Operation Exodus

Operation Exodus

30.09.2013 10:11:39
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| |_| | | | (_) | |_| | | | | (_| | | |__| (_) | | | | |_| | | (_) | | / __/
\____|_| \___/ \__,_|_| |_|\__,_| \____\___/|_| |_|\__|_| \___/|_| |_____|

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___ / _ \ _ __ ___ _ _ __ _| |_(_)___ _ _ | __|_ _____ __| |_ _ ______
|___| (_) | '_ \/ -_) '_/ _` | _| / _ \ ' \ | _|\ \ / _ \/ _` | || (_-<___|
\___/| .__/\___|_| \__,_|\__|_\___/_||_| |___/_\_\___/\__,_|\_,_/__/
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An In-Depth FAQ by Seb Haque
Mailto: administrator@haque.me.uk
Version 0.2: 11/08/2004

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CONTENTS
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Contents
Copyright
Unit FAQ
History
Credits

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COPYRIGHT
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Copyright (c) Seb Haque 2004.
Units and Descriptions (c) Massive Entertainment.
You can read this, recommend to your friends, bookmark, save onto your hard
drive, and print off one copy for personal usage if you want, but please do
not take anything without asking. I'm a nice guy, so if you email me asking
and explaining nicely I'll probably let you.

Sites allowed to host this FAQ:
GameFAQs (www.gamefaqs.com)
NeoSeeker (www.neoseeker.com)
Gamespot (www.gamespot.com)
IGN (www.ign.com)
DLH (www.dlh.net)

Sites not allowed to host this FAQ, and probably never will be:
Cheat Code Central (www.cheatcc.com)

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UNIT FAQ
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Overview
NSA units tend to be more expensive than the Virons, but the NSA have better
quality units - they are more long-ranged, tougher and in most cases,
more 'adaptable' (they are suited for more than one role). However, Viron
units are capable of travelling over water, due to their hover-engines. Viron
units are less-ranged, but stronger than NSA units.

Head-To-Head
Looks: NSA
Toughness: NSA
Speed: Viron
Versatility: NSA
Range: NSA
Adaptation: Viron
Price: NSA
No. Of Units: Viron

Score:
NSA - 5
Viron - 3
NSA wins.

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The Northern Star Alliance
"Once a prominent force in the Orion Sphere, the Northern Star Alliance is
one of the few colonies that still resists the might of the Terran Empire.
Their home planet, Morning Star Prime, has been under siege for many years
and they valiantly continue the fight.


Originally a colony of the now-defunct Crayven Corporation, the Alliance has
survived due to strong leadership and resourcefulness. They are known as a
resilient people and this shows in everything they do and create. Though the
colony has only existed for a couple hundred years, they managed to construct
a mighty space fleet, only to see it destroyed by the Empire.


Holding true to their philosophy of life even in war, the arsenal of the
Northern Star Alliance is practical and conventional. Shunning high-tech beam
weapon technology, they rely more on resilience and the brute force of
projectile weapons. Their ground-personnel are some of the toughest men and
women in the quadrant and their commanders are some of the most brilliant
tacticians."

Ideal Fleet:
8x Soldat
4x Raptor
15x Ogre
3x Rhino
2x Watchman
6x Marauder
5x Zapper
8x Ravager
20x Liberator
3x Volcano
6x Hailstorm
15x Shade
4x Bigbird
2x Sentry Gun (per Zapper)
2x KZ Sensor (per Zapper)
1x Dropship (maxed out)

Let's kick some ass!


Units
Note that damage is based on attack type - an Assault APC and an Artillery
Terradyne do NOT have the same range.

Infantry

Light Assault Infantry 0 NSALAI-94 "Soldat"
The Light Assault Infantry or simply Rifle Infantry are the backbone of the
NSA Military. Rifle Infantry fight best on terrain that favours their ability
to hide and entrench buildings. The light assault trooper is particularly
suitable for defending areas of constricted terrain, such as in cities,
ruins, and forests.
The Rifle Infantry are equipped with the NSAR-340 Assault Rifle "Hammer"
fully capable of defeating body armor but seriously under powered against
reinforced armor and terradyne.
Secondary Mode:
In secondary mode, the Light Assault Infantry will crouch and activate the
missile launcher. The unit cannot move while in secondary mode.

Technical Info/Statistics:
Primary Mode:
Health: 200
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 5
Attack Type: Infantry Cannon
Weapon Damage: 2-4
Weapon Range: 100
View Range: 150
Stealth: 20

Secondary Mode:
Health: 200
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 0
Attack Type: Turret
Weapon Damage: 15-30
Weapon Range: 100
View Range: 150
Stealth: 20


NSA Sniper - NSA/RICI-5 "Raptor"
Being vastly outnumbered the NSA favours using long-range sniper fire to pin
down its enemies.
The Special Forces infantry also known as Raptors are snipers capable of
killing infantry at great distances. They are also extremely hard to detect
since they can "cloak" themselves and blend in with the terrain. The Raptors
are armed with High Impact Gauss Rifles that in their able hands are capable
of taking out enemy infantry at long range. A popular tactic is to use the
Raptors to target enemy tank commanders. Their usefulness lies not only in
their ability to take out enemy infantry but they are also masters of
suppressing enemy vehicle and tank commanders.
The raptors are specialized in stealth techniques, which make them ideally
for staging ambushes and for sabotage missions. The Raptors hold an almost
legendary status in the NSA army and Fort Pushka where they are trained is
popularly called "The Raptors Nest".

It is worth to notice that while Raptors are excellent in taking out
infantry - this should be done at a distance. Their sniper rifles cannot
match close combat assault rifles.
Secondary Mode:
While the Raptor is cloaked in Primary Mode, he cannot fire his weapon.
Activating Secondary Mode deactivates the cloaking field and activates the
rifle. In this mode it's view range and weapon range are significantly
improved.

Technical Info/Stats:
Primary Mode:
Health: 180
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 7
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: 0
View Range: 150
Stealth: 50

Secondary Mode:
Health: 180
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 0
Attack Type: Precision
Weapon Damage: 30-60
Weapon Range: 250
View Range: 250
Stealth: 20

NSA Siege Soldier - M4340HC1 "Ogre"
After suffering heavy casualties in the urban fighting in the Vidachi sector
the need for a unit that had the armor and firepower of a combat vehicle, but
still was able to move around in and outside buildings, was evident. The
result was the M-4340HC1 battle suit. The battle suit was issued to the 3rd
battalion 5th infantry division for combat field-testing.

Siege infantry are heavily armored soldiers in exoskeletons allowing them to
carry heavy firepower and armor. The standard issue Siege Soldier exoskeleton
is primarily armed with a P97h Assault Minigun capable of sending a deadly
hail of uranium rounds in supersonic speed towards the enemy.
Secondary Mode:
The Siege Soldier can set his minigun to Full auto, dramatically increasing
the rate of fire. In this mode the soldier takes no evasive action as his
focus is on controlling the weapon. They also move at a much slower pace in
Full auto mode.

Technical Info/Stats:
Primary Mode:
Health: 250
Armour (Front/Side/Back/Top): 30/30/30/30
Speed: 6
Attack Type: Infantry Cannon
Weapon Damage: 3-7
Weapon Range: 110
View Range: 150
Stealth: 5

Secondary Mode:
Health: 250
Armour (Front/Side/Back/Top): 30/30/30/30
Speed: 3
Attack Type: Infantry Cannon
Weapon Damage: 5-10
Weapon Range: 100
View Range: 150
Stealth: 0



Vehicles/Terradynes

NSA Light APC - LAPC-780 "Rhino"
The Light APC is an armoured four-wheeled vehicle designed to quickly carry
infantry into combat. The APC is armoured, but will not stand heavy cannon
fire for long. It is armed with a heavy machine gun to provide support fire
to deploying infantry.
Secondary Fire: When activated, the APC will fire smoke grenades that block
the Line of Sight.

Technical Info/Stats:
Primary Mode:
Health: 250
Armour (Front/Side/Back/Top): 50/20/20/0
Speed: 15
Attack Type: Turret
Weapon Damage: 5-10
Weapon Range: 100
View Range: 120
Stealth: 0

Secondary Mode:
Health: 250
Armour (Front/Side/Back/Top): 50/20/20/0
Speed: 0
Attack Type: Smokescreen
Weapon Damage: N/A
Weapon Range: N/A
View Range: 120
Stealth: 0


NSA Recon Terradyne - ATPJS90 "Watchman"
The "Watchman" is a wheeled jeep that comes with a mounted Scalletti
Industries H-975 AT cannon. The jeep is faster than tracked vehicles and can
withstand one or two direct hits from AT weapons. It is designed to quickly
move in front of the main NSA forces and scout the enemy. It is not strong
enough to take part in major battles, but it's speed makes it ideal for hit
and run tactics.
Secondary Mode:
When activated, the "Watchman" is extremely hard to detect. It cannot fire
it's weapon and only moves at just under half speed in stealth mode.

Technical Info/Stats:
Primary Mode:
Health: 180
Armour (Front/Side/Back/Top): 30/20/0/0
Speed: 20
Attack Type: Turret
Weapon Damage: 12-25
Weapon Range: 100
View Range: 250
Stealth: 0

Secondary Mode:
Health: 180
Armour (Front/Side/Back/Top): 30/20/0/0
Speed: 8
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 250
Stealth: 100


NSA Rocket Terradyne - AMRLV-320 "Marauder"
The versatile Marauder is a wheeled vehicle armed with an Air Defense Anti
Tank Missile System. The Advanced Multi Rocket Launch Vehicle provides the
NSA an all-weather, indirect, area fire weapon system. Primary missions of
the rocket system include the suppression, neutralization and destruction of
threat fire support and enemy frontline targets. It can also target air units
with heat seeking homing missiles.

With only light vehicle armor the unit requires additional support from heavy
armor or it will not last long on the battlefield. Its main drawback is its
inability to target infantry. Infantry are too small and too nimble to be
targeted by the missile system.
Secondary Mode:
The Marauder plays a vitaal part as a defensive nit due to it's Anti-Missile
System. It will protect itself and surrounding units from incoming artillery
and misiles in AMS mose. It cannot move or attack in secondary mode.

Technical Info/Stats:
Primary Mode:
Health: 140
Armour (Front/Side/Back/Top): 40/20/0/0
Speed: 12
Attack Type: Rocket
Weapon Damage: 15-30
Weapon Range: 130
View Range: 150
Stealth: 0

Secondary Mode:
Health: 140
Armour (Front/Side/Back/Top): 30/10/0/0
Speed: 0
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: 0
View Range: 150
Stealth: 0


NSA Combat Engineers - ACEUV-905 "Zappers"
The NSA Combat Engineer vehicle is designed to support military units on the
battlefield. Inside the vehicle is a full complement of mechanics and medical
personnel capable of conducting extensive field repairs and giving medical
assistance. Combat Engineers are lightly armoured and unarmed.
Secondary Mode: The Engineer repairs all friendly units within it's
proximity. The unit cannot move in repair mode.

Technical Info/Stats:
Primary Mode:
Health: 150
Armour (Front/Side/Back/Top): 50/20/0/0
Speed: 12
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 100
Stealth: 0

Secondary Mode:
Health: 150
Armour (Front/Side/Back/Top): 50/20/0/0
Speed: 0
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 100
Stealth: 0


NSA Fortress Terradyne - DTU-7499 "Ravager"
A moving fortress, the Heavy Ravager stops for no one. It is extremely
heavily armoured and its turret is armed with two powerful large caliber guns
that easily pulverize enemy vehicles and terradynes. Its heavy armour makes
it a very slow tracked vehicle but that can mow down almost any terrain
features. The Ravager is great versus tanks and stationary objects. Its main
strength is its impressive armor.

The Ravager is a terrifying sight for any unit caught in the way of its path
but is also in spite of its armor and cannons quite vulnerable to fast moving
vehicles flanking it, the turrets rotate speed is so slow the gunner has a
hard time keeping the sights aimed at the target. But used correctly and with
the right units supporting it the Ravager tank is a valuable asset to your
ability to knock out dug in enemy and structures.
Secondary Mode:
While the Ravager is impressive by itself, it truly excels itself when taking
up a defensive position in Fortress mode. The side armour slides up front for
additional frontal protection, shielding itself and nearby units and the
engine power is redirected to the cannons and sensors making them slightly
stronger.

Technical Info/Stats:
Primary Mode:
Health: 500
Armour (Front/Side/Back/Top): 50/20/10/10
Speed: 6
Attack Type: Turret
Weapon Damage: 30-60
Weapon Range: 100
View Range: 80
Stealth: 0

Secondary Mode:
Health: 500
Armour (Front/Side/Back/Top): 80/0/0/0
Speed: 0
Attack Type: Turret
Weapon Damage: 35-70
Weapon Range: 130
View Range: 120
Stealth: 0


NSA Main Battle Terradyne - SEK-450 "Liberator"
The Liberator Terradyne is the backbone of the armored forces of the Northern
Star Alliance. The purpose of the terradyne is to provide mobile firepower
for armored formations and sufficient capability to close and destroy any
opposing armored fighting vehicles.

The Liberator- series has been in service for over a decade and has proven
both reliable and effective. The crews have seen plenty of action and are
very confident in their equipment. The design with a very low and streamlined
profile makes it a very hard target to hit.

With its main armament, a 150mm smooth bore cannon, the Liberator poses a
serious threat to any unit unlucky enough to be caught in its sights. It can
operate both day and night with the help of a laser range finder, thermal
imaging night sight and a targeting computer.

One of the main threats for Liberator terradyne crews is enemy infantry
sneaking up from behind and firing AT rockets at its thin rear armor.
Secondary Mode: In it's secondary mode, the liberator is equipped with a
Heavy Machine Gun to take out enemy infantry.

Technical Info/Stats:
Primary Mode:
Health: 300
Armour (Front/Side/Back/Top): 50/20/0/0
Speed: 12
Attack Type: Turret
Weapon Damage: 25-50
Weapon Range: 120
View Range: 120
Stealth: 0

Secondary Mode:
Health: 300
Armour (Front/Side/Back/Top): 50/20/0/0
Speed: 12
Attack Type: Precision
Weapon Damage: 5-10
Weapon Range: 100
View Range: 120
Stealth: 0


NSA Assault APC - AAPC-D90 "Volcano"
The Assault APC is a massively armoured tracked terradyne designed to carry 8
troopers into hot fire zones. It is heavily armoured, and can withstand
several direct hits before being disabled. It is armed with the Genti GTT-30
Heavy Incinerator - a heavy flamethrower capable of melting both infantry and
vehicles at very close range.
Secondary Mode: In the secondary mode, the "Volcano" fires phosphorus
grenades that shower the enemy with quite a burning sensation.

Technical Info/Stats:
Primary Mode:
Health: 350
Armour (Front/Side/Back/Top): 50/20/10/0
Speed: 12
Attack Type: Toxic
Weapon Damage: 15-30
Weapon Range: 50
View Range: 100
Stealth: 0

Secondary Mode:
Health: 350
Armour (Front/Side/Back/Top): 50/20/10/0
Speed: 12
Attack Type: Toxic
Weapon Damage: 10-20
Weapon Range: 100
View Range: 100
Stealth: 0


NSA Mobile Artillery - AFAS-109 "Hailstorm"
The AFAS-109 (Advanced Field Artillery System) consists of a quad barreled
175mm self-propelled howitzer operated by three crew members. It is capable
of firing grenades at extreme ranges, and is lethal to all but heavy armour.
The vehicle is lightly armoured and fairly slow.
Secondary Mode: The Artillery vehilce can enter Siege Mode to fire even more
powerful rounds at a greater distance. The Artillery cannot move in Siege
Mode.

Technical Info/Stats:
Primary Mode:
Health: 240
Armour (Front/Side/Back/Top): 20/10/0/0
Speed: 8
Attack Type: Grenade
Weapon Damage: 15-30
Weapon Range: 300
View Range: 100
Stealth: 0

Secondary Mode:
Health: 240
Armour (Front/Side/Back/Top): 20/10/10/0
Speed: 0
Attack Type: Grenade
Weapon Damage: 20-40
Weapon Range: 400
View Range: 100
Stealth: 0



Helidynes

NSA Light Helidyne - IRH45 "Shade"
The Shade is a fast recon helidyne of instrumental value when obtaining
battlefield intelligence. It is armed with S.H.A.R.K. - an advanced AA/AG
missile system capable of penetrating heavy terradyne armour.
Popular belief has it that Imperial officers cringe in terror when they hear
the characteristic scream of the Shade firing its missiles. Because of its
focus on taking out heavily armored vehicles, the Shade cannot target
infantry. It relies heavily on speed and maneuverability, and is therefore
only lightly armored.
Secondary Mode:
As a secondary option, the Shade can activate turbo thrusters to dramatically
improve its speed, but it cannot use weapons while in this state. Being an
airborne unit, it cannot capture Victory Locations or hostile Landing Zones.

Technical Info/Stats:
Primary Mode:
Health: 250
Armour (Front/Side/Back/Top): 0/0/0/0
Speed:25
Attack Type: Turret
Weapon Damage: 10-20
Weapon Range: 120
View Range: 150
Stealth: 0

Secondary Mode:
Health: 250
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 35
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 250
Stealth: 0


NSA Transport Helidyne - AVTCH-6 "Bigbird"
One of the drawbacks of the NSA military is the terradynes' inability to
cross deep water. For that purpose the NSA have developed the Bigbird - a
transport helidyne capable of quickly airlifting terradynes and other ground
units over great distances.

It is often used to transport vehicles deep into enemy territory for use in
sneak attacks and ambushes. The Bigbird is heavily armoured and can withstand
severe punishment. In order to ensure maximum payload capacity, it has no
weapons or secondary options. Being an airborne unit, it cannot capture
Victory Locations or hostile Landing Zones.
Secondary Mode:
The unit can activate an Anti-Missile System that will defend against
incoming Missiles. However, it comes at the sacrifice of flying speed.

Technical Info/Stats:
Primary Mode:
Health: 300
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 25
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 150
Stealth: 0

Secondary Mode:
Health: 300
Armour (Front/Side/Back/Top): 20/20/20/20
Speed: 10
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 150
Stealth: 0


Fixed Structures

NSA Sentry Gun - TTP-90 "Sentinel"
The Sentry Gun provides excellent point defence, capable of dealing with both
ground and air units. It is relatively weak against heavy armour, but excels
against large concentrations of infantry. The sentry gun is immobile, but can
be transported using an APC or Combat Engineer.

Technical Info/Stats:
Health: 200
Armour (Front/Side/Back/Top): 20/20/20/20
Speed: 0
Attack Type: Infantry Cannon
Weapon Damage: 7-15
Weapon Range: 100
View Range: 120
Stealth: 0

NSA KZ Sensor - MSRS-4 "Detector"
The NSA KZ Sensor allows the military a great view of the battlefield. It
covers approximately an area 500m around its position. The KZ sensor cannot
move and can only be transported in an APC or Combat Engineer.

Technical Info/Stats:
Health: 200
Armour (Front/Side/Back/Top):
Speed: 0
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 350
Stealth: 50

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The Viron Nomads
Humans first came into contact with Virons after their space was violated in
the 25th century by the rogue corporate agent Sarah Parker. In the years that
followed, attempts were made to establish relations with the Virons, but
these met with little success. The Virons proved to be extremely reclusive
and xenophobic. Little else is known about them except that they are bipeds
and are wielders of a highly advanced nano-organic technology. When
negotiations with them failed, reports began coming of battles being fought
in the Ragnarok Nebula, the unconfirmed location of the Viron homeworld. In
these reports there are several references of Viron units "melding" on the
battlefield to form completely new vehicles of destruction.

Officially no further human contact has been made with the Virons since that
time.

IDEAL FLEET
6 Kah'meh
3 Maalh'bul
10 Pack'changh
4 Tah'changh
3 Bah'ko
6 Haai'tah
5 Kee'on Rimah
3 Chingh'geh'ohn
3 Geom'raah
3 Bull'gasaalh
10 Hun'muh
7 Chee'woh
6 Geeh'mu'gee
2 Joh'jack
2 Borah'maar
3 Wan'greh'ohng
2 Sentry Gun (per Kee'on Rimah)
2 KZ Sensor (per Kee'on Rimah)

Skirmish anyone?


Melding
One of the unique aspects of Viron warfare is the ability to meld units on
the battlefield to create a more advanced unit.
MORTAR CLANGUARD = Missile Clanguard + Missile Clanguard
INFECTOR CLANGUARD = Assault Clanguard + Assault Clanguard
MORTAR CENTRUROID = Engineer Centruroid + Engineer Centruroid
MISSILE CENTRUROID = Gun Centruroid + Gun Centruroid
THUMPER CENTRUROID = Corruptor Centruroid + Corruptor Centruroid
HELLFIRE CENTRUROID = Penetrator Centruroid + Penetrator Centruroid
SCREAMER HELIDYNE = Fighter Helidyne + Fighter Helidyne
CORRUPTOR HELIDYNE = Surveillance Helidyne + Surveillance Helidyne

Units
Note that attack damage and range is based on weapon type.



cLANGUARDS


Viron Assault Clanguard "Kah'meh"
The Assault Clanguard is armed with a strong Bio-Pulsar gun. The weapon
projectile's molecular acid component swiftly eats through any known material
before the kinetic impact deals a massive energy discharge well inside the
target.
Clanguards are highly suitable for urban warfare as they are capable of
taking shelter withing buildings. Two Assault Clanguards can be melded to
create an Infector Clanguard.
Secondary Mode:
They carry capsules of Pronocol, a synthetic combat drug that gives the user
a massive boost of adrenaline at command. Effectively boosts the regeneration
process.

Technical Info/Stats:
Primary Mode:
Health: 180
Armour (Front/Side/Back/Top): 10/10/10/10
Speed: 5
Attack Type: Anti-Tank
Weapon Damage: 15-30
Weapon Range: 110
View Range: 150
Stealth: 20

Secondary Mode:
Health: 180
Armour (Front/Side/Back/Top): 10/10/10/10
Speed: 5
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 150
Stealth: 20


Viron Infector Clanguard "Maalh'bul"
The Infector Clanguard is armed with a gas purger spraying engineered viral
spores over its intended target. The Infector is extremely useful against
infantry but can also damage vehicles and tanks.
Secondary Mode:
The Infector Clanguard can infect the area surrounding him with lethal spores
genetically engineered to cause damage to the enemy while harmless to allies.

Technical Info/Stats:
Primary Mode:
Health: 200
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 7
Attack Type: Toxic
Weapon Damage: 10-20
Weapon Range: 50
View Range: 150
Stealth: 20

Secondary Mode:
Health: 200
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 7
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 150
Stealth: 20


Viron Missile Clanguard "Pack'changh
The Missile Clanguard is a common sight on the battlefield, armed with
missile spewers, they cause mayhem to enemy air units. They excel in taking
out enemy air but can also engage vehicles and tanks. The missiles cannot
target infantry due to their small signature. Two Missile Clanguards can be
melded together to create a Mortar Clanguard.
Secondary Mode:
The Missile Clanguard can fire Torment missiles that do very little damage
itself but showers the target with acidic spray, temporarily lowering the
targets armor.

Technical Info/Stats:
Primary Mode:
Health: 200
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 5
Attack Type: Missile
Weapon Damage: 6-12
Weapon Range: 150
View Range: 150
Stealth: 20

Secondary Mode:
Health: 200
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 5
Attack Type: Missile
Weapon Damage: 2-5
Weapon Range: 150
View Range: 150
Stealth: 20



Viron Mortar Clanguard "Tah'changh"
The Viron Nomads have a very flexible unit arsenal and when dealing with
massed concentrations of enemy infantry or light vehicles the Mortar Trooper
is an obvious choice. The trooper is armed with a rapid firing mortar mounted
on the units back. The mortar fires a seed-case containing a highly volatile
compound mixed with piercing needles/shrapnel. The seed-case is designed to
rupture above the intended target showering it with razor sharp shrapnel
capable of tearing through light armor.
The mortar’s high rate of fire allows it to penetrate enemy missile defense
systems. The seed-cases are however rather small and cannot penetrate
terradyne armor.
Secondary Mode:
The Mortar Clanguard can fire grenades that release a cloud of highly active
spores that will interfere with combat and targeting systems effectively
acting as a smokescreen.

Technical Info/Stats:
Primary Mode:
Health: 150
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 4
Attack Type: Grenade
Weapon Damage: 10-20
Weapon Range: 150
View Range: 150
Stealth: 20

Secondary Mode:
Health: 150
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 4
Attack Type: Smokescreen
Weapon Damage: 0-0
Weapon Range: 150
View Range: 150
Stealth: 20


CENTRUROIDS


Viron Gun Centruroid "Bah'ko"
The fast and furious Gun vehicle uses a direct spike cannon to deliver razor
sharp bio-spikes at its enemies. While the spikes are capable of penetrating
the thickest armor with easy, their small size severely limits their damage
potential. The Gun Centruroid fills the role as a fast long-range recon unit.
With its fast speed unnervingly long range it is capable of luring the enemy
into lethal ambushes.
Two Gun Centroroids can be melded together to create a more defensive Viron
unit, the Missile Centruroid.
Secondary Mode:
The Gun Centruroid can, like certain Earth reptiles, extend a hard carapace
in the front effectively protecting the unit from frontal attacks. The unit
is however immobile while the shields are up.

Technical Info/Stats:
Primary Mode:
Health: 150
Armour (Front/Side/Back/Top): 20/10/0/0
Speed: 20
Attack Type: Infantry Cannon
Weapon Damage: 5-10
Weapon Range: 120
View Range: 160
Stealth: 0

Secondary Mode:
Health: 150
Armour (Front/Side/Back/Top): 90/0/0/0
Speed: 0
Attack Type: Infantry Cannon
Weapon Damage: 5-10
Weapon Range: 120
View Range: 160
Stealth: 0



Viron Missile Centruroid "Haai'tah"
The “Haai’tah” is a fast missile-carrier unit. Its main purpose is to defeat
enemy air units but it is also useful against vehicles and terradynes. The
missile system cannot target infantry. The unit fires a swarm of homing pods
against its target.
Secondary Mode:
The Missile Centruroid can extend a bio field capable of defending itself and
other nearby units against missile and grenade attacks. Be warned - the bio
field can be overloaded and fail to defeat all missiles if attacked by a high
number of missiles simultaneously.

Technical Info/Stats:
Primary Mode:
Health: 280
Armour (Front/Side/Back/Top): 40/20/0/0
Speed: 20
Attack Type: Missile
Weapon Damage: 5-10
Weapon Range: 150
View Range: 150
Stealth: 0

Secondary Mode:
Health: 280
Armour (Front/Side/Back/Top): 40/20/0/0
Speed: 0
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 150
Stealth: 0



Viron Engineer Centruroid "Kee'on Rimah"
The Engineer Centruroid is armed with a medium spore-thrower and a transport
compartment capable of taking up to 8 Clanguards. The unit fills an important
role on the battlefield being able to heal friendly units in its secondary
mode.
Two Engineer Centruroids can be melded together to create a Mortar Centruroid.
Secondary Mode:
The Engineer can activate its repair equipment and is capable of spraying
friendly units with mucus capable of accelerating the Viron regeneration
process. However it cannot use its weapon while in secondary mode.

Technical Info/Stats:
Primary Mode:
Health: 250
Armour (Front/Side/Back/Top): 30/20/10/10
Speed: 15
Attack Type: Toxic
Weapon Damage: 7-15
Weapon Range: 100
View Range: 150
Stealth: 0

Secondary Mode:
Health: 250
Armour (Front/Side/Back/Top): 30/20/10/10
Speed: 15
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 150
Stealth: 0



Viron Mortar Centruroid "Chingh'geh'ohn
While the Viron arsenal lacks the long artillery range of the NSA, the Mortar
Centruroid does an outstanding job at quick hit-and-run grenade attacks.
The unit's powerful Seed-Launcher fires a volatile seed-case that is designed
to detonate above the target showering everything below with razor sharp
spikes.
Prior to detonation the spikes are encased in a lethal toxic that is
engineered to literally short out the brain.
Secondary Mode:
Instead of firing it's usual volatile seed cases, it fires an acidic grenade
effectively reducing enemy unit's armour in the target area.

Technical Info/Stats:
Primary Mode:
Health: 160
Armour (Front/Side/Back/Top): 40/20/0/0
Speed: 15
Attack Type: Grenade
Weapon Damage: 15-30
Weapon Range: 300
View Range: 150
Stealth: 0

Secondary Mode:
Health: 160
Armour (Front/Side/Back/Top): 40/20/0/0
Speed: 15
Attack Type: Grenade
Weapon Damage: 4-15
Weapon Range: 300
View Range: 150
Stealth: 0



Viron Corruptor Centruroid "Geom'raah"
The Corruptor tank is a huge lumbering armoured infantry transport with a
heavy spore thrower moutned topside. It spews forth a huge cloud of
bioengineered spores that instantly corrode the material they come in contact
with. After a weapon discharge, a huge spore cloud remains on the
battlefield. Contact with the cloud results in instantaneous damage every
second. Two Corruptors can be melded to create a Thumper Centruroid.
Secondary Mode:
The unit emits a highly lethal virus that eats through friends and foes
alike. Even the unit itself sustains damage in this mode.

Technical Info/Stats:
Primary Mode:
Health: 300
Armour (Front/Side/Back/Top): 50/20/0/10
Speed: 12
Attack Type: Toxic
Weapon Damage: 15-30
Weapon Range: 50
View Range: 120
Stealth: 0

Secondary Mode:
Health: 300
Armour (Front/Side/Back/Top): 50/20/0/10
Speed: 0
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 120
Stealth: 0



Viron Thumper Centruroid "Bull'gasaalh"
The Thumper tank is a huge Viron unit, heavily armoured and fitted with a
unique and ingenious bio-weapon - the Thumper. With a distinctive "thump" the
weapon spews forth a wave of organic mass with supercharged protons that
travels along the ground toward the target. As the organic mass travels
forward, it loses some of it's destructive power.
Secondary Mode:
The Thumper projects an energy field capable of enhancing the armour of
itself and those units in it's immediate proximity.

Technical Info/Stats:
Primary Mode:
Health: 450
Armour (Front/Side/Back/Top): 60/30/15/15
Speed: 10
Attack Type: Grenade
Weapon Damage: 15-30
Weapon Range: 70
View Range: 120
Stealth: 0

Secondary Mode:
Health: 450
Armour (Front/Side/Back/Top): 60/30/15/15
Speed: 10
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 120
Stealth: 0



Viron Penetrator "Hun'muh"
The Penetrator is the Viron’s main armoured Centruroid. The Penetrator is a
very direct and brutal way to deal with enemy units, especially heavily
armored targets. The unit fires a single nano-engineered chitin spike, heated
to near cataclysmic temperature. The nano-spike easily penetrates any armor
up to 200 cm thick. The energy released when the hyper-velocity nano-spike
hits its target equals to a small nuclear detonation.
Two Penetrators can be melded together to create an even more powerful unit -
the Viron Hellfire Centruroid.
Secondary Mode:
In it's secondary mode, the Penetrator is capable of shooting at a greatly
increased range. In order to fire accurately, it needs spotters to fully
utilise it's increased range.

Technical Info/Stats:
Primary Mode:
Health: 300
Armour (Front/Side/Back/Top): 50/20/0/0
Speed: 10
Attack Type: Turret
Weapon Damage: 30-60
Weapon Range: 120
View Range: 120
Stealth: 0

Secondary Mode:
Health: 300
Armour (Front/Side/Back/Top): 50/20/0/0
Speed: 10
Attack Type: Turret
Weapon Damage: 25-90
Weapon Range: 250
View Range: 120
Stealth: 0



Viron Hellfire Centruroid "Chee'woh"
The "Chee'woh" is an impressively armoured giant of a unit, armed with hard-
hitting nano-drones. The unit can deliver a punch even capable of denting a
fortified Ravager terradyne. The nano-drones are not capable of hitting air
or infantry.
Secondary Mode:
In it's secondary mode, the unit's speed is greatly improved at the sacrifice
of it's weapons, allowing it to reach intense fire zones quickly.

Technical Info/Stats:
Primary Mode:
Health: 600
Armour (Front/Side/Back/Top): 50/20/0/0
Speed: 8
Attack Type: Turret
Weapon Damage: 25-50
Weapon Range: 150
View Range: 120
Stealth: 0

Secondary Mode:
Health: 600
Armour (Front/Side/Back/Top): 50/30/20/20
Speed: 16
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 120
Stealth: 0


HELIDYNES


Viron Fighter Helidyne "Geeh'mu'gee"
The Viron Fighter Helidyne is a fast response unit in the Viron air cadre.
The Fighter is armed with a pair of highly advanced seed launchers spewing
forth homing projectiles that are more than capable of tearing any airborne
unit into tiny pieces.
Its dominance on the battlefield is however limited to air units, leaving it
in desperate need to ground support to take out enemy anti-air.
Two Fighter Helidynes can be melded together on the battlefield to create a
Screamer Helidyne.
Secondary Mode:
In secondary mode, the unit is capable of quickly regenerating it's carapace
and vital systems. However, it is defenseless in this mode.

Technical Info/Stats:
Primary Mode:
Health: 160
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 27
Attack Type: Missile
Weapon Damage: 15-30
Weapon Range: 150
View Range: 150
Stealth: 0

Secondary Mode:
Health: 160
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 20
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 150
Stealth: 0



Viron Screamer Helidyne "Joh'jack"
The Screamer is mainly a support weapon; used with other Viron units, it
truly makes the Virons a foe to fear. It is armed with a weak sonic cannon
that utilises sonic waves to pulverise it's target.
Secondary Mode:
The Screamer continuously projects a multi-spectral aura of raw Viron
hostility, which disturbs and disrupts the enemy, grating at the edge of
their brains like a blunt razor blade being scraped against glass. The aura
effectively degrades the target's ability to defend itself.

Technical Info/Stats:
Primary Mode:
Health: 300
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 15
Attack Type: Precision
Weapon Damage: 5-10
Weapon Range: 100
View Range: 150
Stealth: 0

Secondary Mode:
Health: 300
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 10
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 150
Stealth: 0



Viron Surveillance Helidyne "Borah'maar"
The Surveillance Helidyne is capable of attacking both air and ground forces
with a relatively weak bio-cannon. It has great perception and view range.
Two Surveillance Helidynes can be melded to create a Contaminator Helidyne.
Secondary Mode:
The unit can extend battlefield sensors capable of detecting all enemies
within 400-500m. It cannot move or attack while the sensors are extended.

Technical Info/Stats:
Primary Mode:
Health: 300
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 10
Attack Type: Infantry Cannon
Weapon Damage: 2-5
Weapon Range: 120
View Range: 150
Stealth: 0

Secondary Mode:
Health: 300
Armour (Front/Side/Back/Top): 20/20/20/20
Speed: 10
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 400
Stealth: 0



Viron Contaminator Helidyne "Wan'greh'ohng"
The Contaminator Helidyne is armed with a medium spore thrower gas weapon.
The combination of being airborne and armed with a gas weapon strikes fear
into infantry holed up inside a building. It's APC capability allowes it to
gas a fortification an unload a full squad of infantry while the gas
dissipates.
Secondary Mode:
Special glands are activated constantly, feeding the armoured areas with new
nano-material effectively reinforcing it's armour. The unit moves slightly
slower and is unable to attack in this mode.

Technical Info/Stats:
Primary Mode:
Health: 220
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 15
Attack Type: Toxic
Weapon Damage: 15-30
Weapon Range: 80
View Range: 150
Stealth: 0

Secondary Mode:
Health: 220
Armour (Front/Side/Back/Top): 50/50/50/50
Speed: 10
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 150
Stealth: 0


FIXED STRUCTURES


Viron Prime Sentry Gun
The deployable Bio-Pulsar gun can be used to bolster the Viron's defenses. It
cannot move on it's own accord and must be transported to it's intended
position.

Technical Info/Stats:
Primary Mode:
Health: 200
Armour (Front/Side/Back/Top): 20/20/20/20
Speed: 0
Attack Type: Infantry Cannon
Weapon Damage: 10-20
Weapon Range: 140
View Range: 150
Stealth: 0


Viron KZ Sensor
The deployable field sensor will detect all enemy units within 400-500m. It
cannot move on it's own accord and must be transported to it's intended
position.

Technical Info/Stats:
Primary Mode:
Health: 200
Armour (Front/Side/Back/Top): 0/0/0/0
Speed: 0
Attack Type: N/A
Weapon Damage: 0-0
Weapon Range: N/A
View Range: 350
Stealth: 50


------------------------------------------------------------------------------
THE TERRAN EMPIRE
The Terran Empire, a relatively new empire formed out of the ashes of the old
mega corporations, is driving an iron willed offensive against the outer
colonies and is now severely threatening the NSA home world planet
Morningstar Prime. The goal of the Terran Empire is to to reconquer the outer
colonies and reunite mankind at all costs.
The end justifies the means and this surely means the end for Morningstar
Prime. The Imperial military relies on advanced technology, using heavy hover
dynes, lethal plasma weapons as well as a seemingly endless supply of fresh
legionnaires. They are also capable of bringing down heavy orbital
bombardment from their orbiting star cruisers.
Emperor Marcus Augustus has put the trust in his right hand agent, the most
ruthless and successful, Imperator Vlaana Azleea, to bringing Morningstar
Prime into the Imperial fold.

Imperator Vlaana, also known as the “Butcher of Ariel”, because of the
heinously brutal way she crushed and retook control over that colony, is
unusually merciless, cold and austere. Hating weakness of all kinds, it is
impossible for her to understand why the NSA should continue to resist, when
they obviously would be so much better under the command of the Empire…


UNITS


------------------------------------------------------------------------------
HISTORY
------------------------------------------------------------------------------
Log 1: 10/07/2004 16:08

Hey all, I've just started this thing. It's a freakin' monster to write.
Never knew the manual could be so big. Anyway, I've left you with the NSA
unit stats, they're complete. I'm doing the Viron at home, I'll finish and
upload soon. Anyone know anything about the Terrans?
-Seb

---

Log 2: 11/07/2004 03:24
Having insomnia sucks. Decided I might as well spend the night on the FAQ.
Finished the Viron units. I will make a personal analysis section soon, and I
might even make a head-to-head of each unit. That'll take a while. If my
speech recognition was working, I'd be making a lot more progress. Anyway,
cya.
-Seb

---

Log 3: 11/07/2004 16:32
I added a little more to the FAQ. I'm going to start the Terrans later (it's
hard, I only have one level in which I can play them and they're all a mess).
Still, I'm working on it. Anyone know any cheats for Sonic Heroes on the PS2?
-Seb

------------------------------------------------------------------------------
CREDITS/CLOSING
------------------------------------------------------------------------------
- Massive, Sierra, Bink and Miles for making this game.
- You, for reading this.
- James, for adding a small fact about the NSA/Viron Comparisons
- CJayC, for creating the best gaming site in the world.
- Imperials, for causing me endless frustration.
- ASCII Generator for the Text at the top.

In closing, I'd just like to say this:
"Hope you enjoyed the FAQ."
I'll see ya later,
-Seb

(c) Seb Haque 2004

 
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