Look at all dem weapons
You wanna play
Don't resist
Please note that this game is very close to completion, but still partially more features will be added. Don't worry, though, these new features will be accessible to everyone once they emerge. The game is completely playable as it is.You look around you. They're everywhere.
The infected.
Your four squadmates in Theta-006 Team are also looking at the milling horde of infected around you. Your job is to kill them. You start firing, as do your squadmates. In a matter of seconds, all that remains of the horde is a pile of bullet-filled gore. That's when the doors break.
Something huge, deadly beyond words, charges at you.
You don't stand a chance.You're one of the soldiers sent to an abandoned biodome on Titan, Saturn's largest moon, to recover a weakened sample of a deadly methane-based lifeform that nearly wiped out humanity, which can be used to create a vaccine. The virus turns victims into zombies - mindless humans, immune to pain and fear, with an urge to spread the virus that uses them as a host. Your employer, the biotech conglomerate RAPID, has warned you that you aren't the only ones looking for the sample, however.
You kill hostiles and proceed to the next objective. You'll receive objective info from RAPID HQ, which is your command center. This is pretty much your standard RTD, except the system is based on a d100 instead of a d6. You get points for completing objectives and killing certain enemies, and lose points when you die. Points are used to unlock certain weapons and classes. Different weapons are effective against different things, and each class has an ability that distinguishes it from the other classes.
Injuries and Death
You can get injured in a number of ways. Your limbs can be mangled beyond recognition by a stray grenade, your bones shattered by a long fall, your eyes burned to the point of being blind by a gout of flame. Here are the list of potential injuries that can affect you.
Missing/mangled/broken arm - You get a penalty to firing your weapon.
Missing/mangled/broken both arms - You can't fire your weapons, throw grenades, or do pretty much anything.
Bleeding - You're bleeding out.
Severely bleeding - You've been bleeding out for a while, and your wound has gone untreated. You're tired.
Blind - You're blind. You can't see anything.
Deaf - You're deaf.
Missing/mangled/broken leg - Penalty to movement.
Missing/mangled/broken both legs - Huge penalty to movement.
Burned - You've been burned. It hurts.
Severely burned - You've been severely burned. It really hurts.
Missing/mangled/broken fingers - You're missing some of your pointy bits. It's rather annoying.
Dead - You're dead.
Each injury has a penalty, with death obviously being the most severe. Some injuries, such as bleeding and burned, can be treated, while others, such as blindness, can't be. Most injuries lead to death if not treated soon enough. When you die, you lose 500 points, or all of your points if you have less. After the deduction is complete, you can spend any points you have accrued, change your weapons, class, and name, and respawn, rejoining your squad.
Abilities
You may have noticed that each class has an ability. These can be activated alongside standard actions every 10 rounds.
These are the different classes you can be. Classes that are locked must be unlocked with points. All classes start with a gas mask of your choice.
Assault Gunner - Assault Gunners are your standard soldier, armed with a machine gun and wearing light armor. They're balanced, making them a good choice for beginners. They start with your choice of any light machine gun, shotgun, assault rifle, or submachine-gun; light body armor, two incendiary grenades, and a handgun of their choice. Their skill, =Shred=, allows them to fire superheavy flesh-rending rounds from their primary weapon for a single round.
Heavy Gunner - Heavy Gunners are slow, but they tend to have powerful weapons and armor. They're tanks, soaking up damage and providing support for the rest of the squad. Heavy Gunners start with your choice of any machine gun, shotgun, grenade launcher, or heavy rifle; heavy body armor, two incendiary grenades, and a handgun of their choice. Their skill, =Shieldwall=, allows them to sustain a large number of attacks while taking minimal damage for one round of combat.
VIRON - VIRONS are specialized soldiers trained to take on the infected, and equipped in a likewise manner. They aren't particularly powerful against non-infected and armored foes, however, and lack defensive capabilities. They start with your choice of any one VIRON weapon, two V grenades, super light armor, and a handgun of their choice. Their skill, =Neutralize Infection=, allows them to cure themselves or an ally after being infected.
Medic (unlock for 500 points) - Medics are vulnerable to attack, but aid their fellow soldiers in a number of ways. They're lightly armed and have super light body armor, giving them high mobility. Medics start with one handgun of your choice, one medic tool of your choice, super light armor, and two grenades of your choice. Their skill, =Treat Wound=, allows them to remove the bleeding or burned status from one of their comrades, or themselves.
Recon (unlock for 1250 points) - The Recon soldier is trained in stealth, using darkness and silence to conceal themselves from enemies. They wear light armor, but gain bonuses to spot checks. Recon soldiers start with one silenced weapon or handgun of your choice, light armor, one grenade of your choice, and one melee weapon of your choice. Their skill, =Cloak=, allows them to become nigh undetectable for three rounds, allowing them to sneak up on enemies and strike with their melee weapon.
Sniper (unlock for 1250 points) - The sniper specializes in long-distance combat, picking off enemies one by one from behind cover. They only wear super light armor, but their weapons compensate for this by being extremely powerful. Snipers start with one Heavy Rifle or Sniper Rifle of their choice, super light armor, one cryo grenade, one grenade of their choice, and a handgun of their choice. Their skill, =Sharpshooter=, is passive, giving them a higher chance to get head shots and critical hits.
Drone pilot (unlock for 1500 points) - Drone pilots are specialist with unarmed aerial vehicles. They're lightly armed and armored, tending to use their drones for the actual combat. Drone pilots start with two drones of your choice (they cannot be the same kind of drone), super light armor of your choice, and one handgun of your choice. Their skill, =Launch Drone=, allows them to send a drone into flight and control it with a small handheld device. It can be used on their first turn, and has a seven turn cooldown instead of the normal 10.
RAPID Special Operations (unlock for 1500 points) - A specialized unit that provides a hybrid play style, consisting of a cross between the heavy and recon classes. RAPID Spec Ops troops wear heavy armor, carry three grenades of your choice, one Assault Rifle, Light Machne Gun, or Machine Gun of your choice, and one melee weapon of your choice. They have two skills: =CQC Maneuver 1=, in which they take a hostile target and use them as a shield, and =CQC Maneuver 2=, in which they use their melee weapon to instantly down a target, the only exclusion being "bosses".
Demolitionist (unlock for 1500 points) - The demolitionist is good with all things that make a big boom. He can wield any grenade launcher (including the VIRON one!) and carries no sidearm except a big bag o' grenades. The demolitionist starts with one Grenade Launcher of their choice, heavy armor, and eight of each grenade. The demolitionst's skill =Sticky Bomb=, allows them to hurl an adhesive explosive that sticks to its target, blowing up whatever it hits with a negligible chance of failure.
Engineer - Coming soon. Specializes in repair and land based support drones. A drone pilot's best friend.
Elite Assault, Heavy, and VIRON troops - Coming soon. More powerful versions of their initial unit with improved abilities.
Trap Setter - Has access to deadly caltrops, landmines, and can rig a makeshift trap out of nothing but a pointy stick and a tripwire. Not too effective in actual combat, though.
Mech Pilot - Coming soon. The ultimate endgame class, piloting super powerful mechanical shells with heavy weapons. Defenseless without their mechs, though.
Handguns
+Semi-automatic Light Pistol+ - The standard sidearm for RAPID soldiers, this weapon is quick to draw and quicker to fire, although it doesn't do much against anything that isn't soft flesh.
+Silenced Semi-auto Light Pistol+ (unlock for 500 points) - A silenced version of the standard handgun.
+TK-80+ (unlock for 250 points) - This handgun fires conical rounds that perform well against light armor.
+V-72+ (unlock for 500 points) - This VIRON-used handgun fires small darts containing a powerful antibody, making it powerful against the infected but useless against armored targets.
+Burst Pistol+ (unlock for 750 points) - This handgun sprays small bullets with extreme rapidity, at the cost of accuracy.
+Ripper+ (unlock for 1750 points) - A modified Burst Pistol, this handgun has greater accuracy and power than its predecessor.
+Heavy Machine Pistol+ (unlock for 2500 points) - This handgun isn't as powerful against flesh as a burst pistol, but its rounds are capable of tearing through standard body armor.
Shotguns
+Hivetech Shredder+ - This shotgun fires rather slowly and very inaccurately, but at close range, it packs a punch powerful enough to shred through tough armor.
+Tactical CR00+ (unlock for 750 points) - This semi-automatic shotgun has a tight spread and laser sighting, giving it better accuracy than a standard shotgun while still possessing potent armor-piercing capability.
+Scorpion+ (unlock for 1750 points) - This double-barreled monstrosity is as deadly as its namesake, firing bursts of freezing shrapnel at breakneck speed. It's ammunition is submerged in liquid nitrogen, causing wounds from the Scorpion to quickly lower body temperature. It's moderately effective against armor, but unarmored foes are helpless against it.
+Intracon Hephaestus+ (unlock for 3000 points) - This "shotgun" is actually more of a flamethrower, launching a spray of superheated plasticine at anything unfortunate enough to be in front of it. It will melt through non-heat resistant armor, and horribly wound anything that it doesn't kill.
Assault Rifles
+Haraldssen Repeater+ - The Haraldssen Repeater is the standard RAPID assault weapon. It has moderate power, rate of fire, accuracy, recoil, and range, making it an good choice for any situation. It's not very effective against heavy armor, unfortunately.
+Haraldssen Stealth Repeater+ (unlock for 750 points) - This is a silenced version of the Haraldssen Repeater.
+Hivetech Claw+ (unlock for 1000 points) - The Claw is more powerful than the Haraldssen Repeater, being able to pierce heavy armor consistently. It suffers from lowered accuracy, however.
+Apollo+ (unlock for 1750 points) - The Apollo is a powerful burst rifle that tears through the infected easily. It lets out a wide spray of bullets, reducing accuracy in return for increased suppressive power. It fares well against light armor, but has trouble piercing heavy armor.
+Hivetech Myrmidon+ (unlock for 3000 points) - The Hivetech Myrmidon is the latest in assault rifle technology, bringing together extreme accuracy with powerful conical rounds that tear through armor. It has laser sighting and a magnification scope, allowing for sniping. It fires in bursts, mowing down weaker targets and crippling larger ones.
Melee Weapons
+CQC Knife+ - A combat knife good in close quarters, capable of both slashing and stabbing.
+Intracon CQC Springknife+ (unlock for 750 points) - This knife is strapped to one's glove. Upon impact, a spring at the base of the knife uncoils, propelling the knife forward. To put it simply, this knife stabs things you punch.
+Katana+ (unlock for 1500 points) - Not exactly issued by the military, this weapon can be brought along if you feel like being a bit exorbitant. It's useless against heavy armor, but makes quick work of any unarmored foes unfortunate enough to fight you.
+Intracon Tech Hyksos 9+ (unlock for 1500 points) - This state-of-the-art combat knife is hooked, serrated, and made of sharpened graphene, combining toughness with low weight to allow for lightning quick strikes that devastate unarmored targets and have significant effect on armored ones. This weapon also gives a small bonus to rolls for stealth kills.
+Old Glory+ (unlock for 2500 points) - This weapon, named after the dissolved United States (now North American Federation) flag, is a true harbinger of death. A superheated vibrating combat knife that inflicts bleeding on anything unfortunate to be cut with it, Old Glory is capable of taking down almost any foe.
Heavy Rifles
+Hivetech Coalition Force Rifle+ - This rifle is moderately powerful, somewhat accurate, and relatively fast to fire. It has manageable recoil, and is overall a fair weapon at best.
+Intracon Tactical Rifle+ (unlock for 750 points) - This rifle makes up for its slow rate of fire and mediocre range with its powerful rounds and moderately high accuracy. It's heavier than most rifles, slightly impeding the user's mobility.
+Haraldssen Gauss Rifle+ (unlock for 1500 points) - This rifle fires bolts of energy at foes. It isn't particularly effective against the infected, but armored foes beware, as the Gauss Rifle can penetrate armor with ease.
+Hivetech Pulse Rifle+ (unlock for 2250 points) - This massive rifle impedes movement speed, but the bolts of plasma that it fires shred through cover, armor, and flesh. It's unwieldy and slow to fire, but few things can survive its potent blasts.
Sniper Rifles
+TP9+ - This rifle is slow to fire, but it's extremely accurate, allowing for long distance combat.
+Intracon Tactical Reaper+ (unlock for 1750 points) - This sniper rifle fires 10 rounds per minute, and has decent accuracy, stopping power, and range. It's a balanced weapon, perfect for mid-range combat. It's silenced, making no sound when fired, and has a powerful scope.
+Executioner+ (unlock for 3000 points) - This sniper rifle is extremely powerful, bringing down most targets with a single shot. It fires rather slowly, but is extremely accurate, has unmatched range, and punches through all but the toughest of materials. Its scope magnifies distant objects by twentyfold, allowing for precision shots to be made with ease.
Grenades
+Incendiary Grenade+ - This grenade explodes in a burst of fire.
+Cryo Grenade+ - This grenade explodes in a burst of freezing liquid nitrogen.
+V Grenade+ - This grenade explodes in a burst of anti-viral mist, making it potent against the infected.
+Flashbang+ This grenade explodes in a burst of bright light, blinding and stunning foes for a short period of time.
+Smoke Grenade+ - This grenade releases a stream of thick smoke, blinding foes for a long period of time. Watch out, though - the lingering smoke will also blind you.
+Poison Smoke Grenade+ - This grenade explodes is a burst of poisonous gas. While not particularly useful against the infected and enemies with gas masks, enemies wearing standard helmets and bioweapons are vulnerable to the deadly neurotoxin.
+Caltrop Grenade+ - This grenade explodes into sharp shrapnel, showering foes with pointy bits of metal. The sharp pieces of metal also linger around after detonation, impeding the movement of enemies without foot protection.
Light Machine Guns
+M70+ - This LMG fires cylindrical rounds quickly with low accuracy.
+Hivetech T90+ - This LMG fires conical rounds quickly with low accuracy.
+Haraldssen Auto+ (unlock for 750 points) - This LMG has a low rate of fire as far as machine guns go, but it's more powerful and accurate, allowing for precision shots.
+Helios+ (unlock for 2500 points) - This LMG quite literally fires bursts of flame, igniting anything nearby and melting enemies. It has limited range and accuracy, however.
+Hivetech T93+ (unlock for 2500 points) - This improved version of the T90 fires extremely heavy rounds at a fast rate of fire, giving it insanely high stopping power. It has heavy recoil and low accuracy, however.
+Wakizashi+ (unlock for 3500 points) - This LMG fires light rounds extremely quickly with a low accuracy penalty, making it suitable for combat from all distances. It has laser sighting, a suppressor, and a bayonet, making it very versatile.
Sub-machine Guns
+Moebel Model+ - This Swiss-engineered SMG fires quickly and accurately, but has little stopping power. It's the standard SMG used by RAPID soldiers.
+KIT Delta+ - This tactical SMG fires much faster than any other SMG, but has low accuracy.
+Hivetech SNAKE-44+ (unlock for 750 points) - This SMG is able to mow down enemies rather quickly, but suffers from having little power against armor.
+Intracon Stealth SMG+ (unlock for 1000 points) - This tactical SMG isn't very powerful, but it's silenced, allowing for the use of stealth.
+G6 Solar+ (unlock for 1750 points) - This solar-powered weapons fires concentrated blasts of energy at enemies, giving it unmatched accuracy when compared with other SMGs. It isn't very powerful, though, and is useless for stealth missions.
+Stalker+ (unlock for 3000 points) - This silenced SMG fires bursts of powerful ammo tailored for tearing through muscle and bone, giving it the stopping power of a shotgun combined with the fire rate of a machine gun.
Machine Guns
+Hivetech D22+ - This heavy machine gun is able to tear through enemies and armor at a close range, but its weight and inaccuracy make it a poor choice for long-distance combat.
+Intracon Anti-armor 44+ - This machine gun fires conical kevlar-piercing rounds, making it especially useful against armored foes. It's rather heavy and inaccurate, though.
+TZLOK+ (unlock for 1000 points) - This machine gun fires star shaped rounds, making it effective against both armor and flesh. It has a chance of inflicting bleeding upon a successful hit, but has very low accuracy.
+TP1.3+ (unlock for 1000 points) - This machine gun is rather portable when compared with other machine guns, and has moderately high accuracy. It's powerful against armored foes, but not as strong against the infected.
+Imp+ (unlock for 1750 points) - The Imp is a modified TP1.3 that shoots superheated rounds, making it much more effective against the infected.
+Chaingun+ (unlock for 3500 points) - To compensate for its extremely low accuracy, the chaingun has an unmatched rate of fire, and its heavy rounds make quick work of both armor and flesh. The logic behind the chaingun for long distance combat is simply that out of the 60 rounds per second fired, at least one might hit its mark. In close range combat, the chaingun is extremely powerful.
Grenade Launchers
+Intracon GLST+ (unlock for 1000 points) - This grenade launcher is inaccurate and extremely slow to fire, but its blasts are powerful against armored enemies and deal extreme damage.
+Intracon GLSN+ (unlock for 1500 points) - This grenade launcher is inaccurate and extremely slow to fire, but its blasts are powerful against armored enemies and deal extreme damage. It also shreds nearby unarmored enemies with a blast of shrapnel.
+Intracon Mephistopheles+ (unlock for 3000 points) - This RPG has napalm projectiles. It's the single most powerful weapon in the game. It has decent accuracy, a wide area of effect, and fires caused by it will burn much hotter than regular flames. It's even heavier than the chaingun, however, and very slow to fire, taking up to a whole round just to reload. If you make your shots count, this weapon can be more powerful than even the strongest of mechs.
VIRON Weapons
+Venus+ - The Venus SMG fires hollow rounds that contain an anti-viral solution inside. Once they hit their mark, they explode, releasing the anti-viral solution into the target's bloodstream.
+Vengeance+ - This is a CQC knife coated in anti-viral substance, making it doubly effective against the infected. It deals lots of damage, and the range isn't a problem, since the infected generally don't use firearms.
+Vindicator+ (unlock for 750 points) - The Vindicator sprays an anti-viral mist at foes, coating them in the substance. It's useless against armored and uninfected foes, but the infected are very susceptible to it.
+Vampire+ (unlock for 750 points) - The Vampire is a long syringe filled with anti-viral solution. Stick it in the infected, inject some solution, and watch them go down.
+Vixen+ (unlock for 1000 points) - This grenade launcher fires shells that explode in anti-viral mist. While slow, it can take down huge hordes of the infected with ease.
+Valkyrie+ (unlock for 2000 points) - This modified Intracon Hephaestus fires shrapnel coated in anti-viral solution, making it extra potent against the infected, although not as powerful against armored and uninfected targets.
+Viking+ (unlock for 2000 points) - This sniper rifle fires rounds filled with extra-potent anti-viral solution. It has a nifty scope and laser sighting. It can drop most zombies in a single shot.
+Victory+ (unlock for 3500 points) - This LMG is exactly the same as the Wakizashi, except it fires rounds filled with anti-viral solution, making it less effective against armor and uninfected targets, but much stringer against the infected.
Medic Tools
+Hypo gun+ - This gun carries a chemical that activates the adrenal glands. When you inject yourself or an ally with it, their senses heighten and their pain tolerance increases, making them better at aiming, running, and sneaking. Can be used 5 times.
+First aid kit+ - Can cure yourself or an ally of bleeding or a burn. Can be used once.
+Mark II Hypo gun+ (unlock for 1000 points) - A hypo gun that can be used twice.
+Enhanced first aid kit+ (unlock for 1000 points) - A first aid kit, but useable twice.
+Prosthesis kit+ (unlock for 2500 points) - Replace a missing limb on yourself or an ally. Can be used once.
Drones
+Intracon Tech LTZ Scout+ - This unarmed drone has a powerful magnifying camera and is outfitted with a single flash grenade, which it can drop easily. Its light weight and small size allows it to access almost any area, making it a great tool for reconnaissance.
+Intracon Tech LTZ Strafer+ - This lightly armed drone is outfitted with a flash grenade and a small turret that fires light rounds, roughly equivalent to those fired by a handgun. It's small and fast, making it a hard target to hit, but lacks the capability to pierce heavy armor with consistency.
+Intracon Tech HTZ Strafer+ (unlock for 750 points) - This version of the Strafer offers greater firepower, firing projectiles with the power of an assault rifle, but is slower, making it an easier target. It also carries a single incendiary grenade, whom can be dropped at any time.
+Intracon Tech R71+ (unlock for 1250 points) - This scouting drone has all of the features of the LTZ Scout, packs a small turret like that on the LTZ Strafer, and carries two cryo grenades. It's small, but a bit on the slow side.
+RAPID Spec Ops D1+ (unlock for 1750 points) - This heavy drone packs a single barrel light machine gun, giving it heavy firepower. It doesn't carry any grenades, and is large but fast.
+Intracon Tech Erebus+ (unlock for 3000 points) - This light drone is the ultimate sheath machine, possessing cloaking technology, a silenced SMG turret, two cryo grenades, and a camera with infrared vision. It's extremely fast and silent.
Helmets
+RAPID Gas Mask+ - A simple gas mask with red tinted eyes. Standard for RAPID soldiers.
+Intracon TRA+ (unlock for 500 points) - The Intracon Tactical Respiration Aid is a heavy gas mask that weighs more than the standard gas mask, but provides more protection.
+Haraldssen Mark II+ (unlock for 750 points) - This gas mask combines a lightweight air purification chamber with solid protection, but is less durable than most other gas masks.
+RAPID Spec Ops Recon Mask+ (unlock for 1500 points) - This mask has high powered vision magnification tech, as well as heat vision, allowing its user to detect enemies from afar. It doesn't offer much in the way of protection, however.
+RAPID Spec Ops Assault Mask+ (unlock for 1500 points) - This gas mask gives more protection than any other gas mask, but weighs quite a bit. It has infrared vision.
Super Light Armor
+SL Kevlar+ - Standard super light body armor for RAPID soldiers.
+Hivetech Lite+ (unlock for 1000 points) - Offers similar protection to SL Kevlar, but allows for increased mobility.
+RAPID Spec Ops Recon Body Armor+ (unlock for 2000 points) - Very light camouflaged armor with padded joints to muffle movement sounds and increase mobility. Offers decent protection from both firearms and the infected. Very good for those looking for stealth.
+Intracon Tech Carbon+ (unlock for 2000 points) - While it doesn't offer as much stealth or mobility as RAPID Spec Ops Recon Body Armor, this body armor compensates with increased protection without weighing much.
Light Armor
+L Kevlar+ - Standard light body armor for RAPID soldiers.
+RAPID Assault Armor+ (unlock for 1000 points) - RAPID Assault Armor is a recently developed body armor that gives more protection than the standard Light Kevlar, but weighs more and reduces mobility slightly.
+RAPID Spec Ops Standard Body Armor+ (unlock for 2000 points) - This "light" armor is actually rather heavy, but provides a lot more defense than most light armor while still weighing less than the standard heavy armor, making it a good choice for those who fight defensively.
+Intracon Tech Tactical Light+ (unlock for 2000 points) - This camouflaged armor gives the best in mobility and stealth, while not being too lax of defense. It's a bit on the heavy side, but still light enough to not heavily impact movement, making it a good choice for offensive maneuvers.
Heavy Armor
+H Kevlar+ - Standard heavy armor for RAPID soldiers.
+SH Kevlar+ (unlock for 1000 points) - Even heavier Kevlar armor, providing nearly unmatched protection. It inhibits mobility quite a bit, but the protection it provides compensates for the loss,
+RAPID Spec Ops Heavy+ (unlock for 2000 points) - This armor provides just as much protection as SH Kevlar while weighing considerably less. It's still quite heavy, but its defense is unmatched. For defensive builds.
+Intracon Tech GHeavy+ (unlock for 2000 points) - This armor, made mostly of extremely tough graphene, is the lightest of the heavy armors. Its relatively low weight allows users to carry extremely heavy weapons with less of a mobility penalty, while still providing tough protection on par with that of H Kevlar. Good for offensive builds.
Handgun Expert (unlock for 750 points) - You can fire your handgun with one hand, allowing for you to use it without penalty when one of your arms is missing/mangled/broken.
Brawler (unlock for 500 points) - Bonus damage in unarmed melee combat.
Endurance I (unlock for 500 points) - Reduces movement penalties incurred by heavy gear.
Endurance II (unlock for 1000 points, prerequisite: Endurance I) - Greatly reduces movement penalties incurred by heavy gear.
Marksman I (unlock for 500 points) - Slightly increases accuracy.
Marksman II (unlock for 1000 points, prerequisite: Marksman I) - Further improves accuracy.
Marksman III (unlock for 1500 points, prerequisite: Marksman II) - Even further improves accuracy.
Eagle Eye I (unlock for 500 points, prerequisite: Marksman I) - Increases critical hit chance.
Eagle Eye II (unlock for 1000 points, prerequisites: Marksman II, Eagle Eye I) - Further increases critical hit chance.
Surveillance (unlock for 1000 points) - Increases chance of spotting enemies, double effectivity if player class is Recon.
Versatility (unlock for 7000 points) - You can use any kind of weapon as any kind of class. Have fun.
Ability Master I (unlock for 750 points) - Your abilities have 9 rounds of cooldown instead of the normal 10.
Ability Master II (unlock for 1250 points, prerequisites: Ability Master I, Endurance I) - Your abilities have 8 rounds of cooldown instead of 9, and are slightly more effective.
Name:
Gender:
Class:
Equipment:
Bonuses:
(optional) Description:
α-007 Squad
Dustan Hache
OceanSoul
TankKit
Chink
fourtytwo
β-007 Squad
RAM
Goggles
VACANT
VACANT
VACANT
Dustan Hache
1001 points
Medic class unlocked!
Handgun Expert unlocked!
Oceansoul
750 points
Medic class unlocked!
+TK-80+ handgun unlocked!
Marksman I ability unlocked!
TankKit
1200 points
Medic class unlocked!
Goggles
500 points
No unlocked weapons
RAM
100 points
Ability master I unlocked!
Endurance unlocked!
fourtytwo
1000 points
Medic class unlocked!
Chink
500 points
Medic class unlocked!
+TK-80+ handgun unlocked!
Ability Master I unlocked!
Marksman I unlocked!
α-007 Squad
Objectives:
• Kill the survivors!
Mission Briefing:
Survivors cannot survive, Alpha-007.
β-007 squad
• Kill the survivors!
Basic Zombie - These unintelligent brutes are your classic zombie - slow, but a sonofabitch to take down. They receive a minus 20 penalty to all rolls, and tend to be weak to weapons that are good against unarmored foes.
Hivetech Soldier - These soldiers, grown in biogel rather than actually born, have basic equipment and have little to no training. They lack morale or dedication to their cause, and are likely to flee without a commanding officer. They wear light armor, and wield either Hivetech Shredders or Hivetech D-22s.
Hivetech Captain - These Hivetech Soldiers manage squads of three to six Hivetech Soldiers. They have slightly better training and armor than their subordinates, making them a slight challenge for those who are unprepared.
Hivetech Heavy Soldier - These Hivetech soldiers wear heavy armor and wield heavy rifles, making them marginally more deadly than the standard Hivetech soldier.
RAPID B03 - This bioweapon resembles a cross between a giant snake and a spider, being 4 feet tall and about 7 feet long, and covered in chitin. It's not particularly deadly for a bio weapon, and rather slow, but the same chitinous hide that slows it down also gives it good protection.
RAPID Z09 - This bioweapon is a humanoid covered in scales, towering 14 feet tall. It has huge deadly claws and herculean strength, making it deadly. If you're able to keep your distance from these, however, they pose little threat when fought with precaution.
Heavy Gunners benefit greatly from the Endurance skill, due to the weight of their body armor and weapons.
Medics would do well to stay behind their comrades, due to their lack of armor.
Heavy weapons can be used to bludgeon enemies in melee.
The infected can appear to be dead for a time, but actually be alive. A bullet to the head of what you think is a downed enemy can be beneficial in the long run.
The Assault Gunner's =Shred= skill is particularly useful against unarmored foes.
Bleeding enemies may attract the infected.
If you're infected, any serious injuries you sustain will hasten the infection process.
The ideal squad is composed of three front-line fighters and two support soldiers, but experimentation is encouraged.
Trying out new classes may help in certain scenarios. It might seem like a waste of points, but it can help in many situations.
Most VIRON weapons actually deal a small amount of damage to uninfected foes.
Handguns are more useful than you may think. If you're pinned down, disarmed, or not able to use one arm, they might save your life.
The M-virus causes rapid mutation in its hosts. The longer a zombie has been infected, the more mutations it will have.
A number of bio weapons, powerful organisms genetically engineered for war, were developed on Titan by RAPID scientists. One can only hope that they weren't infected.
A number of private arms contractors, including the arms manufacturing giant Hivetech, have sent soldiers to Titan to seize the sample. You may have to neutralize them.