper use of cover. 13.2.2.1

Modifications

Crash Rounds – High vehicle and structure damage, low infantry damage EMP Rounds – Drains target’s energy over time, very high shield damage, very low armor damage Incendiary Rounds – Damages target over time, very high armor damage, very low shield damage Slug Rounds – High armor damage, low shield damage

13.2.3

MISSILE LAUNCHER

As the anti-vehicle and anti-structure weapon of choice, the Missile Launcher fires explosive rounds designed to tear apart constructs. Its use in infantry engagements is more limited, but a direct hit can be devastating. 13.2.3.1

Modifications

Frag Missiles – High infantry damage, low vehicle and structure damage Rapid Fire Mod – Fires crash missiles, high rate-of-fire, low damage Crash Missiles – High vehicle and structure damage, low infantry damage Napalm Missiles – Damages target over time, very high armor damage, very low shield damage

13.2.4

PISTOL

A highly accurate mid-range weapon, the Pistol is quite effective in the hands of a skilled marksman. Pistols use large-caliber rounds that deal heavy damage, but its firing rate is limited as a result. 13.2.4.1

Modifications

Slug Rounds – High armor damage, low shield damage Burst Fire Mod – Fires slug rounds, burst fire Concussion Rounds – Slows targets when hit, High shield damage, low armor damage Extended Mag Mod – Fires slug rounds, large magazine, slow reload

13.2.5

SHOTGUN

The Shotgun excels at short range infantry combat, packing an intense punch and moderate rate of fire. Its usefulness drops rapidly with range due to its wide spread. In a pinch, it is also reasonably effective at dismantling structures. 13.2.5.1

Modifications

Buckshot Rounds – Average damage on all targets Riot Mod – Fires buckshot rounds, wider spread, more projectiles Concussion Rounds – Slows targets when hit, high shield damage, low armor damage Incendiary Rounds – Damages target over time, very high armor damage, very low shield damage

13.2.6

SNIPER RIFLE

With multiple zoom levels and extraordinary accuracy, the Sniper Rifle is an exclusively long-range tactical support weapon. It is slow to fire and difficult to wield, severely restricting its usefulness when not stationary and zoomed. To alternate between zoom levels, you may use the toggle zoom bind. 13.2.6.1

Modifications

Rail Rounds – High damage on all targets Tagger Rounds – Sensor tags target, drains target’s energy over time, very high shield damage, very low armor damage Frag Rounds – Rounds detonate on impact, low area-of-effect Rapid Fire Mod – Fires rail rounds, high rate-of-fire, low damage

13.2.7

PULSE CANNON

The Pulse Cannon is a sophisticated weapon that fires plasma charges. Prior to firing, it drains its plasma cell which subsequently creates an overwhelming burst of plasma. This deals significant area damage to shields, making it effective against groups of enemies. The longer the Pulse Cannon charges, the more potent the shot. 13.2.7.1

Modifications

Pulse Rounds – Charge-up shots over time (increases damage and area), high shield damage, low armor damage EMP Rounds – Drains target’s energy over time, very high shield damage, very low armor damage Burst Fire Mod – Fires pulse rounds, burst fire Riot Mod – Fires pulse rounds, spread fire, ineffective at long range

13.3

EQUIPMENT 13.3.1

DET PACK

These remotely triggered explosives make for devastating traps. They are indispensible for base defense and are useful for taking out base infrastructure ahead of a full-on assault. Several may be placed and detonated simultaneously for larger area of effect. 13.3.1.1

Modifications

Crash Pack – Remote detonation, high vehicle and structure damage, low infantry damage Proximity Pack – Automatic detonation, high infantry damage, medium vehicle damage Concussion Pack – Remote detonation, slows all targets hit by explosion, high shield damage, low armor damage

13.3.2

GRENADE

Grenades are the standard issued equipment to all USIF infantry. They are known for their versatility and quick deployment. While some Grenades are outfitted with hostile proximity detection that prevent them from exploding whenever their owner is within the blast radius, others do not, so be mindful when throwing a grenade in close quarters. 13.3.2.1

Modifications

EMP Grenade – Automatic proximity detonation, drains target’s energy over time, very high shield damage, very low armor damage Frag Grenades – Automatic proximity detonation Fuse Grenade – Timed detonation, increased damage and blast radius

13.3.3

KNIFE

Fast, agile, and deadly, the Knife is an excellent subterfuge weapon. The Knife deals exceptional damage but has limited range. Soldiers are encouraged to couple Loadouts containing the Knife with other subterfuge gear such as speed and stealth upgrades. 13.3.3.1

Modifications

Serrated Knife – High damage Electro Knife – Drains target’s energy over time Siphon Knife – Siphons armor from hostile target

13.3.4

BEACONS

Discreet and reusable, the Beacon is an essential espionage tool. Beacons can attach to any surface and provide a variety of effects in the surrounding area. A Beacon remains deployed as long as its owner remains active, even if you switch to another piece of equipment; however, it will auto-destruct if its owner is defeated or if the owner changes Loadouts. 13.3.4.1 Modifications

Sensor Beacon – Detects nearby enemy units Jammer Beacon – Jams nearby enemy sensors Impedance Beacon – Stops nearby enemy regeneration

13.3.5

MORTAR

The Mortar is a large-area bombardment tool, launching a shell that shatters midair into numerous impact explosives. Its long range and high arc make it ideal for large outdoor areas. The mortar automatically adjusts its trajectory and velocity to try and hit the location indicated by your crosshairs. Its projected path and detonation zone is displayed to all friendly soldiers. 13.3.5.1

Modifications

Crash Mortar – High vehicle and structure damage, low infantry damage Napalm Mortar – Damages target over time, very high armor damage, very low shield damage Riot Mortar – Fires crash shells, wider spread, high damage

13.3.6

TOOLS

Engineering tools have many functions on the battlefield including repairing damaged infantry, vehicles, and structures. The Repair Tool is able to repair any friendly infantry, vehicles, or structures within its range. Conversely, the Siphon Tool can only target hostile infantry, vehicles, or structures within its range and siphons its armor, repairing your armor in the process. 13.3.6.1

Modifications

Repair Tool – Repair self or friendly target

Siphon Tool – Siphons armor from hostile target, damages shields and armor

13.4

ARMOR

Armor provides basic protection for soldiers from both the environment and enemy fire. Several variations of armor can be unlocked and are able to be equipped in the Loadout Customization screen.

13.5

UPGRADES

Upgrades provide a constant benefit without the need to activate or recharge them. You can only equip your armor with a limited number of upgrades, and there is a limit to the number of each type of upgrade you may equip. Ablative Layering – Increases armor, explosion resistance, fire resistance Anvil Jacketing – Increases bullet damage; decreases recoil dampening and weapon accuracy Assassin Module – Increases Knife damage, run speed, and stealth Composite Plating – Increases armor Energized Weave – Increases shield capacity, collision damage, and overdrive capacity Engineering Interface – Increases RP received, repair rate, and Nano Siphon damage Explosives Amplifier – Increases explosive damage and impulse Gyro Stabilizer – Increases recoil dampening, weapon accuracy, and bullet damage Heavy Alloy Plating – Increases armor; decreases run speed and jetpack capacity Lock-On Extension – Increases Lock-On duration and recharge Polarity Charger – Increases run speed, jetpack recharge, and overdrive recharge Reactive Plating – Increases armor, turret resistance, and AA resistance Repair Field – Increases repair rate, shield regeneration, and armor regeneration Shield Generator – Increases shield capacity Stealth Shielding – Increases stealth, Lock-On resistance, and shield capacity Tungsten Coating – Increases bullet damage

14

PURCHASING

Vehicles and deployables are acquired by requisitioning them through the Purchasing HUD system. Vehicles are delivered onto the battlefield by Dropships, while deployables are dropped from orbit. Purchasing requires vertical clearance and is not available indoors or in obstructed areas. Both Dropships and incoming deployables can be destroyed by hostile AA fire.

14.1

REQUISITION POINTS

Requisition Points are rewarded for prowess on the battlefield. These points can then be used to requisition structures, Turrets, a Mech, or even a Tank. Many types of actions contribute to earning Requisition Points. These include gaining Feats, defeating enemy players, and completing DCMs.

14.2

1) 2) 3) 4) 5) 6)

PURCHASING HUD

Current Selection: Indicates the structure or vehicle which is about to be purchased. Change Selection: Press these binds to cycle through purchasing options. Warning Message: Displays a warning regarding the placement of your purchase. Requisition Point Cost: How many Requisition Points this purchase will cost. Requisition Point Bank: How many Requisition Points have been earned and are available to spend. Placement: The location at which the purchased structure or vehicle will be deployed.

15

DCMS

Dynamic Combat Missions (DCMs) are objectives outside of the normal goal during a match. These missions begin when a team earns enough Feat Points and provide teams with a chance to gain additional Victory Points, Requisition Points, and other benefits.

15.1

DCM LIST 15.1.1

AIRSTRIKE

15.1.2

OUTPOST

15.1.3

CONVOY

15.1.4

VIP

15.1.5

INTELLIGENCE

15.1.6

INFILTRATOR

15.1.7

JAMMER

15.1.8

RECOVER

15.1.9

ELIMINATION

A squadron of strike aircraft is within bombing distance of enemy structures. Plant the Marker near an enemy Control Point to indicate the target area. Activation requires both teams to possess a Control Point.

A forward Outpost stocked with supplies and equipped with AA defenses has been deployed as a launchpad for offensive strikes. Defend it for greater control of the battlefield and extra Victory Points. A Dropship has suffered catastrophic damage from AA fire, and its mission critical vehicle is being dropped into contested territory. Secure the vehicle and escort it to its intended destination. Activation requires friendly possession of a Control Point. A transport ship has been crippled by enemy fire, forcing the commander to eject onto the battlefield. Escort him to safety. Activation requires friendly possession of a Control Point.

Codes for access to the enemy sensor network have been identified. Sneak behind enemy lines and retrieve this Intelligence to compromise their positions. Activation requires both teams to possess a Control Point.

Our engineers have recovered an enemy armor suit and modified it with improved armor plating. Use this Infiltration Suit to infiltrate and capture an enemy Control Point. Activation requires both teams to possess a Control Point. A wide-area sensor jammer has been deployed in the battlefield. Maintain control of the Jammer Array while our engineers secure our connection from enemy hacks. A next-generation prototype spacecraft has exploded in high orbit. Recover the nearby Wreckage to prevent the loss of sensitive technical designs. Activation requires friendly possession of a Control Point.

Take no prisoners. Hunt and eliminate all enemy players.

15.2

DCM ACTIVATION

DCMs are activated through the accumulation of Feat Points and are weighted according to your team’s favorite DCMs they selected in the DCM Menu. The complete list of feats can be viewed from the Dropship -> Awards screen at the Main Menu.

15.3

DCM HUD

The DCM HUD displays currently active DCMs. A brief message will appear when a DCM is activated. If two icons are displayed next to a single objective, the second icon represents the objective’s destination.

15.4

GAME MENU – DCMS

The DCMs screen consists of three sections:

1. Favorite DCMs: Lists all DCMs and allows you pick your favorite DCM. Your favorite DCM will be weighted against your teammates’ favorite DCMs and will activate more frequently. 2. DCM Description: Lists the name, rewards, and description of the selected DCM. 3. Activation Order: Lists the order in which DCMs will activate. This is based upon Feat Score accumulated by your team and the weighting of your favorite DCMs.

16 CHARACTERS 16.1

ALEXANDER WILLIAM CORDE Birthplace: Washington, Eastern Atlantic Coast Federal District, Earth Age: 24 Position: Captain, 1st Regiment, 8th Armored Infantry Rank: Captain Grandson to General Dean Corde, revered father of the USIF Armored Infantry, Alex grew up with a privileged household name. After graduating Earth’s elite USIF Academy, he was offered his pick of several high-ranking political or military command seats. But, determined to prove worthy of his grandfather’s legacy on his own terms, Corde enlisted into the Armored Infantry. Fearless leadership, unrivaled atmospheric drop-in maneuverability, and a devastating battlefield prowess earned Corde an invitation to volunteer for the 8th Armored’s most elite unit: First Recon.

Focused, intelligent, and singularly dedicated to his men and mission, Corde never hesitates to face the impossible or accept difficult sacrifices in order to protect Earth and its galactic colonies.

16.2

NEILL MATTHEWS Birthplace: New Manchester, Central Federal District, Mars Age: 21 Position: Marksman, 1st Recon Platoon, 1st Regiment, 8th Armored Infantry Rank: Sergeant As the youngest of the squad, Matthews carries an unexpectedly refined demeanor and is always cool and collected under fire. Matthew’s bravado is matched only by his deadly proficiency on the sniper scope. A natural woodsman growing up near harsh forest wilderness, rifle in hand, his innate hunting skills were born of necessity. Eagerly enlisting at 18 to escape a painful break-up with his high school sweetheart, Matthews wasted no time accepting deployments across the far reaches of space.

When his unit was completely wiped during the recent Arm of Orion uprising, Matthews was temporarily assigned to Corde’s First Recon squad. But Matthews’ skills as an uncanny marksman quickly made him indispensible.

16.3

HILLMAN RYAN GRAVES Birthplace: Pavonis, Martian Republic, Mars Age: 35 Position: Field Engineer, 1st Recon Platoon, 1st Regiment, 8th Armored Infantry Rank: Lance Corporal and Technical Specialist Possessing uncanny engineering skills that border on savant, Graves’ lack of opportunity and intellectual stimulation fostered a textbook “bad attitude”. His true potential and passions were unlocked at University studying specialized physics and starship engineering. After graduation, it was the USIF that offered cutting edge opportunities. Assigned to the 8th Armored Infantry’s Headquarters Support Company, Graves did not quite adjust to the rigid structure of military life. But insubordination reprimands and demotions did little to tame “Ol’ Graves”.

During the Arm of Orion uprising, Graves was forced to enter the fray, fighting side-by-side with First Recon. Often a little loud and a little brash, Graves proved himself in battle and earned the opportunity to volunteer as First Recon’s brilliant engineer and deadly fighter.

16.4

ERNESTO AURELIO REYES Birthplace: South East Federal District, Earth Age: 29 Position: Squad Gunner, 1st Recon Platoon, 1st Regiment, 8th Armored Infantry Rank: Gunnery Sergeant A tenacious-yet-stoic warrior, Reyes prefers the silent, dirty, hands-on-approach to defeating enemies. Denied access to formal education, the idea of exploring distant stars provided the only hope of escape from his harsh home life. At the age of 16, Reyes eagerly enlisted for Armored Infantry selection. His imposing size served him well and he was quickly assigned as a Squad Gunner to 9th Platoon, 8th Armored Infantry where he quickly gained the reputation for being a quiet, no-nonsense, and generally good-hearted man who lets his guns do the talking.

16.5

IAN EDWARD BLACKBURN, MAJOR Birthplace: Grand Duchy of Australia, New Zealand Province, Earth Age: 38 Position: Commanding Officer, Abel Company, 105th Combat Infantry Battalion, 1st Regiment, 10th Guards Infantry Division Rank: Major The youngest son of nobility, Blackburn found his family’s decadence supported by the blood, sweat, and tears of the lower classes to be empty and corrupt. Studying the great thinkers of history pointed him to pursue a noble military career, dedicated to liberating the weak and protecting the freedoms of all mankind.

Serving with distinction for nearly twenty years, Blackburn is a widely respected warrior-philosopher that is no stranger to forging paths of success against brutal enemies, impossible odds, and heavy fire. His ferocious spirit, analytical mind, and near flawless track record on the battlefield inspire intense loyalty and tap hidden reserves of strength among his men.

16.6

GENERAL BARRETT STONE Birthplace: Classified Age: 58 Position: Commanding Officer, 8th Armored Regiment Rank: General A seasoned, battle-tested, and unwavering leader, General Stone is fiercely proud and respectful of the men in his charge. He offers and demands nothing but the absolute best. A distinguished and highly decorated soldier, Stone knows the 8th Armored Infantry has only one purpose: complete the mission, any way possible, at any cost. Stone’s singleminded focus has earned the 8th Armored the reputation of working towards a goal to the point of being suicidal and it's true. But just as importantly, it is a reputation that has spread throughout the galaxy.

16.7

ARM OF ORION COMMANDER THORNE After crushing the Arm of Orion’s recent uprising on New Madrid and Atlas, USIF forces captured a number of the enemy leadership, including Commander Thorne, the next highest ranking officer to the deceased Commander Soren. Thorne’s hostility and hatred towards his captors is thinly veiled behind a baffling mix of righteous anger, incoherent threats and maniacal confidence. Further frustrating the Earth’s Senate Command is Thorne’s apparent intense military training, including his ability to withstand USIF interrogation techniques.

16.8

GENERAL LEMISKA SALVADOR Reputed to have a leadership role within the Arm of Orion’s military command structure, information on General Salvador remains unknown/classified at this time.

17 • • • • • • • • • • • • • • •

TIPS FOR VICTORY Purchase vehicles and deployables to help your team attack or defend an objective. Even a well-defended objective may not be able to stand up to a vehicle attack. Use Anti-Air Turrets to control the skies. You can destroy enemy AA Turrets to allow your teammates to drop directly into an occupied area. Sensors detect enemy units at a distance, allowing you to see them from greater-than-normal range. Sensors are useful for spotting incoming attackers, but they are also extremely useful for scouting enemy defenses prior to attacking. Overdriving then Jetpacking can propel you a great distance across the map and is a great way to close down the distance on an enemy. Don’t be afraid to try customizing and creating new Loadouts; you may discover a great Loadout that fits your own unique play style! Supply Depots can be extremely helpful when using a vehicle. Return to these to repair your vehicle in-between fights to lengthen its lifespan. Be sure to use cover when in combat to recover, especially when your shield or Jetpack has depleted, or if you need to reload. Firing your weapon at an enemy will cause you to be detected quickly. Try sneaking past the enemy using stealth upgrades and equipment to reach your objective without being noticed. Use Squad Spawn to facilitate staying in groups which is critical to preserving your lifespan and completing objectives. When a DCM becomes available, send several players to complete or counter the DCM. DCMs provide substantial Victory Points when completed or countered. In Conquest, capture Control Points and defend them. Control Points are the best and most common source of Victory Points in this game mode. Do not underestimate the value of deployables in Swarm. A well constructed chokepoint can be the difference between victory and defeat. Always check that your Loadout selection is appropriate before capturing the Control Point to begin a game of Swarm. Once the first wave begins, it becomes difficult to spend much time tweaking a new Loadout. Resupply your ammunition and heal yourself between Spawn waves. You’ll appreciate you did when you’re in the thick of battle! Completing DCMs in Swarm can provide important benefits such as an extra defender or additional Requisition Points and can turn the tide of battle.