DARK REIGN 2
[SINGLE PLAYER DEMO]

Developed By
Pandemic Studios

Published By
Activision

=========================

## This demo is intended for use with US English Language Versions of Windows® 95 or Windows® 98 only. ##

Windows NT® is not supported

Size of File (In Megabytes): 34

Instructions:
This demo contains two single player levels from Dark Reign 2.  Download the demo and, if necessary, the DirectX® 7.0a installer from the Microsoft® DirectX Web site at: http://www.microsoft.com/directx/

This demo also requires that you have the latest version of Winsock 2 or higher to be installed.  Microsoft Windows 98 SE includes the latest version of Winsock 2.  You can download Winsock 2 from the Microsoft Web site at:
http://www.microsoft.com/windows95/downloads/contents/WUAdminTools/S_WUNetworkingTools/W95Sockets2/Default.asp

How do I install the demo?
The file that you download (Dr2demo.exe) can be executed from anywhere on your hard drive. Just double-click on it, choose Setup to continue the installation, or Cancel to abort the installation.  Follow the prompts.  When you have installed the game continue to the section below called LOADING DARK REIGN 2.

Download times should be... 
•	153 minutes at 28.8 
•	82 minutes at 56 
•	36 minutes on ISDN 
...depending on how busy our server and the Internet are at time of download. 

How do I remove the demo?
Under your programs menu select the Dark Reign 2 Demo menu.  Within the Dark Reign 2 Demo menu is a selection for Uninstall Dark Reign 2 Demo.  Select "Dark Reign 2 Demo" to uninstall the demo.

Demo System Requirements:

US English Language Version of Windows® 95 or Windows® 98
Pentium® II 233 Mhz processor
64 MB of RAM
100% DirectX® 7.0a compliant 4MB 2D Card (or 2D capable 3D card*) and Drivers
100% DirectX 7.0a compliant 3D Card and Drivers **
100% DirectX 7.0a compliant true 16-bit sound card and Drivers
100% Windows 95/98 compatible mouse or trackball and Drivers
100% Windows 95/98 compatible keyboard
Requires DirectX 7.0a or higher
Requires Winsock2

Supported 3D Chipsets for Windows 95/98***

3DFx Banshee
3DFx Voodoo 2
3DFx Voodoo 3
ATI Rage 128
Matrox G200
Matrox G400
NVIDIA TnT
NVIDIA TnT2
NVIDIA GeForce
NVIDIA GeForce 2

* Some 3D cards do not have refined 2D capabilities.  Your 3D card may meet this requirement without the need for additional hardware.  Please contact your 3D card manufacturer for further information on your card's capabilities.

** 3D Accelerator Card Required - A 100% DirectX 7.0a (or higher) compliant 3D video card and driver with z-buffering capability is Required to play Dark Reign 2.  Dark Reign 2 uses Microsoft's Direct3D to support 3D hardware acceleration.  It has been tested on many, but not all of the major cards incorporating the chipsets whose names are listed above.  Some 3D accelerator card brands utilizing the chipsets whose names are listed above may not be fully compatible with the 3D acceleration features utilized by Dark Reign 2.

*** Some, but not all of the cards with the chipsets above have been tested on Windows 2000.  For Windows 2000 3D Support, please refer to your hardware manufacturer for 100% DirectX 7.0a (Direct 3D) compliant Windows 2000 Drivers.

Un-Supported 3D Chipsets for Windows 95/98

3DFx Voodoo 1 *
3DFx Voodoo Rush *
3DFx Voodoo 5/5500 **
ATI Rage Pro *
Intel i740 *
Intel i810 *
NVIDIA Riva128 ***
S3 Savage 4 *
S3 Savage 2000 ****

* This chipsets performance is below Dark Reign 2's minimum requirements, however no other graphical problems were exhibited.  If you play with this card you will experience slower performance in Dark Reign 2.  We also suggest keeping your graphical settings on low.  Some of these cards also require reference drivers to run Dark Reign 2.  Please read the section below about reference drivers.

** At the release of Dark Reign 2 this card was not available in stores.  We have tested Dark Reign 2 on the beta hardware and release drivers and no issues were found.

*** This chipsets performance is below Dark Reign 2's minimum requirements, and some minor graphical issues were present using the latest reference drivers.  If you play with this chipset you will experience slower performance in Dark Reign 2.  We also suggest keeping your graphical settings on low.  Please read the section below about reference drivers.

**** This card exhibits graphical artifacts in the loading screens causing a vertical line and a horizontal line on the screen.  Also on mouse roleover text in the game there is a minor flickering effect on the text.  This was occuring with the latest shipping drivers as of 5/30/00.  This did not effect the gameplay performance and no other issues were present.

[Note on Reference Drivers]

Video and 3D Cards are a combination of a core chipset and additional electronics added by the card manufacturer to implement special features outside of the capabilities of the core chipset (i.e. Diamond uses the Voodoo 2 chipset by 3Dfx as the core of their Diamond Monster 2).

Reference drivers are drivers made for the core chipset by the chipset manufacturer. They tend to only support features that are supported by the core chipset itself. The card manufacturer uses these drivers as the starting point to create the manufacturer's drivers for their card. Manufacturer's drivers typically are more fully featured, and support all features built into the card.

It is not always a safe assumption that the reference drivers are the best drivers for your card, since some of the features added by the manufacturer of the card may require a substantial change in the reference drivers before they will work on the card.

Dark Reign 2 does not support video or 3D card reference drivers. It is suggested that code released DirectX 7.0a compliant drivers be used. We will however note where we have seen improved stability and performance in the reference drivers as an indication of what should be available when that version of the reference drivers is integrated into your manufacturer's drivers.

SECTION 1: LOADING DARK REIGN 2

To launch the Dark Reign 2 demo, select your Programs Menu, then under the Dark Reign 2 Demo folder you will find a shortcut labeled Dark Reign 2 Demo.  Select that to load the Dark Reign 2 demo.

If you have both a primary display adapter (i.e. TNT) and a secondary adapter (i.e. Voodoo 2) then it will ask you to pick one.  If you only have one display adapter then it will skip to the next option.

After loading the demo you will be presented with the following selections at the main screen:

LOAD MISSION
Select this to play the game.  This will load the currently selected mission.

NEXT MISSION
Use this selection to go from Demo Mission 1 to Demo Mission 2.  Please note however that you will need to complete Demo Mission 1 before having access to Demo Mission 2.

SAVED GAMES
When selected this will bring up a listing of your current saved games.  You can select any of your current saved games and load them at anytime from this screen.

DIFFICULTY LEVEL
By default this is set at Normal.  You can also select Easy, Hard, or Brainsick.  We don't recommend Brainsick for even the hardcore RTS players.  It's really tough, but if you feel up to the challenge then by all means go for it.

OPTIONS
After selecting options you will be brought to a screen that will allow you to change your overall configuration for your computer.  After you have made any changes here select APPLY prior to returning to enable those changes.

QUIT
Exits the Dark Reign 2 demo.

SECTION 2: PLAYING SINGLE PLAYER

Some of the advanced AI control features are listed on the lower right hand side of the screen.  Including AI behaviors, etc.  You can also generate paths using the functionality in the upper right hand side of the screen which lets you set down paths and determine if they are 1-way, 2-way, or looping paths.

Example: If you select a construction rig then the things it can build will be displayed on the lower left.  Other units will show different functionality.

MOUSE AND KEYBOARD COMMANDS

GENERAL

O			Open/Close Objectives Window
Shift-O			Display Orders Menu
Ctrl			Cue Any Order
Tab			Toggles Trails menu
Backspace		Delete Last Trails
Delete			Delete Selected Trail
Ctrl-S			Quick Save Mission
Ctrl-L			Quick Load Mission
Pause			Pause Game
Scroll Lock		Frame Advance When Paused
Print Screen		Create a Screenshot
Space			Jump to Location of Last Warning Message
Ctrl-Space		Message Return
Enter			Activate Client Chat

UNIT

Ctrl - <1-0>		Adds Selected Units to Squad (removed selected units from any previous squad)
Alt - <1-0>		Adds Selected Units to Squad (retains squad you are adding units to)
1-0			Select Squads
Ctrl-Left-Click		Selects All Units of Same Type
Alt-Left-Click		Selects All Units of a Type on Screen
M			Move & Attack
Shift-M			Move
A			Attack
Shift-A			Attack Without Moving
S			Stop
T			Turn
Shift-D			Self-Destruct
G			Guard
[ ]			Select Next/Previous Unit and Jump to Location
Alt -[ ]			Select Next/Previous Unit of a Type and Jump to Location
J			Jumpscroll (click to trigger)
U			Upgrade
W			Restore

SQUAD MANAGER

<1-0>			Selects Squad
Shift <1-0>		Jump to Squad
Left-Click on #		Jump to Squad
V			Selected Units Move to Wedge formation
B			Selected Units Move to Box formation
N			Selected Units move to Line formation
X			Selected Units Scatter

BUILDING MENU

Left-Click		Build/Add Unit to Production Queue
Shift-Left-Click		Add Five Units to Queue
Right-Click		Remove One Unit from Queue
Shift-Right-Click		Remove All Units from Queue and Cancel Construction
P			Pause/Unpause Building Construction
R			Set Building Rally Point
>			Rotate Building Cursor Clockwise
<			Rotate Building Cursor Counter-Clockwise
H			Jump to Command Center

CAMERA

Arrow keys		Scroll Camera/Map
F			Camera Freelook (hold)
F1-F6			Change Camera Presets
Numpad arrows		Change Camera Facing
Num5			Face North at Default Camera Height
Num7 / Num9		Rotate Camera 90*
Right Mouse (Hold)	Scroll
 + Left Control		Pivot
 + Left Alt		Rotate
 +Left Control & Left 	AltSwoop/Zoom
Mousewheel		Swoop
 
USING THE CAMERA
There are several controls for adjusting the angle and view of the game world. 

Scrolling
You can scroll around the map by moving the mouse cursor to the edge of the map. The map will scroll in that direction. Note: Edge scrolling is not available in windowed modes. To scroll much faster, press and hold the right mouse button while moving the mouse. You can also scroll by using the arrow keys on your keyboard.

Vertical Angle
To adjust the angle by which you view the action, use the F1 - F6 keys. F1 is low to the ground and close to your units, F2-F6 adjusts the camera progressively higher. You can also use your mousewheel to adjust the vertical angle of the camera.

Rotating
You can rotate the camera with the 7 and 9 keys on your keyboards number pad. These keys will rotate the camera 90 degrees in the desired direction. After the camera rotates it will still be looking at the area you were previously viewing. You can also rotate incrementally by holding down both mouse buttons simultaneously and moving the mouse left or right.

Heading
You can change the cameras heading, or the way its facing, by using the arrow keys on your keyboards number pad. The up arrow will face the camera North, down South, right East, and left West.

SECTION 3: UNITS/BUILDINGS IN DARK REIGN 2

The following listing goes over the units for the two different sides.

Some units are unavailable in the Demo.  Unavailable units are highlighted in red.  These units are not selectable by the user, however some are available to the AI.

JDA

Guardian
Even centuries ago, the Guardians of the Order were synonymous with law and order; now their descendants, known to us simply as Guardians, serve the Domes as foot soldiers of the JDA. Whether conducting a Rumbler round-up in Deyssa Sprawl or responding to an attack on the Dome Rampart, they're the first ones into a crisis zone and the last to leave. Armed with Grepler trip-rifles-"a grunt's best friend" - they're also protected by regenerating armor.

Role		General			Sight range		Norm
Hit Points	Low			taelon cost		Low
Damage	Low			Command cost		2
Speed		Norm

"Give me ten Guardians and a week, and I will change the course of history."
- Lt. Major T. Kelvin Duran, 6th Protectorate, in a 21.9.2492 interview with Commonwealth Today

Enforcer
Our elite, high-flying Guardians, equipped with Kontel-Murfee dual-exhaust PJPs (personal jet propulsion devices) bring death from above to ground-based Sprawlers. Their maneuvering ability makes them impervious to most infantry attackers, though they can be vulnerable to anti-air units (like the Go-Gos of the Sprawls). Enforcers come armed with third-generation Grepler swit-bore rifles.

Role		Anti Personnel		Sight range	Norm
Hit Points	Low			taelon cost	Low
Damage	Med			Command cost	2
Speed		Norm

"All of a sudden they come over the mountains like a swarm o freakin mosquitoes through the night fog -- I thought I was gonna hafta bail... Still givin me nightmares, those flyboys."
- Valen Caffardlin, Member, Go-Gos of Nagaer Sprawl(overheard in a cashdown)
 
Castigar
Bearers of the highest standard in noble gallantry, the knightly orders of Castigars have now pledged their honor in willing servitude to the JDA (unlike their errant brethren, the Judas). They guard our spanways as huge, walking towers of high-tech armor and strength, mounting as their principal weapons enormous Jarvik surpressor cannons on their enormous, power-assisted arms.

Role		Anti-Vehicle		Sight range	Norm
Hit Points	Med			taelon cost	Low
Damage	Med			Command cost	2
Speed		Norm

"Proof that God is on our side and that He has no mercy whatsoever in His heart."
- Edward Dalen, to Primatur Colum Birabess at the Council of Mehica, 2503

PsiTech
Our noble practitioners of the Healing Arts and Sciences, trained and field-tested as they have been for decades at Angel Bays own Ucladian Hippocreum. Whenever a Guardian or Castigar is wounded in a campaign, the men and women of PsiTech are there with the latest medical technology and their own psychogenetically-boosted Psi-Ray. Theyre also handy with a quad-wrench if an Enforcer takes shrapnel in his PJP.

Role		Healer			Sight range	Norm
Hit Points	Low			taelon cost	Med
Damage	N/A			Command cost	2
Speed		Slow

"She changed the dressing on my Maser burns, held my hand at night when the pain got real bad and even managed to get that ping out of my Boomers plasma carb. If you ask me, theyre all angels!"
-PTC Lylo Hantrev 2nd Platoon, 43rd Infantry, Division 6 (Miadad Dome)

Shadowhand 
Any healthy society needs a secret police force, and ours is no exception. For many years, the Shadowhand have been famous for their ability to blend in and spy on enemy strongholds at will. Today, the Circle serves the JDA with new light-refracting polymer and Psychopush technologies (all highly classified, of course); Shadowhand operatives can seemingly become the enemy they stalk, and make their way unnoticed into his lairs.

Role		Spy			Sight range	Far
Hit Points	Low			taelon cost	Med
Damage	N/A			Command cost	2
Speed		Norm

"But he... he looked... he looked just like you, sir!"
- Reportedly the dying words of shocked Rumbler Janus Karavion, to his gang boss as he expired from twelve stiletton wounds, Quilvio Sprawl, 2504; heard by another Shadowhand operative still in the room.
 
Watchman
These giant walkers, made by Garonti-Scherm and first used in the Beijinta Campaigns of 2493, are extremely useful as escorts for tank columns. With their SWARMs (Short-range Wide Area Reaction Missiles), they make an excellent anti-aircraft defense (as the Corsairs in the Byzardian Conflict found out!). Their vulnerability to ground attack is, however, considerable.

Role		Anti-Air			Sight range	Norm
Hit Points	Med			taelon cost	Med
Damage	High			Command cost	3
Speed		Fast

"We were thirty-five klicks away when they first locked on and started lobbing those (expletive deleted) bumblebee-missiles at us. Like flying through a swarm of giant gnats. I hate those (expletive deleted) (expletive deleted)."
- Byzar pilot Ural tam Rigo, from his bed in Istandar Domes Konst Military Medical Center, 2494

Blackstar
Small, sleek, and birdlike, Blackstars have been our workhorse aircraft for over twenty years, and are especially agile in the close quarters of an urban Sprawl. They are powered by twin outboard Fawasi 529-Airhawk ion-pulse/jet hybrid engines, and modified Trace Masers allow their shots to pursue an enemy to his final destruction whether hes in the air or on the ground (though the diminutive Blackstar has limited ammunition capabilities). They often escort our Strikers on their bombing runs. 

Role		Anti-Air			Sight range	Norm
Hit Points	Low			taelon cost	Med
Damage	Med			Command cost	3
Speed		Fast

"If theres ever a combat-use aircraft Hall of Fame, Blackstar will undoubtedly be the first and unaninmous inductee."
- Strike Craft Illustrated, May 2501

Striker
Since the uprisings at Damasq four years ago, the shadows of these magnificent bombers have struck fear into enemy hearts. Like a giant bird of prey, our Strikers descend from the air to drop their dreaded Litson I-19 Hellfire Bombs, decimating an unsuspecting enemys armored column or obliterating his headquarters. They carry limited ammunition and require the services of nimbler escorts to defend them from other aircraft, but the Striker remains the big air gun in todays JDA.

Role		Anti-Ground		Sight range	Norm
Hit Points	Med			taelon cost	High
Damage	V. High			Command cost	3
Speed		Fast

"Against men, we could continue. Against guns, and tanks, we could persevere. But this... this monster of the sky can signify only one thing: the Gods will the end of our glorious struggle."
- self-styled Damasqian revolutionary leader Shidona Pri, 3.12.2493
 
Warden
With these small, unmanned hover pods, our forces are able to detect and counter much of the Sprawls special weaponry, including mojos and traps. They can also reveal morphed Infiltrators and cloaked Fiends. The secret is a highly classified antenna system designed at the Garonti-Scherm labs in Midway Dome, which gives the JDA better ears and eyes than ever before. The propulsion system, by Fawasi, allows the Warden to run almost silently, and thus makes it highly effective for in-Sprawl missions. 

Role		Sheild/Anti-Clandestine	Sight range	Norm
Hit Points	Med			taelon cost	Med
Damage	N/A			Command cost	3
Speed		Norm

"One of the Decades Ten Best (two decades running)"
- Surveillance Monthly, August 2499

Rover
Of a similar size as the Warden, the Rover is an unmanned hoverpod first used for reconnaissance and light combat in the Dallaston riots twenty-one years ago. With a highly recognizable profile due to the protruding shields on each side, it utilizes the same Fawasi hover-propulsion system as the Warden, but unlike that craft the Rover also carries its own Nix-Yelco laser weaponry.

Role		General			Sight range	Norm
Hit Points	Low			taelon cost	Low
Damage	Low			Command cost	3
Speed		Norm

"Somebody get that (expletive deleted) thing off a me!"
- Dayess Sprawl resident and suspected Fiend leader Jo-Jo Ecafda, moments before his refusal to surrender led to extermination by a Rover Patrol craft.

Bulldog
These light tanks, our main such ground vehicles, have proven their usefulness time and again over the years, most recently against the Judas in the Spanway skirmishes in Bone Valley outside Angel Bay Dome.
Manufactured for us by Insignus, their main weapon is a Miklin 346-B high-traj mortar cannon, which can be used to great effect against enemy infantry or, should the situation dictate, mobs of lawless Sprawl rioters.

Role		Anti-Personnel		Sight range	Norm
Hit Points	Med			taelon cost	Med
Damage	Med			Command cost	3
Speed		Norm

"I've driven every ground vehicle we've got, but I'm here to tell you, Id rather be in an L-4 (Bulldog) every time.  The balance between maneuverability and firepower cant be beat."
- Capt. JG Fuller Yntami, Rampart Division, Angel Bay Dome
 
Growler
This heavy tank, built by FrennetiCorp Land & Sea, showed at the Seaport Dome terrorist attack just how much havoc it can wreak against other tanks or even buildings! It carries a Harkli Mark 7 rail gun, which fires high-speed uranium projectiles, ensuring total destruction of any enemy target either stationary or moving at less than 75 kph.

Role		Anti-Tank		Sight range	Norm
Hit Points	High			taelon cost	Med
Damage	High			Command cost	3
Speed		Norm

"This big boy may be expensive, but the muscle it brings to a fight is unparalleled."
- Tank & Armor, February, 2497

Mastiff
These self-propelled artillery units combine the best features of a light tank with a powerful Miklin 790-series artillery gun which produces an arcing fire that rains oblivion on unsuspecting Sprawlers.

Though a good all-target fighting machine, the Mastiff carries light armor; the well-publicized events of the Warsavian police action in 2499 showed it is best used from a rear-line position where we can protect it from air attack.

Role		Artillery			Sight range	Norm
Hit Points	Med			taelon cost	High
Damage	V. High			Command cost	3
Speed		Slow

"Two shots... It took out the Parliament building in two shots... Demolished... I cant believe it..."
- stunned Net-Verite journalist Armena Comarra, live rooftop broadcast from Warsaw Dome, 27.10.2499

Collector
Our Kealan-armor plated Taelon Collectors are manufactured for us by Insignus. Its ironic that one of our simplest vehicles is also one of our most important. We only wish Insignus could provide us with a faster vehicle, but theyve assured us its not possible with the armor weight that weve specified. 

Role		Resource Collection	Sight range	Norm
Hit Points	V. High			taelon cost	Med
Damage	N/A			Command cost	1
Speed		Norm

"That new Taelon deposit up in Dena was crawling with Rumblers, but those new Collectors held up real good. Didnt lose but one before we tapped it out."
- T-Crew chief Everell Means, JDA Resource Management Corps
 
Hover Collector
Our Hover Collectors are designed along similar lines to our regular collectors  they also feature Kealan-armor plating. Their hover propulsion is provided by a Fawasi well converter. We had them built specially for getting to some of the newest Taelon outcroppings that are appearing on some of the newly formed coastal islands of Asia and America. 

Role		Resource Collection	Sight range	Norm
Hit Points	V. High			taelon cost	Med
Damage	N/A			Command cost	1
Speed		Norm

"Our division set a new Taelon collection record last year, and thanks to our new hover collectors, Im sure well break it this year."
- Isley Taelon Extraction Inc. Chair Wayne Seaden in an interview with Geo Quarterly, March 2499. 

Construction Rig
The new Rigs made for us by Insignus are plated with some of the same Kealan armor used to protect our Taelon collectors. Pod navigation is the ingenious design of the team at Fawasi. Our Rigs can get basic facilities up and running in minimal time

Role		Construction		Sight range	Near
Hit Points	Low			taelon cost	Med
Damage	N/A			Command cost	1
Speed		Slow

"When that pack of screaming Go-Go's came down on us, we knew we had to get our Sentinel Guns rebuilt immediately. The Go's weren't stupid, they went after the Rigs right away. Several of them took some shots, but we got two guns put together pretty quickly, and then those damn Go-Go's became went-gones."
- Strikeforce leader Morly Ferafson, recalling a surprise attack on Precinct 5 in the Sprawls around Mount Denver.

Patrol Cruiser
Our primary small attack boat, this version of the FrennetiCorp Land & Sea T-Series was adapted especially for use by the JDA in combat situations, and saw its first action in the Guantana Dome invasion three years ago. Used for water reconnaissance and escort duty, the Cruise is also an effective defender against both air and water attack, and has chalked up an excellent record providing supplementary defense for other, larger JDA watercraft. 

Role		General			Sight range	Norm
Hit Points	Med			taelon cost	Med
Damage	Low			Command cost	3
Speed		Fast

"A Dreadnaught without a Patrol Cruiser escort is like a hippo in a river it can hurt you, but it can't maneuver well. Add a couple of PCs now youve got two crocodiles in the mix, and the options for mischief are exponential."
- Lt. Cmdr. Ryan Keel, Captain of the Patrol Cruiser Kilroy, DSL-5377
 
Dreadnaught
If the Mastiff is our big land gun, then the Dreadnaught is like a Mastiff on the open seas. A larger vessel than the Patrol Cruiser, FrennetiCorp's JC-117 Dreadnaught combines all the advantages of a land-based artillery-launch system with the ability to deploy anywhere on the 5/6ths of the Earths surface which is covered with water. This has proven a boon on missions to areas, which were too remote to easily bring in ground artillery, like the Micronesian Melees of 2490. 

Role		Artillery			Sight range	Norm
Hit Points	Low			taelon cost	Med
Damage	High			Command cost	3
Speed		Norm

"We never stood a chance... At least I can swim."
- Micronesian terrorist Jinga Tungaka, survivor of the Melees, before being sentenced to work on Callisto

Tech Boat
MacDill & Howits trusty 9000-series is the basis for our Tech Boats, which are dispatched to repair other watercraft both in port and on the water. Ever since the Ross Dome disaster they have earned a reputation for keeping a fleet up and running even in the heat of combat or emergency operations. Powered by a rugged Fawasi counter-prop engine with jet intake, the TB's generally arrive on the scene in good order. 

Role		Repair		Sight range	Norm
Hit Points	Low		taelon cost	Med
Damage	N/A		Command cost	3
Speed		Norm

"Skipper asked me if I wanted a transfer twice already. I turned her down; where else would I want to be? Without us, the whole fleet'd have to stand down inside six months. Now that's what I call indispensable."
- Ensign Tiggo Phillipa, Tech Boat MacGuffin, DSY-8364

Sky Fortress
The largest, most powerful, most majestic of all our airships, the Sky Fortress, a joint project of Garonti-Scherm and Insignus, resembles nothing so much as the floating alien saucers, tales of which parents used to frighten their children with centuries ago. Sprawlers have been known to run in terror at the sight of its enormous shadow sweeping across their hovels. Its highly modified Nix-Yelco TR-47 fusion beam accelerator is the largest single weapon any of our forces have at their disposal; it can erase whole city blocks with one blast and has, as anyone present at the Johan Dome crisis of 2502 could attest, had they survived. 

Role		Base Annihilation	Sight range	Norm
Hit Points	Low			taelon cost	High
Damage	V. High			Command cost	4
Speed		Slow

"Pity is for the weak. This is what strength looks like."
- 0-0 Edward Dalen, at the christening of the first commissioned Sky Fortress, the Sargon, DSH 2809, 23.7.2493

SPRAWLERS

Welcome to the Works, kid. Come on in. This is it, the place where we develop a bunch of the hardware that's carried by the guys out there on the street. At any given time well have a collection of some of the toughest customers in the Sprawl down here, gettin new weapons, gettin their stuff fixed, or tradin stuff in. Sure, a bunch of it is recycled outta stuff we ripped off the JDA, but a lot of the rest of it is stuff we come up with ourselves, an a lot of it beats that standard assembly-line weaponry they use. Ya see, our stuff has special modifications, extra features, stuff those JDA dims haven't been able to figure out yet. Come on. I'll show ya.

Rumbler
Rico here, he's a Rumbler. There's more of them than any other gang, and they're a pretty tough bunch. We call 'em the sons of Robar - you've heard of him? Well, that's another story... Now for the Rumblers we put together some of these big charge-cannons - showim, Rico they take both hands, as you see, and they fire one hell of an energy blast. No, Rico, no need for a demonstration... The Rumblers, they been around a long time, and I'd match one a them up against a Guardian any day of the week.

Role		General			Sight range	Norm
Hit Points	Med			taelon cost	Low
Damage	Low			Command cost	2
Speed		Norm

Fiend 
Now you see that freako in the long coat over there? That's Muushti, an hes a member of the Fiends. No, don't stare; I know they're pretty scary-lookin, with their tiny little heads, and their hunchbacks, and that wacko voice. But his kind are mutants; they cant help it. They're some pretty fast buggers, and moren handy in a fight. These Sikkers we build em fire beams of lava stuff with those a Fiend can gut a Guardian in seconds. When they're not moving Fiends can cloak themselves half mind-trick, if you ask me, but it works. I said, don't stare...

Role		Anti-Personnel		Sight range	Near
Hit Points	Med			taelon cost	Low
Damage	High			Command cost	2
Speed		Norm

Banshee
Now this big gal over here is Gorlinda Pitt, and she belongs to the Banshees. They're a rough-and-tumble bunch of ladies. For Gorlinda and her pals we've modified shipments of Tyrian light mortars we pinched from some Castigars its a kind of mortar cannon; takes out whole bunches a infantry at one blow, splashin shrapnel all over the place. One other thing to remember about Banshees, kid: they'll drink you under the table if you're not careful. Oops, better turn the other way   Gorlindas lookin amorous...

Role		Anti-Personnel		Sight range	Norm
Hit Points	Med			taelon cost	Low
Damage	Med			Command cost	2
Speed		High
 
Skulk
Over in the corner thats Varinne. She's a Skulk - snipins her game, and her and her gang are the best snipers there is. They got great eyes they can even see in the dark. The devil mask? I dunno what's up wit that sposedta strike fear in the hearts of men, I guess. We rig up these Lucifer rifles for em the scopes a beauty; between the scopes and a Skulks eyes, they could take out a dragonfly at seven klicks. What's a dragonfly? (sigh) Before your time, kid...

Role		Anti-Personnel		Sight range	V. Far
Hit Points	Med			taelon cost	Med
Damage	V. High			Command cost	2
Speed		Norm

Judas
Looks like you just got lucky, kid. See that walkin hunka metal just came in? We don't see many like him around here - he's one of the Judas. Check out that armor, will you? That arm-mounted weapon he's got is a Mortis beam - it'll cut through a tank or even a building like a hot knife through butter. Not so bad against aircraft - but gets weaker at long range but if you met him on the ground you could kiss your hooey-vohs goodbye... Course he looks like a Castigar. The Judas useta be Castigars! Don't they teach you kids nothin in the Primers anymore?

Role		Anti-Tank		Sight range	Norm
Hit Points	High			taelon cost	Low
Damage	Med		Command cost	2
Speed		Slow

Infiltrator
Now that tall, spindly scarecrow-lookin guy at the datstand, with the long fingers? He's what they call an Infiltrator. His gang are spies; they're terrific at sneakin in places that metallic skin-suit he's wearin actually contains microscopic reflectin surfaces smaller than a pinhead. They're hardwired into his brain stem; he controls their angle electro-chemically. Words too big for ya, kiddo? Lets just say the suit makes him close to invisible, long as he's standin still. Good for sneakin about. Nah, we came up with that techno damn JDA stole it from us. Tit for tat, I guess...

Role		Spy			Sight range	Far
Hit Points	Low			taelon cost	Med
Damage	N/A			Command cost	2
Speed		Norm

Voodun
Hey kid, look out through the door right there. See that guy in the robe? He's a high priest of the Voodun blood cult, which as you know hangs out up in the hills havin ceremonies and castin curses and god knows what else.  They're damn good healers, though; if you're still warm, they can save you. That staff he's carryin is called a Crysagon; you know he's workin his stuff with it when the crook starts glowin. Took one apart once nothin but serrite; I couldn't figure it out. Still cant....

Role		Repair			Sight range	Norm
Hit Points	Med			taelon cost	Med
Damage	N/A			Command cost	2
Speed		Slow
 
Scaver
Me? Well, why didn't you ask before? I'm a Scaver, kid. We're the techies, the guys who lay the mines and the traps most important, the guys who keep everything runnin. If its man-made, we can fix it, rebuild it, re-rig it, and improve on it. No, that's okay, curiositys natural yeah, were all cyborgs. It helps, actually. See, I got my own modified Kontel-Murfee hoverboard to get around on, and when I'm workin on a project and I need a tool power drill, Particle Welder, whatever I just plug it right onto my elbow here, like so... Oh. Sorry. Guess it is a little weird if you never seen it before. Anyhoo...

Role		Repair			Sight range	Norm
Hit Points	Med			taelon cost	Med
Damage	N/A			Command cost	2
Speed		Slow

GoGo
Howya doin, ladies?
That buncha wild things shoutin and carryin on in the corner, they're members of the Go-Gos gang.  They're biker trikers, actually; we build some of their sweet stretch hover-trikes down here, with bubble enclosures and a Harkli Mark 3 missile launcher mounted on the front between the handlebars. Shoots off homing missiles. Okay against enemies on the ground, but pure death to any aircraft stupid enough to come in range. Love those trikes might hafta make me one myself one of these days...

No, I told ya, I can't take you to the sub-basement. Sorry, kid, I don't know you that well and if the JDA were to find it, us Scaversd all be in a world of hurt. I don't make the rules, kid...

Okay, okay... Tell ya what. If you promise to stay quiet and not touch anything, I can take you over to the Garage, where we store some of the vehicles we been workin on. Hows that sound? Okay then, follow me -  

Role		Anti-Air			Sight range	Norm
Hit Points	High			taelon cost	Med
Damage	Med			Command cost	3
Speed		Fast

Scorpion Tank
This baby started life as a Frenetti 927 SG tank, but we've done some work on her. She's a terror on other vehicles, on account of those twin Harkli cannons you see stickin up there like eyes. They fire what's called STING rounds rip the hell out of another tank. At the Mulhol breach skirmish a few years ago we sent a whole division of JDA light armored tanks runnin squealin for their mommies. Now that was what I call fun...

Role		Anti-Tank		Sight range	Norm
Hit Points	High			taelon cost	Med
Damage	Med			Command cost	3
Speed		Norm
 
Thunder Cannon
The Thunder Cannon we build from a modified JDA Mastiff platform. You got your Miklin 790-series artillery gun up there big gun, tremendous range, but you gotta get your line-of-sight from a spotter; we learned that early on in the Palisadia police action in 97. The only other problem here is, you're turnin on treads, so the whole thing moves and fires pretty slow. But were workin hard on that.

Role		Artillery			Sight range	Norm
Hit Points	High			taelon cost	Med
Damage	V. High			Command cost	3
Speed		Slow

Collector
No mystery here, kid. These tough bugs just do one thing: collect Taelon and get the stuff to our nearest Refinery. Now give that side panel a good kick go on. See? You'd have to hit that thing with a Mastiff round or two before you'd tear a whole in that. Course some of em leak a little now and then, which is bad, cause prolonged exposure to that Taelon stuff cant be good for ya. They say one of the drivers from up in the north end of Deyssa has grown an extra pinky finger on the side of his hand from touchin too much of it. Believe that one if ya want.

Role		Resource Collection	Sight range	Norm
Hit Points	V. High			taelon cost	Med
Damage	N/A			Command cost	1
Speed		Norm

Hover Collector
The JDA has started harvesting Taelon from some of the nearby channel islands, so we decided we needed to get in on the act as well. Whoah! Don't touch that part. Youll turn off its hover reactor and that tem rim will land right on your foot! Its got the same armor plating as its treaded cousin, but those hover reactors make them much more expensive to build.

Role		Resource Collection	Sight range	Norm
Hit Points	V. High			taelon cost	Med
Damage	N/A			Command cost	2
Speed		Norm

Construction Rig
Well right now we've got several rows of Rigs in here. Wow, look at this one. That's not just a trip-rifle mark. Dunno what did that. And this one over here's taken some licks as well. But our Rigs are tough, are we can get things assembled out in the field pretty quickly. Used to be you had to build a lot of facilities without Rigs, back when kids your age used to have to work. Now these Rigs make everything easy for ya.

Role		Construction		Sight range	Near
Hit Points	Low			taelon cost	Med
Damage	N/A			Command cost	2
Speed		Slow
 
Vulture
I love this plane. Good solid general air fighter, with a Gill & Mafta turbine dual-intake engine. She can do some light recon work for you, and she's good in a fight with either ground forces or other aircraft see those Harrower missiles mounted beneath the fuselage? Yeah, I'll take a Vulture against a Blackstar every time. Oh, you noticed those props under the wings, huh? Yeah, this here's whatcha call a VTOL vertical take-off and landing, that is. Helps in stashing and scrambling, cause you don't need a runway.

Role		Skirmish		Sight range	Norm
Hit Points	High			taelon cost	Med
Damage	Med			Command cost	3
Speed		Fast

Air Barge
The Air Barge is the best troop transport unit we got. Kinda looks like a big, fat walrus, don't it? But that's cause, volume-wise, you get the most cubic for your surface area that way. We can pack ten guys in full gear in there. Best thing about the Barge is, she's a tough old girl that skin is made from a synthesized plastic polymer with a tensile strength of oh, I see your eyes glazin over. Lets just say it would take more than a couple of little anti-air shells to pierce it.

Role		Transport		Sight range	Norm
Hit Points	V. High			taelon cost	Med
Damage	N/A			Command cost	3
Speed		Fast

Disruptor
Have you ever seen anything like that? Basically you're lookin at a big radar jammer - its not much more than a giant Hagira radar dish on treads. The big attraction here is versatility: we can use em from down here in the Sprawls, or if we want we can send em out with an armored column to help protect em from air strikes. They're also handy for uncovering those devilish, morphed Shadowhand agents. Sure are funny lookin, though.

Role		Shield/Anti-Clandestine	Sight range	Norm
Hit Points	High			taelon cost	Med
Damage	N/A			Command cost	3
Speed		Norm

Hydrofoil
On this little number we outfitted a FrennetiCorp chassis with a chain of twenty souped-up Kontel-Murfee hover engines, and presto! You got yourself an attack boat that floats over the water on a cushion of air. Its quick as a dolphin, and that high-energy PLASER weapon you see up top there makes it as tough on aircraft as it is on other boats. I got a soft spot for this baby; it saved our butts at Catalina four years ago...

Role		General			Sight range	Norm
Hit Points	High			taelon cost	Med
Damage	Med			Command cost	3
Speed		Fast
 
Stasis Boat
These Stasis Boats are basically just Frenneti D-series platforms with two Gill & Mafta 927 outboards in back, so they're agile but not too speedy. They do carry Nix-Yelco neutron guns in front, though they send an electro-magnetic pulse that'll disable your enemy's power systems and leave em dead in the water, so a Hydrofoil can come along and finish the job. 

Role		General			Sight range	Norm
Hit Points	Med			taelon cost	Low
Damage	N/A			Command cost	3
Speed		Norm

Leviathan
This monster is our big sea artillery. We took some JDA Dreadnaughts we wrecked at Big Sur, cleaned em out, then re-assembled em with the Miklin 1200-Series guns. The Leviathans got less range or power than the Thunder Cannon, just by virtue of its size, but bein a watercraft helps; we can deploy it in places where we cant get the TC, like we did in 03 at Signal Island, and It'll rip the heart outta the JDA ships.

Role		Artillery			Sight range	Norm
Hit Points	High			taelon cost	Med
Damage	High			Command cost	3
Speed		Norm

Juggernaut
We ever got our hands on one of these we could go crashin through the Dome Rampart in style. Our people on the inside tell us that its a new JDA superweapon, but to me it just sounds like a big nuclear fusion bomb on wheels. Were not sure where they're workin on it, but if we can find one, Ill bet I can replicate it, and then wed have things turned around in a hurry, wouldn't we?

Role		Siege			Sight range	Norm
Hit Points	V. High			taelon cost	High
Damage	V. High			Command cost	4
Speed		V. Slow

The following listing goes over the buildings for the two different sides.

JDA

Command Center
The Command Center is the heart of any base, the beginning of the build tree. It builds Construction Rigs which will allow you to build more structures. This building has two potential upgrades.

Hit Points	High
Taelon cost	P1=High, 2=V. High
Power Needed	CC1=High, 2=High, 3=V. High	
Command cost	1

Precinct
This is the primary structure for building infantry units. It allows you to build the following: Guardian, Enforcer (requires Motorpool), Psi-Tech (requires PsiLab), Castigar (requires Command Center level 2, Precinct level 2) and Shadowhand (requires Command Center level 3, Precinct level 2). This building has one potential upgrade.

Hit Points	Med	
Taelon cost	P1=Med, 2=Med
Power Needed	P1=High, 2=V. High	
Command cost	1

Motorpool
This is the primary structure for building vehicles. It allows you to build the following:  Collector, Watchman, Rover, Warden, Bulldog (requires Motorpool level 2), Growler (requires Motorpool level 2), Mastiff (requires Command Center level 3), Blackstar (requires Air Control level 1), Striker (requires Air Control level 2 and Motorpool level 2.) This building has one potential upgrade.

Hit Points	Med
Taelon cost	M1=High, 2=High
Power Needed	M1=High, 2=V. High	
Command cost	1

Refinery
This is the structure that Collectors use to drop off the Taelon they have harvested. A Refinery is necessary for the collection of Taelon.

Hit Points	Med
Taelon cost	Med
Power Needed	V.High	
Command cost	1
 
Dock
This is the primary structure for building watercraft, and it must be built over water. It allows the production of the following units:  Attack Boat, Tech Boat, Dreadnaught (requires Dock level 2) and Hover Collector. This building has one potential upgrade.

Hit Points	Med	
Taelon cost	D1=Med, 2=Low
Power Needed	D1=High, 2=V. High	
Command cost	1

Solar Array
This is the main power source for your base. Often you will need to build several of these to power an entire base. Since they gather their energy from the Sun, their power output at night is significantly reduced.

Hit Points	Low	
Taelon cost	Med
Power Needed	None	
Command cost	1

Atomic Generator
The Atomic Generator provides much more power to your base than a Solar Array. Since it is not dependant on the Sun, its power output is the same day and night. Be careful where you place these when they are destroyed they create a nasty explosion, which can damage large parts of your base. You can also self-destruct an Atomic Generator (there are times when this may be a viable strategy) when self destructed, it does considerable damage to anything in the surrounding area.

Hit Points	Med	
Taelon cost	High
Power Needed	None	
Command cost	1

Restoration Facility
With this structure you can repair your units and vehicles. Select a unit, then click on the Restoration Facility. The unit will go to the building for repairs. The Restoration Facility also allows you to build the PsiTech, mobile medics that can repair infantry and vehicles on the battlefield. The Facility and the Psi-Tech can heal all ground vehicle and infantry units.

Hit Points	Med	
Taelon cost	High
Power Needed	High	
Command cost	1
 
Air Control
Constructing this building allows you to build and maintain air units. It is also the only facility, which can repair and re-arm your air units (air units have a limited ammo supply). Re-arms the air units Blackstar and Striker. Permits the Blackstar and Striker to be built (Striker requires Air Control level 2). This building has one potential upgrade.

Hit Points	Med	
Taelon cost	AC1-Med, 2-Med
Power Needed	AC1-High, 2-V.High	
Command cost	1

Radome
The Radome is the facility that allows you to build and execute air strikes. (See the section "Mojos and Airstrikes" for more info). Builds and launches Assault Bots, Vulcan Mines, the EMP Bomb (requires Radome level 2), and Concussion Bomb (requires Radome level 2). This building has one potential upgrade.

Hit Points	Med	
Taelon cost	R1=High, 2=High
Power Needed	R1=High, 2=V. High	
Command cost	1

Sentinel Gun
The Sentinel Gun is a stationary gun tower. It is a very effective anti-infantry weapon, but can also damage vehicles and buildings. Sentinel Guns are not equipped to hit air units.  These can also be linked with force field emitters to form force fields.

Hit Points	Low	
Taelon cost	Low
Power Needed	Med	
Command cost	1

Defense Tower
The Defense Tower is a more powerful stationary tower. It is devastating to infantry and vehicles, but is not equipped to hit air units. These can also be linked with force field emitters to form force fields.

Hit Points	Low	
Taelon cost	Med
Power Needed	High	
Command cost	1
 
Lightning Tower
The ultimate in anti-air protection, a well placed Lighting Tower can wreak havoc on an enemies air force. It is only equipped to hit air units. Unlike other towers, it cannot link force fields

Hit Points	Low	
Taelon cost	Low
Power Needed	Med	
Command cost	1

Force Field Emitter
A cheap, quick, yet effective base defense post. When these posts are built in alignment, they can form an impassible force field.

Hit Points	Med	
Taelon cost	Low
Power Needed	Low	
Command cost	1

Camera Tower
Camera Towers are small stationary structures that provide a wide line of sight in the area in which they are placed. They require power and a functional Command Center to operate. These also can be linked to form force fields.

Hit Points	Low	
Taelon cost	Low
Power Needed	Low	
Command cost	1

Telepad
The most effective form of transport, the Telepad can instantly deliver infantry to any location on the map you can see. (See the section Telepad for more info.)

Hit Points	Med	
Taelon cost	Med
Power Needed	V. High	
Command cost	1

Sky Fortress Facility
The production facility for the JDA's ultimate super-weapon, this facility is extremely expensive and takes a long time to build.

Hit Points	High	
Taelon cost	High
Power Needed	V.High	
Command cost	1

SPRAWLERS

Command Center
The Command Center is the heart of any base, the beginning of the build tree. It builds Construction Rigs, which will allow you to build more structures. This building has two potential upgrades.

Hit Points	High	
Taelon cost	CC1=Med, 2=High, 3-V. High
Power Needed	CC1=High, 2=High, 3=V. High	
Command cost	1

Barracks 
This is the primary structure for building infantry units. A basic Command Center allows you to build Rumblers and Fiends. With an upgraded Barracks you can build the Banshee, Judas, and Skulk. With a level 3 Command Center you can build an Infiltrator out of the Barracks. To build a Voodun you will also need to have built a Sarcology. This building has one potential upgrade.

Hit Points	Med	
Taelon cost	B1=Med, 2=Med
Power Needed	B1=High, 2=V. High	
Command cost	1

Garage
This is the Sprawlers main facility for building vehicles and air units. It allows you to build the following:  Collector, Go-Go, Disruptor, Scorpion Tank (requires Garage level 2), Thunder Cannon (requires Garage level 2, Command Center level 3) Scaver (requires Scaver Hut) Air Barge and Vulture (requires Aerodrome). This building has one potential upgrade.

Hit Points	Med	
Taelon cost	G1=Med, 2=Med
Power Needed	G1=High, 2=V. High	
Command cost	1

Refinery
This is the structure that Collectors use to drop off the Taelon they have harvested. A Refinery is necessary for the collection of Taelon.

Hit Points	Med	
Taelon cost	High
Power Needed	High	
Command cost	1
 
Scaver Hut
This is the Sprawlers repair and maintenance facility for vehicles. To repair vehicles at the facility, select the vehicle(s), then left click on the Scaver Hut (you should get a special repair cursor). The vehicle(s) will travel there and receive repairs. The Scaver Hut also allows the construction of the Scaver unit, a mobile repair unit that can heal ground, naval and air vehicles and buildings (but not infantry). When upgraded to Levels 2 and 3, the Scaver Hut is also capable of producing traps that can be set by Scavers (see the section Traps for more info). This building has two potential upgrades.

Hit Points	Med	
Taelon cost	SC1=Med, 2=Low, 3-Low
Power Needed	SC1=High, 2=High, 3-V. High	
Command cost	1

Sarcology
This is the facility for healing infantry units. To heal infantry units at the facility, select the units, then left click on the Sarcology building (you should get a special repair cursor). The selected units will move to the facility and get healed.
The Sarcology also allows you to build the Voodun, a mobile medic that can heal infantry. 

Hit Points	Med	
Taelon cost	Med
Power Needed	Med	
Command cost	1

Shrine
The Shrine is the mystical techno-religious building structure that allows the Sprawlers to conjure Mojos, a category of powerful remote effect weapons.

It allows construction and delivery of Rage, Eyebiter, Brezerker, and Baron Samedi Mojos. (See the section "Mojos and Air Strikes" for more info).
This building has one potential upgrade.

Hit Points	Med	
Taelon cost	SR1=High, 2=High
Power Needed	SR1=V. High, 2=V. High	
Command cost	1

Aerodrome
The Sprawlers main air unit facility. It allows you to build the Vulture and Air Barge. It also can repair and re-arm your air units. To do this, select the air unit(s), then left click on the Aerodrome (you should get a repair cursor). The air units will move there and receive health and ammo.

Hit Points	Med	
Taelon cost	Med
Power Needed	High	
Command cost	1
 
Wharf
The Wharf allows you to build a variety of watercraft. It must be constructed over water. The Wharf allows the construction of the Hydrofoil, Stasis Boat, Leviathan (requires Wharf level 2), and Hover Collector. This building has one potential upgrade.

Hit Points	Med	
Taelon cost	W1-Med, 2-Low
Power Needed	W1-High, 2-V. High	
Command cost	1

Solar Array
These are the main power source for your base. Often you will need to build several of these to power an entire base. Since they gather their energy from the Sun, their power output at night is significantly reduced.

Hit Points	Low	
Taelon cost	Med
Power Needed	None	
Command cost	1

Atomic Power Plant
The Atomic Power Plant provides much more power to your base than a Solar Array. Since it is not dependant on the Sun, its power output is the same day and night. Be careful where you place these when they are destroyed they create a nasty explosion, which can damage large parts of your base. You can also self-destruct an Atomic Generator (there are times when this may be a viable strategy).

Hit Points	High	
Taelon cost	High
Power Needed	None	
Command cost	1

Gun Post
The Gun Post is the Sprawlers most basic stationary turret. It is very effective versus infantry, somewhat effective against buildings, and through special engineering is also capable of being mildly effective against air units. These can also be linked with fence posts to form force fields.

Hit Points	Low	
Taelon cost	Med
Power Needed	Low	
Command cost	1

Ravager Turret
The Sprawlers ultimate ground-holder. The Ravager Turret will clean the floor with vehicles and infantry, but has no anti-air capabilities. These can also be linked with fence posts to form force fields.

Hit Points	Low	
Taelon cost	Med
Power Needed	High	
Command cost	1
 
Camera Tower
Camera Towers are small stationary structures that provide a wide line of sight in the area in which they are placed. They require power and a functional Command Center to operate. These also can be linked to form force fields.

Hit Points	Low	
Taelon cost	Low
Power Needed	Low	
Command cost	1

Fence Post
A cheap, quick, yet effective base defense post. When these posts are built in alignment, they can form an impassible force field.

Hit Points	Low	
Taelon cost	Med
Power Needed	Low	
Command cost	1

Sky Sweeper
The last word in anti-air base defense. The Sky Sweeper can make short work of most air units. These can also be linked with fence posts to form force fields.

Hit Points	Low	
Taelon cost	Low
Power Needed	Med	
Command cost	1

Juggernaut Factory
This is the facility from which the Sprawlers crank out Juggernauts, the explosive super-weapon they stole from the JDA. This building is very expensive and takes a long time to construct.	

Hit Points	High	
Taelon cost	High
Power Needed	V.High	
Command cost	1