www.rareware.com
CHARACTER CLASSES
-------
Grunt
The all-rounder, the jack of all trades, the basic, reliable combat unit. Grunts have no real speciality or imposing physical characteristic, but they easily compensate with a powerful primary weapon and Self Heal ability (which makes them a lot harder to kill if given time to use it).
Sneeker
Never trust a Sneeker! Forget their relatively weak long-range capability - Sneekers are devastating up close and all too good at getting up close, especially when Cloaked. Their ability to Feign Death also provides them with some deeply unpleasant surprise attack opportunities.
Demolisher
A simple class with simple pleasures. Generally speaking, Demolishers want nothing more than to smash stuff up, which is why they get the Bazooka. Not enough for you? Their Berserk state allows for faster movement and an extra ground attack, though it does wear off in time.
Long Ranger
Antithesis of the Sneekers, a class renowned for their long-distance effectiveness. With Infravision allowing them to scan the whole battlefield for enemy positions, Long Rangers are a menace at any distance - at least until you get up really close and blow their heads off
Sky Jockey
A class of extremes. Unremarkable on the ground and initially lacking any specialist abilities beyond their pilot training, Sky Jockeys come into their own when given access to a Steed or Mule 52, as only they can handle these airborne vehicles. Carnage frequently ensues.
Thermophile
Class of choice for the mentally unstable in the ranks. Thermophiles love to go nutjob ape-crazy and torch stuff with the old Sinurator, and while they may seem weak, they also have the capacity to restore both their own and other soldiers' energy... when they're thinking straight.
----------------
PRIMARY WEAPONS
Sturm 21
A triple-barrelled bundle of fun supplied to the Grunt class. Generally fires in bursts of three but can be switched to autofire for those times when you need to discharge its 50-round capacity as quickly as possible. It can also fire vehicle-destroying Dum-Dum rounds.
Sabre
Sneekers naturally favour close-combat melée, so their obvious choice of primary weapon is the Sabre. This blade can be used in either attack or defence posture, defence offering some protection from enemy strikes plus the opportunity to charge up a more powerful attack.
Bazooka
Specialist heavy weapon available only to the burly Demolisher. Standard missiles fire directly ahead, the Fire & Forget type automatically lock onto air targets, while Guided missiles (available as an upgrade) use the on-board camera for maximum accuracy
Widowmaker
Tailor-made for the Long Ranger, this elite sniper rifle offers standard 7.68mm tips or hardcore DU (depleted uranium) tips for taking out vehicles and heavy artillery. Has two zoom modes, a third if you upgrade, and can be used while standing, crouching, or prone.
DP 500
Cutting-edge firearm and standard weapon of the Sky Jockey. Its light weight means that two can be fired simultaneously, and with 20 shots per round and built-in Standard (one-shot) and Burst (three-shot) modes, this is a dangerously versatile piece of kit.
Sinurator
The Thermophile's fearful weapon of choice, which can fire either Napalm (for use on enemy troops) or Acid (to destroy vehicles), sending out a funnel of flame or a vicious acidic stream respectively. Both modes tend to get the job done in fairly short order...
CHARACTER CLASSES
-------
Grunt
The all-rounder, the jack of all trades, the basic, reliable combat unit. Grunts have no real speciality or imposing physical characteristic, but they easily compensate with a powerful primary weapon and Self Heal ability (which makes them a lot harder to kill if given time to use it).
Sneeker
Never trust a Sneeker! Forget their relatively weak long-range capability - Sneekers are devastating up close and all too good at getting up close, especially when Cloaked. Their ability to Feign Death also provides them with some deeply unpleasant surprise attack opportunities.
Demolisher
A simple class with simple pleasures. Generally speaking, Demolishers want nothing more than to smash stuff up, which is why they get the Bazooka. Not enough for you? Their Berserk state allows for faster movement and an extra ground attack, though it does wear off in time.
Long Ranger
Antithesis of the Sneekers, a class renowned for their long-distance effectiveness. With Infravision allowing them to scan the whole battlefield for enemy positions, Long Rangers are a menace at any distance - at least until you get up really close and blow their heads off
Sky Jockey
A class of extremes. Unremarkable on the ground and initially lacking any specialist abilities beyond their pilot training, Sky Jockeys come into their own when given access to a Steed or Mule 52, as only they can handle these airborne vehicles. Carnage frequently ensues.
Thermophile
Class of choice for the mentally unstable in the ranks. Thermophiles love to go nutjob ape-crazy and torch stuff with the old Sinurator, and while they may seem weak, they also have the capacity to restore both their own and other soldiers' energy... when they're thinking straight.
----------------
PRIMARY WEAPONS
Sturm 21
A triple-barrelled bundle of fun supplied to the Grunt class. Generally fires in bursts of three but can be switched to autofire for those times when you need to discharge its 50-round capacity as quickly as possible. It can also fire vehicle-destroying Dum-Dum rounds.
Sabre
Sneekers naturally favour close-combat melée, so their obvious choice of primary weapon is the Sabre. This blade can be used in either attack or defence posture, defence offering some protection from enemy strikes plus the opportunity to charge up a more powerful attack.
Bazooka
Specialist heavy weapon available only to the burly Demolisher. Standard missiles fire directly ahead, the Fire & Forget type automatically lock onto air targets, while Guided missiles (available as an upgrade) use the on-board camera for maximum accuracy
Widowmaker
Tailor-made for the Long Ranger, this elite sniper rifle offers standard 7.68mm tips or hardcore DU (depleted uranium) tips for taking out vehicles and heavy artillery. Has two zoom modes, a third if you upgrade, and can be used while standing, crouching, or prone.
DP 500
Cutting-edge firearm and standard weapon of the Sky Jockey. Its light weight means that two can be fired simultaneously, and with 20 shots per round and built-in Standard (one-shot) and Burst (three-shot) modes, this is a dangerously versatile piece of kit.
Sinurator
The Thermophile's fearful weapon of choice, which can fire either Napalm (for use on enemy troops) or Acid (to destroy vehicles), sending out a funnel of flame or a vicious acidic stream respectively. Both modes tend to get the job done in fairly short order...