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-
-
- Srike Squad
- ====================
-
- GENERAL INSTRUCTIONS
- ====================
-
- To navigate within the READER program use the cursor keys and
- the PgUp and PgDn keys to move through the manual. You can
- print the manual by typeing "printdoc" at the DOS prompt.
-
- Each Chapter in the manual uses the Ampersand character (&) plus a
- letter as a marker. The Table of Contents lists the chapter names and
- the marker letters. If you use a reader that has a search function,
- you can jump to a specific chapter, by searching for the marker
- letters. For example, to jump to the Mercenary Characteristics
- chapter, search for &O.
-
-
-
- TABLE OF CONTENTS
- =================
-
- Machine Requirements &A
- Installation & Setup &B
- Getting Started &C
- Copy Protection &D
- Installation Problems &E
- Introduction &F
- The Interface &G
- The Main Menu &H
- Playing a New Game &I
- The Screens &J
- Command Icons &K
- Items &L
- Combat &M
- Strategy and Tactics &N
- Mercenary Characteristics &O
- The Races &P
- Mercenary Profiles &Q
- Troubleshooting &R
-
- MACHINE REQUIREMENTS
- &A ====================
-
- IBM & 100% compatibles
-
- To play Strike Squad you will need:
-
- * IBM-PC/AT or 100% compatible 16 Mhz 386 or faster
- * 2 MB Memory
- * Hard Drive
- * CD-ROM Drive
- * 256 Color VGA graphics
- * Mouse, 100% Microsoft (or Logitech) Compatible
-
- Supported:
-
- * XMS Memory
- * Music & Digitized Sound Effects with 3 MB memory (at
- least 1 MB available XMS memory) on Adlib, Disney
- Sound Source, Sound Blaster and Compatibles
-
- Recommended:
-
- * 20 Mhz 386 or faster
- * DOS 5.0
- * 3 MB memory
- * Sound Blaster or compatible
-
-
-
- IBM INSTALLATION & SETUP
- &B ========================
-
-
- Before you can play Strike Squad, you must install some of the
- files onto your hard disk. The following commands assume that you
- are entering commands at the DOS prompt. If you are running MS
- Windows or any version of a DOS shell program, you must exit or
- quit out of them and enter the install commands for Strike Squad
- from the DOS prompt. If you are having problems installing, read
- the section "Installation Problems."
-
- Installation
- ------------
-
- From the DOS prompt, insert the CD-ROM and switch to the drive
- holding it by typing D: and pressing the ENTER key.
-
-
- Then type:
-
- INSTALL
-
- and press RETURN. The installation process will begin.
-
-
- GETTING STARTED
- &C ===============
-
-
-
- Starting the Game
- -----------------
-
- After installation is complete, switch to the Strike Squad
- directory and type STRKSQD to start the game.
-
- For example type:
-
- C:
- CD \STRKSQD
- STRKSQD E [Where E is the CD-ROM Drive Letter]
-
- Be sure the mouse driver has been loaded before starting Strike
- Squad.
-
- Sound Card/Device Setup
- -----------------------
-
- After you type STRKSQD to start the game for the first time, the
- Sound Setup Menu will allow you to select the appropriate soundcard
- for your computer (if you do not have a sound card or device,
- select the "no sound" option). Factory default settings will be
- displayed, pressing will choose the defaults displayed. If you
- are using other settings you will need to make the appropriate
- changes to the default settings displayed and press . If you are
- not sure of your sound card settings, please consult your sound
- card test programs or manual for assistance.
-
- Equipment Changes
- -----------------
-
- If the sound equipment in your computer changes, run the SETD
- program from DOS and select the new sound card or device from the
- list and choose appropriate settings.. If you replace your existing
- mouse with a new one, no changes need to be made to the
- configuration. Make sure, however, that the new mouse driver is
- loaded and 100% Microsoft compatible before starting Strike Squad.
-
-
-
- COPY PROTECTION
- &D ===============
-
- The Strike Squad copy protection consists of matching symbols listed
- inside the Strike Squad cover booklet to symbols displayed on screen
- within the game. When playing a New Game and proceeding beyond the
- first known city of Rogonde to a new destination or when restarting
- a saved game at a point at which you have already uncovered other
- cities, the copy protection screen will appear:
-
- On the top of this screen 40 items are displayed. You will select
- 3 items from these to match the ones on the included protection
- page. At the bottom of the screen is a text message telling you
- the manual page to refer to. In the center of the screen are the
- slots which must be filled with the items matching the ones next to
- the requested page number. The arrow above these 3 slots indicates
- which of the 3 positions you are currently selecting an item for.
-
- Place the cursor over the item that matches the one on the
- indicated manual page in the same position as the current slot and
- click the left mouse button. The item will appear in the current
- slot in the center of the screen and the slot indicator will
- advance to the next selection slot. Once all three slots have been
- correctly filled, click on the DONE button to continue. If you
- make a mistake you can reselect items as often as needed until all
- three items are correct before selecting DONE.
-
- If the correct matching items were selected then the game will
- start the selected game (either new or a saved game), if an
- incorrect match was chosen then you will be given another chance to
- try a match. After a third incorrect match selection, you will be
- returned to the DOS prompt
-
-
-
- INSTALLATION PROBLEMS
- &E =====================
-
- In some rare cases it is possible that the Strike Squad game may
- have a problem installing to your specific hard drive setup. If
- problems occur be sure to clear TSRs from memory. You may also try
- creating a boot disk to see if that fixes the problem.
-
- Refer to the manual section "Troubleshooting" for information on
- TSRs and creating a boot disk.
-
- If you have removed TSRs from memory and/or created a boot disk and
- are experiencing installation problems, but not receiving disk or
- media errors, consult the TROUBLESHOOTING section of this Manual.
-
-
-
- INTRODUCTION
- &F ============
-
- Background
- ----------
-
- Consortium Intelligence Data Transmission AccessMode: InterComlink
- encoded message. Consortium Translation (as per Rebellion code
- regs, 2198 S.Y.), courtesy service Cyberentity Ael-11:
-
- Item: Intelligence background on K'Kistik threat.
- Supplemental:T.O.S.S. mercenaries.
- Source: Consortium Intelligence Data Hunters, C.I.D.H.
- Target: Head Briefing Officer Major Lindor.
-
- A.D. 2198.
- ----------
-
- The ill-intentioned K'kistik race has made itself known. Anarchal
- lawlessness envelopes the once peaceful Earth and neighboring
- systems as the prolific insectoids, outpopulating their home
- planets and dry of resources, bombard lesser planets and moons like
- a giant intergalactic leech. Many of the Consortium allies fell
- prey to the will of these insectoid masses such as the normally
- gentle Chlorophant. Conventional means of resistance proved
- ineffective at best. A high ranking general stationed on the
- Earth's orbiting military base MOTA M1, had sent out for "specially
- suited" personnel that were thought to possess the experience,
- willingness and grit to carry out an extermination. The characters
- that assembled, comprised of a variety of races and species, hailed
- from local systems and parts unknown, to unify as the T.O.S.S.
- squad of mercenaries. This group of mercenaries discovered that
- this general was actually a K'kistik commander in disguise. The
- mercenary squad effectively routed the fake general and his
- K'kistik forces, thus saving the Consortium from total collapse
-
-
- Consortium Intelligence Data Transmission
- AccessMode: InterComlink encoded message.
- Consortium Translation (as per Rebellion code regs,
- 2208 S.Y.), courtesy service Cyberentity Ael-11:
-
- Item: Intelligence Data regarding Consortium "Rebellion".
- Source: Consortium Intelligence Data Hunters, C.I.D.H.
- Target: Head Briefing Officer Major Eldor.
-
- A.D. 2208 [Present Day]
- ------------------------
-
- Ten years later, after some rebuilding and relocating, the
- Consortium must again face the K'kistik cancer. With most systems
- fallen and others feebly staving off inevitable domination, the
- Consortium's hideout in the Berok system remains one of the last
- bastions of freedom...but not for long. Distress beacons have been
- constructed on the rebel planet Trindor as a plea for help to any
- who will listen. Hopefully, enterprising mercenaries from abroad
- will answer the beacon as means to aid Berok and the Consortium and
- perhaps to earn a fortune. These mercs will comprise the Strike
- Squad, for the only way to deal with a force of such magnitude is
- to do it stealthily. With efficiency and cunning, a tight band of
- mercenaries must defeat this pestilent slime at it's source...The
- K'kistik High Commander!
-
- The Story
- ---------
-
- Due to a combination of luck and skill, you have become a
- successful mercenary commander. You have managed to acquire a
- skilled crew of mercenaries, a well-equipped starship, and an
- adequate supply of credits from your adventures.
-
- Returning to your home planet for a visit, you find that K'kistik
- forces have destroyed Bao, your once beautiful home planet...
- killing your loved ones.
-
- You have fought K'kistiks in the past, helping to stop their
- fiendish plot to enslave earth's population, but now you have vowed
- to wreak vengence for their attack on Bao.
-
- You have received a clue to see Sakura "Ninja" Yomashi, a former
- mercenary ally now working undercover as a waitress at a cantina,
- on the planet Trindor for valuable assistance in your quest to
- exterminate the K'kistik threat.
-
- Assemble a shuttle squad and prepare to head to Trindor on your
- first step toward revenge
-
-
-
-
- THE INTERFACE
- &G =============
-
- The Mouse Cursor
- ----------------
-
- The mouse cursor is probably the most important part of the Strike
- Squad interface. Changes in the mouse cursor indicate changes in
- play modes or changes to selection settings. It can be used to
- point to units, locations, icons, or words; or to indicate which
- creature/object to attack, search, or give items to; or for
- indication of enemies or allies. The different cursors that may be
- displayed at various times and locations are as follows:
-
- Program Orientated Cursors
- --------------------------
- * Loading Files
- Signifies that there will be a slight delay while the program is
- loading files.
-
- * Input from Keyboard
- This cursor indicates that the player should type input from the
- keyboard. It may indicate, for example, that the player should
- type in his "call sign".
-
- Identification Cursors
- ----------------------
-
- * Arrow
- This is the default cursor. It is replaced by one of the other
- cursors when placed on or near a person, object, or place of
- interest.
-
- * Target
- This cursor indicates that the individual/creature at the cursor
- location is an enemy and may be targeted for attack. Clicking the
- left mouse button will select this target and the active mercenary
- will begin firing on this "enemy" (if the game is not in Pause
- mode).
-
- * Civilian
- This cursor indicates that the individual/creature at the cursor
- location is a civilian and thus does not pose a threat to your
- Strike Squad.
-
- * Furniture
- This cursor indicates that the object at the cursor location is
- furniture or other "background" object. These objects may be
- destroyed, sometimes creating a new path or "shortcut" for your
- mercenaries.
-
- * Mercenary (friendly)
- This cursor indicates that the individual at the cursor location is
- either one of your mercenary members or can be recruited to join
- your mercenaries. This cursor is also sometimes used to indicate
- special equipment, such as the mothership
-
- * Dead Enemy
- Indicates the body of a former enemy that has been killed during
- combat. The body may now be searched for valuables. Dead
- mercenaries will be indicated by a skeleton and the cursor will
- change to the mercenary cursor , the mercenary's name will also be
- displayed.
-
- Command Mode Cursors
- --------------------
-
- * Follow - Indicates that the active mercenary has been given a
- FOLLOW order. The cursor should be placed on the target mercenary
- that you wish the active mercenary to follow. Clicking the left
- mouse button will select the mercenary under the cursor to be
- followed.
-
- * Give - Indicates that the active mercenary has been told to GIVE
- an item to another person or object. Place this cursor onto the
- desired person or object and then click the left mouse button.
-
- * Take - Indicates that the active mercenary has been issued the
- TAKE order. Place the cursor over the object or person that you
- wish to search for items. Clicking the left mouse button when the
- cursor is at the desired location will search that target for items
- if the active mercenary is within range.
-
- * Use Medic Kit - Indicates the active mercenary has been told to
- use a medit kit to heal himself or a fellow mercenary. Place the
- cursor on the merc that you wish to heal and click the left mouse
- button
-
- Special Action Cursors
- ----------------------
-
- * Talk - This indicates that the entity under the cursor may be
- talked to. Your active mercenary will "talk" or "trade" with that
- entity if you click the left mouse button and the active mercenary
- is within range.
-
- * Use Vehicle - This cursor indicates that the object under the
- cursor is a usable vehicle (like an ATV or hovercraft). Clicking
- the left mouse button when this cursor is active will allow the
- active mercenary to USE the vehicle. The vehicle is controlled in
- the same manner as the mercenary and the mercenary may still be
- able to attack while in the vehicle. Click on the vehicle again to
- have the mercenary exit the vehicle.
-
- * Offsite - indicates the mouse cursor is at a location where a new
- area can be reached from the current location. An OFFSITE
- indicator appears on the map indicating the location of the exact
- offsite point. Next to this location will be the name of the area
- to which the squad will be transported when the OFFSITE is
- activated. This new area is considered a second part of the same
- city that was originally chosen on the planet map or an area that
- can only be reached by way of that city.
-
- Clicking the left mouse button when the Offsite cursor is active
- and all surviving members of the Strike Squad are near this
- location will transport the group to the new area.
-
- Note: clicking on the OFFSITE Icon will do the same function when
- the Strike Squad members are at the correct location on the screen.
-
-
- There will be a return "offsite" location at this new area to
- return to the original starting area.
-
- MOVEMENT CURSORS
- ----------------
-
- * Go - displayed only on the Star Map and Planet Map. Placing the
- cursor over a location will highlight the name and change the
- cursor to the Go cursor . Clicking the left mouse button when
- this cursor is present will select the highlighted location for the
- shuttle or mothership to fly to.
-
- MAKING MENU SELECTIONS
-
- You can select most menu selections by placing the mouse cursor
- over the icon or word and clicking the left mouse button. The
- "ESC" key will normally exit most menus.
-
- SCROLLING THE MAP
-
- In order to scroll the map, move the mouse on the edges of the
- screen and the map will scroll in the appropriate direction.
-
- SELECTING A MERCENARY
-
- To select a mercenary, place the cursor over the desired mercenary.
- The cursor will change to the mercenary cursor and the merc's
- name will be displayed. Clicking the left mouse button will select
- that mercenary and they will become the active mercenary. The icon
- representation of the mercenary will appear in the lower right
- corner of the screen and their weapon currently in use will appear
- to the left of that picture (with the remaining amount of
- ammunition or number of charges for that weapon shown).
-
- Clicking on the statistic bar on the top of the screen (on the
- Armor/Hit Points number or the Mercenary's number) will also select
- the appropriate mercenary and center the viewing screen on the
- selected mercenary.
-
-
- ISSUING ORDERS
-
- Once a character has been selected as explained in the section
- above, you can give the mercenary various orders such as to FOLLOW
- another mercenary, ATTACK an entity, USE an item (Medic Kit), etc.
- Orders may be given by just selecting the target for the action,
- depending on the current cursor mode, or by clicking on the
- appropriate command icon and then selecting the action target. See
- the sections "Command Icons" and "The Cursor" for further details.
- Some orders require you to also select another mercenary or entity
- as the target, such as FOLLOW, TAKE, GIVE, etc.
-
- MOVING MERCENARIES
-
- Once the mercenary has been selected as the active mercenary,
- clicking and holding the right mouse button and moving the mouse,
- will cause the active mercenary to follow the mouse as it is moved
- around the screen.
-
- PLAYER MODES
-
- There are three different player modes available in Strike Squad: 1
- PLAYER MODE, 2 PLAYER COOP , and 2 PLAYER VS.
-
- 1 Player Mode :
- ---------------
- In the single player mode, 1 player controls the mouse and uses the
- mouse to select mercenaries and issue orders and commands. This is
- the normal or default setting for player modes. In one player mode
- only mercenaries can be controlled - only 2 PLAYER VS mode allows
- control of enemies.
-
-
- 2 Player Modes:
- ---------------
- There are two different 2 player modes. In the cooperation mode
- both players control mercenaries, one with the mouse and one with
- the keyboard. The vs. mode option allows one player to control
- mercenaries with the mouse and the other player to control the
- enemy entities with the keyboard.
-
- 2 PLAYER COOP (cooperation) mode -
- ----------------------------------
- In 2 Player Cooperation Mode, one player controls a mercenary using
- the keyboard while the other player controls a mercenary using the
- mouse. The screen is divided in half, the left side for the
- keyboard player, the right side for the mouse player. Each player
- has his own specialized way of controlling and commanding the
- mercenaries. To choose a mercenary to control, first the strike
- squad must have been assembled in the shuttle and dropped down onto
- a planet. The keyboard player selects a mercenary by cycling
- through the squad group using the Tab key. When a mercenary is in
- control mode, his/her picture will appear in the lower left control
- window along with his/her respective name.
-
-
- Certain keys on the keyboard, or "hot keys", command your mercenary
- to do certain tasks:
-
-
- Arrow Keys: Move Mercenary. Walk your mercenary around screen.
-
- [Ctrl] + Arrow Keys: Scroll the screen.
-
- Space Bar: Attack. Attacks an on-screen enemy in the general
- direction the mercenary you are controlling is facing. The current
- weapon is automatically used.
-
- W: Choose Weapon. Cycles through available weapons in the weapon
- window at the lower left of the screen.
-
- U: Use Device. A list of devices to use will appear with
- corresponding numbers for each item. Press the appropriate item
- number to choose an item or Q to quit.
-
- V: Use Vehicle. Move the mercenary next to a Hovercraft or an ATV.
- press V and the controlled mercenary will use that vehicle. Press V
- again to get off or exit the vehicle.
-
- S: Search {Take}. Searches a dead entity. You must first move the
- mercenary next to the entity to search. Press S and the entity's
- inventory will pop up with a number corresponding to each inventory
- item. Press the appropriate number to choose an item or press Q to
- quit.
-
- G: Give. Works similar to Search, but has the opposite effect.
-
- E: Engage/Ignore. Sets the mercenary to engage or ignore the enemy.
-
- I: Enemy's quick stats. The mouse must be over the enemy to
- choose.
-
- M: Mercenary's quick stats. Affects mercenary you are controlling
- or put mouse over desired mercenary.
-
- F: Follow. Type in the number (from the health bar) of the merc to
- follow.
-
- X: Cancel. Cancels mercenary's orders.
-
- T: Talk. Move mercenary next to entity to talk to. Hit "T" and
- talker's animation will play.
-
- D: Drop an item. The mercenary's inventory will be displayed with
- corresponding numbers. Pres the number of the item you wish to
- drop or press Q to quit.
-
- P: Pauses. Pauses the game in progress. Pressing P again will
- unpause.
-
- (For a further description of commands and their functions, see the
- "Command Icons" section).
-
- The keyboard player may center the screen on mercenaries by
- pressing the number of his active mercenary and the left portion of
- the screen will center on that mercenary. At times this may be
- quicker than using the keyboard commands to scroll his side of the
- screen.
-
- The mouse player selects a mercenary just as he would in the normal
- 1 Player Mode. Also, he may command specific actions from his
- mercenary by selecting from the icons on the game screen border.
- All action is played out as if in 1 Player Mode.
-
- Special handling for 2 player cooperation mode:
- 1) Only the Mouse player can choose mercs on the
- mothership.
- 2) Only the Mouse player can call the shuttle.
- 3) Only the Mouse player can choose File, Surveillance, or
- Squad-Log.
-
- 2 PLAYER VS mode:
- -----------------
- In Two-Player Versus Mode, one player controls an enemy using the
- keyboard while the other player controls a mercenary using the
- mouse. The screen is divided in half, the left side for the
- keyboard player, the right side for the mouse player. Each player
- has his own unique way of controlling and commanding the entities
-
-
- To choose an entity to control, first the strike squad must have
- been assembled in the shuttle and placed down on a mission
- location.
-
- The keyboard player selects an enemy by cycling through the list of
- enemies on the screen using the Tab key. When an enemy is in
- control mode, his/her picture will appear in the lower left control
- window along with his/her corresponding name. Command your enemies
- to battle the other player's mercenaries using certain keys on the
- keyboard, or "hot keys":
-
- Arrow Keys: Walk your enemy around the game screen.
-
- Ctrl+ Arrow Keys: Scroll the screen.
-
- Space Bar: Attacks an on-screen mercenary in the general direction
- the entity is facing with the current weapon.
-
- W: Cycles through the weapon choices in the weapon window at lower
- left of the screen.
-
- U: Use Device. A pop up menu of devices to use will appear with
- corresponding numbers for each item. Enter the appropriate number
- to choose that item or "Q" to quit.
-
- S: Search {Take}. Move the enemy next to the entity to search.
- Press "S" and the entity's inventory will pop up with a
- number corresponding to each inventory item. Enter the number to
- choose an item or "Q" to quit.
-
- G: Give. Works like Search, but has the opposite effect.
-
- I: Enemy's quick stats. Must have the mouse over the enemy to
- choose.
-
- X: Cancels enemy's orders.
-
- D: Drop item. The enemy's inventory will pop up with corresponding
- numbers. Enter the appropriate number of the item to drop or "Q"
- to quit.
-
- P: Pause. Pauses or Unpauses the game.
-
- The mouse player selects a mercenary just as he would in One-Player
- Mode. Also, he may command specific actions from his mercenary by
- using the list of icons on the game screen border. All action is
- played out as if in One-Player Mode.
-
-
-
- TURN BASED COMBAT Turn Based combat is selected from the New Game
- Options or from the Options icon menu. The default mode is Real
- Time Combat. Turn based mode enables more strategic battle
- sequences.
-
- When in turn based mode your mercenaries take turns fighting the
- enemy. When your strike squad comes upon a group of enemies and
- combat is initiated, the game will pause and a message will come up
- giving the player an option to attack or pass on to the next
- mercenary in line who is in combat mode. When the game is paused
- and waiting for the player to attack or pass, the player can cycle
- through his mercenary's weapons by clicking on the weapon window.
- While hand-to-hand combat can be performed in turn based mode, an
- attack ends that mercenaries current turn.
-
- FOLLOWING MERCS
- When landing on a mission, mercenaries will automatically be
- following each other according to their placement on the shuttle
- pads on the Mothership. When you click on a mercenary to control
- that is following another entity, he will cease following the
- entity until you release him from control. At that moment, he will
- continue following the entity he was previously following unless he
- has been moved outside a certain range (about 50') or unless he is
- blocked from his leader. To have a mercenary break away from the
- squad and independently move around on his own, click on the Follow
- icon and then click on that mercenary. This way, he will be
- following himself and can only go back to following the squad if
- you tell him to.
-
-
-
- THE MAIN MENU
- &H =============
-
- The first menu that you will see when the game is running (not
- including the Sound Menu) will be the Main Menu. The Main Menu has
- several options listed below.
-
- Each of these options may be selected by placing the mouse cursor
- over the desired option and clicking the left mouse button.
-
- NEW GAME begins a new game. You will be asked to type in your Call
- Sign before the game starts. See "Playing a New Game" section for
- details on starting a new game.
-
- LOAD SAVED GAME allows you to load in a game that was previously
- saved and continue playing where you left off. This option will
- only appear if you have previously saved games.
-
- QUIT allows you to exit to DOS.
-
-
- PLAYING A NEW GAME
- &I ==================
-
-
- When NEW GAME has been selected from the Main Menu you have the
- following options:
-
- You may select to start a new game immediately without changing any
- of the options by selecting PLAY GAME, or first set the options you
- wish to be changed before starting the game. Options are explained
- below and also in the Option Icon Command description.
-
- RANDOM QUIPS: ON or OFF toggles the random
- messages displayed by mercenaries either ON or OFF.
-
- TURN BASED: ON or REAL TIME: ON allows you
- choose between real time or turn based combat.
-
- ICON HELP: ON or OFF toggles Icon labels either ON or
- OFF.
-
-
- 1 PLAYER MODE: ON, 2 PLAYER COOP: ON OR 2 PLAYER VS: ON toggles
- between number of players and mode settings.
-
- GAME SPEED: SLOW/MEDIUM/FAST displays which speed mode the game is
- set to.
-
- SHUTTLE ANIMS: ON or OFF sets whether or not to
- display the shuttle launch, landing and take-off animations. If
- set ON you may still skip animations by pressing "ESC".
-
- QUICK STATS: "/" or RT BTN selects between either
- pressing "/" or clicking the right mouse button when the mouse
- cursor is on an entity to display the quick stats (health, armor,
- inventory and other attributes) for that entity.
-
- EXIT TO DOS: exits game and returns to the DOS prompt.
- You will be prompted as to whether or not you are sure you wish to
- quit the game
-
-
- STARTING A NEW GAME
- -------------------
-
- After selecting START GAME in the Main Menu you will be brought to
- the Starmap display showing your Mothership and the planet of
- Trindor, the only planet which is known at the beginning of the
- game.
-
- The mothership is capable of flying between planets on the star
- map. The shuttle is a short- range craft intended for traveling
- within the planet orbit only. The mothership houses the shuttle
- during interplanetary travel. Once a planet's orbit has been
- entered the mothership must deploy the shuttle for planetside
- exploration, as the mothership is too big to operate within the
- planet orbit.
-
- Selecting a Planet
- ------------------
-
- Placing the cursor over a planet on the Star Map will cause the
- planet name to be displayed. The cursor will change to the (Go)
- cursor and clicking the left mouse button will select that planet
- as a destination for the mothership and the planet map will be
- displayed. If a Strike Squad has already been created then both the
- shuttle and mothership will be displayed on the planet map. As this
- is a new game and no Strike Squad crew has been created the game
- will switch to the mothership view and the Strike Squad selection
- will begin.
-
- The Planetary Map shows the various cities you can currently select
- as valid shuttle destinations. See "Planetary Map".
-
- As the game progresses and clues are uncovered, more planets and
- cities will be revealed on the Star Map and the Planetary Maps.
-
- If you already have an active Strike Squad and wish to change
- members you must do so on the mothership before selecting a new
- planet to travel to.
-
- Selecting a Strike Squad
- ------------------------
-
- Placing the mouse pointer over the Mothership and clicking the
- left mouse button will bring up the Mothership display.
-
- On a new game the mothership shuttle crew help screen will be
- displayed, press "ESC" to exit screen.
-
-
- This display contains the available mercenaries you will use to go
- on the various missions. You will see a shuttlecraft in the center
- of the screen with four shuttle pads numbered 1-4. You should
- select four mercenaries (less if you wish) to go to the shuttle
- pads.
-
- As the mercenary reaches the shuttle pad his/her statistics will be
- displayed on the top part of the screen in the first four sections.
- The fifth section is for mercenaries that can be recruited while in
- a city. You should select the mercenaries taking into consideration
- the mission requirements (information can be obtained from game
- clues and Surveillance maps) plus the character's abilities and
- weapons.
-
- In a New Game, selecting the planet Trindor as a destination on the
- star map will automatically switch to the Strike Squad selection.
-
- Placing mercenaries on the shuttle pads must be done before
- selecting the SHUTTLE icon. As mercenaries are placed on the
- shuttle pads, their name and the total squad fee for that Strike
- Squad will appear at the bottom of the screen. The total cost of
- the Strike Squad will be deducted from your total credits when the
- shuttle icon is selected. The shuttle will stay in the mothership
- during interplanetary travel and will be launched once the
- mothership approaches a planet's orbit.
-
- Planetary Map
- -------------
-
- Selecting a planet on the Star Map will display the planetary map
- for that planet with the known cities displayed.
-
- Placing the cursor over a city on the Planetary Map will display
- the name of the city. The cursor will change to the
- (GO) cursor and clicking the left mouse button will select
- that city as the destination for the shuttle.
-
- In a new game the only planet available is Trindor and the only
- city known is Rogonde. Clicking on this city (once the shuttle
- crew has been assigned) will launch the shuttle and its crew to the
- city.
-
- CITY MAP
- --------
-
- Once the shuttle has landed, the city map will be displayed. You
- then may move your mercenaries around the city and start your
- mission.
-
- You will want to view the Surveillance map for Rogonde by selecting
- Surveillance from the Squad Log options. Click on Rogonde in the
- Surveillance screen and its map will be displayed.
-
- Your objective in this first city is to meet Sakura Yomashi (she is
- currently working as the waitress at the building in the lower left
- side of map). You must explore the city of Rogonde, locate her,
- and then talk to her for clues. Once a mercenary has located her
- and standing near her, placing the mouse cursor on Yomashi will
- change the cursor to the Talk cursor . Clicking the left mouse
- button when this cursor is displayed will initiate a conversation
- with her. Later missions may consist of meeting characters that
- have valuable information, retrieving objects, destroying objects,
- killing enemies, plus many other different objectives.
-
-
- THE SCREENS
- &J ===========
-
- The Main Screen
- ---------------
-
- Upon accessing either the mothership or city displays, you will see
- a map of the ship or part of the city in the center of the screen.
- The left and right side of the screen contains icon buttons which
- perform various functions when you place the mouse pointer over the
- icon and click the left button or press the appropriate hotkey.
-
- The bottom of the screen will display messages alerting you to
- events or general information such as status for the active
- mercenary's selected weapon.
-
- Miscellaneous game information prompting you for action choices and
- what commands have been executed will also be displayed in this
- section of the screen.
-
- The top part of the screen is divided into five sections displaying
- the mercenary's remaining Armor Protection (A:100) and Health
- (H:100) values which can be from 0-100. A value of 100 is the
- maximum amount whereas a value of 0 reflects either no Armor
- Protection is left or the mercenary is about to die. While on the
- Mothership you will select up to four mercenaries to go to the
- shuttle pads and form the Strike Squad. The fifth squad slot is
- available so that mercenaries can be recruited while your Strike
- Squad is on a mission in a city.
-
- The Star Map
- ------------
-
- Placing the cursor over a planet on the Star Map will cause the
- planet name to be displayed.
-
- The cursor will change to the (Go) cursor and clicking the left
- mouse button will select that planet as a destination for the
- mothership and the planet map will be displayed.
-
- The Planetary Map
- -----------------
-
- Placing the cursor over a city on the Planetary Map will display
- the name of the city. The cursor will change to the
- (GO) cursor and clicking the left mouse button will select
- that city as the destination for the shuttle
-
- The City Display
- ----------------
-
- Once you have chosen your mercenary Strike Squad, you can choose
- the planet and city you wish to travel to. The shuttle will land
- the available mercenaries in the city. View a SURVEILLANCE map of
- the city before sending the shuttle down, to prepare for the
- mission and choose the appropriate mercenaries for that location.
-
- Place the cursor over a computer or other piece of equipment and if
- the name of the item appears above the item then it probably is
- something that is worth examining. It may be an item you need to
- search, using Take, or an item that needs to be destroyed.
-
- You may be stopped by a closed door for which you will need a
- colored card or special pass to unlock. You may be able to open
- the door if your mercenary has a tool kit, it will be used
- automatically when the mercenary walks into the door and the door
- will open if the mercenary is successful. These cards or passes
- may be carried by an enemy or may be stored in a supply box or
- other location.
-
- Your Strike Squad will encounter many characters on the missions:
- some of which you may need to fight, others are innocent civilians
- that you may be able to talk to or should be ignored. Moving the
- cursor onto an enemy will cause the cursor to change to the target
- cursor . Placing the cursor over a civilian will cause the cursor
- to change to the civilian/noncombatant cursor .
-
- Some missions will be clear what you must do on that city or
- planet, others will be more complex and require exploration and
- more clues to solve
-
- If a mercenary or mercenaries becomes damaged during fighting, you
- can USE a Medic Kit from one of your characters and attempt to heal
- the mercenary's wounds (a person with a good medic skill is best
- suited for using a medic kit). Armor must be replaced when damaged
- or the mercenary will need to wait until reaching the mothership
- where it is automatically repaired.
-
- You can also talk to other entities by moving next to them on the
- map and then when the mouse cursor is placed on that entity the
- cursor will change to the Talk cursor. Clicking on the left mouse
- button when the Talk cursor is active will talk to the entity and
- gain hints of what to do next. You can use the GIVE and TAKE
- commands to exchange items or weapons between mercenaries or other
- entities (enemies must be dead before you can exchange items with
- them). You may also be able to recruit a fifth mercenary for your
- party while in the city. Other commands and options are explained
- in more detail in the "Command Icons" section.
-
- The Help Screens
- ----------------
-
- When a new game is started the above help screen for help on
- assembling and deploying a Strike Squad shuttle team on the
- mothership will appear.
-
- Other help screens are available for various game functions like
- Mouse Cursors, 2 Player mode, Buying and Selling items, etc.
-
- Pressing the "H" key will access the first help screen and clicking
- the left mouse button will toggle thru the various help screens.
-
- Pressing "ESC" will exit the help screens
-
-
- COMMAND ICONS
- &K =============
-
-
- The Command Icons used both in the Mothership and Cities (Planet
- surface) are explained below. The only commands available on the
- Mothership are: Squad Log, Options, Pause, Surveillance, and
- Shuttle.
-
- ENGAGE/IGNORE allows the Strike Squad to automatically fight
- enemies as encountered or sets them to ignore opponents and only
- attack when specifically ordered to attack.
-
- FOLLOW chooses an entity for the active mercenary to follow. All
- other orders will be cancelled. Place the Follow cursor over the
- desired target (which should have name highlighted) and click the
- left mouse button to select that entity.
-
- USE DEVICE displays a list of available devices. Select a device
- to use from the list displayed. If you choose Medic Kit, the
- cursor will change to the Heal cursor and you will need to place
- it over the desired character to be healed and click the left mouse
- button
-
- If the active mercenary has no devices to "use" then the USE DEVICE
- icon will not appear for that mercenary.
-
- GIVE allows a mercenary to give an inventory item to another entity
- which must be nearby. Click on this icon and then place the Give
- cursor over an entity and click the left mouse button. An
- inventory list will be displayed; click on the name of the desired
- item.
-
- TAKE allows a mercenary to take an inventory item from a nearby
- entity. Click on this icon and then place the Take cursor over
- the entity to take the item from and click the left mouse button.
- An inventory list will be displayed; select an item to take by
- clicking on its name. OR click the left mouse button when the
- cursor is over a dead entity (the cursor will change to the skull
- cursor ) and the active mercenary will automatically go into
- "take" mode.
-
- DROP allows the active mercenary to DROP an item from their
- inventory. An inventory is displayed, click on the item you wish
- to DROP. Once dropped the item is forever lost, you will be
- prompted as to whether or not you really want to drop that item.
-
- CANCEL (ESC) will cancel the current orders for the active
- mercenary.
-
- SHUTTLE calls or deploys the shuttle. When in the Mothership with
- mercenaries on the shuttle pads, clicking on this icon deploys the
- shuttle. When in a city this icon will call the shuttle to
- retrieve your Strike Squad.
-
- SQUAD LOG accesses the mothership onboard computer. This allows
- you to choose from seven different options:
-
- DIARY displays your commander notes for events and occurances as
- well as notes you have derived from conversations with others.
-
- MERCS lists available mercenaries that may be chosen for deployment
- and gives a brief summary of information on each mercenary such as:
- cost, armor, etc.
-
- Pressing the mouse button will display the next page of mercenary
- information.
-
- KILLED lists the names of all of your mercenaries that have been
- killed during your adventures.
-
- FINANCES displays your total credit currently available.
- Individual mercenaries draw upon or add to this credit when buying
- or selling items. When deploying a new shuttle crew the mercenary
- fees are automatically subtracted from the total credit available.
-
- COMMON INVENTORY lists the specialty items contained in the
- common inventory and thereby available to all mercenaries when
- needed. This allows items to be used even if a specific mercenary
- is not carrying that item on their person. Certain "key" items to
- the game cannot be accidentally dropped or left behind and as they
- are automatically "used" at appropriate times in the game, they
- must be accessable by all Strike Squad members/CONTINUE GAME will
- return to the game in progress.
-
- SURVEILLANCE will display surveillance maps of explored and
- unexplored cities. Signals processed by the orbiting Mothership
- provide datastreams resulting in "surveillance" graphics for the
- benefit of any Squad. When a new location is discovered by a
- planetside Squad, the surveillance computer is equipped to display
- an overhead view...replete with strategic locations and other
- notables indicated by war strategists working from the Mothership
- NAVroom. Though experimental, these computer maps will surely prove
- to be invaluable to the Squad and should be thoroughly utilised.
-
- Planets may not be selected but are displayed on as reference.
- Clicking on EXIT will exit this option. To select a city from one
- of the planets shown, move the cursor over that city name and click
- the left mouse button. A mission preparation map will be displayed
- with notes as to items/locations of interest on that map. Clicking
- on the map will return to the surveillance selection screen to
- choose another location.
-
- NOTE: At the beginning of a new game, the only known location is
- the planet of Trindor and clicking on the Surveillance icon would
- display the map below. The only known city at this time is
- Rogonde.
-
- Clicking on the city of Rogonde would display the Surveillance Map
- for Rogonde (shown below) which points out locations and creatures
- of interest. This map will alert you as to where "Ninja" is
- currently located {Yomashi is "working" as a waitress}.
-
- STATS brings up mercenaries' statistics, background and inventory.
- Clicking on this icon displays the current inventory for the active
- mercenary.
-
- You can select to see the statistics (and dossier) of the active
- mercenary. To get back to the game in progress, click on GAME.
-
- OFFSITE causes the mercenaries at the offsite location to be
- transported to the new section or area of the map. An "offsite"
- location is a new area of the map which is a second part of the
- city originally selected from the planet map or an area that can
- only be reached from that city. All of the living mercenaries from
- the shuttle squad must be at the offsite location for the OFFSITE
- icon to appear and function.
-
- In addition, the mouse cursor will change to the OFFSITE cursor
- when placed over this location on the map to indicate that it may
- be selected. Clicking the left mouse button when the OFFSITE cursor
- is active and all surviving strike squad members are at this
- location acts the same as clicking on the Offsite Icon.
-
- PAUSE will pause the action of the game, thereby giving the
- characters some breathing room. The Pause icon will change color
- to red to indicate the game is in "pause" mode. Targets may be
- selected for attack during Pause mode but the attack will not occur
- until the game is unpaused.
-
- In addition, the following commands may be performed in Pause Mode:
-
- Surveillance, Squad Log, Statistics, and Options. Other commands
- may be selected but will not execute until unpaused.
-
- Click on the PAUSE icon again to return the game to the normal
- (unpaused) mode
-
-
- OPTIONS brings up the game options list described below:
-
- SAVE GAME allows you to save the game in progress. Select one of
- the save game slots and enter the filename to save the game under.
-
- LOAD GAME allows you to load in a previously saved game to
- continue playing where you left off in that game and cancel the
- game you are currently playing.
-
- CONTINUE GAME allows you to return to the game in progress.
-
- ICON HELP:ON (or OFF) will toggle ON or OFF the automatic
- displaying of icon functions when the cursor is on or near the icon
- itself. With the setting to ON, placing the mouse pointer over an
- icon will display its name (function).
-
- 1 PLAYER:ON, 2 PLAYER COOP:ON, 2 PLAYER VS: ON
-
- toggles the number of players and modes. It can be either 1 Player
- versus the computer, 2 players cooperating together against the
- computer (both controlling mercenaries), or 2 players against each
- other (one controls the mercenaries, the other controls the
- enemies).
-
- GAME SPEED: SLOW/MEDIUM/FAST sets the speed at which the game
- plays: Slow, Medium (the default setting) or Fast. Depending on the
- speed of your computer, you may want to raise or lower the speed
- setting. The faster the speed, the faster the mercenaries move and
- act.
-
- RANDOM QUIPS: ON (or OFF) toggles the random messages that the
- mercenaries say as they walk around. The mercenaries have
- different messages they say depending on their personality. The
- default is Random Quips: On.
-
- SHUTTLE ANIMS:ON (or OFF) toggles animations such as shuttle
- launching, landing and taking off. If the game runs slow on your
- computer or you do not wish to view the animations anymore, set
- these animations OFF. Important character and story/event
- animations will still be displayed even if the shuttle animations
- have been disabled.
-
- TURN BASED: ON or REAL TIME: ON chooses between either Real time
- combat (the default) or Turn based combat. Turn based combat
- pauses the game at each mercenaries "turn" and allows you to
- move a limited amount and/or do actions/attacks during this time.
- Once the maximum amount of movement or actions has been done,
- command is transfered to the next mercenary.
-
- QUICK STATS:"/" or QUICK STATS:RT BTN (right button) toggles the
- ability to get the Quick Stats (armor, health, and other
- attributes) of an entity by either pressing "/" key (default) or by
- clicking the right mouse button when the cursor is on an entity.
-
- EXIT TO DOS exits the game and returns you to DOS prompt
-
-
- ITEMS
- &L =====
-
- BUYING AND SELLING ITEMS
-
- Buying Items
- ------------
-
- Select an item to buy by clicking on its name on the right part of
- the screen. You will see a description and picture of the item
- apppear on the top right of the screen. The BUY option will become
- available in the lower left of the screen. Clicking on the BUY
- option will purchase the item in question if your mercenary has
- enough credits to purchase it. The --> and <-- arrows indicate
- that there is more items available in list, clicking on the arrow
- will scroll the list in the appropriate direction forward of
- backward. If the active mercenary's inventory is full then the
- salesman will tell you that the character is full and no BUY option
- is available
-
- Selling Items
- -------------
-
- Select an item to sell by clicking on its name or picture on the
- lower left part of the screen. The SELL option will become
- available in the lower left of the screen and the salesman will
- make an offer. Clicking on the SELL option will sell the item in
- question if the offer is satisfactory
-
-
- WEAPONS
-
- Pistols
- -------
-
- Holdout Pistol: Made from ceramic composites, this laser pistol is
- light, easily concealed, and accurate. Its drawback is that it
- only does light damage. Because of its low power output, however,
- it can be fired fifty times before requiring a recharge. It is the
- popular choice among the Rebellion's mercenaries as a last resort
- weapon.
-
- Q5 Bull Pistol: Designed on Quinte-5, quite possibly the most
- violent planet in the Quinte system, this medium flechette pistol
- is slightly less accurate than the holdout, does more damage, and
- holds half as many rounds. A good general purpose pistol.
-
- APS .554 Pistol: Also designed on Quinte-5, the APS (Anti Personnel
- System) is a throw back to the days of slug throwers. This
- monstrous pistol does the highest amount of damage in the pistol
- class. The magazine holds 15 rounds of .554 caliber spent-uranium
- slugs each mounted on a solid propellant core. Definitely something
- to write home about.
-
- Rifles
- ------
-
- Microwave Rifle: Lightest of the available rifles, the gun fires a
- focused beam of microwaves which literally cook the opponent. Its
- strength lies in its slow energy consumption, light weight and good
- accuracy, (it's hard to dodge what you can't see). This rifle
- became very popular during the famine wars in the Lerit System for
- some rather demoralizing reasons
-
- Delaser Rifle: By far the most used laser weapon, the Delaser has
- become standard issue for the Consortium Military. With a slogan
- like, "Building tomorrow on yesterday's charred bones.", Delaser
- manufacturer Delco Industries was bound to cash in big. The
- Delaser does only slightly better than moderate damage, has
- moderate accuracy and holds 60 discharges per NRG pak.
-
- Pulse Rifle: A heavy rifle to say the least, this bulky, long
- barreled gun does its damage by sending laser bursts in quick
- succession into the target. In the rifle class it is the most
- damaging, heaviest, and least accurate. The gun holds 30 charges
- per NRG pak.
-
- Machine Guns (Burst Weapons)
- ----------------------------
-
- Spartan Shotgun: A relic from the days when riots could be handled
- by a small police force without air support, the Spartan is a short
- barreled semi-automatic shotgun with a magazine feed of 30 rounds.
- Considered to be inferior to the microwave rifle in damage and
- accuracy, the shotgun has the advantage of being able to hit
- numerous closely packed targets at once.
-
- Machine Pistol: This weapon is made by numerous manufacturers with
- little or no differences. The machine pistol is the most common
- street gun. It's cheap, light, and inexpensive. Typically the
- weapon fires a low velocity flechette that does as much damage as
- the Q5 Bull pistol while being slightly less accurate. The
- advantage of this weapon is that the user can spray an area and hit
- the assailant and one or two of his cohorts. The gun holds 20
- bursts.
-
-
- MPMG-14: The Man-Portable-Machine-Gun-14 is currently the premier
- assault weapon on the Black Market, having been banned from the
- grey markets. The weapon is slightly inferior to the Delaser in
- all categories except for the fact that the weapon can effect
- multiple targets. The specially designed short-feed belt holds 400
- rounds which is enough for 40 bursts.
-
- Fusion Cannon: Although lightweight, the Fusion Cannon is perhaps
- the most formidable weapon in the Consortium Alliance planet
- system. This energy weapon is rare and expensive...but well worth
- the admission price. Made by Delco Industries, issue dates
- 2200,2201 S.Y.
-
- Flame Guns
- ----------
-
- Flame Jet: The lightest of the weapons in the flame gun category,
- the flame jet does slightly less damage than a Delaser and holds 50
- discharges within its tank. The Flame Jet is widely used because
- it can be used as a support weapon without weighing th carrier down
- too heavily.
-
- Napalm Hurler: During the Planet War in the Pogahl system, the
- Napalm Hurler became popular as a defoliator and "bunker sweeper".
- The Napalm Hurler does marginally less damage than a Pulse Rifle.
- Due to its heavy bulk, the weapon is very difficult to aim
- accurately. The Hurler has a tank capacity of 50 discharges.
-
- Balrog Flamegun: The largest of the available flameguns, this heavy
- support weapon does more damage than a Pulse Rifle and less than an
- MP-3 rocket. Again, as with the Napalm Hurler, its accuracy is very
- poor.
-
-
- The Balrog's tank holds 50 discharges. Perhaps the only reason the
- Balrog is still popular is because of Eddie "Hotfoot" Leao who
- toasted 11 Berogian wardogs and spent the next week eating every
- one of them!
-
- Rocket Launchers
- ----------------
-
- Six Pack: The Six Pack is a rifle configuration rocket launcher
- with 6 small rockets in a large magazine box. Each rocket does
- about the same damage as a Napalm Hurler, with greater accuracy in
- spite of its heavier weight. Overall, a light support weapon.
-
- MP-3: This medium support weapon packs a punch greater than the
- Pulse Rifle with the same weight and less accuracy. The MP-3 rocket
- system is standard issue to the support teams with the Consortium
- military. If you can't punch through it with one of the rockets in
- an MP-3 then you can't punch through it!
-
- Halo Rocket: Definitely the most powerful weapon available with the
- exception of a Demolition Charge, this shoulder mounted rocket
- launcher is incredibly cumbersome and hard to aim. The rocket is
- not widely used because it only provides one shot.
-
- Ammunition
- ----------
-
- Rockets are necessary to use any Rocket Launcher. Rocket Launcher
- class weapons are: Six Pack, MP3, and Halo Rocket launcher. Rocket
- Launchers when purchased come fully loaded and require more rockets
- when the initial amount is used up Flame Fuel is used to refuel any
- of the Flame Guns. This includes: Flame Jet, Napalm Hurler and
- Balrog Flamegun. Flame Guns when purchased will be filled already
- and only require flame fuel when the charges in the gun are
- expended.
-
- Energy Pack- With the advent of energy weapons, it became necessary
- to power them with energy packs that could provide a portable power
- source. In 2199, PureNRG * Inc. provided that source. PureNRG*
- energy packs are in a cartridge form complete with precision time
- release, bio-engineered, power plasma...and have been proven to be
- much improved since the PureNRG* pack recall of 2200. When inserted
- into a compatible weapon, PureNRG* packs provide the user with a
- lightweight and very effective means of hi-tech destruction.
-
- Explosives
- ----------
-
- Various explosive devices exist in Strike Squad, doing different
- amounts of damage and triggered by a variety of methods. Some
- devices are single use (like grenades) while others come multiple
- charges to a pack.
-
- Grenades: Grenades come in various shapes and sizes, but the most
- readily available variety does about as much damage as a Napalm
- Hurler. Grenades generally do not blow up walls due to their
- concussive nature; they will, however, blow up furniture all too
- easily. A special variety of grenade exists knkown as the E.G.G.-4.
- This Electroshock Generating Grenade creates a high intensity
- electrostatic field which paralyzes all entities in the area.
- Robots temporarily overload while living creatures are left
- stunned.
-
- Explosive Pack: Explosive packs act as mines and explode in an area
- that is half the radius of the more powerful Blister Charge and
- Demo Charge. The Explosive Charge is triggered by an enemy walking
- onto the location where it was placed. Explosive packs come 5 to a
- pack.
-
- Blister Charge: This explosive charge explodes in a large radius
- and does a large amount of damage within that area. The Blister
- Charge requires an enemy to trigger it. The Blister Charge is
- dropped and it is activated when an enemy steps onto that location,
- similar to a heavier duty version of a mine.
-
- Demo Charge: Like the Blister Charge it explodes in a large radius
- and does great damage. Unlike the Blister Charge, however, the
- Demo Charge does not require an enemy to trigger it. Your mercenary
- will "Use" the Demo Charge and it will dropped and a timer started
- to indicate the time of explosion. The Demo Charge comes in a
- package of 3.
-
- Mines: Occasionally, mercenaries will come across a hastily
- deployed minefield during a mission. The most common type of mine
- is the "caltrop" mine. This mine fixes itself to whatever surface
- it is thrown against and then arms itself. Due to their small size,
- they can be rather nasty if you aren't looking out for them. The
- best way to bypass these little monsters is with the use of the
- bomb extractor.
-
-
- ARMOR
-
- S.C.A.A. Battlesuit: Castle Corp., a subsidiary of Delco industries
- first introduced this line of tactical armor 23 solar years ago,
- when the only "shell" suits mercenaries could get were refitted
- military surplus. The first exoskeletally based armored suit was
- put into widespread use in 2160 s.y. by the Consortium Heavy
- Assault Corps. With the advent of Havlar and other high-bonding
- fibers, coupled with unheard of advances and "freeze" plastics, it
- became possible to have combat effective armor. The drawback was
- that the soldier had greatly restricted movement and would
- sometimes suffocate in the suit, making the suit very unpopular.
- Castle Corp., determined not to lose it's hold on the market, (not
- to mention its investment) created a self contained pressure suit
- that could work in a vacuum. This turned things around. The
- military immediately found a niche for the suits as armored space
- suits in various deep space "police actions". Eventually,
- technological advances and better design allowed the suit to be
- used on land and even in the sea. In 2175 s.y. Castle Corps.
- exclusivity contract with the Consortium ran out. The next day,
- they unveiled a new line of armor geared for mercenaries (who by
- this time were the mainstay of the "policing" force in the galaxy).
- Since that time, demand for a battlesuit that provides a high
- defense capability remains high in all systems where mercenary
- activity is common. S.C.A.A. stands for Self Contained Assault
- Armor. It features a fully articulated exoskeleton which supports
- most of the armor's weight. The armor itself is a composite of
- Ebonite filament and the freeze plastic H.E.T. The result is a
- residue ablative armor that can stop most military ordnance. The
- suit is self-contained and can operate in a vacuum. Lastly, the
- S.C.A.A. is designed to accept most armor enhancements that are
- available today. The most common of these is the armor upgrades.
- Most of the armor is very modular in design which allows the
- mercenary to remove destroyed sections and replace them with new
- panels. The F.L.E.X. (Flexible Linkage EXoskeleton) allows for
- almost universal armor compatibility. This means that any armor
- found in the field can be used by the squad members. To use armor
- found on a mission, simply have it in the squad member's inventory.
- Mercs aren't stupid, if they're carrying it, they're wearing it
-
-
- In Strike Squad, armor has two important characteristics: Stress
- Value and Total Protection Value. Stress Value is the amount of
- damage that the armor can deflect or ignore before it starts to
- take damage. Total Protection Value is the amount of damage the
- armor can take before it's penetrated. When the Total Protection
- Value is reduced to zero, it is possible to injure the mercenary,
- however, the Stress value continues to absorb damage from every
- attack. This reflects the natural resilience of the exoskeleton,
- and the residual sections of armor on the frame.
-
- There are three types of armor upgrades available to boost your
- armor protection: Light, Medium, and Heavy armor upgrades.
-
- Armor Upgrades
- --------------
-
- Most every form of life belonging to the Consortium Allies' Strike
- Squad usually provides his, her or it's own armor. Armor upgrades
- operate on factory impregnated protective energy shielding that can
- withstand a limited amount of damage. Unfortunately, armor tends
- to become damaged all too quickly when massaged with offending
- lasers and various bullets. Fortunately, Squad members will
- occasionally chance upon armor upgrades which can be worn as
- emergency (or additional) protection. There are three known forms
- of armor upgrades:
-
- Light Armor Upgrade- Manufactured by Ablative Industries in 2201,
- this aftermarket light duty armor upgrade is an ideal form of
- additional protection for the economy minded soldier-for-hire. This
- is also a good choice for those keen on keeping off weight. This
- armor upgrade is good for an additional 20 energy absorption
- episodes.
-
- Medium Armor Upgrade- Ablative Industries second design has proven
- to be a happy medium between the limited protection of Light Armor
- and the bulkiness of Heavy Armor. This armor will provide
- additional protection up to 40 energy depletion units.
-
-
- Heavy Upgrade- Although heavy and quite bulky, this aftermarket
- armor will provide up to 60 energy drains for the user.
-
- DEVICES
-
- The following are a list of non-weapon devices which the
- mercenaries can employ in order to insure the success of the
- mission.
-
- Tool Kit: This electronic tool kit includes all the tool and patch
- gear necessary to perform a variety of bypassing and information
- extracting tasks. It allows the user, in conjunction with his, her,
- or its computer skill, to open a locked door, or retrieve something
- from a computer or other piece of hardware. Without the proper
- tools, though, even if the mercenary has a great deal of computer
- knowledge, a locked door cannot be opened. The Tool Kit is
- automatically used by a mercenary when they approach a locked door.
-
- Medic Kit: The medic kit, like the tool kit, provides all of the
- necessary equipment and is an integral part of healing a mercenary
- during a mission. Just how much a medic can repair a damaged
- mercenary depends on the Medical expertise of the mercenary or
- medic using the kit.
-
- Bomb Extractor: This device, when used on a mine, scans the mine to
- determine its detonation sequence and then disables it. The Bomb
- extractor is automatically used by the mercenary when standing next
- to a mine.
-
-
- Ghost Cloak: The Consortium's efforts of giving the S.C.A.A.
- Battlesuits a form of inherent stealth capability are rumored to
- have been successful. Although no one has "seen" this new ghost
- cloak in action, it is supposed to be very quiet and camouflage
- intensive
-
-
- COMBAT
- &M ======
-
- There will be many different entities that your mercenaries will
- encounter in their travels. Some will obviously be enemies as they
- will attack on sight, others may become enemies only once they have
- been attacked (or when their allies are attacked), and still others
- may simply be non-combatant civilians (or creatures). Possible
- enemies are indicated by the cursor changing to the "target" cursor
- when placed over them, civilians are indicated by the cursor
- changing to the "civilian" cursor when placed over them. Certain
- attributes such as Speed, Weapon Skill, Stealth, and Defense all
- play a role in comprising a mercenary's combat agility.
-
- Weapon Combat
- -------------
-
- Using weapons to kill enemies is the normal mode of attack for your
- mercenaries. Attacking with weapons may also do damage to
- civilians and equipment in the area so caution must be exercised on
- when to attack. Many enemies will ignore your mercenaries unless
- they are fired upon or are attacked in hand to hand combat. To
- attack an entity, place the target cursor over the entity and
- click the left mouse button which will initiate an attack.
-
- Mercenaries set to "engage" mode will automatically start attacking
- nearby enemies if they are attacked first. As your mercenaries
- attack, ammunition is used up, if all of the ammunition is used up
- for a weapon then 0 will be displayed as the number of charges for
- that weapon when that merc is the active mercenary. Mercenaries
- using a weapon, a Balrog Flame Gun for example, will automatically
- reload if they are carrying appropriate ammunition, like flame
- fuel, and this ammunition will "disappear" from the mercs
- inventory. See the "Weapons" section of this manual for a
- description of weapons and their appropriate types of ammunition.
-
- Most damage from a launched missle attack is caused by the
- explosions it creates on impact and not the projectile itself. The
- projectiles only do 1/3 as much damage as the explosions
-
-
- Hand to Hand Combat
- -------------------
-
- Hand to Hand combat is initiated when the active mercenary moves
- into (or hits) an enemy. Hand-to-hand combat is also used if the
- active mercenary is in an ATV and "runs" into an entity.
-
- If your mercenary has run out of ammunition for all of his weapons
- and wishes to still attack an enemy or is in a location where using
- weapons may create too much damage to the background area (he does
- not wish his balrog flame thrower to hit innocent bystanders or
- there is equipment nearby that he does not want to get damaged)
- then hand to hand combat may be the proper choice.
-
- Be careful, some enemies will ignore your mercenaries unless first
- fired upon or attacked in hand to hand combat. Use caution when
- moving the active mercenary so that he does not initiate hand to
- hand combat by slamming into an entity unless you really wish him
- to battle that entity. Some of the restrictions to hand-to-hand
- combat are:
-
- 1) Only the controlled merc can do hand-to-hand combat.
- 2) The damage inflicted is a random value with a maximum
- of 1/3 of the attacking merc's Strength.
- 3) If the controlled mercenary is in an ATV, the damage the
- ATV inflicts is almost always fatal.
-
- Hand-to-hand combat may be intiated while in Turn Based combat mode
- but such an attack will end the current mercenary's attack turn.
- Any damage caused will still be applied to the target.
-
- Hit or Miss
- -----------
-
- A hit or miss on an entity is determined by the weapon used and the
- personal statistics of the attacker and the target (defender). The
- accuracy of the weapon, the attack ability of the attacker (weapon
- skill/training) and the defensive ability of the intended target
- (Stealth and Defense rating) are compared and used to determine if
- a hit is scored
-
- A weapon attack on a target is represented by the appropriate
- weapon representation being shown (flame, explosion, bullet, etc)
- which will either "hit" the target or be shown as a "miss" and will
- not make it to the target. If an attack has resulted in a
- successful hit then a number will also be displayed next to the
- target. If the target has remaining armor the number will be the
- amount of points that is subtracted from the stress value of the
- target's armor. If the target has no armor, or has been damaged to
- zero armor points, the number displayed is the amount of points
- that is subtracted from the target's health.
-
- Combat Damage
- -------------
-
- Combat damage is determined by a variety of factors. The amount of
- damage a mercenary will take depends on his/her Stress Value. This
- is the part of the armor that absorbs most of the damage from a
- weapon hit before the whole of the armor itself starts to wear
- down. For example: a mercenary with a Stress Value of 40 gets hits
- with a weapon that shoots 55 points of damage. From that 55 points,
- 40 of it is absorbed into the Stress Value while 15 of it is
- subtracted from the armor. All mercenaries have different Stress
- Values. To look at these values, right click on the mercenary you
- are controlling or use the "/" key when cursor is over mercenary -
- this is determined by the Option setting for Quick Stats (Quick
- Stats: "/" or Quick Stats: RT BTN). This will also bring up
- his/her Health and Armor values.
-
- When a mercenary's armor has decreased to zero, the Damage Value
- starts being subtracted from the Health Value. When the Health
- Value has reached 40 or lower, a warning message will alert you
- that your mercenary is about to die. Get him/her medical attention
- quickly to bring the Health Value back up. When the mercenary's
- health finally reaches zero, that's when your mercenary dies.
-
- When your Strike Squad returns to the mothership, armor is repaired
- and health healed for all remaining members of that Strike Squad.
-
- Turn Based Combat
- -----------------
-
- When in turn based mode your mercenaries take turns fighting the
- enemy. When your strike squad comes upon a group of enemies and
- combat is initiated, the game will pause and a message will come up
- giving the player an option to attack or pass on to the next
- mercenary in line who is in combat mode. When the game is paused
- and waiting for the player to attack or pass, the player can cycle
- through his mercenary's weapons by clicking on the weapon window.
- In turn-based mode the mercenary has the ability to move a small
- distance as well as fire weapons.
-
- Hand-to-hand combat may be initiated in turn based mode but that
- will end the turn for the current mercenary
-
-
-
- STRATEGY AND TACTICS
- &N ====================
-
- 1. Choosing the proper Strike Squad members is important. Make
- sure to use an appropriate mix of mercenaries with Medic and other
- helpful skills, good weapon skills and a generous choice of
- available weapons.
-
- Depending on credit available you may want to take mercenaries
- skilled in many areas and thus more expensive, or fine tune a
- mixture of mercenaries that "stand out" in only one area and thus
- keeping the cost down.
-
- 2. Search for objectives in cities and talk to characters that you
- encounter. Many of them have helpful information or tips.
-
- Some goals are clear while some may require a far amount of
- searching bodies, objects, and locations. Keep an eye out for
- shortcuts, as some locations have areas where a path may be created
- by exploding objects that block your mercenaries' path or winding
- thru a maze of doorways.
-
- 3. Use "Pause" Mode often to view surroundings, the current status
- of your mercenaries and enemies, and to review SURVEILLANCE maps.
-
- 4. Mercenaries will automatically use the "best" weapon available
- until it runs out of ammunition. You may click on the active
- weapon picture (next to the active mercenary icon) and select
- another weapon to use. Choosing the right weapon to fire in which
- circumstance and monitoring the # of remaining shots in each weapon
- can be very important to the survival of your mercenaries and
- successful explorations.
-
- 5. Healing injured mercenaries by having a mercenary with Medic
- skill use a Medic Kit is very important to the survival of
- mercenaries on some cities. The Strike Squad will automatically be
- healed and armor repaired when they return to the Mothership but it
- may be too late for a severely injured mercenary that may die
- before returning in the shuttle to the mothership.
-
- 6. Choosing which mercenary will lead and which mercenary will
- follow which can be important. Be sure that the leading mercenary
- is replaced with another when he becomes too badly injured (either
- in health or armor).
-
-
- 7. Search enemy units that are killed for cards, passes, weapons,
- etc. Search supply boxes as encountered also. There are supply
- boxes on the Mothership which may be used to "stockpile" needed
- items for later use, instead of selling them or overloading your
- mercenaries.
-
- 8. Recruit new members when possible after finding or rescuing
- them. Walking up to a new mercenary encountered (the mouse cursor
- will change to the mercs identification cursor when placed over
- them) or by talking to them (the mouse cursor will change to the
- Talk cursor when placed over them) will trigger a conversation or
- a rescue attempt.
-
- 9. Use Squad Log to see clues given by characters encountered on
- what items to get, who to see, and where to visit. Use this
- information to choose what planets/cities to go to and what to do
- when you get there.
-
- 10. Use SURVEILLANCE Maps to plan a mission before sending shuttle
- down to a city or other location.
-
- 11. Use a Demo Charge, Blister Charge or other explosive device in
- areas of high enemy concentration. Running into a room or adjacent
- area, placing and arming the Demo Charge and then removing all
- mercenaries is a good way to clear enemies that are gathered and
- stay in one general area.
-
- Placing a Blister Charge or Explosive Pack and then "tricking" the
- enemy into following you into that location is a good way to
- eliminate large groups of enemies that do not stay in one location
- long
-
-
- MERCENARY CHARACTERISTICS
- &O =========================
-
- Each mercenary has several characteristics which determines the
- overall capability of what the character can do. All of the
- characteristics have a range from 0 to 100 with 0 being the lowest
- and 100 the highest level. Mercenary characteristics may be viewed
- by selecting the Statistics screen for the active mercenary. The
- various abilities are explained below.
-
- Speed is an indicator of the overall "quickness" of the character.
- Due to the cumbersome and heavy battle suits in use by the
- mercenaries, speed is not related as much to how fast a mercenary
- will travel, but how fast the character can react in order to dodge
- enemy attacks. A high Speed factor will allow a mercenary to react
- sooner and move more quickly than those with lower speeds. A
- character's speed is adversely affected by high weight.
-
- Strength reflects the character's physical power and durability.
- Due to the flexible nature of the battle suit, mercenaries can
- exert the same strength whether in or out of the suit. A higher
- Strength will inflict more damage on an enemy character when
- engaged in hand-to-hand combat (the two characters are adjacent).
- Also a higher Strength rating will decrease the amount of Health
- lost when hit.
-
- Intelligence is the ability of the mercenary to carry out orders
- and tasks plus learn new skills. A high intelligence factor will
- help the mercenary complete orders given more efficiently, an
- increased chance of completing a task such as retrieving
- information from a computer, and will have a higher chance of
- learning new skills thereby increasing the mercenary's level of
- weapon, medical, computer, stealth, and defense.
-
- Weapon is the mercenary's accuracy with any weapon including hand-
- to-hand combat. This base accuracy level can be affected by other
- factors. Some mercenaries have been trained and are more
- proficient with certain weapons which will affect the weapon
- rating. See the section "Character Dossiers" for any special
- training received
-
- Medical represents the ability to minister proper medical care in
- healing an injured mercenary. The level of medical skill
- determines if the injured mercenary can be healed and also how much
- damage to Health can be repaired using a Medic Kit. In order to
- give medical care, access the mercenary who has the Medic Kit.
- Select the USE command and choose Medic Kit. Next select the
- mercenary you wish to heal.
-
- Computer skill is an absolute must in the 22nd century. It is
- useful to bypass security systems of a locked door with the aid of
- a Tool Kit. Also you can retrieve information from a computer as
- well.
-
- Stealth is the ability to remain unseen or hide from enemy
- opponents and also to properly time your movements to get a jump on
- the enemy.
-
- Defense represents the overall ability to avoid being hit by an
- enemy opponent. It is a composite of speed, intuition, timing, and
- experience.
-
- Health
- ------
-
- Health is a reflection of the overall physical and mental condition
- of the mercenary in combat situations. The battle suit will allow
- a mercenary to function until the Health rating drops to 10. At
- this time the character will collapse. If the character reaches
- zero, the mercenary has died. At the very top of the screen are
- five sections numbered 1-5. The character's Health rating is
- displayed as "H:xxx" where "xxx" represents the current Health
- value of the mercenary.
-
- Armor
- -----
-
- Armor gives defensive protection when hit by an enemy weapon.
- Armor has two important characteristics: Stress Value and Total
- Protection Value. Stress Value is the amount of damage that the
- armor can deflect or ignore before it starts to take damage. Total
- Protection Value is the amount of damage the armor can take before
- it's penetrated. When the Total Protection Value is reduced to
- zero, it is possible to injure the mercenary, however, the Stress
- value continues to absorb damage from every attack. This reflects
- the natural resilience of the exoskeleton, and the residual
- sections of armor on the frame
-
- At the very top of the screen are five sections numbered 1-5. The
- character's current Total Protection Value is displayed as "A:xxx"
- where "xxx" represents the current Armor of the mercenary. The
- mercenary's armor can also accept three types of armor upgrade,
- light, medium, and heavy. If the armor upgrade is in the
- mercenary's inventory, then the mercenary is considered to have
- this additional protection. A mercenary can, even while on a
- mission, take an armor upgrade from another entity.
-
- Special Training
- ----------------
-
- Some of the mercenaries have received special training through
- military practice, combat experience, specialized study courses, or
- computerized simulations. Special training refers to weapons that
- require specialized knowledge to operate. These weapons are:
- Machine Guns, Flameguns, Rocket launchers, and Explosives. The
- mercenary's dossier indicates what Special Training has been
- received.
-
- Character Improvement
- ---------------------
-
- In the performance of their missions your Strike Squad will be
- performing a variety of tasks. The success rate of these actions,
- such as healing a wounded mercenary, is determined by the skill or
- statistic being used of the character. When the character is
- successful in completing the task, there is a possibility that the
- squad member's skill will increase. This way your squad becomes
- more experienced as they complete assigned tasks and survive the
- mission. If a particular mercenary has a level of zero in a
- category, then the mercenary can never perform in that area.
-
- Inventory
- ---------
-
- Each mercenary can carry up to eight items in their individial
- inventory (see below for information on the "common inventory").
- You can receive new items through the TAKE command or by clicking
- on dead enemies which will automatically put active mercenary into
- "take" mode. You can give items using GIVE. Any armor upgrades in
- their inventory are automatically worn by mercenaries.
-
- Common Inventory
- ----------------
-
- Used to store special items of interest that are available to all
- mercenaries. These items are essential to specific missions and are
- put in the common inventory to avoid accidental selling or loss of
- these key items. Items in the common inventory are automatically
- "used" at an appropriate moment whenever any mercenary encounters
- the event that will trigger the item's use. Most of the common
- inventory items are one-time use items.
-
- Fee
- ---
-
- Each mercenary soldier must be hired for each mission. The fee
- that they charge is listed in the "Character Dossier" section as
- well as displayed in the game when selecting the "Stats" icon.
- Basically, the better characteristics and skills the mercenary has,
- the higher the fee becomes. In order to maximize your funds you
- must hire the right mercenaries at the lowest cost to get the job
- done.
-
- The fee for mercenaries are charge when the shuttle crew is
- assembled and then placed onto the shuttle. New fees are charged
- each time the mothership is visited and a new shuttle crew
- assembled and deployed
-
-
-
- THE RACES
- &P =========
-
- The mercenaries comprising the Strike Squad hail from all over the
- universe and therefore comprise a wide variety of races/breeds and
- cultures each having their own inherent abilities and weaknesses in
- different environments. Some of the different known races/breeds
- are:
-
- SS'Threll
- ---------
-
- A naturally gentle species from the watery Apatosan moons,
- SS'Thrells are very intuitive and quite effective as healers or
- medics. Their loyalty is also very good but they suffer on the
- brawn side. Don't expect an SS'Threll medic-for-hire to be the
- berserker of the group. This race is a highly evolved one.
- Ss'Thrells have learned the value of freedom tempered with justice
- and tolerant strength. Many SS'Thrells have been employed by
- civilizations as legal counsels, judges, and planetary enforcement
- agency psychic advisors, but the SS'Threll truly shows talent in
- its preferred fields of medicine, psycho-analysis, trauma recovery
- and in various other empathy related fields.
-
- Chlorophant
- -----------
-
- Chlorophants are a race of tribally oriented, bipedal, dual
- trunked, three-toed giants from the Jalaak system, an amphibious
- collection of planets notorious for its ample supply of all kinds
- of bizarre lifeforms. First contact was made with them through the
- Consortium regime in 2073 S.Y.. The handful of Chlorophants one
- could encounter in the K'kistik system are no doubt a long way from
- home, and are usually fond of and quite loyal to Humans as leaders
- and sympathetic to their plight against the oppression of the
- K'kistiks. Chlorophants have a tough ecto-dermal layer, resembling
- that of Human scar tissue, and have an internal structure which
- enables them to withstand high pressure. Their amphibious origins
- have enabled them to develop refined oxygen extracting trunks,
- regardless of atmospheric content
-
-
- Chlorophants are strong fighters, but not exceedingly quick as they
- are quite large and often encumbered by heavy, high-powered
- weapons. Ironcially enough, these highly adapted, wrinkly oxygen
- extracting creatures are prone to addiction, to smoking
- specifically. Never offer a cigar to a Chlorophant; there are
- those who take extreme offense at such an insensitive gesture as
- lung cancer and its variants have claimed inordinate amounts of
- Chlorophant life.
-
- Human
- -----
-
- Humans, although known by most in the universe to come from a fair
- planet in the Milky Way system, actually hail from all over the
- universe. Depending on their planet origin, Humans may have bred
- with other species and vary greatly as to their overall evolution
- with those from Earth falling somewhere in the lower-echelon,
- motivated by survival and procreation. Only in the last hundred
- years have these formerly denial-ridden creatures living in
- arbitrary, war-torn realities begun to accept the possibility of
- life outside of their once miserable microcosm. The induction of
- superior alien technology and logic have done wonders for the Human
- way. Currently, Earth's racial/breed makeup is comprised of almost
- everything imaginable, including Humans at varying levels of
- species development with those from advanced planets sharing
- technologies with those from lesser. Earth's long overdue
- tranquility and beauty makes it ideal as a rest stop for intra-
- system travellers. Humans generate strong feelings from different
- races. While Earth's mixture is fairly at peace with one another,
- other races see them as simple, insensitive, superstitious and
- barbaric. Some races, such as the K'kistiks, simply detest
- anything that isn't a K'kistik (somehow an all too familiar thought
- process to most humans). The Human mercenary will perform at a
- decent level in most areas, and are adept at fighting due to their
- natural territorial, competitive nature. Humans bond well with one
- another most of the time, and their innovative abilities are
- respected by the most highly evolved species of life. Pure-race
- Humans need oxygen to survive and are fragile outside of Earth, but
- are often a mysteriously important factor to a hit squad's
- strategic success and morale.
-
-
- Tarrotians
- ----------
-
- These are a race spawned from the union of the Humans and various
- bipedal indiginous Raptor-species from outer-system cloud worlds.
- Tarrotians benefit from the keen eyesight and quickness of a Raptor
- and the intelligence, creativity and adaptability of Humans. These
- creatures carry most light weapons with their Human-like claws with
- ease and can be fitted with most armor adapted from other
- creatures. Tarrotians are tall, slender but strong, and very quick
- on (and off) their clawed feet. Although they are flightless, it's
- not uncommon to see Tarrotians leaping about during an encounter,
- sometimes as high as four or five feet!
-
- Mechanized/Cyberorganisms
- -------------------------
-
- These names refer to any artificial entity. Cyberorganisms can
- appear in the form of the simple processing circuits or complex,
- autonomous service droids. In any case, these things are usually
- built to attend to the mundane tasks that might drive any living
- creature insane with boredom or disgust. Some projects are simply
- too dangerous for anything but mech-life. Although most mech-lives
- keep a low profile when going about their tasks, they can get quite
- aggresive, if so programmed, when thwarted in any way such as a
- Ragnar issue #47 security model droid sporting the latest in infra-
- sensory and bio-elimination technology spotting an intruder of a
- high security installation; an intruder that could just as well be
- YOU! There is a growing trend in the scientific community of late,
- however, and that is to build and keep mechanized entities around
- for sheer enjoyment of their often quirky personalities that
- develop as a result of programming and environment. A newly
- assembled droid can be "mind" programmed as a comedic type or
- simply be a reserved fountain of information and unwavering logic.
- These entities form measurable bonds with their caretakers,
- assigned or otherwise, and seem to transcend their mechanized
- origins over time. Needless to say, the application for this type
- of entity has been exploited all too well, especially within the
- seedy confines of cities such as Vos Legas.
-
-
- Viogens
- -------
-
- These advanced humanform Apatosan-residents are an example of the
- divergence of evolution among the Human races hailing from
- different systems. While sharing a common ancestry with Humans in
- the days before the Solar Year time conversion system.,Viogens are
- far ahead of Humans in terms of brain-utilisation, technology, and
- adaptative behavior. Most of this race stands an average of 5'5",
- 145 lbs., their relatively small frames being efficient and viable
- on their home planet. Viogens came to exist by virtue of countless
- tests that were being performed on Humans, as suspected in several
- far-seeing Earthan documents, for the purpose of collecting Human
- genetic breeding information. The beings suspected to have been
- conducting these studies were of a gentle but firm nature, being
- far ahead of Humans in technology and brain evolvement but seeking
- to diminish some of its inherent weaknesses with Human strengths.
- The extreme variety of Human races became the perfect gene-pool to
- dip into and hence the birth of the Viogen. These creatures posess
- the individuality and fighting ability of Humans but are masters of
- communication and logical thought. Their emotions reflect on their
- bodies in the form of different colors, ranging from black to
- white, in different intensities, and representing the gamut of
- feeling. Communication with a Viogen is an effortless process, as
- they are quite telepathic and can respond to a thought as quickly
- as presented!.
-
- Ghalarth
- --------
-
- A misunderstood creature, the Ghalarth most often invokes fear
- rather than the more appropriate emotion-pity. This race has been
- exploited ever since its appearance into Consortium systems,
- approximately 2062 s.y.. Ghalarth are generally good natured but
- lack the facilities to realize when they are being exploited by
- bounty hunters, minefield forebeings, or intergalactic crime-
- kingpins. They are often in the service of someone who sees them
- as an expendable workhorse. It is currently illegal as per
- Consortium regulation 77-0347.8 to buy, sell, or otherwise
- participate in the continued oppression of a Ghalarth. Besides,
- there is a growing population of them learning COMON (a Consortium
- approved universal default language) and educating their own of
- this nefarious practice. Though slow to anger, the Ghalarth fury
- is to be avoided! They are large creatures, ranging in size from
- 6'3" to 6'8". Extremely strong, good endurance, generally good-
- natured, mechanically adept
-
-
- Schao Tsai
- ----------
-
- This half feline, half human bipedal martial arts oriented race
- hails from Trindor's sister moon Bao, a lush, atmospherically
- protected world teeming with plant and animal life of all sorts.
- Schao Tsai are so named due to this creatures hunting prowess (like
- the ancient Chinese tsai weapon), in conjunction with its ironic
- gentleness and calming wisdom, (named for the Schao-Lin temples
- dotting the protected ruins of New China). Ranging in standing
- height from 5'9" to 6'4", these lithe "catmen" are by far the
- fastest beings in the Consortium worlds, and can outrun any terra-
- based species without effort over moderate distances. Running on
- all fours, with their bodies at full stride, they bound 20 feet at
- a time, covering great distances effortlessly. Their highly motion-
- sensitive eyesight is superb though not quite as sharp as the
- Tarrotian Raptors. When sighted the Schao Tsai often will be seen
- alone, though among themselves in their dens they are quite social.
- Schao Tsai speak Schaot, COMON, and of course have been taught
- Chinese, both Mandarin and Cantonese, by the parent colony
- settlers. If you are so fortunate as to meet and converse with a
- Schao Tsai, listen carefully; their words are few but meaningful.
-
- These deep thinkers and naturally well-armed creatures (They refuse
- to wear anything too bulky) have mostly been exposed to Consortium
- employed Human (Asian) Tending Officers and Land Keepers after New
- China's discovery of this beautiful terra-planet. The Schao Tsai
- are accepting, though cautious, of most beings they encounter off-
- world, though will never pledge allegiance to any one master.
- Instead, these creatures thrive on their own inner worlds of
- thought and independence. If one happens to meet a Schao Tsai for
- the first time, don't be alarmed at their custom of rubbing their
- facial whiskers on your cheek, it means you now have a powerful
- ally.
-
- Unfortunately, rogue bounty hunters seek to skin the Schao Tsai for
- its fur, the first one promising to earn a fortune in seedy off-
- world black markets. Rumors have it that these would be poachers
- have simply turned back in utter terror, been quickly torn to
- shreds by defending Schao Tsai, or have in their frustration
- ravaged entire H.T.O. villages. K'kistiks have comprised a
- majority of these rogue poachers and enlightened the Schao Tsai as
- to the greater evil that has been inflicted upon the Consortium,
- hence the Schao Tsai's recent involvement with the Rebellion.
-
- T'togam
- -------
-
- Little is known about this species, but an inordinate amount of
- them can be seen within the not-so-sacred casinos of Vos Legas,
- gambling and drinking away their meager coinage. Some speculate
- that many T'togam have been coerced into BlackMarket Mob affairs
- and having defected, looking over their shoulders in this remote
- corner of the universe.
-
- Other Races
- -----------
-
- There are more known (and unknown) races in the charted sectors of
- the Consortium areas alone than there is space to describe them.
- The vast array of the variously-populated universe will become all
- too apparent when delving into the nether regions. Just use
- caution and diplomacy with these races, whether by weapon or
- otherwise, to remain alive for the Rebellion's cause
-
-
- MERCENARY PROFILES
- &Q ==================
-
- Name: Braak "Squawk" Tarrop
- Height: 7'1"
- Weight: 325
- Age: 4 yrs.
- Race/Breed: Tarrotian (Icharus Assault Falcon) male
- Training: Sharpshooting (most light weapons), stealth
- Personal History:
- -Braak hails from the Berok Cloud System and is currently a
- member of the Rebellion.
- -Braak served as a flight leader during the tender first year of
- his life at Berok, and assisted the Consortium's efforts during
- the Nebulous Conflict as pointman for a special-operative and
- reconnaisance squad.
- -Free trader, 5 months
- -Weapon transport, 7 months
- -Domestic; nest attendance with SheHawk, 2 yrs., 5 months.
- Description:
- Being of Tarrotian ancestry, namely the Icharus Assault
- Falcon species, Braak has a tremendous natural ability with
- regard to combat, stealth, and his incredibly sharp eyesight
- doesn't hurt either. "Squawk", as he is affectionately referred
- to by his cohorts, is also reknown for his dynamic battle re-
- location tactics springing 4 to 5 feet from one place to the
- next!
-
-
- Name: Vasek "Chameleon" Gendorf
- Height: 5'1"
- Weight: 106 lbs.
- Age: 312 yrs.
- Race/Breed: male Viogen
- Training: no Consortium records of formal training
- Personal History: Vasek's home back on Apatos, which
- rotates with the orbiting of the water blue-green water moon,
- Instrun, is a truly beautiful place. Although few understand
- why any resident of such a lush pod-village would leave for
- grungy mercenary work, even fewer understand the depth of
- intrinsic concern Viogens have for all that is in the
- Consortium worlds. Vasek was a senior council member and
- ambassador to Instrun before he decided to join the
- Consortium's Rebellion against K'kistik oppression. "Too
- many paperthing", he would often project to those with open
- minds, "Too many few success". Loosely translated in
- COMON slang Vasek was saying, "Time to stop shuffling
- papers and kick some butt!"
- -No Consortium records of military service or otherwise.
- Description: Viogens are a hard race to miss, as they often
- assume a skin tone only seen in artificially created colors.
- They can assume a decent camoflage based on their
- surroundings but are most often noted for their colorful
- emotions reflected on their faces. Vasek often assumes the
- deep blue-green colors of the watery moon of Apatos, Instrun.
-
-
-
- Name: Lancer "Sly" Burke
- Height: 5'3"
- Weight: 122
- Age: 24
- Race/Breed: Human
- Training: Martial arts, Pistol (all classes)
- Personal History: Born and raised on Quinte-4, definitely
- the 2nd most violent planet in the Quinte system. Nobody in
- their right lobe would willingly live on Quinte-5! Fact is,
- every planet in the Quinte system is rife with those who
- would end your life as soon as terminate or extinguish your
- cohorts! Aptly dubbed "Sly" at a downsector cantina because
- of his shadow hiding practices, Lancer prefers the Martial
- way to all other forms of combat. "My weapons are always
- with me.", Sly often quips. Lancer's no fool, though, he does
- pack a concealed, lightweight Holdout Pistol," for those
- special moments," Sly informs," when I really don't want to
- get caught showing up at the proverbial gunfight armed only
- with my fists!" Sly joined the Rebellion after, he quotes,
- "K'kistik atrocities in the Quinte system made us appear to be
- traipsing in poppies brandishing static fingers!"
- -Received additional exclusive Schao Tsai martial training
- grant after winning the Quinte-5 lesser mass planetary bouts.
- Description: Sly is the only Quinte-trained martial-artist who
- has joined the Consortium's Rebellion. He enjoys making
- those around him chuckle, and has learned the home
- language of the Viogen race because, "Causing the normally
- sedate Viogen to belly-laugh is an amazing sight, the harder
- they laugh, the crazier those swirling facial colors get!!".
-
-
-
- Name: Inga "Ice" Einschoff
- Height: 5'11"
- Weight: 155
- Age: 22
- Race/Breed: Human
- Training: Most projectile weapons, Intelligence gathering.
- Personal History:
- -Born and raised on Earth, NorthernWest quadrant.
- -Delco Industries weapon tester, 2 yrs.
- -Famine wars, Lerit system, Introduced MicroRifle to the
- oppressed for emergency cooking of edible K'kistik remains.
- -provided Famine War log to Consortium High Command.
- Description: Inga appears to be distant and slightly aloof in
- her demeanor. Well, that's because she is rather emotionally
- guarded and slightly aloof, but her heart is a big, squishy,
- warm, and kind one. She was instrumental in helping to feed
- the Lerit System Famine War victims, and risked life and
- limb as a secret operator during these as well. Her detailed
- logs were invaluable to the Consortium as it revealed valuable
- K'kistik "war of attrition" strategies. Out of pure habit and
- training, Inga rarely speaks, though she's proven herself well
- as a listener.
-
-
-
- Name: S'shoshana "Giggles" Ellon
- Height: 6'3"
- Weight: 186
- Age: 3
- Race/Breed: S'sthrell/Human half breed
- Training: Medicine, field surgery, psychoanalysis
- Personal History: S'shoshana's home moon of Threll has a
- reputation for producing some of the most able medics in the
- business. S'shoshana has benefited from intensive schooling
- and a medically-oriented genepool, but lacks real on the-job
- experience. Her nickname comes from her extremely
- vivacious personality, which always seems to be on the verge
- of laughter, posessed by giggles, or recovering from
- chuckling! It is remarkable that she ever kept her fingers
- steady enough to pass her HoloSurgery exams!
- -Threll IntraVersity graduate, class of 2200 s.y. P.H.D. in
- Mobile Medicine.
- -Logged 1400 hours, HoloSurgery*
- Description: Tall, slender and beautiful, S'shoshana's half
- S'sthrell, half Human background is stunning to say the least,
- both inside and out. She relates very well with others due to
- her inbred understanding of the psyche and is quite an easy
- target for aspiring Mercenary comedians. (Ahem, Jester and
- Sly, keep away!)
-
-
-
- Name: Conchita "Dragonfly" Alvarez
- Height: 5'4"
- Weight: 132
- Age: 25
- Race/Breed: Human (SouthWest quadrant)
- Training: HoloLife survival training course (50 hours),
- light weaponry training, leadership training, general battle
- strategy/psychology, troop management, droid programming.
- Personal History:
- -Born on Earth in a desperate, remote village of SouthWest
- Quad, Conchita was forced to relate to all types of lifeforms
- in the flesh, exoskeleton, scale, etc.at an early age, and has
- learned to focus her fiery disposition into effective diplomacy
- with most known Consortium defined races. Her meager
- beginnings were a minor obstacle for her determination to
- make something of herself, despite fending for herself from a
- young age and being surrounded by the whining apathy of
- those around her.
- -Smuggled herself in a truly mercenary fashion, not only off
- Quad, but off world to the Jalaak system, where she trained
- with Rebellion allied Chlorophants and Ghalarth.
- -Scored highly with Point-Position Leadership in
- HoloSquad exercises.
- -Withstood the infamous Quinte-5 HoloStress environment
- for an unheard of 15.35 hours, breaking all previous records.
- Description: Ms. Alvarez is a survivor. In addition to her
- leadership abilities, Conchita has an extreme amount of
- endurance and has proven to be a very effective squad leader.
-
-
-
- Name: Lenny "Skeeny Boy" Deforest
- Height: 6'0"
- Weight: 143
- Age: 25
- Race/Breed: Human
- Training: SaddleComp compusystems training, extensive
- self-training in cybertechnology, light systems kinetics,
- explosives arming and disarming, droid programming.
- Speaks Comon, S'sthrell, Viogen, some Ghalarth.
- Personal History:
- -Has appeared as a speaker at various technical centers
- throughout the Earth quads.
- -Designed and built the LAX-8 companion/mining droid for
- Lusios sector 3 and 4, but the project was discontinued when
- it became aware that it didn't have to mine Plenum if it didn't
- want to. Deforest is back at the re-programming storyboards
- to fix the bugs in the LAX-8.
- -On a different note, Lenny's likeable personality was noticed
- by an ad scout for O-Ya Cola , and Lenny was subsequently
- signed on as the official O-Ya Cola spokesmodel and can
- be seen on billboards throughout the more popular galactic
- planet runs.
- Description: "Skeeny Boy" has a good-natured personality
- that induces insane laughter in most everthing he meets.
- Speculators say that Lenny spends so much time alone
- building pet cyberprojects that he keeps himself entertained
- by imitating different voices and alien dialects. " O-ya...",
- Skeeny blurts, " That's da way yi yam! Oooooooya. What can
- I do? I can't do nuthin' about it. Nope. No Sireebob...!". Case
- in point.
-
-
-
- Name: Ghlonk "The Ram" Rhantarg
- Height: 6'7"
- Weight: 359
- Age: 2
- Race/Breed: Ghalarth
- Training: no formal training
- Personal History:
- -Defected from K'kistik work camps on Kotrae by means of a
- garbage barge. Some maintain that Ghlonk still smells like
- that shuttle, though as yet no has mentioned it to him for
- some reason.
- -No formal military training.
- Description: Aptly named "The Ram", Ghlonk brings the art
- of berserking to a new level of sophistication. Using his
- thickly skinned, dense skull, Ghlonk enjoys charging his
- opponents and ramming them into oblivion. This is a truly
- unexpected tactic in the age of energy driven missile
- weapons
-
-
-
- Name: Chlana "Boomer" Chlonok
- Height: 7'1"
- Weight: 304
- Age: 168
- Race/Breed: Chlorophant
- Training: Hand held missile weapons
- Personal History: Chlana, like most Chlorophant, was born
- a resident of the Jalaak system. Unlike most Chlorophant, she
- sympathizes with the Rebellion's efforts and was fortunate
- enough to resist the exploitive bribery efforts of early K'kistik
- colony scouts. The K'kistiks deal with each race differently,
- and extra care had to be taken with the Chlorophant species
- due to their formidable size and strength, and natural watery
- habitat. Blatant K'kistik use of force against the Chlorophant
- in the post A.D./s.y. switch years would have resulted in a
- Chlorophant retreat into their watery cities, making them
- nearly inaccessible.
- -Born on EshNun, second planet in the Jalaak system.
- -Served with the Jalaak amphibious assault crew during the
- Chlorophant uprising. (8 mos.)
- -Defected to the Consortium after unappreciative civilians
- gave her hell for being a helpless draftee in a government
- war.
- Description: Tall, large boned and quite strong, Chlana is
- the perfect candidate to have in the rear of a squad, wielding
- a rocket launcher aimed over the heads of the other mercs if
- necessary. She can carry a good deal of heavy equipment
- without being overencumbered. Her nickname Boomer
- accurately reflects her explosives training.
-
-
-
- Name: C.U.D.4 (CyberTech Utility Droid)
- Height: 3'
- Weight: 175
- Age: 2 months
- Race/Breed: Utility droid
- Training: Programmed for mine placement, deactivation,
- medical duty, computer system interaction.
- Personal History: No history, brand new.
- Description: CUD4 is a short, squat little droid, fresh off the
- assembly line and newly programmed. CUD's been coded to
- handle dangerous explosives-related tasks as well as a variety
- of delicate medical tasks, and also computer interfacing
-
-
-
- Name: Twae "SheHawk" Tarrop
- Height: 7'0"
- Weight: 357
- Age: 3
- Race/Breed: Tarrotian ( Daedelus assault Hawk ) female
- Training: Sharpshooting, Blitzkrieg tactics, stealth, missile
- weapons.
- Personal History: Twae is from the Berok Cloud system
- over Lusios, and is nest mate of Braak, a Tarrotian male.
- -Served as "wingman" to Braak during the Nebulous
- Conflict. 7 mos.
- -Free trading consultant, 5 mos.
- - Domestic period, proud bearer of two healthy chicks, Chip
- and Squal. 3 yrs.
- Description: As her name would indicate, SheHawk posesses
- the inherent qualities universally associated with her Raptor
- species: Sharp, long range vision, treacherous claws, and a
- jumping ability beyond belief in spite of her imposing size.
- Twae cannot fly, though, an evolutional trade off for the more
- bi-pedal, humanform mix-breeding that defines her very race
-
-
-
- Name: Jhalah 17 "MechKop"
- Height: 5' 8"
- Weight: 145
- Age: 26/2
- Race/Breed: Cyborg (female)
- Training: Most weapons (energy and ballistic), full-gear riot
- control, security patrol.
- Personal History: Born Jennifer Olen on SouthEast
- EarthQuad in s.y.2174, the since reconstructed and renamed
- Jhalah was involved in a severe hovercraft collision, leaving
- her all but dead. Olen's family recieved the proper counseling
- from the medical entities caring for Jennifer, and after
- becoming aware of all their options, decided to call in
- CyberTech. Jennifer's brain was replanted, and through
- several weeks of cross-culturing, DNA/RNA replication, and
- medically applied holo-sculpture, Jennifer became Jhalah 17.
- Cybertechnology is not cheap and quickly drained the Olens'
- credit resources, but the Olens' had their baby daughter
- back...well, sort of.
- -Riot control leader, Famine Wars, Lerit System, 6 mos.
- -Security Patrol, Berok System,1yr.6mos.
- Description: Jhalah's CyberTech implanted mechparts are
- only 2 years old to date. Since the reconstruction, Jhalah has
- pursued an active military and security related career due.
- Cyborgs are rare, and can command a high salary for their
- invaluable services.
-
-
-
- Name: Hank MVR-15
- Height: 6'0"
- Weight: 230
- Age: 28\5
- Race/Breed: Cyborg
- Training: Most weapons, explosives.
- Personal History:
- - Programmed specifically for weapons aptitude and
- placement/disposal of explosives.
- Served in Chlorophant uprising as weapons/explosives
- consultant -8 mos.
- Description: Hank's body was discovered back on Southeast
- Quad, sector AF on Earth. A special operative from Instrun,
- Hank was looking for recruits for "personal interest"
- assignments. Needless to say, those that didn't want such
- suspected "galactic favors" carried out had him off...makes
- one wonder which side CyberTech Industries is on, as Hank
- was rebuilt to be one of the most formidable Cyborg units in
- existence today
-
-
-
- Name: Spike "Comanche" LeBold
- Height: 5'9"
- Weight: 168
- Age: 21
- Race/Breed: Human, Southwest Quad, Earth
- Training: Recent graduate, NeuForce Academy, Class of
- 2200.
- Personal History:
- Spike is the youngest of his brothers and sisters on Earth.
- Although his family suffered the ravages of anarchy like the
- rest, Spike had a vision. This vision surpassed the bounds of
- his troubled planet out to the chaos of the galaxy. Spike's
- dream was to be a mercenary, freedom fighter, soldier for
- hire, etc., anything but suffer at the hands of the upheaval
- that surrounded him and his family.
- Description: Spike radiates immense confidence and seems
- to posess leadership qualities. His academy ratings are good
- but Spike has no real experience...hence his humble fee
-
-
-
- Name: Beek "Chap" Tarrop
- Height: 5'8"
- Weight: 195
- Age: 1
- Race/Breed: Tarrotian
- Training: NeuForce Academy, class of 2200.
- -Family trained in basic combat techniques as well as
- Tarrotian combat techniques.
- Personal History: Male hatchling of Braak and Twae.
- Description: Beek has no experience but benefits from good
- genetics and many hours of training from his parents
-
-
-
- Name: RU-586 MED
- Height: 4'5"
- Weight: 255
- Age: 8
- Race/Breed: Mobile Medical unit
- Training: Programmed and configured for "field" medical
- assistance
- Personal History: RU-586 was manufactured 8 years ago by
- Didier Industries as an addition to medical teams assisting the
- Lerit System during the Famine Wars. As military medics
- found themselves becoming tired during the war efforts the
- mechanized medical units were a tireless and welcome
- backup, allowing the meds some rest.
- -Recieved two upgrades in 2197 and 2199, and is considered
- state-of-the-art.
- Description: Short and squat, RUMED is well equipped with
- modern all-terrain motion control devices and the patented
- Didier dual stabilizing gyros for a steady utility arm. Despite
- their bulky, sterile, hospital on wheels appearance, RUMED
- has a gentle disposition, well honed skills, a good knowledge
- of medical psychology and of course never forgets his
- patients
-
-
-
- Name: Vosah "Morph" Shengen
- Height: 4'8"
- Weight: 85
- Age: 266
- Race/Breed: Viogen
- Training: Being relatively young, Vosah is not as
- experienced as most Viogen that one would encounter
- normally, although encounters with the Viogen are by no
- means normal. The meager training she has received is as
- follows: (partial list)
- -Educated through MoedEme offsite research service on
- Instrun. Well versed in alien psychology, Bio/mech
- physiology, cyberorganism communicology, cryogenic
- specimen recovery psychology briefing/debriefing, lower-
- echelon species bonding techniques.
- Personal History: Born on tiny blue-green Instrun, orbiting
- moon of the huge planet, Apatos.
- -Medic and counselor during the Famine Wars, Lerit System.
- -CyberTech, SynthEgo division, 4 yrs., assisted in
- synthesized personality development.
- -Chief briefing/debriefing officer for IMA cryogenic labs. The
- first few minutes that follow the "thawing" process of a
- cryogen specimen are crucial. In order to prevent the extreme
- shock and possible insanity associated with thaws, the
- cryogen specimen must be immediately made aware of it's
- current situation, all new data to the specimen must be
- "humanely" filtered by a skilled Empath or Medic type
-
-
- Often these terminally-ill cryogen specimens were "frozen"
- (at a very stiff price) in the hope of being thawed and cured in
- a (hopefully) more advanced future. Some engaged in the
- process simply out of curiosity for what the future might
- bring. In any case, many of those thawed reacted violently to
- their dramatically different and permanent arrangement. To
- the cryogen, it is an instantaneous blip from freezepoint
- unconsciousness, perhaps hundreds of years of storage,to final
- thaw! Assimilation takes years with the most well-adjusted
- travellers, but many never recover from the shock of the new
- environment...although the Viogen have been instrumental in
- the more successful cryogenic recoveries.
- Description: Vosah's small, fragile frame is dwarfed by the
- magnitude of her incredible mind. It is truly a sight to witness
- a being, feeling comparitively large, switch from interfacing
- at a bold and base physical level to a shirking mental
- mindcringe when first meeting this luminous Viogen female.
- Truly an asset to any squad
-
-
-
- Name: Tuchai "The Fang" Tsuncheng
- Height: 6'3"
- Weight: 193
- Age: 7
- Race/Breed: Schao Tsai
- Training: No training necessary. (Quite a good rating based
- on Quinte-5 HoloEnvironment test results.)
- Personal History:
- -Homeworld: Bao of Trindor
- -Joined Consortium's Rebellion in 2199 as a special
- reconnaisance agent.
- -No additional information-
- Description: Tuchai is the only known Schao Tsai member of
- the Interstellar Mercenary Association. Despite his
- treacherous nickname, "The Fang" is gentle with allies and
- moderately loyal to whom he chooses to follow (or lead).
- Tuchai often recalls the time when his PrideFather taught
- him speed focusing for the first time. PrideFather said," son,
- if you can remove this luhunberry from my paw before I can-
- ", PrideFather got no farther, for the clever young Tuchai had
- taken the initiative and snatched the luhunberry. " Well
- done...", PrideFather said with a chuckle, "So today we've
- learned the element of suprise!
-
-
-
- Name: "Vice" (Name in K'kistik is "K'kin", A Schao Tsai
- oxymoronic term meaning Enemy Brother)
- Height: 6'5"
- Weight: 226
- Age: 6 mos.
- Race/Breed: K'kistik (Confidential)
- Training: Minor H.T.O. training on Bao of Trindor
- Personal History: Apparently an egg-bearing K'kistik
- poacher on Bao forgot to collect all of his larvae after
- emergency birthing before a K'kistik pickup shuttle could
- arrive. Needless to say, K'kin never knew the K'kistik way
- and has been duly trained by merciful H.T.Os despite being
- "one of the enemy oppressors".
- Description: K'kin is young, but not stupid. He hides his
- identity well, insulating it with layers of protective
- Consortium armor and weaponry. No mercenary in his right
- mind would knowingly serve with a K'kistik, but Vice keeps a
- low profile with his armored getup and the use of his callsign
- as his exclusive identity. When addressed will speak
- COMON, although was born able to understand and speak
- K'kistik...a genetic curiosity not previously known by the
- Consortium.
-
-
- TROUBLESHOOTING
- &R ===============
-
- Problems and Solutions
- ----------------------
-
- Strike Squad fails to load or run properly
- ------------------------------------------
- *You may not have enough free memory or enough total
- memory.
-
- Strike Squad requires 2 MB of available memory to load
- and run. Strike Squad requires an additional 1 MB of XMS
- extended memory for playing digitized sound effects. XMS
- memory is not the same as EMS and does not use the
- EMM386.EXE driver to load
-
-
- XMS memory requires the HIMEM.SYS driver
- (DOS/Windows) or other upper-memory manager (QEMM,
- 386MAX for example) to be first loaded.
-
- *You may have a memory-resident TSR program that is
- conflicting.
-
- See the "TSR programs/Device drivers" section for
- information on what TSRs are and what conflicts may arise.
- Check the Config.sys and Autoexec.bat file samples below to
- see if you may need to edit these files to stop programs from
- being loaded that can cause a conflict with the game.
- Creating a boot disk, using the Boot Disk instructions below
- will allow you to boot the machine from a floppy.
-
- *Some disk compression programs, like Stacker or DOS 6.0
- Doublespace, may not always be compatible with Strike
- Squad.
-
- Try installing the game to a non-compressed portion of the
- hard drive and then create a boot disk that boots without disk
- compression drivers being loaded into memory.
-
- Strike Squad displays Insufficient Memory messages
- --------------------------------------------------
- *You may not have enough free memory in the 640K portion
- of DOS.
-
- Use DOS MEM or CHKDSK commands to check "largest
- executable program size" for the amount of memory free
- before game play. Remember, bytes shown must be divided
- by 1024 to calculate the actual amount in K (kilobytes)
- available.
-
- You may have to alter your Config.sys and/or Autoexec.bat
- files or create a boot disk to free up enough memory. See "Sample
- Config.sys" and "Boot Disk" sections below.
-
- *You may not have enough available XMS (extended)
- memory.
-
- Run DOS MEM or CHKDSK to see how much XMS
- memory is available.
-
- XMS memory does not use the EMM386 command and you
- may need to alter or remove EMS memory to free up more
- XMS memory.
-
-
- Sound Effects do not work or stop working after playing for a while
- -------------------------------------------------------------------
- *You may have chosen an incorrect IRQ or I/O setting
- during installation.
-
- Run the SETD program again and be sure that correct
- options are chosen for sound board and its settings. You may
- want to consult your sound card or device manual or test
- software to determine the correct settings for that board.
- For example, your Sound Blaster Pro sound card may be set
- to IRQ 5 but the Sound Blaster Pro driver in Strike Squad
- expects it to be on IRQ 7. The SETD program in this case
- would need to be set to IRQ 5 instead of the default IRQ 7.
- Be sure that the SETD options match your sound card or
- device settings. Check your sound card or device test
- program or manual for further instructions on correcting
- problem.
-
- *You may not have enough available XMS (extended)
- memory.
-
- The Strike Squad game requires only 2 MB of memory to
- run but requires an additional 1 MB of XMS (extended)
- memory to play the digitized sound effects. Run DOS MEM
- or CHKDSK to see how much XMS memory is available.
- XMS memory does not use the EMM386 command and you
- may need to alter or remove EMS memory to free up more
- XMS memory.
-
- *You may have a memory-resident TSR program that is
- conflicting.
-
- See the "TSR programs/Device drivers" section for
- information on what TSRs are and what conflicts may arise.
- Check the Config.sys and Autoexec.bat file samples below to
- see if you may need to edit these files to stop programs from
- being loaded that can cause a conflict with the game.
- Creating a boot disk, using the Boot Disk instructions below
- will allow you to boot the machine from a floppy disk instead.
-
-
- Sound effects are slightly garbled or do not always play on time
- ----------------------------------------------------------------
- *The sound card or device being used may be causing an
- interrupt problem.
-
- The construction and chips used in some sound cards like
- the Adlib card (not the Adlib Gold which has different sound
- chips) and some external devices like the Disney Sound
- Source may have interrupt problems with the 32 bit code used
- for sound playback and thus they may experience loss in
- quality of sound or timing problems with sound effect
- playback.
-
- The mouse pointer does not appear
- ---------------------------------
- *The mouse driver may not have been loaded before starting
- the game.
-
- Be sure that the mouse driver is loaded in your
- Autoexec.bat or Config.sys file or that you typed your mouse
- command (such as "Mouse") before loading Strike Squad.
-
- The mouse cursor appears but mouse does not function correctly or at all
- ------------------------------------------------------------------------
- *Mouse driver may not be a 100% Microsoft or Logitech
- compatible driver.
-
- Make sure that the Microsoft or Logitech name and version
- number is displayed when the mouse driver is initially loaded.
- Consult your mouse user's guide or package to verify that it
- is 100% Microsoft or Logitech compatible. If not, you may
- check with the mouse manufacturer to see if an updated
- version of the mouse driver is available from them that will
- correctly work with Strike Squad.
-
- The game runs too slow slowly
- -----------------------------
- *Your computer may not be fast enough to run the game
- effectively.
-
- Check the Strike Squad box and the Machine Requirements
- section of this manual for minimum and recommended
- system configurations. Required options are the lowest
- settings possible for the game to be "playable" but a bit slow
- nonetheless, recommended options are for the settings at
- which the game would function at a "comfortable" speed.
-
-
- Equipment Changes
- -----------------
- If the sound equipment in your computer changes, run the
- SETD program from the DOS prompt and choose the new
- options.
-
- If you replace your existing mouse with a new one, no
- changes need to be made to the configuration.
-
- Make sure, however, that the new mouse driver is loaded and
- 100% Microsoft compatible before starting Strike Squad.
-
- TSR programs/Device Drivers
- ---------------------------
- TSR (Terminate Stay Resident) programs once loaded,
- remain in memory and may create memory conflicts with the
- Strike Squad installation program, the game program itself,
- or even the sound drivers.
-
- It is possible for these programs to use up memory necessary
- for the game or for them to cause lockups and other strange
- occurances. It is recommended that you not run any such
- program if having problems either installing or playing Strike
- Squad
-
-
- Some sample TSRs are: device drivers (such as CDROM drivers,
- Scanner drivers, special Video drivers, etc), shells (such as
- DOSSHELL), Utilities (such as Windows Smartdrive and DOS Share).
-
- TSR programs are normally loaded upon system bootup in your
- autoexec.bat file. Device drivers and DOS shells are also loaded
- automatically and are generally installed in the Config.sys file.
-
- See sections below for information on editting Config.sys and
- Autoexec.bat files to remove TSRs or for creating a boot disk
- without TSRs loaded.
-
- Config.sys and Autoexec.bat
- ---------------------------
-
- These files allow you to control how memory is used and therefore
- set the amount of free memory and whether high memory is configured
- as EMS memory, XMS memory, or both.
-
- Sample DOS 5.0 CONFIG.SYS and
- AUTOEXEC.BAT files:
-
- CONFIG.SYS
- ----------
- DEVICE=C:\DOS\HIMEM.SYS
- DOS=HIGH,UMB
- FILES=15
- BUFFERS=15
-
- AUTOEXEC.BAT
- ------------
- PATH=C:\DOS
- PROMPT $P$G
-
- You can use the DOS 5.0 EDIT function or other word processor
- program to edit your existing Config.sys or Autoexec.bat files.
- They will be in the root directory (C:\) of the hard drive. If you
- don't want to edit hard drive files, see Creating a Boot Disk
- below.
-
- Creating a Boot Disk
- --------------------
-
- If you wish to free up more low memory or increase the amount of
- available XMS memory without altering the Config.sys and
- Autoexec.bat files on the hard drive, you will want to create a
- boot disk. You can use the commands below to Create a Boot Disk
- for use with the Strike Squad game.
-
-
- Creating a DOS 5.0 Strike Squad Boot disk:
-
- 1) Place a blank disk into drive A:.
-
- 2) At the C> prompt type: FORMAT A: /S
- 3) Use the DOS "Edit" utility to create a Config.sys file:
- Type: EDIT A:CONFIG.SYS
- If you are having problems with the DOS EDIT
- function, please refer to your DOS manual.
-
- 4) Type:DEVICE=C:\DOS\HIMEM.SYS
- DOS=HIGH,UMB
- FILES=15
- BUFFERS=15
-
- NOTE: If you are loading a Mouse.sys mouse driver, you will need to
- type it here. Otherwise, mouse commands would be put into the
- Autoexec.bat file. To load, Type:DEVICE=C:\MOUSE\MOUSE.SYS
-
- 5) To save this Config.sys file, hold down the [ALT] key and press
- [F]. The file menu will be displayed. Press the [X] key and then
- Enter.
-
- 6) Next you will want to use DOS "Edit" to edit the batch file
- Autoexec.bat.
-
- Type: EDIT A:AUTOEXEC.BAT
-
- 7) Type: PROMPT $P$G
- PATH=C:\DOS
-
- 8) Next you will want to type in your mouse command. For example:
- MOUSE for a Microsoft mouse. You may need to look at the
- Autoexec.bat file on the hard drive or look up the command in your
- Mouse documentation.
-
- Example: Type: C:\MOUSE\MOUSE.COM
- Remember to type in the appropriate command for your mouse driver.
-
- NOTE: If you are loading a Mouse.Sys mouse driver, you will want to
- put that mouse command in the Config.sys file and not in this
- Autoexec.bat file. Consult your mouse documentation and/or DOS
- manual for information on loading mouse.sys drivers.
-
- 9) To save this file, hold down the [ALT] key and press [F]. The
- file menu will be displayed. Press the [X] key and then Enter.
-
- 10) Finally, reboot the computer by using the Reset button or by
- pressing and holding down the [CTRL], [ALT], and [DEL] keys at the
- same time.
-
- This will boot the computer from your boot disk and not the hard
- drive.
-
-
-
-
- Limited Warranty
- ====================
-
- Mainstream America warrants the original purchaser of this
- computer software product that the recording medium on which the
- software programs are recorded will be free from defects in
- materials and workmanship for ninety days from the date of
- purchase. Defective media that has not been subjected to misuse,
- damage, or excessive wear, will be replaced at no charge within
- ninety days of purchase.
-
- Following the ninety day warranty period, defective media will be
- replaced for a replacement fee of $7.50. Return defective media,
- and payment to:
-
- Mainstream America
- 1012 South Main Street
- Taylor, PA 18517
-
- Except as set forth above, this warranty is in lieu of all other
- warranties, whether oral, or written, expressed or implied,
- including implied warranties of merchantability or fitness for a
- particular purpose. Mainstream America shall not be liable for
- incidental or consequential damage resulting from possession, use,
- or malfunction of this product, including damage to property, and
- to the extent permitted by law, damages for personal injury.
-
- Some states do not allow limitations on how long an implied
- warranty lasts or the exclusion or limitation of incidental or
- consequential damages, so the above limitation or exclusion may
- not apply to you. This warranty gives you specific legal rights,
- and you have other rights which vary from state to state.
-
-