Hint: Purchase at least one or two Persuadatrons (indoctrinators) in your
initial outfitting. You'll need them. And try to persuade any agent you come
across after you have ten or more citizens following you around.
Hint: For a big treat on the first Syndicate mission, walk one of your agents
up on the podium in front of the video display wall.
TACTICS UPDATE:
Although this guide primarily focuses on Eurocorp operatives, the strategies
and tips can be equally applied to Church of the New Epoch initiates.
Mission Preparation:
Briefings are an absolutely vital component of any mission, and executives
would do well to pay close attention to the intelligence data gathered. Always
check the mission;s status to see what priority rating it has: youTll usually
discover that missions rated priority one will prove the most beneficial to
your syndicateTs endeavours.
Occasionally, youTll receive a choice of several missions at the same time and
you should assess your current situation and decide where your immediate
priorities lie. If youTre short of cash, then a bullion or bank job might be
in order, but if your research effort is lagging, then a mission to capture
additional science personnel might prove fruitful. Missions which involve the
persuasion and capture of enemy agents will provide you with tailor-made
manpower to replace any casualties and further both your own and EurocorpTs
objectives.
Once youTve accepted a particular mission, study the map in detail and take
note of your appropriate drop and evac zones, relevant targets, local
landmarks and any other additional information supplied. This breakdown should
also help you judge the strength of the opposition and allow you to fine tune
your equipment and weaponry payloads.
Interface:
The Netscan ability is an extremely useful tool and if funds permit,
executives should always take advantage of this facility. Up to the minute
intelligence can prove critical in terms of discovering bonus objectives,
enemy concentrations and, most significantly, hidden financial reserves.
Netscanned information can sometimes prove disappointing, but when you
consider that risking a mere five or ten thousand credits could buy you the
location of a bank vault thatTs worth several million, itTs a gamble well
worth taking.
Connection:
When arming your agents, try to prepare a balanced group which mixes a decent
variety of weapons and equipment. If youTre playing a mortal game, you never
know quite what you might encounter, so itTs as well to cover all
eventualities. YouTll probably find youTll need a full compliment of low
energy, medium-range weapons, such as miniguns, as general-purpose ordinance,
while a couple of heavy weapons are compulsory for laying down support fire.
Explosives and nuclear grenades are a necessity for most missions.
Data:
A handy tip is to designate agents to specialise in a particular area, which
will depend on the state of their body mods. For example, the agent who has
the highest rated arm mod, will probably make your best marksman, while an
agent with advanced leg mods will make a good explosives expert, because he
can lay charges and then move quickly to escape the blast radius.
Update:
Even though youTll probably concentrate on developing four rock hard super
agents, with advanced body mods, donTt neglect your reserve agents. If one of
your main men gets killed (especially in a mortal game) youTll need to promote
someone for the next mission and if theyTre significantly Tunder poweredT,
your whole groupTs performance will suffer
ON THE MEAN STREETS:
So executive, youTve hit the drop zone, the zealots are out in force, the
citizens are twitchy and your agents are awaiting their first instructions:
where do you go from here? Well, in spite of the large and terrifying amounts
of weaponry available, the mini map is probably the most useful piece of
equipment in the entire game. Consult it often to recce possible targets,
assess incoming threats and monitor the movement of enemy personnel and the
police. You should also practice swivelling the main view, until youTre in
perfect control of your surroundings. During the early missions, take time
after youTve achieved your main objective to become familiar with manipulating
the view; in my case a combination of mouse and keyboard proves the most
effective.
Connection:
When you beam into a new city, itTs worth using a combination of mini and main
views to scroll around and get a feel for the place. With this overall
strategic plan committed to memory, you stand a much better chance of
achieving your objectives. And, if things should go wrong, of having some idea
of where you can run to. The better you know a place, the safer youTll be.
Combat and Mission Tips:
Here, combat is the name of the game and Syndicate Wars presents many varied
and interesting opportunities for mass mayhem. Therefore, Bath AI has issued
the following directives for manipulating agents in the field via your remote
marionette system:
1. Stick together! In the early missions, youTll only have access to limited
weaponry and equipment. If your agents are all in one group, they can bring
more direct firepower to bear.
2. The Persuadatron will allow you to recruit a citizensT army. Affected
citizens will begin arming themselves and bring additional firepower to your
team. The Persuadertron Mark II is even better, allowing you to influence
rival agents and new church zealots.
3. Roadside furniture and vehicles can be used to your advantage. If enemy
troops are massed near a streetlight or van, aim to shoot it and the resulting
explosion will cause them additional damage. Beware of loitering near
potentially explosive objects yourself, as the enemy wonTt hesitate to use the
same tactic on you.
4. Loot the dead! Always search bodies thoroughly as they sometimes conceal
advanced ordinance. At the very least, youTll be able to resell their
equipment for a bit of much-needed cash.
5. Learn to switch from high power, long range weapons to low power mediums as
the enemy closes in. For example, the LR rifle will pick off your first couple
of adversaries at range, but you should then switch to a minigun to renew
hostilities during close quarters combat, as itTs a far more effective
close-range weapon.
6. If you need to be somewhere in a hurry, hijack an empty car, itTs much
quicker than moving your agents around on foot. Receive extra bonus points and
a considerable cool factor rating by joyriding in police cars. For the
discerning sinister agent, itTs the only way to travel!
7. If you want to stay out of trouble with the local law, make sure your
weapons are concealed. A nifty double click on the left mouse button, will
result in all your agents drawing simultaneously, so you wonTt lose too much
time when engaging the enemy.
8. Every agent should be equipped with a medikit. With appropriate body mods,
you might not use it often, but it could mean the difference between life and
death for your guys when theyTre under heavy fire.
9. Churcher flying vehicles are an extreme pain and will try to hunt you down
relentlessly. Shelter beneath buildings and retaliate with launcher and
projectile based attacks.
THE SCIENTIFIC PATH TO POWER:
Research is a critical element of Syndicate strategy and fuels discovery of
new weapons, devices and body mods which will weld your agents into an
irresistible force. Your ability to research and manufacture new technologies
is dependant on the amount of cash and scientists you can allocate to an
individual project. If you feel youTre falling behind in the research race,
you should choose missions which involve persuading and capturing science
personnel to redress your shortfall. Moving onto the wider question of what to
research and in which order, well apart from high explosives as a first
choice, thereTs no definitive route through the weapons and body mods on
offer. However, itTs fairly safe to say that some of the minor weapons such as
the flamer, arenTt really worth concentrating on and you should perhaps shovel
funds into the bigger, meatier projectile weapons. The weapon chart on the
previous two pages should help you decide which are the most useful
investment.
Remember, when youTre setting a projectTs budget, the cash you invest is a per
day allowance. Committing substantial resources to a project can rapidly
deplete your financial reserves and you should bear in mind that the
recommended figure (on the right), indicates the amount of cash needed per
day, to finish that project in ten days with your current science team.
Sometimes it can be worthwhile suspending projects between missions, until
youTve actually captured extra scientists. This additional, augmented brain
power on the research team will mean that the money you eventually invest will
be spent more cost effectively. Intelligence reports indicate science
personnel can be found in the following cities: Adelaide, Santiago, Cape Town
and Reykjavik.
Modification:
In the race to develop new and terrifying weaponry, itTs easy to forget body
modifications as a way of improving the performance of your agents. But you
shouldnTt neglect them, as they can play a vital role in helping your agents
survive the rigours of the battlefield. The body mod is the basic building
block, and offers improved overall survival and performance, but the brain mod
is equally important, boosting intelligence and making your agents much easier
to control. Bionic arms will definitely improve your agentTs targeting and
weapons functions, while the leg mod will substantially increase speed and
manoeuvrability, an invaluable asset in the urban warfare environment When
your technology permits you to move up to a new cybernetic level always
research the body implant first, as this mod is required before any other can
be fitted.
Finance:
For the erstwhile executive, cold, hard cash is one of the most difficult, yet
most desirable commodities to acquire and considerable guile is required to
keep a healthy credit balance. YouTll need dollars to fuel extra research,
discover new body mods and develop all that fascinating and destructive
weaponry. Nevertheless, with a little ingenuity, financial solvency is
possible and can be broken down into two distinct strategies.
Early on, youTll find difficulty raising money and the quickest solution is to
collect and recycle weapons from enemy casualties, then sell them once the
missionTs complete. Unfortunately, you can only carry one of each weapon type,
which is a pain, but the somewhat radical solution is to under-arm your group
in ops and then scavenge weapons from the opposition in the field. Before the
missionTs complete, make sure each agent is crammed to capacity with surplus
weapons, then unload everything except your hardest armaments or new
technologies to make a workable profit. Remember, youTll only receive half of
what youTd pay for the same weapon new, but it should allow you to survive the
early financial hardships and keep your research lines ticking over.
If youTre looking for a more immediate and satisfying way to make quick, easy
money then a life in armed robbery is for you. YouTll need to research high
explosives, but once that breakthroughTs been made, the worldTs financial
centres are ripe for the plucking. The location of bank facilities and vaults
are often revealed by a netscan (see above) and once their presence has been
established, no matter what your primary mission is, you should make a bank
job a high priority. Local police forces donTt take these things lightly, so
expect a swift, armed response. However with a cool half a million as a
minimum payout the rewards are worth the risk.
The presence of bank vaults and cash opportunities will usually be signalled
by a $ sign on the map. When these are detected, make credit transfer a high
priority. ItTll prove worthwhile to search the map and particularly enemy
casualties for hidden briefcases. These bonus discoveries will often yield
substantial cash rewards.
Bank and vault facilities have been detected in the following cities
world-wide: Singapore, Rome, New York, Christchurch, Tokyo and Bahrain.
UZI
Forged from the chaos of mid 20th century street-fighting, the energy pellet
modified Uzi 9mm machine
gun is still the basis of EuroCorp operations tech. It's an inexpensive and
lightweight backup for agents
dealing with cases of dropout psychosis.
MINIGUN
Throughout the New Calendar syndicate deployment of inertia-damped chain gunners
has become more
commonplace. This 20mm plasma powered, torque stabilised version has foam alloy
barrels to reduce
mass and production costs.
ELECTRON MACE
This is proof of the Church's revolutionary scientific thinking. Simply put,
it's a kind of lightning whip.
We've never made such devices practical; the energy input required was always
prohibitive. This device
uses a sophisticated system of subatomic levers to ensure the absolute minimum
possible drain on a
personal power pack, yet it can still be overcharged. Impressive technology
indeed.
PULSE LASER
This laser makes use of the base TriSodium 89 gas (developed circa -20 NC). The
weapon can be
overcharged by delaying trigger release. In critical close quarters situations,
a single overcharged burst of
laser fire may be hot enough to disintegrate its target.
PLASMA LANCE
Electron annihilation techniques have led to the development of this powerful
weapon. It uses a
monopolar focus to project a beam-structured field which converts atmospheric
molecules into plasma.
Solid matter is vapourised on contact with the plasma, releasing even more
energy. The field can wreak
utter devastation over a considerable distance. Pull back the monopolar focus by
delaying trigger release
for more effective results against dense or tempered materials.
LAUNCHER
Designed to face the challenge of New Calendar cyber-proliferation, this rocket
launcher fires a homing
grenade which releases a spray of cluster-bomblets on impact. Rocket guidance
features target-seek gyro-
stabilization.
NUCLEAR GRENADE
Stressed Techium in this thermonuclear device's casing dampens blast products,
keeping the chain
reaction within a tightly contained area. A custom isotope core ensures
radiation levels drop to within
tolerance levels moments after the explosion. These advancements enable a
detonator to be enclosed in a
hand-held casing for the first time. Nevertheless, the blast's effective radius
demands attention be paid to
safety.
PERSUADERTRON
A standard issue utility for seizing the higher level brain functions of
citizens equipped with UTOPIA
CHIPs. Although very low power and lightweight, the Persuadertron's historical
significance should not
be under-estimated, as it was instrumental in bringing about EuroCorp's global
domination. Persuaded
subjects follow the controlling agent without question, to the extent of
equipping themselves for combat
and engaging in hostilities without fear.
FLAMER
Retro-research recommends this short-range, hand-held napalm jet. When
activated, the weapon squirts
ignited petroleum jelly. In contact with organic matter, the napalm sticks and
burns fiercely. A highly
effective crowd control solution.
DISRUPTER
This close-proximity device activates a resonant ion wave which interferes with
CHIP programming of
those caught in the wavefront. Put simply, this has the effect of rendering
persuaded individuals un-
persuaded once more. The disrupter would prove most effective against a
persuadertron user, where the
ion wave would attack the signal at source, reverting all the targets persuaded
followers to their previously
un-persuaded state.
PSYCHO GAS
Research into the narcotic properties of the Creation planet fungus have yielded
the active ingredient of
this dangerous hallucinogenic. The hand-held canister contains a mixture of
fungal spores and an
oxidising agent which is released in a cloud, causing psychotic behaviour in
anyone within it. This
weapon provides a useful diversionary tactic when the number of hostiles is too
great for other forms of
neutralization, though results are unpredictable.
KNOCKOUT GAS
This hand grenade contains an asphyxiating nerve agent. The cloud emitted on
detonation renders all
personnel in the area unconscious for a limited time.
ION MINE
A proximity triggered, electromagnetic pulse mine. Equipment caught in the
pulse's field is temporarily,
or even permanently, disabled and the electrical mechanisms of organic tissue
are burned out. Conductors
such as vehicles, street furniture and cyborgs take most of the charge. Can
affect persuaded status of
anyone caught in its area of effect.
HIGH EXPLOSIVE
With an impressive area of effect and enough explosive power to inflict terminal
damage on vehicles and
do serious damage to buildings, this is a basic but effective weapon. Place at
will in a strategic position in
the mission zone and withdraw your agents to a safe distance. High Explosive's
detonation is triggered by
a timer.
LONG RANGE RIFLE
The new LR Rifle uses monopolar sled technology to accelerate high calibre
depleted uranium
ammunition to Mach 5.2. The sled's capacitors completely discharge in a single
shot and must be fully
recharged before firing again but accuracy and operational range are unequalled
by other delivery
systems. In keeping with the design spec, the rate-of-fire sacrifice buys
on-the-fly re-calibration, making
this the optimal sniper's weapon.
SATELLITE RAIN
Every satellite in UTOPIA's network of geo-synchronous orbital platforms is
equipped with a stockpile of
tungsten-uranium alloy rods on a steerable mounting. When these rods are
launched, the process of
atmospheric re-entry heats them to the point at which they liquefy, producing a
plasma rain with true
battlefield potential. We can now successfully over-ride the system lockouts
triggered by Harbinger. By
transmitting re-initialisation protocols, the system can be placed at your
agents' disposal. This can be done
using a hand-held activator but caution should be exercised; the cost of firing
this system is extremely
high.
GRAVITON GUN
Twin graviton prisms in a Noxon-filled chamber act as a catalyst for a chain
reaction which inverts the
strong molecular force along a path defined by gravitic polarisation. The chain
reaction begins when the
trigger is pressed and is contained in the Noxon chamber, where it builds up
until the trigger is released.
Targeted matter is ripped apart molecule by molecule. The weapon may cause
collateral damage as it
emits tendrils of excess energy.
RAZOR WIRE
This titanium-steel alloy wire is fashioned into a very long, very thin and very
sharp spiked coil. Its use
prevents access to secure areas by unauthorised civilians and presents a
considerable obstacle for even
cybernetically enhanced intruders to overcome. Its lethal nature is enhanced by
its near invisibility to
unmodified eyes.
PERSUADERTRON II
Drennan's on-going research into Church technology has paid off with the
development of the
Persuadertron II. This device is capable of infiltrating the minds of even the
most battle-hardened zealot.
Once exposed to its influence, cultists will obey your orders as doggedly as
they followed the Church's
twisted teachings.
STASIS FIELD
This portable field generator actually alters the rate at which time passes
within the field. Held in near-
suspended animation, the reaction speed of anyone or anything in the field is
negligible, thus making the
target much more vulnerable to other forms of attack. The energy required to
activate the field is
considerable and the timing of its operation should be chosen with care.
CHROMOTAP
In one of the Nine's most esoteric breakthroughs, they have learned how to
unlock the electrochemical
forces still locked away in the bodies of terminated organisms. The
understanding of these mechanisms
we now have gives us complete power over them. The Chromotap is based on this
technology. It extracts
energy from organic matter at the cellular level and transfers it to the
device's controller. The Chromotap
is especially useful for recharging agents after a firefight, as it can still
utilise the cellular energy of
casualties.
DISPLACERTRON
Professor Drennan has come up with the goods again. The Displacertron uses a
core of ultra-dense matter
surrounded by a stroboscopic stasis shell to provide limited access to higher
dimensional time. This causes
the target to vanish entirely and reappear at a point in the near future. Never
has the saboteur been given a
more powerful tool.
CERBERUS IFF
This electronic guardian can make a big difference to your agents' defensive
actions and attacks.
Positioned in an appropriate area and armed with a pulse laser, it takes on
sentry duty and will open fire
on any unsuspecting hostile target that comes in range until it exhausts its
power pack or is destroyed.
MEDIKIT
This multifunction pack can be used to quickly repair the kinds of wounds and
damage sustained in
combat. The kit comprises a toughened skin graft patch impregnated with
anaesthetic and surgical
nanobots. Can be used once only.
AUTOMEDIKIT
Like the Medikit, except that this upgraded version is worn by the user, so that
it can automatically detect
the level of damage sustained. If it drops below a critical level, the
AutoMedikit activates itself and
conducts accelerated surgical repairs. The AutoMedikit takes a few moments to
start working, so a user
who is continually sustaining damage might perish before the kit has a chance to
work.
TRIGGER WIRE
Similar to Razor Wire, Trigger Wire is an excellent tool for access-prevention.
Just a few molecules thick,
Trigger Wire is very difficult to see with even the later modification eyes, yet
when touched activates
multiple explosions along its length.
CLONE SHIELD
Produces a disguise so effective it fools even UTOPIA scanner readouts. The
Clone Shield organically
alters clothing and an agent's features, turning the user into an ordinary
executive for a time. This can be
extremely useful to agents on infiltration assignments, as they blend into any
executive zone.
[MODS]
LEGS 1
Constructed of a lightweight plasteel core with vat-grown organic outer coating,
these artificial legs
provide immediate improvement to both an agent's health and top speed. Stamina
is also improved,
thereby increasing the range an agent fitted with these legs can cover at
maximum speed.
LEGS 2
Advances in foam-metal technologies have produced this cybernetic limb system.
Legs 2 deliver an
impressive boost to speed, stamina and health, which prolongs an agent's maximum
operational capacity
still further.
LEGS 3
Level 3 legs replace the fibre-optic nervous transmission found at lower levels
with Super-Synapse
memory plastic. The deployment of agents modified with level 3 legs is likely to
have a profound impact
on combat zone performance.
ARMS 1
With the tungsten tendons and steel sinews of cybernetic arms, your agents will
experience an immediate
improvement in accuracy when shooting, and a subsequent saving in energy. The
operational lifespan of
an agent equipped with these arms is also lengthened by the characteristic
health boost which
accompanies cybernetic enhancement.
ARMS 2
The foam-metal manufacturing process is now being successfully applied to
precision cybernetics. With
less inertia to overcome, these lightweight arms not only deliver a demonstrable
improvement to accuracy
but to range of throw as well.
ARMS 3
The ultimate in forelimb technology is at your disposal. As our agents are
facing increasingly well-
equipped punks and cultists, the tangible improvements to combat proficiency
these limbs provide will
help to sustain our mission objective success rate.
BODY 1
For significantly increased survivability in hostile environments, encase an
agent's vital organs in triple-
plate titanium alloy. An enhanced body modification provides the single biggest
protection from
punishment you can give a cyborg. Note that this modification must be fitted in
order for the cyborg to
support any other mods.
BODY 2
This enhancement uses the honeycombed superstructure of foam-metal, forged in
the microgravity of low
orbit, to make it lighter than the body prosthetic currently in use and a higher
tensile strength. Improved
energy reserve is just one of the advantages of a level 2 body upgrade.
Operationally, this translates into
having more power and there being less risk of critical damage. With a level 2
body, the way is clear for
you to upgrade to level 3 modifications in all other categories.
BODY 3
Memory plastic tendons replace the steel micro-fibres of earlier mods, making
the cyborg now
significantly tougher than any with lower tech upgrades. Most notably, this
enhancement protects an
agent from all known nerve gas weapons.
BRAIN 1
It's the ability to make decisions independently of Executive control that
differentiates a decisive agent
from a dead agent. This unit contains diamond processors in a 3D matrix
integrated with the cyborg's
conventional cognitive biomass. It increases basic perceptions and contains
trauma management software
to improve the cyborg's ability to withstand otherwise critical damage.
BRAIN 2
Holographic core memory decreases reaction lag and boosts persuadertron range
and signal strength. It
also increases the cyborg's resistance to attempts to persuade it. This brain
model brings perceptual
enhancements across the board and further improvements to the trauma software,
increasing the cyborg's
survivability margin.
BRAIN 3
The apogee of portable artificial intelligence technology. At level 3 a modified
brain not only delivers
increased health but also guarantees improved targeting accuracy; hit rate and
energy efficiency benefits.
The cyborg can be exposed to environments which would destroy the biological
brain almost instantly;
this unit can completely backup the biological data and enable the agent to
continue to function.
HARD SKIN
This is complex cellular cyberskin, weaved to provide a bullet-resistant
epidermis that radically reduces
damage from projectile weapons. Development of a pachyderm/steel mesh hybrid and
careful cosmetic
enhancement has produced a substance that is extraordinarily tough but just as
flexible as normal, vat-
grown cyborg flesh.
FLAME SKIN
This cyberskin takes advantage of the latest form of non-toxic asbestos designed
for use in spacecraft re-
entry. When carrying out operations during firestorm conditions, an agent
wearing this skin would suffer
far less from incendiary damage than an unprotected counterpart.
ENERGY SKIN
This is a cyberskin variant based on hydrocarbon polymer augmented by
fibre-optic micro-filaments. It
should absorb much of the destructive power of energy-based weapon systems. The
energy is dispersed
from the point of impact around the modified agent's body, and recycled to
sustain the skin's protective
properties.
STEALTH SKIN
This is cutting edge cyberskin technology. The skin uses asynchronous temporal
phase-shifting cells to
confuse targetting systems, making weapon lock very hard to get. An agent
wearing this skin would be
almost invisible to his opponents' firepower.
[CHURCH PLAYER]
[WEAPONS]
UZI
Old-fashioned personal defence weapon. The original fired chemically propelled
kinetic ammunition.
This updated version is more reliable as it draws on a personal energy cell to
release each round.
Nevertheless, the Uzi is a throwback to another time, and as such we regard it
as virtually obsolete. The
Church of the New Epoch is working on many vastly superior weapons to offer its
Disciples.
MINIGUN
Despite being something of a museum piece, this kinetic-round firing rotary
cannon is considerably
superior to the Uzi and more effective against the enemies of our faith. Like
the Uzi, it has been upgraded
to draw personal cell energy. Its shortcomings are bulk and noise but these are
outweighed by its range
and destructive power. When used in multiples, miniguns are effective against
vehicles.
ELECTRON MACE
The Nine have seen the sub-photon structure of light and they have unlocked its
secrets. Their holy
research has developed an ionic focus which transfers bolts of lightning onto a
target. The weapon's range
is superior to kinetic energy weapons and it works particularly well on
conductive steel.
PULSE LASER
Our scribes have developed an effective weapon based on the conventional laser.
TriSodium 89 is injected
in the pulse laser's firing chamber where it is lased electrically. The pressure
of the gas in the firing
chamber can be raised by holding down the trigger, overcharging the weapon and
making it more
effective in the process.
PLASMA LANCE
This uses the combined energy of accelerated electrons to fire a stream of
unstable energy along a
magnetic carrier wave. A significant advance for the Church, and one that proves
the value of the
teachings held by the Nine.
LAUNCHER
An implosion grenade is fired towards the target, and uses its own guidance to
ensure detonation on
impact. Launchers use monopolar accelerator sleds to ensure an impressive range,
and those who are
targeted can seldom evade the gyro-homing system. This superb weapon is also
useful for creating area
fire. The auto-reload time does leave our holy Acolytes temporarily vulnerable.
NUCLEAR GRENADE
The light of faith will be seen for miles when a nuclear grenade is detonated in
the Church's name. Use
with care, Apostle - the devastation this weapon creates is considerable. Be
sure to retreat from the area in
which it falls. Also, note its effectiveness against structures and groups. To
use this device against a single
enemy would be tantamount to blasphemy.
INDOCTRINATOR
Our congregation grows with every day. Some souls, though, resist the path of
truth we offer. Thus we
have the Indoctrinator. It seeds in the minds of those disbelievers everything
we know to be true in an
instant. How could any resist this avalanche of knowledge and wisdom?
FLAMER
Those who oppose the path of righteousness can expect to burn for all eternity.
These magnox flame-
throwers are their first taste of that. They don't have anything like the range
of energy or even kinetic
weapons, but they have their uses, in crowds for example. They also inspire the
fear and submission that
we seek.
DISRUPTER
This small, convenient unit de-persuades its target or the target's persuaded
followers with the minimum
of fuss. Although the Disrupter is not a real alternative to the weapons of
destruction provided by our
scientists and benefactors, it is magnificently subversive.
PSYCHO GAS
Distilled from an alien fungoid narcotic, Psycho Gas is the ideal weapon for
causing large-scale havoc.
Fired into a group of civilians, it will instantly provoke an uncontrollable
riot. This will force the
authorities to expend their energies regaining control, leaving your holy
Acolytes to get on their mission.
KNOCKOUT GAS
This censer produces a cloud which lays low any unprotected targets who are
touched by it. Simplicity is
welcome wherever it can be effective.
ION MINE
Triggered by enemy activity in the vicinity, the Ion Mine sends out tendrils of
electrical energy in all
directions and is extremely effective against enemies of the faith in a vehicle
or on foot. This device is
triggered by target proximity. Its discharge will also affect the CHIP status of
those caught by it.
HIGH EXPLOSIVE
A conventional mine which uses a time delay fuse embedded in a directed
detonation charge. A handy
weapon to use against tanks or other armoured vehicles.
LONG RANGE RIFLE
Our divine work will sometimes call for the elimination of individuals rather
than the liquidation of larger
groups. The Long Range Rifle fires uranium-depleted kinetic rounds with great
accuracy long distances.
Few body armour components can withstand the pressure-shock of these advanced
shells. Usually one shot
will drop a target, and you can make good your escape unseen.
SATELLITE RAIN
We can acquire launch codes for many of the geo-stationary satellites which hang
above our planet but the
computing costs involved in cracking the Syndicate's encrypted security
lock-outs are high. When you
activate a strike, within a few seconds, the nearest satellite will target your
designated position and fire
down bolts of tungsten-uranium alloy which superheat in the atmosphere and cause
massive destruction
throughout the area.
GRAVITON GUN
This device is the most destructively powerful the Nine could make mobile. The
graviton gun can unleash
enough energy to reduce a mountain to boulders. Behold, the wrath of the Nine!
RAZOR WIRE
A coil of high-tensile wire with counter-spun barbs. Razor Wire is hard to
detect, especially in combat
situations. Place it at strategic points and the opposition will do themselves
great harm as they blunder
into the wire strands. A weapon which has stood the test of time well.
STASIS FIELD
Only true deities could bring such a device as this into being. As you activate
it, a dome of atomically
stable sub-temporal space is created. Known through the centuries as witch-time
when it naturally occurs,
this has the effect of slowing dramatically any one or anything caught in the
dome. It is a sight to pray
for.
CHROMOTAP
Our scientists have unravelled more of the arcane secrets of the Codex and built
a device which will
export the natural electrochemical forces contained within the cells of any
organic structure which has
recently died. This saps the residual cellular energy of the corpse, as long as
its cellular structure has not
been destroyed. Praise the Nine for their vision, Acolyte.
DISPLACERTRON
The Codex has given us this. Using witch-time still further, you can now
transport enemies to other
temporal planes. Effectively a time-slip, this is perfect for vanishing a
target. It can be used on your own
team, but caution is advised; the effects are not fully understood.
CERBERUS IFF
A sentry drone upon which a high-powered laser is fitted. A thermo-motion
detector built into the base is
connected to an identkey reader, and any non-recognised movement it picks up is
fired upon. These sentry
units are most effective in open areas with a wide field of view.
MEDIKIT
Believe in the Church and it will take care of you. When one or more of your
Disciples is injured in the
holy war against EuroCorp, using this unit will restore health and fitness. Such
a device demonstrates the
care and understanding on which the Church of the New Epoch is founded.
AUTOMEDIKIT
An advanced restoration unit which will take care of your wounds and injuries
without distracting a
member of your team. An invaluable addition to any equipment pack for operatives
spreading the word of
faith in the Cataclysm.
TRIGGER WIRE
A booby-trap which, when set in the required place, will destroy any who venture
through the molecular
cable spread between two points. Unwittingly, the foe will set off a blast which
will render them no further
impediment to the cause of our spreading religion.
CLONE SHIELD
This device will render one of your team invisible to detection. They will look
to EuroCorp and others just
like a harmless executive, and will be able to walk through fire-control zones
where our Acolytes would
surely be unable to tread. The perfect disguise, and extremely useful for covert
operations in the name of
the Church.
[MODS]
LEGS 1
Our time is upon us. We must not squander it. Every nanosecond is sacred. Your
Acolytes must act with
haste and vigour. By removing their mortal flesh and replacing it with this
wondrous work of technology,
as described in the teachings of the Codex, you give them more of both.
LEGS 2
May the lessons of the fractal psalms always enlighten us. Secrets of the cosmos
have been unlocked to
create materials in ways denied within the well of gravity. By judicious use of
your funds, we have used
such rare substances to create these superior leg prosthetics.
LEGS 3
To save a soul, one must first invest the highest technology in it. Blessed are
those then who walk on terra
firma with the holy purpose in their stride. Let them embody everything the
Church stands for; outfit your
Acolytes with the finest works of the Nine.
ARM 1
May your aim always be true. To this end, cybernetic arm enhancements are a
significant aid to accuracy.
The extra armour it provides your Acolytes also contributes to their
survivability. Acolytes with arm
prosthetics can also throw objects further.
ARM 2
It is our way to bind machine and man. If one improves the man then one should
also improve the
machine. The new construction techniques these arm mods employ improve on all
the benefits cybernetic
arms bring to your Acolytes. Give thanks to the Nine.
ARM 3
Now the Cataclysm is nigh, only the strongest speak. The massive weapons we use
require massive
strength to operate. With these arms your Acolytes will wield the means to our
victory and possess the
might to lay low all who would seek to prevent the Cataclysm.
BODY 1
The path of the faithful is marked by continual cybernetic enhancement. Thus the
journey to salvation
begins here. This sophisticated artificial torso, which increases the stamina
and health of a disciple, also
serves as the anchor for other prosthetics.
BODY 2
The soul may be indestructible but the body is not. If too many of your Acolytes
are making the ultimate
sacrifice, bless them with these lightweight, foam-metal clad, chest and
respiratory systems.
BODY 3
A time of great change is coming; such a time as demands that great forces are
brought to bear. A disciple
modified with this sophisticated, holy fabric fears no evil. Your enhanced
brethren will even be able to
venture through clouds of nerve gas and remain unharmed.
BRAIN 1
As our mission continues, the challenge to our activities becomes greater.
Increase your Acolyte's
perception and health and the masses will prostrate themselves. Thus shall the
Church of the New Epoch
be known.
BRAIN 2
Know thine enemy disciple, and know him at extreme range, so that you may
prepare the cleansing of
him. The Nine have turned their attention to the demands on our Acolytes, as
they prepare the way for the
Catclysm. Improve your Acolytes' minds with new brains.
BRAIN 3
The mind of god is the mind of a machine. For heightened awareness beyond the
limits of biological
means alone, equip your Acolytes with the ultimate in mobile Artificial
Intelligence. With understanding
comes great power. Embody this understanding and embrace the power.
HARD SKIN
On occasion, our EuroCorp foe does create some innovative technology. This
cyberskin is a better
epidermis than traditional plaskin. A lining of molecule weave suspended in
anti-shock microfoam will
make Acolytes who wear it almost invincible to kinetic energy rounds.
FLAME SKIN
Heat is one enemy of the combatant. Our foe has found the solution with this
experimental cyverskin.
Using space industry fabrics, they have developed a cyberskin which can make our
Acolytes resistant to
flame and thermal energy.
ENERGY SKIN
Even the Nine were impressed with the concept behind this magnificent treasure
you have recovered.
Using some Codex technology - perverted by their inferior understanding -
EuroCorp weaved spectral
sink technology into a cyberskin, thus providing shielding from the full effects
of electromagnetic
weapons. Interesting. We can now take advantage of their work and employ this
knowledge for ourselves.
STEALTH SKIN
Ever more accursed, EuroCorp do not give up trying to compete with our vastly
superior technology.
Nevertheless, they have come up with something special. This cyberskin reflects
UTOPIA sensor scans,
thereby making weapon lock on a target contained in this substance extremely
difficult to achieve.
Add the /m switch to the PLAY.BAT file so it will read
@main /w /g /m
Now when you play the game just hit the . key when you're
equipping your agents to add 10,000 credits to
your account. You can hit it as many times as you want.
More Codes:
Type in POOSLICE as your name to enable the cheats. When your done
typing it in a weird sound will start playing. That's telling you
that the cheats are on. Then you can delete the name and type in whatever
you want.
At the research screen:
0 Add more options to research menu
U Finish a days worth of research
During the game:
ALT-C Complete the level
ALT-T Teleport active agent to cursor location
SHIFT-Q Full weapons and health
Command line parameters:
/m Allows you to hit the . key at the menus to get 10,000 credits
/mx Skip to that mission (where x is a number between 1 and 108)
To use the command line parameters, start the game with
main /w /g
and add them to the end of the line or add them on that line in the PLAY.BAT
file.