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Ground Control

The document outlines the system requirements for the Ground Control Direct Command Interface System (GC-DCIS) and provides a detailed background on the Order of the New Dawn, a significant religious and political entity with a vast following and military structure. It describes the three branches of the Order: Manus Dei, Pax Dei, and Vox Dei, detailing their roles, history, and technological advancements. Additionally, it introduces a character, Brother Jarred Stone, highlighting his background and military training within the Pax Dei.

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0% found this document useful (0 votes)
11 views56 pages

Ground Control

The document outlines the system requirements for the Ground Control Direct Command Interface System (GC-DCIS) and provides a detailed background on the Order of the New Dawn, a significant religious and political entity with a vast following and military structure. It describes the three branches of the Order: Manus Dei, Pax Dei, and Vox Dei, detailing their roles, history, and technological advancements. Additionally, it introduces a character, Brother Jarred Stone, highlighting his background and military training within the Pax Dei.

Uploaded by

kc0hpf
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

0 1 INTRODUCTION 2 BACKGROUND 0

SYSTEM REQUIREMENTS THE ORDER OF THE NEW DAWN


Minimum System Requirements
The Ground Control Direct Command Interface System (GC-DCIS) requires that
your Command APC onboard computer is equipped with:
Pentium II 233 MHz or Pentium II 200 with 3D Accelerator Card
32 MB RAM
250 MB HD Space
CD-ROM: 4x or better
640 x 480 SVGA high color (16-bit) 4 MB Video Card
DirectX 7.0a (included on CD)
Windows® compatible sound device
Mouse and Keyboard

Introduction
Recommended System Requirements The Order of the New Dawn is Earth’s largest religious faith, and if its financial
For maximum combat performance Crayven Tactical Military Operations recom- strength were rated against the world’s corporations, it would be the third
mend the following: largest. The Order counts nearly 700,000,000 Faithful among its ranks, and
Pentium II 333 MHz or better its holdings range from Mars to the Spinward Reaches.
64 MB RAM
The Order’s ranks are divided into three great branches of service. The first
3D accelerator card (Glide or Direct3D compatible)
of these is the Manus Dei, “the Hands of God”, by far the largest grouping
450 MB HD Space
of the Faithful; of the Order’s 700 million members, nearly 600 million belong
to the Manus Dei. The Hands of God are the workforce of the Order, both
Installing Ground Control Earthside and abroad. They come from every technical and labor discipline,
Crayven High Command recommends that you take the time to run Disk and many are recruited directly from the ranks of other corporations. While
Defragmenter on the current hard drive before you install the game. Disk there are laws regarding the appropriation of skilled workers between
Defragmenter is activated via the Start button on the Windows taskbar in the corporations, religious conversion is currently unrestricted, and so the Manus
[programs/accessories/system tools] group. Follow its instructions. Dei is constantly being refreshed with a steady influx of talent. It is not unusual
In order to install the GC-DCIS to your Command APC onboard computer safe- for the Order to actively try to convert corporate personnel involved in high-
ly, you need to insert the Ground Control CD into your CD-ROM and follow the tech research projects.
instructions on the screen.
If no instructions shortly appear, double-click on the “my computer” icon on
your desktop. Double-click on the CD-ROM drive icon. In the file window, double-
click on the file icon of [Link]. Follow the instructions on screen.

Installing DirectX
The Ground Control Direct Command Interface System requires that you have
Microsoft DirectX 7.0a or higher installed. During the installation your onboard
system will be checked to see if you have correct drivers installed. Should you
require new drivers, you will be asked if you would like to install DirectX 7.0a.

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The second branch of the Order is much smaller than the Manus Dei, but with- critics are quick to point out that this treasure was not saved merely for the
out them, no branch of the Order could exist. The Pax Dei, as they are benefit of humanity. Since 2177, the works collected in the L.A.N. have been
known—the “Peace of God”, in common tongue-is a standing security force of protected under the existing salvage laws of the GCC, and are no longer consid-
over 90 million men and women. These soldiers form the colonial armies of ered to be “in the Public Domain”. Many irreplaceable classics of human art
the New Dawn and see themselves as the Holy Defenders of the Faith, dedicat- and literature are thus copyrighted to the Church in perpetuity, and every read-
ed to protecting the Order and its interests on Earth and throughout the er of Charles Dickens, William Butler Yeats and Joseph Conrad must pay royal-
galaxy. Members of the Pax Dei provide policing and security for the Order’s ties to the church.
settlements on no fewer than fourteen worlds, and they are also called to pro-
The ancient Order also preserved the Spicelegium Dei, “God’s Gleaning”, which
vide pilots and crew for any and all vessels belonging to the Church. Given
consists of over 700,000 cryogenically preserved tissue samples of human,
their grounding in the faith of the New Dawn, Pax Dei troops have a very high
plant, and animal life on Earth. The S.D. has been replicated many thousands
morale factor under fire and will often fight to the last soldier unless directly
of times since 2157, and is still archived by scholars of the Order on Earth,
ordered to retreat.
Europa (Sol 5B), and Proxima 3. It has yet to be surpassed as a reference
The third and final branch of the Order is the Vox Dei, “the Voice of God”, and library of uncorrupted genetic material from before the Age of Chaos.
functions as the spiritual arm of the church. Members of the Vox include
Historians estimate that the Order’s underground shelters were opened in the
Ministers, Astronomers and Inquisitors. The Order only allows men to join the
year 2097, just 48 months after the destruction of the Old World. Although
ranks of the Vox Dei, and only after many months of continuous indoctrination.
radiation levels were still dangerous, the brothers and sisters of the Order
The Ministers effectively rule the Order and make all strategic decisions, both
quickly realized that the world above them had not been completely destroyed,
economic and military. The Sacred Astronomers are the priest-scientists of the
and that there were many survivors in need of help. Although their shelters
Order, and guide both the exploration of new worlds and research into new
were not set to open for another fifteen years, the Order opened its doors and
technologies. The Inquisition is the Order’s internal police force and intelligence
returned to the surface early, hoping to make a difference to the billions of
division, and their task is to examine threats to the spiritual purity of the Order
refugees and convert them to the cause in the process. During the last six
from without and within. A sub-branch of the Inquisition trains the Battle-
months of a bitter nuclear winter, the Church set up way stations around the
Priests; these men accompany most military units to observe behavior in com-
globe to provide shelter to the homeless, and share its remaining supplies with
bat, and make sure field commanders are issuing orders that are “spiritually
those in need.
correct”. The Vox Dei is the smallest of the 3 Order branches, and numbers
slightly over 10 million personnel. Throughout the Age of Chaos, the Order of the New Dawn built and fortified
over 130 Sanctuaries world-wide. These facilities served many functions in
History that dangerous age: to minister to the sick and starving, to provide shelter to
Little is known of the earliest days of the Order, which was founded in the trou- the weary and destitute, to educate the young, and to spread the teachings of
bled years before the Sixteen Minutes’ War. Although it is believed that the the New Dawn Bible. The most important function of the Sanctuaries, howev-
great majority of the Order’s pre-war records survived the nuclear exchange on er, was to keep the peace; it was during these years that the armed forces
March 27, 2093 intact, they are believed to have been lost in the intervening branch of the Church, the Pax Dei, was established. During this time the Vox
centuries. Today we know only that The Order of the New Dawn was founded Dei and Manus Dei helped to reclaim thousands of hectares of farmland, and
by a small coalition of men and women of Faith, who united in common cause began carefully supervised breeding programs to re-create many species of
during the dark days of the latter 21st century. Foreseeing the coming cata- livestock. By luck, faith, or just cold, shrewd sense, the Order came out of the
clysm, these early cultists dedicated themselves to preserving as much tech- second Dark Age as the pre-eminent political and spiritual power on Earth.
nology and knowledge as possible, in order to bring about a New Dawn after Unfortunately for the long-term plans of the Order, although the 16 Minutes’
the inevitable holocaust. Many analysts have observed that without the Sixteen War killed hundreds of millions, destroyed dozens of great cities and brought
Minutes’ War, the Order would have been just another apocalyptic cult. the human race very nearly to its knees, the long twilight of chaos was not
But the End of the Civilized World did indeed come, and the proto-Order was enough to kill many major Corporations. By the year 2157, several of these
ready for it—and even the corporations, no matter what they may think of the mighty juggernauts had risen from the ashes, and were once again uniting vast
Order in the present day, do not deny the dept all of humanity owes them. The sections of the Earth under the terms of peace and profit. When the new
greatest prize saved by the Order was the Liber Aurorae Novae, the Book of Global Central Command was established, the Order of the New Dawn consid-
the New Dawn: millions of digitally stored books, recordings, and images, which ered it more of a Free Trade organization than an actual powerful ruling body.
members of the Order chose to save from the coming holocaust. Of course, This changed when the GCC passed the “Religious Constraint Agreement”-a

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powerful legal block against the Order’s influence in economic matters, and one resolve battles as fast as possible. When on the defensive, the Order will use
that was backed with the armed force of corporate security divisions. the speed of its armor to make a series of guerilla raids against enemy supply
and command centers until the enemy advance is slowed and the Order can
Despite their dedication to peace, the Order did not surrender its power easily,
regain the initiative.
and open warfare once more scarred the Earth’s surface as the Pax Dei bat-
tled corporate troops for control of various power centers. The Order and the Despite their dependence on high technology, the backbone of the Pax Dei is
Corporations battled off and on for seventeen years, until a unilateral cease-fire still the powered infantryman. Known as Crusaders, Order infantry takes the
was signed in 2177, when the World Court announced that the Order would brunt of any assault or defense mission. When combined with the Order’s
be allowed to incorporate its holdings. While its power was greatly diminished, Heavy Artillery units, Crusaders can overwhelm almost any defense, and many
and the Order now found itself constrained by most of the same laws that a corporate position has gone down under the human wave attacks of the Pax
bound the Corporations, the Order was still powerful, and retained many of the Dei. While these tactics cost heavily in terms of manpower, the Order training
lands and cities it had reclaimed during the Dark Years. Since then, The Order Seminaries produce Crusaders at the rate of over a million every solar year.
of the New Dawn has been a respected member of the Terran Commodities
Between advanced weaponry and sheer manpower, the Pax Dei can continue a
Exchange and a powerful corporation in its own right, holding many valuable
campaign long after it becomes too expensive for even the richest corporation.
copyrights and patents.
Over the past two and a half centuries, the Order has pursued its interests Intercepted Personnel File
peacefully whenever possible, but the lesson of 2157 has never been forgot-
ten, and the Church defends its interests with force when necessary. Name: Brother Jarred Stone
Branch: Pax Dei
Pax Dei Technology and tactical doctrines Rank: Deacon
The Order of the New Dawn has possessed a technological advantage over Age: 29
the corporations since the end of the Dark Years and, while that lead has been Height: 5’11
diminished over the centuries, the Pax Dei still holds the high tech edge over Weight: 170 lbs
its opponents. While most corporate forces are restricted to high efficiency Date of Birth: 142-2390
bore cannons and mass drivers for heavy weapons, the Order has used it Place of Birth: Rosario Sanctuary, Buenos Aires District
mastery of high-energy physics to produce various beam weapons and lightning Education: Light of the Pampas Children’s Collective,
generators. These energy weapons pack a much heavier punch than their Rosario Sanctuary, XXX-2394
projectile counterparts and are, of course, free of logistical constraints like Osculum Dei Middle Seminary, 230—2404
ammunition. Called to the Pax Dei: 015-2410
The Order’s energy manip- Basic Training: Dawn Forge Combat Seminary, Brasilia Sanctuary
ulation technology is also Advanced training: Sword of Dawn Testing Grounds, Mons Olympus Sanctuary
displayed in their use of Assignment: Pax Dei Crusader Corps, 333-2414
anti-grav generators as Battle of Guderian Prime, 127-2415
the propulsion for their Wounded: Received the Heart of Zion
heavy armor units. This Awards: The Order of Venus for Courage in the Field of Combat
generation of hoverdynes
being currently used by the Fleet Action, Battle of King’s Cross 256-2416
Pax Dei in the field are the Wounded: Received the Heart of Zion
first of their kind to see Awards: The Star of Dawn for Heroism in the Field of Combat
combat. A hoverdyne is
Promoted to Deacon: 022-2417
much faster and more
maneuverable than an
Current Assignment: Defense of Krig-7B
analogous terraydyne, but
it cannot currently pack as much armor. Later generations of hoverdynes may
have more powerful grav generators and hence heavier armor, but for the time
being, Pax Dei armored units will depend on speed and heavy firepower to

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Jarred Stone was born behind the THE CRAYVEN CORPORATION


walls of the Rosario Sanctuary, in an
Order hospital which had opened its
doors to the poor, and was adopted
by the Order of the New Dawn. He
was given the name Jarred Stone,
after the doctor and nurse who deliv-
ered him, and taken to the Light of
the Pampas Children’s Collective,
where the sisters of the Manus Dei
cared for him until his 14th birthday.
At this point, vocational testing
revealed he would best serve the Introduction
Order in the ranks of the Pax Dei, as The Crayven Corporation is currently the largest incorporated body listed in by
a soldier. And so he was sent on to the Terran Commodities Exchange. The organization employs over
the Forge of Dawn combat seminary. 900,000,000 men, women and children on Earth and abroad, and produces
a range of products as well developing vast off-world petrochemical and biologi-
His first combat trainer, the Paladin Valerius, was so impressed with Brother cal assets.
Stone’s aptitude for war that he made only one comment on the young man’s Crayven Corporation holdings span the known galaxy, from Earth to the fur-
chart: “Jarred Stone will make a perfect soldier; his body is strong and his thest reaches of human-explored space. Although the output of Crayven facto-
Faith is stronger. His one weakness may be that he has no weakness-even ries, farms and mining facilities offer a wide range of production, they are per-
when faced with the impossible, he shows no fear, no doubt, no hesitation.” haps best known for their terra-forming projects. Crayven technologies have
been crucial in the terra-forming of a variety of marginal worlds including the
In his first year of active duty, Stone served on the line in no less than six eight colonies that Crayven has established under its sole ownership.
armed conflicts, including the battle of Guderian Prime. There Stone led two
squads of Crusaders over the walls of a Benton-Yutan mining fortress, and
destroyed the automated turrets which held the rest of his company pinned History
against the bluffs. The lives of over a hundred of his fellow Crusaders were The Crayven Corporation began its life in the year 2162, as a small construc-
thus saved, and although Brother Stone was badly injured, he was still able to tion company; its original name was Crayven Construction, and it was based on
negotiate a peaceful surrender of the fortress without further bloodshed, once the Australian continent, jointly owned by the partnership of Crayven, Schindler
he realized that his commanding officer had been killed in the fighting. and Beck. The founder of the company, Reno Crayven, was a talented busi-
Brother Stone’s initiative and valor earned him a short rest at the Nova Roma nessman and a gifted architect; he formed the triune partnership with
Sanctuary, where he received treatment for the injuries he suffered on Schindler and Beck to take advantage of their greater capital and political
Guderian Prime. As soon as he was able, he rejoined his Company in a fleet resources. The services that Crayven Construction provided were very much in
action at King’s Cross, where the Armada of Dawn captured two heavy cruis- demand by various Australian business concerns during the Heresy War, and
ers belonging to Dai Sheung Heavy Industries. Crayven backstabbed and hamstrung the competition unmercifully in search of
the mot lucrative and influential contracts. His company prospered and expand-
Brother Stone distinguished himself once more in the boarding action against ed, and the year before the armistice of 2177 was signed, Reno Crayven
the DSS Seoul’s Champion, when he broke though an enemy barricade and bought out his partners in a bitter takeover struggle. Amidst rumors of kid-
rescued several brothers of the Vox Dei. The brothers, who had been cap- napping and blackmail, Reno consolidated his new company, the Crayven
tured by Dai Sheung when their Temple on King’s Cross 3 was destroyed, were Corporation, and applied for membership in the GCC in 2178.
being held onboard the Lafayette for ransom. As a reward for his extreme
heroism, Jarred Stone was promoted to the rank of Deacon and given com- The Crayven Corporation grew throughout the Reconstruction era, and many of
mand of his own Company. the structures that Reno Crayven built between 2178-2202 are still celebrated
as wonders of post-war architecture. The Kenji Arcology on Okinawa, the Sunrise
Cathedral in Monterrey, and the Domed Gardens of Mars are only a few of the
many buildings still standing which bear the stamp of Reno Crayven’s personal

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genius. Most of the profits from these rebuilding projects was funneled into valor. They did not interfere with the elder Crayven’s plans any further, and the
CrayArms, the wholly owned weapons and ammunition subsidiary of the Crayven old man went ahead with his new initiative unopposed.
Corporation.
Crayven personally took the helm of the new division, Crayven Enterprises, and
Reno Crayven was more just than a builder and an artist, however; he was laid out a bold plan for building a large-scale terra-forming project on Mars.
also a visionary. It was his dream not just to indulge his talent for architecture The result was the Domed Gardens, an indoor paradise containing over 50
on Earth, but to shape whole new worlds for the future. The discovery of FTL square miles of ancient Earth-style forest. Filled with sparkling waterfalls and
drive in 2207 interested him greatly, and for many years he obsessively battled lakes, a self-sustaining weather system, and over 5,000,000 species of plant
other members of the GCC for their technological secrets. If his earlier busi- and animal life, this man-made Eden became the jewel in the Crayven corpo-
ness tactics might be regarded as unscrupulous, the Reno Crayven of this peri- rate crown-as well as providing a test of Reno Crayven’s terra-forming theories
od could be called downright Machiavellian-but as always, he could never be on an unprecedented scale. With the passing of the six-month milestone for
formally charged with any misconduct, since witnesses or claimants against viability of the Gardens, plans moved forward for the colonization of the planet
him had a tendency to die before they could testify against him. In the year known as Vesta 3-better known to us today as the jewel world Ney Vesta.
2231, when he was diagnosed with a rare and terminal form of bone cancer,
many of his enemies rejoiced and began counting his days. Because Reno Crayven’s own body was too frail to survive the rigors of FTL
travel, he was never able to see his dream being realized by the planetary engi-
But Reno Crayven was not finished. He was already heavily invested in anti- neers, construction crews, and science teams of Crayven Enterprises. Crayven
grav and jump drive technologies. Given the limited time he had left among the died on Mars in 2237, in a small pavilion in the center of his Domed Gardens.
living, he decided to risk everything that he had gained from a lifetime of hard A modest granite obelisk stands in the same spot today, and bears a simple
work and sound investment to realize his greater dream. His impending death, panel of stainless steel with his name, date of birth, and date of death inscribed
rather than inspiring cautious consolidation or the need to make amends, on it. It was the only monument stipulated in his will.
made him even more bold in his ambitions; he felt that he had nothing to lose.
For nearly two hundred years since the landing of the first terra-forming crews
on Ney Vesta, the Crayven Corporation has pursued its goal to be first and
foremost among the stars. They have established seventeen colonies on four-
teen separate worlds, as well as countless water- and ore-mining facilities on
asteroids and nearby moons. Crayven expertise in both terra-forming and
genetic engineering has made their consulting services the most valuable
investment that any would-be colony can make in its own future. This is why
the Crayven Corporation’s motto hasn’t changed for 182 years: “We Bring
New Worlds to Life”.

Crayven Security Forces


Unfortunately, Crayven’s descendants did not agree. While Reno Crayven liqui- The Crayven military grew from a small self-defense force in the era following
dated billions of dollars of corporate assets, as well as the totality of his per- the 16 Minutes’ War to a fully-fledged military unit during the Heresy Wars.
sonal wealth, to form a new subsidiary known as Crayven Enterprises, his Crayven technology has always placed reliability at the forefront, and while other
immediate heirs, the children of his half-sister Murielle Crayven, protested this Corporations can field equipment with higher performance characteristics,
endangerment of their long-awaited inheritance. Reno Crayven responded to Crayven vehicles and battle-suits are unmatched in their strength and durability
their gambit for control of the “family” company by ruthlessly crushing their under fire.
attempts to have him declared mentally incompetent, and writing them out of
his will completely. His eldest nephew, Julian Crayven, was ousted as chair-
man of the board of the Crayven Corporation, after his Uncle moved to deprive
him of his controlling share of the company’s stock. Whether Julian Crayven
intended to put up more of a fight against his Uncle Reno is unknown; the
younger man died in a plane crash within two weeks of the signing of the new
will, and thereafter his siblings decided that discretion was the better part of

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Personnel
Major Sarah Parker’s Bio
Age: 35
Height 5’8”
Weight: 155
Date of birth: 045-2384
Place of Birth: Chicago district, Crayven Holdings
Education: Training CrËche 1275DZ, Chicago district, Crayven Holding
Enlisted Crayven Security Division: 045-2401
Basic Training: Crayven Security Base Alpha, Panama district,
Crayven Holdings
Advanced training: Crayven Security Academy, Gamma Dome, Pluto

Assignment: Crayven Security powered infantry corp.


Awards: Bravery Bonus, 231-2404 (Acquisition Op, Wolf 328-2A) Bravery
The Crayven Corporation fields a very balanced military force, centered around Bonus, 011-2405 (Counter Insurgency op, Wolf 328-2A)
their next-generation main battle terradyne. Heavy infantry is usually deployed Conspicuous Gallantry Bonus, 351-2408
to screen the terradyne units from enemy anti-armor and artillery attacks. (Acquisition Op, Gamma Hydrea 4)
While Crayven Commanders tend to save air assets for breakthroughs and Wounded Bonus, 355-2408 (Acquisition Op, Gamma Hydrea 4)
assaulting heavily fortified bases, an aeroydyne interceptor wing is almost Fines: None
always attached to a ground division to act as combat air patrol for any oper-
ation. Assignment: Cross training, Crayven Security commando corp. 002-2409
Awards: Bravery Bonus, 304-2410 (Security Sweep Op, Barnard’s Star 2)
The Crayven Corporation favors slow, methodical offensives, and this is reflect- Wounded Bonus, 304-2410 (Security Sweep Op, Barnard’s Star 2)
ed in their unit designs. Overall the Crayven vehicles have much stronger Extreme Heroism Bonus, 115-2412
armor in their front panels compared to the rear. The Crayven military motto (Acquisition Defense Op, Sigma Draconis 4-G)
is “Better safe than sorry”, which is apparent in their terradyne designs. Wounded Bonus, 115-2412
Once enemy territory has been penetrated, the Crayven division on point will (Acquisition Defense Op, Sigma Draconis 4-G)
dig in to secure the objective while a fresh unit moves up to take their place Termination Achievement Bonus, 115-2412
on the spearhead. (Acquisition Defense Op, Sigma Draconis 4-G)
Fines: Refusal Penalty, 323-2412 (Security Sweep Op, Wolf 328-2A)
This means most Crayven unit Commanders will see themselves in a series of
short tactical engagements over specific objectives instead of long strategic Assignment: Transfer Request, Crayven Security ground control. 089-2413
advances. When deploying offensively, Crayven dropships will often try and Awards: None
get as close to their objectives as possible before landing and dropping off Fines: Refusal Penalty, 156-2414 (Counter Insurgency Op, Beta Iridani 2)
their troops. Some Crayven commanders prefer using dropships in waves, so Dereliction Penalty, 200-2414 (Counter Insurgency Op, Beta Iridani 2)
that the units from one drop will clear an objective in order for reinforcements Refusal Penalty, 045-2416 (Acquisition Defense Op, Wolf 328-6D)
to arrive from another dropship. This “leapfrog” method of deployment has Refusal Penalty, 306- 2418 (Acquisition Op, Epsilon Iridani 3)
become a Crayven Security hallmark, and it keeps enemy commanders from Current Assignment: Acquisition Op, Krig-7B
correctly assessing the true objective or Crayven force levels. Status: Probationary

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Analysis past 6 years, but each time her amazing record up to and including the action
on Sigma Draconis has won her a stay against dismissal.
Major Parker had all the signs of At this point Major Parker can no longer be considered a promising officer and
becoming a superlative soldier. She she receives only low priority combat assignments where her usefulness on the
applied for a position in the Crayven battlefield will not be compromised by her problems with Corporate authority.
Security the exact moment she
reached the age of consent at 14.
After an exemplary training period,
marred only by one or two incidences
of excessive force during combat exer-
cises, she entered the Powered
Infantry Corps. During an acquisition
Operation against an illegal TerraTech
claim on Wolf 328-2A, Parker, then a
Corporal, single-handedly rallied her
platoon that had come under heavy
fire from TerraTech artillery.
Personally destroying 3 Artillery pieces
earned her a Bravery Bonus. The first
of many.

Sarah Parker quickly rose through the ranks while continuing to receive bonus
after bonus for her conduct on the battlefield. She was asked to take training
as a Commando and accepted the transfer in 2409. She achieved the rank of
Major by the age of 28 and seemed she was bound for the Fast Track until the
Battle of Hanson’s Rift in 2412.

Major Parker’s Commando unit was stationed at firebase Zulu on the main
continent of Sigma Draconis when it was attacked by the Order of the New
Dawn, who had declared the planet sacred ground and filed Jihad against any
corporate holding which did not immediately evacuate. The firebase was cut off
and subjected to wave after wave of attack. When relief finally arrived, they
found no Crayven survivors except for a badly wounded Major Parker, whose
bunker was surrounded by over 800 Crusader bodies. Major Parker under-
went extensive psychiatric treatment.

When she returned to combat duty her CO noted that despite the rewards
given for her combat valor, she seemed strangely ungrateful, and the quality of
her performance became a problem. Things came to a head during a board-
ing action when she refused a direct order to void the atmosphere of an
enemy Drop ship.

After suffering a fine for her misconduct, Major Parker requested a transfer
back to standard ground control, where she has remained to this day. Her
combat skills are still exemplary, but time and again she has refused to carry
out special commands given her regarding efficient termination of Enemy
Assets. She has been in front of a performance review board twice in the

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0 3 QUICK START 4 PLAYING THE GAME 0

This section is for Field Commanders eager to start their Military career as Ground Control is a game of tactical action oriented combat. In Ground Control
soon as possible. When you start up Ground Control you first have to select a you are the Commander of a special operations task force operating from a
video renderer, and select what video mode in which to play the game. starcruiser orbiting the planet Krig-7B. The goal of the game is to archive
Depending on your system configuration, different options will be displayed. your mission objectives, which will span from destroying enemy installations
Click OK to continue. to protecting engineer teams while they archive their objective. To aid you in
completing your objectives you have your task force. The task force consists of
After the movie is played you will see the main menu. Click on the SINGLE several squads that you control. Before entering a mission you have the option
PLAYER button. If it is the first time you run GC on your computer, you will be of changing their general outfit, unit type and equipment. Be careful with your
asked to select difficulty. Select a difficulty level and then click OK. task force, as surviving squads will receive experience after each battle.

The game will start, the three first missions will be the Boot Camp, which will SQUADS
teach you how to play Ground Control and how to quickly master the basics Your strike team consists of one or more squads. As the campaign progresses
of the game. you will receive new squads and destroyed squads will be replaced with fresh
new ones. The squad box indicates the squad’s name, current unit configuration
When you have played through the Boot Camp missions continue to read and attributes. A squad belongs to one of the four available branches:
the next section in the manual PLAYING THE GAME.
Infantry The lightest and slowest soldier on the battlefield. They can be
transported inside the Command APC.

Assault Assault vehicles are the units that excel in offensive


maneuvers, and acquiring strategic locations.

Support Support units fill a special niche on the battlefield, be it anti-air


or long range artillery fire.

Aerodyne The airborne aerodynes’ main advantage is their great speed


and unobstructed movement.

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0 4 PLAYING THE GAME 4 PLAYING THE GAME 0

A squad can be changed into another unit type of the same branch when that Single Player Game
unit type becomes available. For example in later missions a Marine squad can Single Player Game allows you to access the single player game. The first
be changed into a Jaeger Special Forces squad. For more information about time you select Single Player Game on you computer you immediately start a
units see section 9, the Tactical Manual. Killed squads will be replaced with new game. You will be asked to provide a game name (optional) and to
new fresh inexperienced squads between missions but all experience and select a difficulty level. The next time you access the Single Player Game you
medals will be lost in the process. will have a few options:

Screenshot of the
Single Player
Game menu.

Dropships
Your strike force is brought down to the battlefield in large AV/U4 “Behemoth”
dropships. Each dropship is capable of transporting four squads complete with
equipment down to the battlefield.

The Ground Control Direct Command Interface System is an advanced piece of Continue Game
software developed solely for the purpose of commanding military elements in Continue Game will allow you to continue on the last game played. A descrip-
combat situations. tion of the last game played will be displayed to show you the name of the
game, the name of the next mission and the difficulty setting. Selecting
As a beginning Crayven Field Commander it is highly recommended that you CONTINUE GAME will immediately take you to the current mission’s briefing.
read through these directives to get familiar with the Ground Control interface.

Screenshot of the
Main Menu

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0 4 PLAYING THE GAME 4 PLAYING THE GAME 0

New Game The list to the left contains all the saved games available. The list to the right
New Game will allow you to start a new game. Note that the previous game contains all missions played within a selected game. Choose a game and
will still be available, but through the Change Game selection. When you select a mission to start at, and then left click on START GAME.
NEW GAME, a prompt will ask you to name the game (optional) and select
difficulty. The difficulty levels are: Easy, Normal and Hard. The Normal difficulty Custom Game
setting is recommended for most players. If you are a very experienced player, Custom Game allows you to access missions and campaigns that you have
you should select the Hard difficulty setting. created yourself or downloaded from the Internet. Pressing CANCEL will take
you back to the Single Player Game screen.

Screenshot of the
Screenshot of the
New Game
Custom Game
prompt.
screen.

Load Game
Load Game allows you to load another game stored on your computer. Custom Campaigns
Selecting LOAD GAME takes you to a new screen. If you have any custom campaigns on your computer, you can select them in
the top left list and then click START GAME. A campaign is a series of missions,
usually linked together. When playing a custom campaign you will automatically
start the next mission after the debriefing as in the usual Single Player Game.

Custom Missions
Custom Missions allows you to play a single custom mission available on your
Screenshot of the computer. Select a mission from the list and then click START GAME.
Change Game
screen. Multiplayer Game
Multiplayer Game allows you to engage in multiplayer battle over the Internet or
on a LAN (Local Area Network). A multiplayer game requires that you have an
Internet connection or access to a LAN in order to run. For more information of
how to play on the Internet over WON (World Opponent Network) or on a LAN
see section 8, Multiplayer.

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0 4 PLAYING THE GAME 5 THE MANAGEMENT INTERFACE 0

Options As a Field Commander in the Crayven Corporation, it is your duty to configure


Options allows you to modify the performance of Ground Control or to configure your strike force before you are dropped into a combat zone. The GC-DCIS
the controls. Note that all changes only apply to the current commander. software will aid you in this process but it is ultimately your responsibility to
For more information about the different options, see section 7, Options. make sure your strike force is balanced correctly.

Credits Briefing
Pressing Credits will show you the hard working people involved in the making Before the mission you will receive a mission briefing stating your objectives.
of Ground Control. Return to the main menu by pressing ESCAPE on Pay attention to the briefing, as it will give you hints of what to expect in
your keyboard. the mission.

Screenshot of the
Mission Briefing
screen.

During the briefing your objectives and other vital locations are displayed on
the tactical map. Move the mouse over the objective for a short description.
Use the REPLAY button to replay the briefing or SKIP button to skip it. When
you are ready to begin the mission select START MISSION or select
CONFIGURE DROPSHIPS to configure your strike team.

Configure Dropships
Before you go into a mission you have the option to configure the strike force
you will be using. Once committed to a strike force, it is not possible to change
it during the mission. Changing your strike team is optional, if you don’t want to
worry about the strike team, ANNIE-1, the artificial intelligence advisor will do it
for you.

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0 5 THE MANAGEMENT INTERFACE 5 THE MANAGEMENT INTERFACE 0

The Dropship Loadout Configure Squads


screen is where you On this screen you can configure the details for each Squad that you plan
assign your available
to bring with you to the battlefield.
squads to one of the
three available dropships.

1. Squad Tab The Configure Squad


2. Dropship 1 screen allows you to
3. Dropship 2 customize you squads.
4. Dropship 3
5. Configure Squads 1. Dropships
button 2. Squad Tab
6. Available unassigne 3. Unit Type
squads 4. Unit Edition
7. Autoload checkbox 5. Special Weapon
8. Start Mission 6. Equipment
button

Here you can decide what squads you want in each dropship. Early missions
allow you to put squads in only one dropship. Later missions allow you to add
squads to all three dropships and may provide more squad choices than you
can fit in all three dropships. Some squads may be left behind and you’ll have The left area of the screen shows you the Squads that are currently assigned
to choose which ones you take into battle. to the Dropship(s). The larger right part of the screen displays the details
of the currently selected (or highlighted) Squad.
The list on the left of the screen contains slots for any unassigned squads.
The three areas on the right of the screen contain slots for each of the three LEFT-CLICK on a Squad Tab to start configuring it. The right part of the screen
dropships. To move a squad from its current location, LEFT-CLICK on a Squad shows you information about the chosen Unit Type, the Unit Edition and
Tab. This will pick up the Squad Tab. To place the Squad in a Dropship or in the currently selected Special Weapon and Special Equipment.
the unused list, just LEFT-CLICK on an empty squad space in either area. If you
put it in a squad space that is occupied, you will switch Squad Tabs and To change Unit Type, click on one of the available unit type icons on the top of
automatically pick up the one that previously occupied the slot. the screen. Note that you will not always have access to all unit types. In early
missions only one type might be available, in later missions up to four possible
To configure the details of the squads that are currently assigned to the types may be available. For more information about unit types, see the Technical
dropships, enter the CONFIGURE SQUADS screen by clicking on the Configure Manual, Section 9
Squads button in the bottom of the screen.
To change Unit Edition, click one of the four Edition Tabs below the unit description
Autoload text. The different editions slightly change Firepower, Speed, Armor and Range.
The Artificial Advisor will automatically configure your drop ships if the AUTOLOAD Pick an edition that is appropriate for the way you expect to command your
checkbox is checked. You can also manually move squads between drop ships troops in the current mission.
and the unassigned list by clicking on the squad to select it and then click
again on the slot you want it in. When the AUTOLOAD is checked, the advisor To change Special Weapon and/or Special Equipment, click on one of the icons
will also configure your squads, equipping them with special weapons and in the lower part of the screen. Note that you will not always have access
equipment. Click on CONFIGURE SQUADS to change their setup manually. to Special Weapons and Special Equipment. As the game progresses you will
receive more Weapons and Equipment to select from for each unit.
Note that only the squads in the drop ships will be available during the mission.

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0 5 THE MANAGEMENT INTERFACE 6 COMMANDING YOUR STRIKE FORCE

Mission Debriefing In order to become a successful Field Commander you need to master how
After a mission, successful or not, you will be presented with a debriefing to order your Strike Force and interact with the battlefield.
screen. On this screen you are informed if your last mission was a success or
failure. Additionally, the rotating model of Krig-7B shows you the progress The Command Environment
of the current campaign.
Image of the
Click STATISTICS to see detailed mission statistics and the battle perform- Command
Environment with
ance for each participating squad. Click on one of the SQUAD TABS to see
legend below.
the battle performance for the selected squad. Note that you will receive
replacements for squads killed in battle. 1. Battlefield View
2. The Tactical Map
If you failed the mission you can click RESTART MISSION to try again. If the mission 3. Dropship button
was a success, click NEXT MISSION to go the briefing of the next available 4. Squad buttons
mission. 5. Squad Behavior
Menu

Camera control
The camera is your point of view and it is free-roaming, meaning that you can
position it anywhere on the battlefield and have it face any direction. The camera
view position on the battlefield is displayed on the tactical map. Note that even
though you can place the camera anywhere does not mean you can see units
or buildings. Only enemy units and buildings that your own units or allies can
see are visible in your view. For more information about the line of sight, see
section 9, Ground Control Tactics.

The Camera View Cone is displayed on


the Tactical Map.

Rotate the camera view by moving the mouse cursor to the left or the right
edge of the screen. By moving the mouse to the top or the bottom screen

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6 COMMANDING YOUR STRIKE FORCE 6 COMMANDING YOUR STRIKE FORCE0

edge, you tilt the camera view upwards or downwards. The camera view is The larger tactical overview displays your current and completed mission
moved forward, backwards or sideways with the ARROW keys. Note that you objectives. Objectives are marked on the tactical overview with blue circles and
cannot move the camera view outside the boundaries of the map. in addition they are represented with boxes to the left of the overview. Moving
the cursor over the objective displays more information about the objective.
The altitude of the camera view can be changed with the PAGE UP or PAGE
DOWN keys. Press PAGE UP to go to a higher altitude and PAGE DOWN to go
to a lower altitude. If your computer mouse is equipped with a mouse wheel,
you can use it to change the altitude as well.
You can also move the camera instantly to any location on the battlefield by The tactical overview
simply left clicking with the mouse on the small map or on the tactical overview. is activated by clicking
on the small arrow
You can order the camera view to track a certain squad by double clicking on icon next to the small
the squad or its squad button. When the camera view tracks a squad it will fol- map or by pressing
low it around the battlefield. The camera keeps tracking the squad until you the M key on
press an ARROW key or until you double click on another squad. the keyboard.

The Tactical Map Move the mouse over


In the bottom left corner is the Tactical Map, the Field Commanders best the objective box to
see more information
friend. The tactical map shows you a top-down view of the entire battlefield.
about the objective.
The units you command show up as
green dots, with the currently
selected squad(s) blinking. Friendly
non-controlled units or buildings are The sensors aboard your Command APC are capable of detecting both friendly
displayed by yellow dots while enemy and enemy weapons fired in the combat zone. Weapons fire is indicated by
units or buildings appear as red small white moving dots.
dots. A white cone marks your
current camera view position, with Calling down the Dropships
your view expanding along the cone. You and your strike team are still loaded aboard dropships launched from
Use the cone to quickly see where the Crayven battle cruiser orbiting the planet Krig-7B when the mission starts.
your view is on the battlefield. The dropships will not touch down on the planet surface until you order them
Blue circles on the tactical map indi- down to do so. The available dropships are displayed on the left side of
cate that the position is the location the screen as small icons.
of a mission objective. The blue circle
will disappear when you have completed To call down a dropship, simply click on the dropship icon
the objective. and then on a dropzone on the tactical map. Possible drop
Yellow, pulsating circles indicate a possible drop zone. Drop zone circles are zones are displayed on the tactical map as yellow pulsating
only displayed when a dropship is activated and indicate that you can order a circles that appear once you have clicked on a dropship.
dropship to land at that location. The dropships will initiate the drop sequence as soon as you
have called them down. The squads will be unloaded as soon
Clicking on the tactical map with the LEFT mouse button instantly moves your as the dropship arrives. Your Command APC will always
camera view to that location. It is also possible to issue orders to selected arrive with the first dropship ordered down.
squads on the small map, just like you would do in the camera view.
Be advised that you may have more than one possible drop zone in some missions.
The small arrow button, up and to the right of the small map toggles the larger Drop all your dropships to the same drop zone or spread them out - it is your
tactical overview map on and off. Pressing M on the keyboard also toggles call and your soldiers’ lives may depend on it. You are in no hurry to drop your
the tactical overview on and off. squads, survey the terrain and your objectives and select the best approach.
You must be on the alert once you have committed and called down a dropship

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6 COMMANDING YOUR STRIKE FORCE 6 COMMANDING YOUR STRIKE FORCE

to a drop zone. Note that you do not have to drop all available dropships at Squad Behavior Menu
once. A dropship can be held back in order to be used as reinforcements later The squad behavior menu allows you to change the behavior of your squads.
in the mission. The menu can be shown or hidden with the <B> key on the keyboard. To change
behavior on a squad, make sure it is selected, then click on the new behavior
The Squad Buttons button.
As a Field Commander it is of utmost importance to quickly be able to select
The Squad Behavior Menu allows you to
and issue orders to your squads. All squads under your command will be
change the squad’s attack and movement
represented on the screen with a squad button. modes and in addition, to select a formation.

There are three different behaviors you can


change:
The Squad Buttons allow you to quickly select and
give orders to your squads. Attack Mode
Affects when the squad will attack the enemy.

• In FREE FIRE mode your squad will automati-


cally engage enemies within their weapon
range. With multiple enemies present, it will
attack the enemy it fears the most.
A squad is selected by clicking on a squad button with the LEFT mouse button.
• In RETURN FIRE mode your squads will only
A double click on a squad button makes the camera view orbit and track
open fire if fired upon first.
the squad.
• In HOLD FIRE mode the squads will secure
their weapons and not fire until you give them
HINT: The Function keys are preset hotkeys for selecting individual squads. F1
specific orders or change their attack mode.
quickly selects squad 1 and F2 selects squad 2 and so on. The Command APC
is reached by pressing the <BACKSPACE> key. Movement Mode
Affects how the squads move around.
The squad button gives you information about your squad’s health even
to the point of individual units within the squad. • DEFENSIVE MOVEMENT - The squad moves cautiously and when it encounters
an enemy, the units will immediately halt and turn to face the enemy.
The icon on the squad button identifies the squad’s unit type and the vertical • OFFENSIVE MOVEMENT - The squad always moves to the location you’ve
bar on the left side of the bar is the squad’s overall health. When a squad is ordered them to, even if they are fired upon. The squad will return fire if its
taking damage, the bar slowly moves down and changes color from green to attack mode allows it.
red. Green indicates full health while red indicates close to death or destruction. • HOLD POSITION - The squad will not move an inch from its current position
The squad button also displays the health of individual units within the squad by except for making sure their fronts are facing the enemy. A squad in Hold
showing green or red dots for each unit that is part of the squad. Position mode will not obey any movement orders until a new mode is selected.

The three squares to the far left of the button are the behavior settings. Formation
The brightness of the square indicates which setting in a mode is chosen. Orders the squad to maintain one of three different formations.
The position of the boxes indicates which mode.
• BOX - The squad groups in to a tight box formation.
• Top - Attack Mode • LINE - The squad forms up on a line.
• Middle - Movement Mode • COLUMN - The squad forms up on a column, following the leader.
• Bottom - Current Formation

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6 COMMANDING YOUR STRIKE FORCE 6 COMMANDING YOUR STRIKE FORCE

Ordering your squads You can give your squad(s) waypoints by holding down the <SHIFT> key when
Giving orders to your squads is a simple task mainly handled with the mouse. issuing move orders. Your squad will move to one waypoint at a time until
When you get more proficient commanding your squads you should start reaching the final waypoint.
experimenting with the shortcut keys described in each section below.
Attack orders
Selecting Squads If the cursor is over an enemy, it will change to an attack cursor. Click on
To select a squad simply LEFT click on its squad button in the interface or click enemy units with the LEFT or RIGHT mouse button to issue an attack order.
directly on the unit in the 3D view. The squad button of a selected squad is Your squads will move towards the target if needed and attack the target when
highlighted and a green circle encompasses all the units in the squad. it gets in range.

Select several squads by holding down <SHIFT> and click on the squad buttons It is possible to issue multiple attack orders by LEFT clicking, holding down
of the squads you want to select. You can also select several units by LEFT the button and dragging a box around the enemies. When selecting your
clicking, holding down the button, and dragging a box around the units on squads this way, the box will be colored red.
the battlefield. This is called drag selecting. When selecting your squads this
way, the box will be colored green. Holding down the <SHIFT> key is another method of stacking attack orders.

Movement HINT: It is possible to stack both move and attack orders. Your squad will
The position of the cursor automatically determines the type of order issued execute your orders in the order you gave it.
when you click. To move your selected squad, move the mouse cursor to
the desired location where you want the squad to move. Then click on empty Holding down the <CTRL> key while issuing orders will force an attack command.
ground with the LEFT or RIGHT mouse button and you will issue a move com- Holding down <CTRL> while clicking on the ground will order the squad to suppress
mand to the desired location. Note that your squads cannot move on all terrain. the desired location. This is especially useful with Artillery squads. Holding
Some terrain is simply too steep or occupied by trees or other landscape down <CTRL> will override the context-sensitive cursor with an attack command
features. When you move the cursor over impassable terrain it will change in the same way the <ALT> key does for a move command.
to a Cannot move there cursor.
Attack: target in range Attack: Target out of range
Allowed move command Set movement waypoint (red outline) Unit will move to attack
(Blue Outline) (Blue Outline) (red and blue outline)

Force fire on location: Force fire on location:


Squad(s) cannot move there target in range target out of range
(Orange Outline) (red outline) Unit will move to attack
(blue outline)

Follow/Guard orders
It is possible to decide what direction your squad should face after a move. You can order a selected squad to follow another squad by simply RIGHT clicking
Click on the desired location with the RIGHT mouse button, hold down the button on the squad you wish to have followed. The originally selected squad will follow
and you will see a direction vector appear. Move the mouse to change the direction that squad until another order is given. A squad following another squad will
the squad will face and when you are satisfied release the RIGHT mouse button. attack enemies attacking the followed squad.

The cursor may change if it is placed over enemy or friendly units. Holding Guard targeted squad Cannot guard targeted squad
down the <ALT> key on the keyboard while issuing orders will force a move (blue outline) (red outline)
command instead of the command due to the cursor change. In this way you
can override the context-sensitive command system.

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6 COMMANDING YOUR STRIKE FORCE 7 OPTIONS 0

Loading/unloading infantry into the Command APC The options menu can be reached either from the MAIN MENU or by pressing
The Command APC can be used to transport infantry in combat. To order your ESCAPE on you keyboard and selecting OPTIONS in a mission. Note that
infantry to board the Command APC, simply select the infantry and then click certain options such as changing Render API (Graphics Mode) is not available
with the RIGHT mouse button on the Command APC directly or its Squad from inside a mission.
Button. The infantry will move to the Command APC and board it. An “APC”
icon will be displayed on the squad buttons of infantry loaded inside General Options
the Command APC. Music Volume - This slider controls how loud the music is played. Note that
dragging the slider to the far left disables music all together and might
To unload an infantry squad, simply select the squad button and give it a move increase performance a little.
order on the terrain. The infantry will disembark and move to the selected location.
Voice Volume - This slider controls how loud the message voices are played
Load into Command APC during the missions and during the briefings. If you drag the slider to the far
(blue outline) left, messages will still be displayed in message boxes.

SFX Volume - This slider controls how loud the sound effects (gun fire, explosions,
Special Weapons and Equipment engines etc.) are in the game. We recommend you keep this slider far to
Your squads can be equipped with both special weapons and equipment before the right for maximum experience.
the mission starts. The Special Weapon and equipment icon is only visible
when the actual squad is selected. The spheres next to the icon display Team Markers - The options toggles the team markers on and off. Turn
the number of remaining charges. As charges are used, the spheres turn red. the team markers off for a more realistic battlefield. Note that turning off
the team markers does not affect performance.
Special Weapons are powerful weapons with only a limited number of charges.
To use a special weapon click on its icon with either mouse button and then click Map projectiles - This option allows you to toggle on/off the projectiles on
on the desired target, ground or unit. Your squad will move within weapon range the tactical overview.
if needed. To cancel the special weapon, simply click on the special weapon icon
again. Squad Waypoints - This option allows you to hide the lines between a squad’s
waypoints. Toggle waypoints off for a more realistic battlefield.
Pressing the <W> key on the keyboard will also activate a selected squad’s
special weapon. Video Options
Render API - This option allows you to change the currently selected render
Special Equipment is activated as soon as you press on the squad’s equipment
API. Note that you have to click ACCEPT before the renderer changes.
icon or press the <E> key on the keyboard. For a more detailed description and
effects of special weapons or equipment, see section 9, the Technical Manual.
Resolution - This option allows you to change the game resolution.
Fire special weapon Deploy equipment at position
View Distance - Moving the slider increases/decreases the distance you can
(red outline) (blue outline)
see on the battlefield. Lowering the view distance increases the performance.
Software Rendering is especially sensitive to the view distance. Note that
changing the view distance does not affect your units, but simply how far you,
the player, can see on the battlefield.
Grouping Squads
You can form groups among your squads and assign the group to a special
shortcut key to be able to quickly select several squads. Select the squads you
wish to add to the group and then press <CTRL> and a number key
(1,2,3...9). To select the group of squads simply click on the designated
number (1-9).

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0 7 OPTIONS 8 MULTIPLAYER 0

Priority Level - This option changes the current priority level. Move the slider Ground Control features extensive multiplayer capabilities that are all easily
to the left to lower the priority level. A lower priority level will reduce the num- reached from the game. Ground Control multiplayer, to play versus another a
ber of special effects and particles. Lower the priority level if you need person, can be played over the Internet or on a LAN.
to increase the performance.
Ground Control multiplayer can be played in standard game mode or in
Texel Center - This option allows you to change the texel center. Change this the drop-in game mode. The drop-in game mode allows people to join existing
slider ONLY if you experience strange offsets in the art. games that are already in progress.

Tracks - This toggle turns the tracks after vehicles on or off. Certain Hardware To play Ground Control over the Internet you create or use an existing
cards cannot handle tracks properly and will be turned off. Turning off tracks [Link] account or register a new account. WON accounts are free of
has a minimal impact on performance in hardware mode but having tracks on charge and can easily be created through Ground Control. You must already
does lower performance in software mode. have internet access with your own internet service provider in order to access
or create your own free [Link] account.
Cloud Shadows - Toggle the cloud shadows on/off
Multiplayer setup
Fog - Toggles the fog effect on or off. If you are running GC in software mode
you will notice better performance with the fog turned off.

Lensflares - This option toggles the lensflare effects on or off.

Bumpmap - This option toggles the ground bumpmap on or off. There is no


real performance gain in turning off the bumpmap.

Specular Light - This option toggles the specular lighting on or off.

Ground Quality - (Software only) This option allows you to improve/reduce


the quality of the ground rendering. Lowering the ground quality will
increase the performance.

Unit Quality - (Software only) This option toggles High Unit quality on or off.
Turning this on will reduce the performance slightly.

Blend - (Software only) This option turns on the blended transparency, mainly
used in the interface to make it look better and makes shadows look better. If you already have a WON account, simply enter your login name and
password. You should also select the appropriate connection speed.
Additive - (Software only) This turns on additive transparency, which makes
explosions and muzzle flames look much better. Turn the additive transparency If you don’t have a WON account, simply click on the CREATE NEW WON
off if you need to improve the performance. ACCOUNT button. You will be asked to enter a login name (max 31 letters) and
a password. Unless the login name is taken, your registration is instantaneous
and you are ready to prove your worth on the multiplayer battlefield.

Internet Standard game


When you click on the INTERNET STANDARD GAME you will connect to
the World Opponent Network ([Link]) where you will see all available games
and opponents.

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0 8 MULTIPLAYER 8 MULTIPLAYER 0

Select Room Chat Rooms

Join Room - When you log on to WON you will want to select a CHAT ROOM The chat rooms are stages for finding people to play with. The list on the left
from the list. Select a room from the list and click JOIN ROOM or simply dou- side of the screen displays the people in the chat room. To chat simply enter
ble click on the room name. your message in the chat box at the bottom of the right section of the screen.

Create Room - You can also create your own room by clicking on the CREATE Additionally, you’ll notice web links on these two screens. Web links are
ROOM button. You will be prompted to give the room a name and if you want, a designated with a circle-W Icon and will launch your web browser to take
password. you to news, strategy, and community pages for Ground Control.

Refresh List - Gets the latest list of rooms. This can take some time depending View Games - Allows you to see all games started in the current room.
on the speed of your connection so it is not done automatically.

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0 8 MULTIPLAYER 8 MULTIPLAYER 0

Join an Internet Standard Game


When you join an existing game you will enter the Game Lobby. The player who
created the game cannot start the game until all players have checked the
ready box. When all players have checked the ready box and the hosting player
presses start, all players are brought to a Briefing screen. Press START GAME
to drop down to the planet surface or enter the DROPSHIP LOADOUT as usual
to configure your squads.

1. Players
2. Current Map
Options
3. Map info
4. Chat
5. Currently Selected
Map
6. Available Maps

Both games starting up and games in progress are displayed in the list. To join
a game simply double click on the game name or highlight the game name and
click the JOIN GAME button.

The icon in front of the game displays its current status:

Game waiting for players - click to join

Players
All players currently in the Game Lobby are listed in this box.
Password protected game waiting for players
Ready Box - The leftmost icon in the players section is the ready box. Check
this box to indicate that you are ready to play. Note that the game cannot start
until all players have checked their ready box.
Game in progress - not possible to join
Player Color - Click on the Player Name bar to cycle between the available
colors. You can not check the ready box if you have the same color as another
player.
Create Game - This button allows you to create a new game. You will be
prompted to enter a name and to supply a password (optional). You can also Force - Click on the force icon to switch between Crayven or Order forces.
change the max number of players that will be able to join your game.
Team - Click on the Team Number icon to change team. Note that certain
Refresh List - Gets the latest list of games. Since this can take some time maps only allow a set number of teams.
depending on your connection, it does not happen automatically.
Current Map Options
Displays the currently selected options for the map. Only the player who
created the game can change the options.

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Map Info Multiplayer Map Options


Displays information about the selected map. The host can change the map options for more varied gameplay.

Currently Selected Map Default Squads - With this option checked players are not allowed to change
Displays the map that will be played. Click on the map name to view it in the default strike force.
the MAP INFO panel.
Friendly Fire - With this option checked Friendly Fire is turned on.
Available Maps
Displays a list of the maps that are available on the server. Click on the map Allow Alliances - With this option checked players are allowed to be on
names to view it in the MAP INFO panel. the same team. Unchecked this option forces “free for all” games.

Create an Internet Standard Game APC Type (Vital)- A player is defeated if his Command APC is destroyed.
As the creator of a game (host) you can change all the options and choose
which map to play. In Ground Control you do not host a game on your own APC Type (Not Vital) - A player is not defeated when his Command APC is
machine, the game is hosted on dedicated Ground Control servers. Before you destroyed.
can make any changes or select map you must select a server to host
the game. APC Type (None) - Players will not have the Command APC on the battlefield.

Damage Factor - Changing the damage factor changes the pacing of the
game. The higher damage factor, the more damage weapon inflicts. Higher
damage leads to faster games.

Time Limit - The match ends when the time limit is reached. A time limit
of zero disables the time limit function.

Score Limit - The match ends when the score limit is reached. Score is
achieved by controlling score zones and for killing enemy units. A score limit of
zero disables the score limit function.

Reinforcements - If the reinforcement box is checked killed squads will be


replaced during the game according to the REINFORCE INTERVAL.
Replacement squads will arrive in dropships and must be called down by
the player.

Tech Level - Determines the units, special weapons and equipment available.
Consult section 9, the Technical Manual, for units and their respective tech
Select Server - Click this button to select a server. Select a server with a low level.
ping for best performance. Click the ACCEPT button when you have selected a
server.

Select Map - Click the button to select a map to play. Select the map you wish
to play from the list of AVAILABLE MAPS and then click ACCEPT.

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Internet Drop-in game Hosting a LAN Drop-in Game


The Internet Drop-in Game allows for near instant action. In a Ground Control Hosting a drop-in game allows you to configure the map options as usual but
Drop-in Game you never meet up in the Game Lobby, action awaits on the planet also to set up a map cycle. When the victory conditions have been met,
surface. When the time limit or score limit is reached, a new map is loaded the game switches to the next map in the cycle.
and the battle continues.
1. Player information
When logging on to [Link] you will receive a list of games together with 2. Available Maps
the number of players, network speed and the current map being played. 3. Map Cycle
Double click on a game or select the game in the list and the press the JOIN 4. Add map to cycle
GAME button to enter. 5. Remove map from
cycle
6. Global Map Options
The pre-game screen will display the player names of the people playing 7. Specific Map
the game together with their chosen force and team. You will also be able Options
to see all the maps in the map-cycle and the configured map options.

Choose your forces wisely since you cannot change your dropship loadout once
planetside.

Join Game - Click this button to join the selected game. It is also possible
to double click on the game you wish to join.

Refresh List - Gets the latest list of available drop-in games.

Drop-in game Drop-in game, password Player information - Change your color, force and team.
required
Available Maps - A list of the available maps. Add a map to the map cycle by
double clicking on a map.
Local Area Network (LAN)
Playing Ground Control on a Local Area Network works the same way as on Map Cycle - A list of the maps currently in the map cycle. Remove a map from
the Internet with a few exceptions. When you enter the LAN screen you will be the map cycle by double clicking on a map.
presented with a list of the games currently available on the LAN.
Global Map Options - All the options in this panel applies to all the missions in
Join Game - Click on the button to join the selected game. It is also possible the map cycle.
to double click on the game you wish to join.
Specific Map Options - Options that only applies to the currently selected map
Create Game - Allows you to create a new game on the LAN. You will be in the map cycle panel. It is recommended that you have the reinforcement box
prompted to enter a game name, a password (optional), and maximum num- checked in drop-in games.
ber of players. Check the Drop-in checkbox if you want it to be a Drop-in game.

Refresh List - Gets the latest list of available LAN games.

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Knowing your battlefield terrain wisely and try to suppress an enemy unit if you need to slow down their
Only a foolish Field Commander would send his strike team into a combat zone progress. Even if your units don’t inflict any major damage it might give you
without surveying the surrounding battlefield. Knowing how the terrain affects enough time to regroup.
your units is a cornerstone on the road to victory. Soldiers of the Pax Dei are notorious for their coolness under fire due their
Elevated positions fanatical faith and do not suffer as heavily from suppressive fire as Crayven
Having your squads attack from elevated positions is very advantageous. Their soldiers.
accuracy will increase when firing at targets below themselves. Also note that Flanking maneuvers
squads on high ground will usually be blessed with an unobstructed view.
Terradynes and Hoverdynes have thicker armor in the front than in the rear. It
Likewise it is important to deny the enemy high ground. You can use your
is important to use this wisely; a controlled attack from the flanks or the rear
artillery to clear enemy captured hills.
will hurt the enemy a lot more than an all-out frontal assault. It is equally
Slopes and impassable terrain important to deny the enemy the opportunity to attack your units from the rear
Infantry have much better movement capabilities than Terradynes and or else they will quickly slaughter your units.
Hoverdynes. Most hills and mountains can be climbed by Infantry while only
When attacking your enemy, have fast units ready to circle around the enemy
some Terradynes and Hoverdynes can move on steep terrain. Use this knowledge
and attack them from the rear.
to position your infantry on high ground where they cannot be easily reached
by enemy vehicles. Friendly Fire
Line of Sight It is imperative to avoid friendly fire. Units within a Squad will automatically
avoid firing at each other. Avoid grouping several Squads in tight locations or
To detect enemy units they must be within your own units view range and
your units will become casualties of friendly fire, especially when you take into
unless your units are equipped with radar they must also have an unobstructed
account that the armor is weaker in the rear.
line of sight to the enemy. Hills and other terrain features block the line of
sight. Smaller targets such as infantry can easily hide in small furrows, while Certain units such as the Crayven Rocket Terradyne fire their weapons above
large terradynes require larger depressions in the ground to stay hidden. other units and can be positioned behind other squads in an offensive maneuver.
Scout vehicles and other light units have better view range compared to Note that Friendly Fire is disabled when playing on EASY difficulty setting.
the heavier vehicles. Therefore it is useful to make sure reconnaissance
squads support your heavier units. You can bring up a unit’s view range by Combined Arms
holding the mouse cursor over the unit and press the <r> key. The blue circle You have many different unit types at your disposal, learn their strengths and
indicates the units view range and the red circle indicates the weapon’s weaknesses to create a powerful strike force. Know that a force consisting
maximum range. entirely of heavy terradynes and artillery vehicles are extremely vulnerable to
Note that the enemy can always detect your units’ presence if they fire their aerodynes. Similarly an aerodyne force requires ground support to fend off
weapons, as weapon firings are detectable from orbit. enemy anti-air.
Artillery vehicles have extremely efficient long-range attacks. However, they are
Stealth & Perception very vulnerable to attacks from enemy units. Make sure to have protective
Certain units such as the Crayven Jaeger Special Forces have excellent stealth units around your Artillery vehicles or you will quickly lose them. Artillery vehicles
rating, allowing them to sneak almost up to the enemy. The perception rating do not automatically attack when they detect enemy units unless you order
indicated how good a unit is to spot a stealthy unit. For more information them into FREE FIRE MODE which can be very dangerous if the enemy moves
about unit types’ stealth and perception rating, see the Technical Manual in near your own troops. You as the Commander should keep artillary units in
section 9. A stealthy unit can move within an enemy’s view range without being HOLD FIRE MODE and then give a direct order on what to target. Make sure
detected. that you don’t have any friendly units near the target point or the effect will be
devastating.
Suppressive Fire
Units under attack will slow down and receive an accuracy penalty as it
becomes suppressed. Vehicles will “button up” and infantry will keep their
heads down. Light units can even suppress heavy units. Use this knowledge

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Scout vehicles have excellent reconnaissance capabilities and will detect enemy The following section has been authorized for Crayven military personnel of
units at long range. An Artillery strike is much more powerful when using for- ranking FC-E/9 or higher only.
ward observers to pinpoint the enemy’s location.
Crayven Corporation units
Infantry is hard to detect and are capable of climbing steep slopes. Keep them Crayven Command APC - CLSV-601 “Rhino”
well protected against fast firing enemies and use the Command APC to transport
them quickly into battle.
Firepower Medium Armor Medium
Squads and Experience Health Very High Speed Medium
Each Squad that survives a mission receives experience depending on its View range Medium Stealth None
performance in the mission. Experience is accumulated over missions and
affects the efficiency of a Squad. A veteran Squad will have increased ACCURA- Perception Low Tech level n/a
CY, STEALTH, PERCEPTION and inflict more DAMAGE than a fresh Squad. Use
your Squads wisely and make sure to build a balanced and experienced Battle The CLSV-601 Command Armored
Group. Note that Squads do not gain any experience in the multiplayer game. Personnel Carrier (APC) is the most
important unit on the battlefield, it is
the vehicle from where the Field
Commander controls his strike
force and allows the Commander to
transport infantry. The four-manned
APC is crewed by a driver, gunner,
repair-manager and the Field
Commander. The extremely well
protected inside compartment of
the Command APC contains
the advanced Ground Control
Direct Command Interface System -
GC-DCIS, designed to assist
the Commander in controlling their
forces. An infantry transport compartment is located in the rear and allows up
to 20 marines to cram in for transport.
The Command APC is armed with the Welby-Simms Cor13-1 .50 Autocannon,
capable of dealing with all but the heaviest of titanium layered terradyne armors.
The APC is armored with heavy B-25 Titanium shockplates also fitted to the
Crayven main battle terradyne. The Command APC is not however, an assault
terradyne, the armor and autocannon are for pure defensive reasons. With all
the equipment fitted to the Command APC, it is one of the heaviest terradynes
operational today. A heavily improved Zephrim fusion engine powers the APC.
A SULAC-29 Repair module is fitted on the Command APC that gives it the very
important ability to repair other units.
The Field Commander is further protected inside the APC in a hard-shell pod,
designed to keep the Commander alive should the APC be destroyed. The pod
contains enough life supporting systems to keep the Commander alive for several
weeks until a rescue operation can be launched.

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Infantry Units Crayven Special Forces - CCSF-9 “Jaeger”


Crayven Rifle Infantry - CCMIB-2 “Marine”
Firepower Medium Armor None
Firepower Very Low Armor Very Low
Health Low Speed Very Slow
Health Low Speed Very slow
View range Extreme Stealth Extreme
View range Medium Stealth Medium
Perception Extreme Tech level 2
Perception Low Tech level 1
The Crayven Corporation special forces also known
Infantry have always been and will always as the “Jaegers” are the masters of stealth and
remain an important role in any army. infiltration. A favorite tactic is to deploy a Jaeger
The Crayven Marines are highly trained unit on high ground where they have an excellent
infantry soldiers who fight alongside view over the battlefield. Using their Gauss rifles
terradynes carrying out special assignments. they are able to deliver a good amount of damage
Infantry can be loaded into the Command before being detected. Another tactic is to equip
APC for protection and transport. the Jaeger squad with demolition charges and have
them blow up important enemy structures.
Their primary weapon is the Welby-Simms
Dev20011 “Devastator” assault rifle, which Jaeger units are primarily armed with a K516d High
is adequate for enemy infantry but under- Impact Gauss Rifle. It is a heavy sniper rifle designed
powered against armored targets such as to take out heavily armored soldiers and lightly
terradynes or hoverdynes. armored vehicles. A Jaeger sniper rifle is powerful
enough to punch through the armor of a light
Considering the devastating firepower
to medium terradyne.
deployed on the battlefield, personal armor is essential. Marine combat armor is
designed for maximum mobility with optimum protection and is the toughest The Jaeger’s combat suit is designed purely for stealth.
protection available to infantry short of powered armor. The CB39 Battlesuit is The Jaeger armor consists of an environmentally
composed of a fused amalgam of hardened alloys, ceramic plates and Polysteel- secure bodysuit of flexible cloth covered with lam
battleplastics formed to allow maximum maneuverability. The armor consists of a inated armor pieces. The armored sections are made of duralloys layered with
rigid exoskeletal armor covering most of the body with an undersuiting of mesh and battleplastics.
resilient webbing to protect exposed locations such as joints, neck and the groin.
Even though they are physically trained they stand no chance in close combat with
A marine squad can be equipped with the RMM-9 Mortar, lobbing high-explosive enemy vehicles or even enemy infantry.
grenades in a high arc towards the target or the CG-89mm Anti-tank rocket launch-
er. It fires an 89mm rocket capable of defeating most tanks unlucky enough to be Special Weapons
in its way. GyroJet Ammunition Special HEAT rounds for taking out enemy vehicles. 3 charges.
140mm RAW 140mm Rifle Attached Warheads, fires an explosive
Special Weapons fragmentation grenade designed to take out enemy infantry
RMM-9 Infantry Mortar Rifle mounted mortar, capable of indirect fire with and light vehicles. 1 charge.
limited blast radius. 3 charges. Equipment
CG-89mm AT Rocket Disposable Anti-Terradyne rocket capable of defeating Personal Medkit Personal medkit capable of extreme healing acceleration
heavy terradyne armor. 3 charges. repairing damaged tissues, also includes basic tools for
Equipment armor field repairs. 3 charges.
Personal Medkit Personal medkit capable of extreme healing acceleration Demolition Kit A Demolition kit that is triggered by the Field Commander.
repairing damaged tissues, also includes basic tools for 3 charges.
armor field repairs. 3 charges. Vision Enhancer Helmet mounted vision enhancer. Increases the possible view
Deployable Radar Small portable radar station that once deployed relays all range with advanced image intensifier equipment. 3 charges.
tactical information to the Command APC. 1 charge.

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Assault Units Crayven Light Terradyne - CT-917 FST “Jackal”


Crayven Scout Terradyne - CLSV-112 FSV “Locust”
Firepower Medium Armor Medium
Firepower Low Armor Low Health Medium Speed Good
Health Medium Speed Good View range Medium Stealth Low
View range High Stealth Good Perception Low Tech level 1
Perception High Tech level 1
The CT-917 FST light terradyne
The CLSV-112 FSV is mainly mainly used for fast attack or
used for fast attack or scouting missions. The Jackal’s
scouting missions. The two- coaxial weapon mount allows it
seated Locust is able to to target both ground and air
outrun most terradynes as units. Its Piranha 4-4 SlugDrive
it is designed with speed is optimized for maximum
and stealth in mind. With maneuverability and speed.
its extremely good view Its turret is fitted with a servo
range it is the eyes and the contraption allowing for fast
ears of the Crayven military. rotation and tilting mounted
The Locust’s main drawback with a coaxial Welby-Simms Cor
is its light armor, or so say 13-1.50 AC, an autocannon
its drivers. The light polysteel- capable of tearing infantry to
15 armor is mainly designed to absorb small arms fire and shrapnel. Direct hits shreds and, given some time,
from large caliber guns are not deflected in any way. can pound through heavy terradyne armor. The weapons dual fire system is configured
The Locust is armed with the Welby-Simms HePeX-932 - Cutter, which is the result for optimal performance, assuring the crew that a steady stream of hot tungsten
of intense field research and according to field Commanders, the best machine gun rounds will harass the target.
available today. It features an integral cooling system, advanced recoil absorption Except for being a fast terradyne, the Jackal can also be equipped with additional
padding and the brand new GTI-Targeting computer. The scout terradyne is however firepower in the form of deployable Marduk GS-5 Sentry Guns. The sentry guns can
not intended to engage enemy terradynes. Its gunmount has two-positions, one for be placed in strategically important places to assist the defense or serve as early
engaging ground targets and a second when firing at aerodynes. warning systems for the creative Field Commander.
The Scout Terradyne can be equipped with a FinnTech Mine Layer unit, which effectively Special Weapons
allows the scout to assume the additional role of a minelayer unit. Depleted Uranium Rounds The rounds have a penetrator made of depleted uranium
Special Weapons that dramatically increases its ability to penetrate armor.
Depleted Uranium Rounds The rounds have a penetrator made of depleted uranium 3 charges.
that dramatically increases its ability to penetrate armor. HE Grenade Launcher Fires High-Explosive grenades in a ballistic trajectory, mainly
3 charges. designed to take out infantry or light vehicles. 3 charges.
HE Grenade Launcher Fires High-Explosive grenades in a ballistic Equipment
trajectory,mainly designed to take out infantry or light Repair Module Repair module that allows simple repairs to armor plates and
vehicles.3 charges. also includes several auxiliary backup systems. 3 charges.
Equipment Sentry gun - Autocannon A deployable sentry gun armed with a single Autocannon.
Repair Module Repair module that allows simple repairs to armor plates Cannot be moved after being placed. 1 charge.
and also includes several auxiliary backup systems. Sentry gun - Rocket A deployable sentry gun armed with an Anti-Tank Launcher
3 charges. rocket launcher. Cannot be moved after being placed.
Minelayer unit A minelayer unit allows the Locust to deploy anti-vehicle 1 charge.
mines. 3 charges. Sentry gun - Anti-Air A deployable sentry gun armed with an Anti-Air missile
system. Cannot be moved after being placed. 1 charge.

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Crayven Main Battle Terradyne - SFB-209 AAT “Wolf” Crayven Annihilator Terradyne - DTT-1203 “Grizzly”

Firepower Great Armor Good Firepower Good Armor Great


Health Good Speed Medium Health Great Speed Low
View range Medium Stealth None View range Medium Stealth None
Perception None Tech level 2 Perception None Tech level 3

The SFB-209 AAT is the main battle Crayven’s heaviest tank is


terradyne in the Crayven Army. The the DTT-1203 Annihilator
terradyne excels at offensive maneuvers Terradyne. The terradyne is
but requires the support of other a technological marvel with
vehicles, such as Anti-Air, and scout its twin Zephrim SlugDrive
terradynes. There have not yet been engine capable of generating
any official requests for a complete enough energy to move this
overhaul of the Wolf, even though it 113 ton titanium-alloy hulk.
is the oldest terradyne model in The four-crewed Grizzly is a
the Crayven repertoire. recent addition to the
Crayven military with only seven years of active service.
The main armament of the Wolf is a Reinhart LAK4-150mm - Storm. The 150mm
large caliber gun is considered to be a most efficient and accurate weapon system, The Annihilator terradyne is mainly deployed in siege situations where its devastating
firing fin-stabilized sabot rounds. The barrel is configurable for multiple settings with firepower really is of maximum use.
extended recoil absorbers and specially designed Tak-2 coils that give the gunner
The primary armament of the Annihilator is the double-barreled 120mm MT-LCGx2.
full control of the gun. A serious weakness with the Wolf is its inability to target
It is a very powerful gun, easily out-matching any conventional large caliber gun on
aerodynes, which leaves it heavily relying on other support vehicles.
the market today. The new Welby-Simms ShellLoader2000x is able to feed the gun
Since the Wolf is an armored assault terradyne it is expected to withstand direct at maximum speed without any jamming risk whatsoever. The weapon is however
enemy incoming fire and subsequently only the best armor is sufficient. The Wolf is unsuitable for stealth missions where its muzzle flames easily reveals its position.
normally armored with B-25 Titanium shockplates but this armor can be bolstered
by attaching additional armor plates. Special Weapons
HE Rounds A high explosive round set to detonate on impact, it is
Wolf tank commanders are generally unpleasant to be around as they consider useful against infantry and other light targets. 3 charges.
themselves to be better than any fighting unit. They develop a strange bond with Advanced HE Round An even more powerful high explosive round set to deto-
their tanks and it is common practice for them to repair a wolf tank as long as its nate on impact. 1 charge.
crew is alive no matter how badly damaged. Equipment
Repair Module Repair module that allows simple repairs to armor plates
Special Weapons
and also includes several auxiliary backup systems.
HE Rounds A high explosive round set to detonate on impact, it is
3 charges.
useful against infantry and other light targets. 3 charges.
Missile Countermeasure When activated protects the squad against incoming
Advanced HE Round An even more powerful high explosive round set to detonate
missiles, rockets and grenades. 3 charges.
on impact. 1 charge.
Equipment
Repair Module Repair module that allows simple repairs to armor
plates and also includes several auxiliary backup
systems. 3 charges.
Improved Targeting Computer Improves the accuracy of the squad. 3 charges.
Deployable Repair Station Deploys a repair station, similar to the one found on
the Command APC. The station cannot be moved
once placed. 1 charge.

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Support Units Crayven Anti-Air Terradyne - APF-331 MAAG “Ocelot”


Crayven Rocket Terradyne - DTA-266 AMRLT “Firecracker”
Firepower Great Armor Medium

Firepower Good Armor Medium Health Medium Speed Good

Health Medium Speed Medium View range Very good Stealth None

View range Medium Stealth None Perception Medium Tech level 2

Perception None Tech level 1 The APF-331 MAAG (Mobile


Anti-Air Gun) manufactured by
A well balanced battleforce the Crayven Corporation is a
routinely attaches support terradyne designed to shoot
terradynes to its core units down enemy aerodynes.
of main battle terradynes. The Ocelot depends heavily on
The DTA-266 AMRLT is an computer and radar capabilities
excellent support terradyne in order to target and track
capable of defeating both enemy aerodynes and is therefore
terradynes and aerodynes. very vulnerable to enemy EW
It is not intended to be tactics. The Ocelot is a two-
deployed in the frontlines but manned vehicle requiring only
rather behind the protection a driver and a gunner. When its
of more armored terradynes onboard radar picks up a potential
such as the Wolf or the Grizzly. target it automatically swings
the turret and barrel to
The Firecracker’s primary weapon is the Crayven OSI-L2 - Hurricane Air Defense
the correct firing angle, leaving
Anti Tank Missile System. It is equipped with the latest Crayven TrueSight targeting
the gunner to press the fire
modification that establishes a direct neural link between gunner and missile. The
button.
gunner is able to target and fire with minimum response time and with extreme
precision. Once the missile is airborne it locks onto the targets alpha emissions. The Ocelot is primarily armed with a Hugh 75mm 2xAC Air Defense Cannon.
Since humans alone do not generate enough quantities of alpha emissions, the mis- The four parallel mounted Autocannons sends an extremely deadly hail of rounds in
siles cannot establish a lock-on and are considered harmless against infantry. supersonic speed towards the enemy.
The light Meshed H2 armor fitted to the Firecracker does not provide enough pro-
tection against enemy anti-tank weapons. The nature of the ADAT missile system
allows the Firecracker to use other vehicles for protection as its missiles are An Ocelot depends on battle tanks for protection while it accurately removes
launched high into the air before striking down on its target from the above. aerodynes from the sky since it cannot target ground vehicles. Its light Polysteel-15
armor is not capable of shielding the vehicle from anything more powerful than
Special Weapons infantry fire. It relies on speed and maneuverability to survive the battle.
Hammerhead warhead Missile specially designed to take out aerodynes.
3 charges.
Equipment
Hellfire warhead Homing missile warhead designed to take out ground
Repair Module Repair module that allows simple repairs to armor plates
vehicles. 3 charge.
and also includes several auxiliary backup systems.
Equipment 3 charges.
Repair Module Repair module that allows simple repairs to armor plates
Image intensifier system When activated, improves view range for limited
and also includes several auxiliary backup systems.
amount of time. 3 charges.
3 charges.
Image intensifier system When activated, improves view range for limited amount
of time. 3 charges.

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Crayven Artillery Terradyne - APP-671 CAT “HOG” Equipment


Repair Module Repair module that allows simple repairs to armor plates
and also includes several auxiliary backup systems. 3
Firepower Fantastic Armor Medium
charges.
Health Great Speed Slow Image intensifier system When activated, improves view range for limited amount
of time.3 charges.
View range Low Stealth None
Perception None Tech level 4 Aerodyne Units
Crayven Light Scout Aerodyne - AV/U-122 LSA “Hawk”
The APP-671 HOG is a mobile
artillery terradyne that fires ballistic Firepower Low Armor Low
artillery grenades. The HOG works
best when used together with other Health Medium Speed Extreme
units acting as forward observers, View range Extreme Stealth Good
such as Jaegers or scout terradynes.
The artillery unit can target the ground Perception Good Tech level 1
in order to suppress enemies or
force them choose another route. The Crayven Corporation often uses the
Commanders must be careful when AV/U-122 LSA for deep scout missions as
ordering an artillery strike as friendly well as low-threat patrols. The Hawk is
units can be hit which can spell equipped with advanced sensors, both
disaster during a combat mission. passive and active, and routinely relays its
A crew of six soldiers mans the Hog, including the terradyne commander, making it information to the nearest BattleSat in
the most crew demanding vehicles in the strike force. orbit, which in addition to its high flying
altitude makes it the best scout unit in the
“Mobile artillery units cause more casualties to the Crayven military.
enemy and have a greater adverse effect on his will to fight The Hawk is lightly armed and lightly armored
than any other weapon.” Crayven Field Commander Illena Mackenzie and is generally not suited for heavy combat.
Its high stealth enables it to sneak up on its
The primary weapon of the HOG class artillery is a 155mm howitzer that with its enemies and deliver a hit-and-run blow, but
fully automatic breech block and hydro-pneumatic recoil system allows a rate of fire more importantly, identify targets for the Artillery terradyne or other long range weapons.
of three rounds per second. It is very adept in taking out enemy buildings with its
The Hawk is armed with a belly mounted Welby-Simms 20mm Chaingun pod capable
siege-like weapon. A unique cooling system consisting of five barrels rotate into
of penetrating light terradyne armor. The Hawk is highly successful engaging infantry
place in order to avoid overheating problems during extreme combat situations.
or bomber aerodynes but is no match against attack or fighter aerodynes. The Hawk
The heavy turret is extremely slow and it requires a few seconds to align its barrel
is only armored with VonTec 45I-3 Stealth plates, relying on its low target profile
to the designated target. It is hardly useful to fire the howitzer while moving.
and evasive combat maneuvers to avoid incoming fire.
The volatile warheads stored inside the HOG requires its heavy polysteel-20 armor
plating to be extremely durable, but even with the powerful Zephrim SlugDrive its Special Weapons
speed is limited to a slow crawl. Depleted Uranium Rounds The rounds have a penetrator made of depleted uranium
that dramatically increases its ability to penetrate armor.
Note that an artillery unit defaults to hold fire mode, and will never automatically 3 charges.
attack another enemy on its own unless the mode is changed. A direct order from HE Grenade Launcher Fires High-Explosive grenades in a ballistic trajectory, mainly
the Field Commander is required to fire in this mode. designed to take out infantry or light vehicles. 3 charges.
Equipment
Special Weapons
Image Intensifier Increases the squad’s view range when activated. 3 charges.
Tactical Nuclear Shell The TacNuke is reserved for extreme conditions as it totally Countermeasure system Protects the squad against incoming missiles and rockets
annihilates everything within its blast radius. 1 charge. when activated. 3 charges.
Jannice warhead Extremely accurate computer guided artillery shells. 3 charge. Afterburner Boosts the squad’s flying speed when activated. 3 charges.

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Crayven Attack Aerodyne - AV/U-309 HAA “Vulture” Crayven Fighter Aerodyne - AV/F-1001 FA “Delta”

Firepower Good Armor Low Firepower Great Armor Medium


Health Medium Speed Great Health Medium Speed Great
View range Medium Stealth None View range Medium Stealth Low
Perception None Tech level 5 Perception Low Tech level 5

The Crayven AV/U-309 HAA or The Crayven Corporation manufactured AV/F-1001


Vulture, is one of the most FA Delta is the latest advanced fighter aerodyne in
effective terradyne busting units the AV/F(Fowler) series. The Delta - powered by two
available in the Crayven arsenal. SecAmp fusion engines complemented with standard
It is primarily designed as a Lavnoc hover drives - is able to pull off amazing
terradyne breaker, capable of maneuvers at low altitude. The one-manned fighter
quickly approaching the enemy is equipped with an extremely advanced computer
and blowing him to pieces. system aiding the pilot, feeding him with topology
A favorite tactic amongst Vulture data and vector plans. The system is intimately
commanders is to circle hooked into the pilot’s combat suit and regulates
the enemy and attack from all pressure and stimulants the pilot needs.
behind where he least expects it
and where the armor is weaker. The Delta can fly into low orbit if necessary, but is
more often transported in AV/U4’s, as its combat
The Vulture is armed with the W-T SR-II Mosquito, which is a good 84mm aerodyne capabilities are severely lowered without its maneuver
mounted rocket launcher considering its weight and targeting system. Its primary advantage.
drawback is its relatively short range. Upon detonation the Mosquito rocket show-
ers superheated fragments over a wide area making it critical for Field The Crayven fighter aerodyne is primarily loaded with
Commanders to make sure no friendly forces are close to the target. The Vulture’s N69-PDU GLORY missiles, capable of destroying enemy aerodynes in a heartbeat.
rocket launcher can also target other aerodynes but with limited success as the The GLORY missiles are Air-to-Air only.
rocket’s guiding system is designed for slower ground units.
Special Weapons
The Vulture can quickly reach a designated location on the battlefield and use its Improved AIM Missile Dramatically more powerful air-to-air missile warhead.
firepower wherever need making it great for surprise support activities. The Vulture 3 charges.
is - like all aerodynes - extremely vulnerable to enemy anti-air and enemy fighter Equipment
aerodynes. Image Intensifier Increases the squad’s view range when activated. 3 charges.
Countermeasure system Protects the squad against incoming missiles and rockets
Special Weapons
when activated. 3 charges.
ICM-DP TseTse Rocket The Improved Conventional Munitions, Dual Purpose
Afterburner Boots the squad’s flying speed when activated. 3 charges.
Rocket contains shaped-charge grenades, which have
an improved effectiveness against armored targets. 2
charges.
HE Firefly Rocket The High Explosive Firefly Rocket is designed to take out
enemy infantry. 3 charges.
Equipment
Image Intensifier Increases the squad’s view range when activated. 3
charges.
Countermeasure system Protects the squad against incoming missiles and rock-
ets when activated. 3 charges.
Afterburner Boosts the squad’s flying speed when activated. 3
charges.

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Crayven Bomber Aerodyne - AV/U-45 SRBA “Condor”

Firepower Extreme Armor Low


Health Good Speed Good
View range Medium Stealth None
Perception None Tech level 5

The sight of the Crayven


Corporation manufactured AV/U-
45 SRBA (Short-Range Bomber
Aerodyne) Condor, strikes fear
into the enemy as it is loaded with
pure destruction in the shape
of bombs and guided missiles.
The Condor is a short-range
bomber aerodyne able to surgically
bomb enemies of the Crayven
Corporation. It can be loaded with
up to 8,000 kilo’s worth of
bombs without sacrificing its flight
qualities.
Typically the Condor is deployed in combat regions together with an escort; relying
on the escort for both protection and reconnaisance. Since the Condor lacks
the speed and maneuverability of the Delta, it is highly vulnerable to both enemy
aerodynes and anti-air guns. Compared to other aerodynes the Condor moves like
a snail but packs the firepower of a small sized army.
The Condor is armed with High Explosive bombs, which are dropped over the enemy.
Fast moving units such as light terradynes are hard to hit but buildings and other
immobile structures are no match for a Condor.

Special Weapons
Tactical Nuclear Bomb The TacNuke is an extremely powerful weapon and is
only used when absolutely no other alternatives
remains as it wipes out everything within its radius.
1 charge.
Fragmentation Bomb The fragmentation bomb sends white-hot metal over an
extremely large radius. It is not capable of destroying
vehicles but certainly severely damaging them.
1 charge.
Equipment
Image Intensifie Increases the squad’s view range when activated.
3 charges.
Countermeasure system Protects the squad against incoming missiles and
rockets when activated. 3 charges.
Afterburner Boosts the squad’s flying speed when activated.
3 charges.

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The Order of the New Dawn units Infantry Units


Order Command APC - O5/DCAPC Order Shock Infantry - OCRU-1001 “Crusaders”

Firepower Medium Armor Medium Firepower Very Low Armor Very Low
Health Very High Speed Good Health Low Speed Very Slow
View range Medium Stealth Low View range Medium Stealth Medium
Perception Low Tech level n/a Perception Low Tech level 1

The Crusaders are the shock infantry of the Pax Dei,


The O5/DCAPC Command APC is the military division of the Order of the New Dawn. Many
the Order battlefield nerve center. soldiers view the Crusaders with extreme respect and it
In addition to being able to trans- is considered to be very prestigious to be a Crusader in
port Crusaders and Templars, it the Pax Dei.
houses the Order Deacon - the
The Crusaders primary armament is the Cobra AAG-50
equivalent of the Crayven Field
“Soul Cleanser” Storm Carbine. In order to operate
Commander. The Command APC
the gun properly a heavy combat suit with an enhanced
can carry up to 20 fully armed
exoskeleton is needed, such as the Crusader armor. It is
and armored Crusaders without
powerful enough to seriously damage light vehicles but
sacrificing its excellent combat
against heavier targets, the Crusaders need to approach
maneuverability. It is equipped with
from the rear where the armor is weaker.
fully hydraulic rear doors to ensure
that the infantry can enter and exit The powered exoskeleton worn by the Crusaders allows
the vehicle no matter them to go head-to-head against enemy terradynes even
the circumstances. though a frontal assault would be futile. Order Field Commanders regularly inject
different combat drugs into the Crusaders in order to improve their aggressiveness
The turret located on top of the vehicle mounts a slightly modified 200 kilocycle
factor. As a result many Crusaders are burned out at an early age.
Electro Discharge Canon that has a very useful armor penetrating capability.
The weapon is also capable of limited air defense, even though it is not its primary The Crusader combat armor is designed for maximum mobility with optimum
purpose. protection and is the toughest protection available to infantry short of powered
armor. Crusaders are classified as infantry and can be loaded into a Command
The Order Command APC is extremely robust and can operate under extreme
APC for transport.
conditions that would wreck many other hoverdynes.
Special Weapons
A modified version of the Crayven SULAC-29 Repair system is mounted on
Focused Storm Pulse An energy draining weapon configuration to take out
the Command APC that enables it to swiftly repair units.
armored vehicles. 3 charges.
SMAUG-12 Flamethrower The SMAUG-12 is an accessory mounted on the standard
Crusader pulse rifle and is extremely effective against
enemy infantry. Its main drawback is its short range.
3 charges.
Equipment
Personal Medkit Personal medkit with drugs for extreme healing acceleration
and repairing damaged tissues, also includes basic
tools for armor field repairs. 3 charges.
Deployable Radar Small portable radar station that once deployed relays
all tactical information to the Command APC.
1 charge.

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Order AT Infantry - ATI-720 “Templar” Assault Units


Firepower Great Armor None Order Scout Hoverdyne - W/SAH-4 “Apus”
Health Very Low Speed Very Slow
Firepower Low Armor Low
View range Medium Stealth Medium
Health Medium Speed Great
Perception Low Tech level 2
View range Good Stealth Good
The Order Templars are anti-terradyne infantry armed with Perception Good Tech level 1
the Retribution shoulder Anti-Armor Missile System capable of
demolishing most terradynes in a matter of seconds. Only The one-manned W/SAH-4
combat-proven female members of the Pax Dei are allowed hoverbike is mainly used for
to join the Templar division because of old dogmatic reasons. scouting purposes even though
The primary weapon of a Templar is the GrU-6 Retribution Shoulder its turret-mounted pulse laser
Anti-Armor Missile System. The weapon system is considered can engage both enemy infantry
to be the most powerful infantry weapon available today and it is and terradynes. When used in
rumored that the Crayven Corporation are currently researching combat encounters, it is usually
and developing their own version. Retribution missiles are capable deployed for hit-and-run strikes,
of defeating the most powerful terradyne armor with ease and relying on its speed and
spreading death and chaos on the battlefield. A Crayven Field maneuverability to remain
Commander is urged not to underestimate the small frame of unscathed. The pilot’s modified
the Templars as they are certainly one of the Orders most deadliest units. Templars Crusader armor is wired into
are regularly loaded into Command APC’s for quick transport and added protection. the powerful sensors fitted to
the hoverbike blessing him with
Internal Memorandum: Major Thomas, Crayven Field Commander in an extremely detailed image of
the 13th Assault Regiment mentioned in battle report 450/DT-2419 the surrounding terrain and elements. The hoverbike is armored with light polysteel-
15 and is not suitable for frontal assaults against enemy assault terradynes.
that an entire strike force consisting of three Wolf squads bumped
into a single Templar squad on a routine mission on Sigma Draconis-4. The Apus is powered with a [Link] Durfire Advanced Grav Engine with four titanium
Only two Wolf terradynes managed to survive the encounter. plated outlets, with the back turbines providing momentum and the two front out-
lets controlling the direction. Advanced targeting and visual enhancing equipment is
They executed, according to Major Thomas, an unsanctioned fallback
standard on the Apus, strengthening its scout role.
and were charged with showing cowardice in the face of the enemy.
The hoverbike’s primary weapon - the SourKodd 8Bx10 “BerZerk” - is a light pulse
However the Templar does have a severe weakness; they are completely defenseless laser mounted on a small turret located behind the pilot with full 360 degrees
against enemy infantry as a soldier does not generate a strong enough tracking movement. Its targeting system is somewhat limited in targeting fast moving
signal for the powerful Retribution missiles. Templars are seldom encountered alone aerodynes. A RamTech minelayer unit can be fitted to the rear chassis at the Field
on the battlefield without a Crusader squad attached or other means of protection. Commanders discretion, giving it a secondary defensive role.
Special Weapons Special Weapons
MicroNuke Warhead Retribution missile with a micronuke shape-charged warhead Electro Dagger The Electro Dagger sends forth an extremely concentrated
designed to crack open heavy armored vehicles. 3 charges. electro discharge that is designed to penetrate heavy armor.
Anti-Air Warheads Multiple homing anti-air Retribution loaded missiles. 3 charges. 3 charges.
Equipment Electro Field Electro Field is an area effect variant of the Electro Dagger
Personal Medkit Personal medkit with drugs for extreme healing acceleration designed to wipe out concentrations of enemy infantry.
and repairing damaged tissues, also includes field repairs. 3 charges.
3 charges. Equipment
Image intensifier Improves view range when activated. 3 charges. Repair Module Tools and software for minor field repairs to armor plates and
Personal Cloaker Cloaks squad when activated. 3 charges. vital systems. 3 charges.
Minelayer unit Deploys Anti-tank mines. 3 charges.

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Order Light Hoverdyne - O1/SAC-34 LAT “Sculptor” Order Main Battle Hoverdyne - O1/MAT-3 “Lynx”

Firepower Medium Armor Medium Firepower Great Armor Good


Health Medium Speed Good Health Medium Speed Good
View range Medium Stealth Low View range Medium Stealth None
Perception Low Tech level 1 Perception None Tech level 2

The O1/SAC-34 LAH is


The O1/MAT-3 is the Order
a highly advanced
Main Battle Hoverdyne, a
hoverdyne used for
medium sized hoverdyne
reconnaissance patrols,
with a turret-mounted
fast attack and deep
particle beam accelerator.
scout missions.
The Lynx have good speed
The fitted Rover-8005
and maneuverability rating
battle engine makes it
compared to the Crayven
fast and maneuverable.
equivalent making it an ideal
The primary weapon offensive hoverdyne for
mounted on the most combat situations.
Sculptor is the Order
developed 20kMhz Electro Discharge Cannon “Lightning Strike”. It is still considered by The Lynx turret mounts the
the Tech Priests in the Pax Dei to be highly experimental and ongoing modifications Shogata-PDX9 “Messenger”
and tweaking are made on a monthly basis. Even so it has been authorized to be used which is the latest version
on the battle field. The rapid firing Electro Discharge Cannon is capable of defeating of the first energy based vehicle weapon ever produced. The weapons internal fusion
light titanium alloys with ease. The turret is equipped with both ground targeting reactor heats particles into plasma, which is accelerated out of the specially designed
sensors and a Hugh G4 aerodyne tracking unit. barrel against the target. The Shogata-PDX9 is incredible expensive and requires
enormous resources for upkeep compared to conventional large caliber guns. In
Order forces regularly use the Sculptor for fast flanking maneuvers, letting heavier order to preserve the secrecy of the plasma accelerators, the Order have installed
hoverdynes soak up the main enemy fire. The Electro Cannon can be extremely devas- a remote controlled self-destruct device that overheats the fusion reactor, resulting
tating when engaging enemy infantry as it’s rapid firing system is better suited for in a massive and lethal plasma burst.
small targets compared to the particle beam accelerators fitted on heavier Order
hoverdynes. The turret does not have an adequate targeting computer for aerodyne tracking,
making it defenseless against enemy aerodynes. Its electro-treated heavy polysteel-20
The Sculptor is lightly armored with a layer of titanium fused Heavy Polysteel-15 and shockplates, mainly concentrated to the front and sides, are however capable
can definitively hold its own unless cornered by Anti-Tank defeating weapons. of withstanding a great deal of punishment before collapsing.
Special Weapons
Special Weapons
Electro Dagger The Electro Dagger sends forth an extremely concentrated electro
Plasma Sunburst The Plasma Sunburst explodes on impact, sending molten
discharge that is designed to penetrate heavy armor. 3 charges.
plasma over a wide area, lethal to infantry. 3 charges.
Electro Field Electro Field is an area effect variant of the Electro Dagger
Plasma Moonburst The Plasma Moonburst is a single charge anti-infantry weapon.
designed to wipe out concentrations of enemy infantry. 3 charges.
1 charge.
Equipment
Equipment
Repair Module Tools and software for minor field repairs to armor plates and
Repair Module Tools and software for minor field repairs to armor plates
vital systems. 3 charges.
and vital systems. 3 charges.
Deployable Defender The defender system shoots down incoming missiles, rockets
Protectorshield When activated protects the squad against all weapons.
System and grenades when deployed. Once deployed it cannot be moved.
3 charges.
1 charge.
Speed booster Improves movement speed when activated. 3 charges.
Deployable Cloaks an entire area when deployed. It cannot be moved once
Cloaking Unit deployed. 1 charge.

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Order Heavy Hoverdyne - O1/WL8 “Volans”

Firepower Good Armor Great Internal Memorandum: Field Commander Mackenzie filed in her battle
Health Great Speed Medium report 23/JM-2419 that during the initial landing engagement she

View range Medium Stealth None successfully destroyed two Volans units with a single marine squad.
Perception None Tech level 3 The marine squad equipped with CG-89mm AT Rockets managed slip
behind the hoverdynes. It should be noted, however, that the marine
The massive
O1/WL8 - squad was killed right after their victory by a Sunburst from one of
Volans is the the surviving hoverdynes. The deceased soldiers were postmortem
Order of the
New Dawn’s awarded the Crayven Medal of Valor.
largest hover-
dyne capable
of unsurpassed An interesting side note is that the number of heavy hoverdyne units so far
destruction. detected on Krig-7B, far exceeds the number stationed at any other Order
The Volans is conflict zone.
sometimes
called God’s Special Weapons
Might in inspiring Plasma Sunburst The Plasma Sunburst explodes on impact, sending molten
Order speeches. The hoverdyne is often employed by the Order as stationary guns plasma over a wide area, lethal to infantry. 3 charges.
additionally protected by sandbags or other protection. Some critics claim that Plasma Moonburst The Plasma Moonburst is a single charge anti-infantry
the Volans is too slow on the battlefield and that it would be more suitable weapon. 1 charge.
to call it a mobile cannon instead of a hoverdyne. Equipment
It is an incredible honor to command and crew a Volans and the privilege are only Repair Module Tools and software for minor field repairs to armor plates
given to those soldiers with an impeccable religious background. Volans crews are and vital systems. 3 charges.
selected from the children of the priesthood at an early age and are both mentally Protectorshield When activated protects the squad against all weapons.
and physically trained during their entire adolescence. 3 charges.
Speed booster Improves movement speed when activated. 3 charges.
The fearsome Volans is not only huge on the battlefield; it’s turret supports
a twin mounted Shogata-PDX9 particle beam accelerator. It was praised during
the Atherstone acquisition for its supreme firepower and accuracy but the skilled
Pax Dei technicians have not yet been able to improve its relatively slow fire rate.
The fusion generator is not able reenergize the particle accelerator any faster
without endangering the crew.
The Volans armor consists of a thick titanium-4 layer, reinforced with electro-treat-
ed crysteel bars. The heavy armor is responsible for its low acceleration but,
according to most Pax Dei officers, is still a good tradeoff.

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Support Units Equipment


Order Beam Platform - O12/BT-MV Mk. II “Lacerta” Repair Module Tools and software for minor field repairs to armor plates
and vital systems. 3 charges.
Protector shield When activated protects the squad against all weapons.
Firepower Fantastic Armor Medium 3 charges.
Image Intensifier Improves view range when activated. 3 charges.
Health Medium Speed Good
View range Good Stealth None Order Anti-Air Hoverdyne - O1/AAPBT-600 “Pavo”
Perception None Tech level 1
Firepower Good Armor Medium
The Order of the New Dawn Health Medium Speed Good
has adopted BehemoTech’s
BT-MV [Link] into their View range Good Stealth None
ever-growing military arsenal. Perception None Tech level 2
The Lacerta is essentially a
grav fitted three-crewed
platform supporting a heavy The O1/AAPBT-600 is
beam weapon. It is primarily another example of
a long-range support weapon the latest Order weapon
for taking out enemy defensive technology that’s barely
structures. been through a thorough
field test. The Pax Dei
The sole armament of have recently begun
the Lacerta is the X9k Purifier weapon system mounted on top of the hoverdyne to replace their older
chassis. The sheer amount of concentrated energy generated by the Purifier beam Anti-Air Missile System
is powerful enough to blast through any known armor alloy available to ground with the new FUR/X9
vehicles today. “Stryke” Lightning
Generator. The Pavo
The highly advanced Purifier weapon system is linked to an improved version of the Seccom
uses the same hoverdyne
FFI targeting scanner, feeding the targeting computer with extremely detailed and
battle-proven O3-chassis
accurate information of targets’ movement trajectory, and environmental effects.
with the top module replaced. The Pavo has one single purpose, and that is to destroy
enemy aerodynes. It accomplishes this with an annoying accuracy.
Internal Memorandum: Several Field Commanders have reported
that they’ve seen the Purifier beam “bounce” from several targets, Its aerodyne defeating weapon is a fixed mounted high frequency lightning generator
effectively hitting more than one target. Crayven Intelligence has not which literally slices incoming aerodynes. The lightning balls generated by the weapon
system seemingly homes in on the target aerodyne. However the lightning generator
been able to confirm these sightings and no Beam Platform has
requires enormous amounts of energy to operate and has been fitted with a powerful
been captured with its weapon system intact. If these sightings are Zephrim engine. The Lightning Generator system is according to Crayven Intelligence,
more than visual glitches, it could prove useful to approach Beam not yet completely stable and requires an intricate cooling system, which as of this
Platforms in scattered formations. date does not work well in hot and dry regions.
The Beam Platform is armored with relatively light armor, amalgam fused layers The internal cooling system is it main weakness and prohibits it from being fitted
of Polysteel-15 and can be destroyed with infantry carried weapons. with heavy shock plates. The current design is armored with amalgam fused layers
of Polysteel-15. Due its grav engine, the Pavo is much faster and maneuverable
Special Weapons than most Crayven terradynes.
SCU-Frequency Prism Increases the frequency of the Purifier Beam for a better Equipment
rate of fire. 3 charges. Repair Module Tools and software for minor field repairs to armor plates and
SCU-Focus Prism Focuses the Purifier Beam, making it amazingly powerful. vital systems. 3 charges.
3 charges. Image Intensifier Improves view range when activated. 3 charges.

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Order Artillery Hoverdyne - O4/DN9-FO OAH “Sagitta” Order Drone Carrier - O11/BEHCCA “Orion”

Firepower Fantastic Armor Medium Firepower Medium Armor Medium


Health Great Speed Medium Health Great Speed Medium
View range Low Stealth None View range Good Stealth None
Perception None Tech level 4 Perception Fantastic Tech level 3

The O3/BEHCCA
The O4/DN9-FO OAH or Drone Carrier is
Sagitta is a mobile artillery an Order support
hoverdyne armed with a hoverdyne
ballistic Proton Particle designed to stay in
Launcher. The Sagitta is the background of
relatively slow compared to combat encounters.
other Order hoverdynes, yet A single Rover-
it still moves faster than 2000 grav engine,
most Crayven terradynes. with four side
The Artillery hoverdyne is mounted articulating
really fearsome when used energy outlets, powers the six-crewed hoverdyne. Inside the heavily armored belly
in conjunction with stealthy of the Carrier is a large container module where heavy payloads of GHE Spider
forward observers. Drones are stored.
A single gunner operates the weapon system launcher and it actually requires An advanced targeting system identifies enemy ground vehicles and calculates the
surprisingly little maintenance compared to other Order energy weapons, though targets’ movement vector and signature. The data is then transferred to a computer
greater care must be taken with its ordinance. The primary weapon, a BPPL-12 inside each of the GHE spider drones. The drones are launched out of the carrier
“Defiance” ejector, lobs overpacked and unstable proton particle clusters in a high and as soon as they touch ground they home in on their target’s signature. The eight-
ballistic arc towards the target. Upon impact, the Schröedinger repulsor field legged spider drone is highly maneuverable and their combat speed tops most
generators are disabled, creating an enormous energy discharge, resembling a terradynes. The advanced computer onboard the drone makes all necessary movement
miniature nuclear detonation. While the heat and energy of such an explosion is corrections required to successfully strike the target. When the drone comes within
deadly in its own right, the sub-particle emissions of the blast cause electrons of a pre-programmed detonation range, optimal range being 5 meters, the drone
atmospheric molecules in the surrounding atmosphere to be literally stripped off. explodes, sending shrapnel towards the target. To guarantee the destruction
This causes a powerful ionization field and wreaks havoc with all surrounding of the target, a batch of drones are usually sent out at once.
electronic equipment. The dissipation of this ionization field, however presents
the most significant problem leading to recombination-independent photogeneration Special Weapons
which emits enough energetic photons to literally reduce armor to molten slag. Advanced Spider Drone Spider drones with an advanced guidance system and
Infantry...does not survive a ground zero blast. The Artillery hoverdyne is fitted with increased explosive payload. 3 charges.
an internal fusion reactor that provides the launcher with the needed energy to Equipment
maintain the Schröedinger repulsor fields on all ordinances. Repair Module Tools and software for minor field repairs to armor
plates and vital systems. 3 charges.
The Sagitta requires tight protection from other hoverdynes, even though its
Protectorshield When activated protects the squad against all weapons.
Polysteel-20 shock plates keeps the chassis intact for prolonged firefights.
3 charges.
Special Weapons Image Intensifier Improves view range when activated. 3 charges.
TankBuster Discharge Improved armor-defeating capabilities. 1 charge.
LongRange Discharge A setting allowing the launcher to lob the cluster to
extreme long ranges. 3 charges.
Equipment
Repair Module Tools and software for minor field repairs to armor
plates and vital systems. 3 charges.

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Aerodyne Units Order Attack Aerodyne - OA2/HAA-309 “Phoenix”


Order Recon Aerodyne - OA1/FAS-T12 “Lyra”
Firepower Good Armor Medium
Firepower Low Armor Low Health Medium Speed Great
Health Medium Speed Fantastic View range Medium Stealth None
View range Great Stealth Good Perception None Tech level 5
Perception Good Tech level 1
The Phoenix or OA2/HAA-309 is one of
the most feared Order aerodynes as its terradyne
The OA1/FAS-T12 Lyra is a fast, high-
breaking ability is legendary or as the Pax Dei
altitude, scout aerodyne suitable for
uncannily expresses it - divine. The Phoenix
reconnaissance patrols and target-
relies on its high speed and stealthy maneuvers
identifying missions. The Lyra is unrivaled
to get within range of the enemy and then
in speed and maneuverability and easily
launches a deadly barrage of torpedoes.
outruns any Crayven aerodynes. Its
The aerodyne’s single engine outlet and its active
main strength is its incredible long-range
VonTec Mk. III electronic countermeasures give
sensors that bestow an Order Field
the enemy a hard time hitting it. Its aerodyne
Commander great insight to the battlefield.
Polysteel-15 layered armor gives it little or no
The Lyra is not intended to actively
protection when weapons do hit.
participate in combat with its thin armor
and relatively weak weapon system. The Phoenix is primarily loaded with Hugh SZX-
3000 “Jaguar” SCREAM torpedoes. The SCREAM
Its main armament is a fixed belly
torpedo warheads contains a shaped-charged
mounted Veevaert JSM-6 Scatter
director in the nose to provide the warhead with
Laser. The scatter laser main strength
an enhanced armor penetrating capability.
is its extreme high rate of fire, while its main weakness is its low firepower. The Lyra
A secondary warhead explodes milliseconds
is a one-man craft and the scatter laser is equipped with an improved auto-targeting
later - inside the armored layers of the target.
computer allowing the pilot to concentrate on the flying.
The weapon system can with limited success also target other aerodyne targets,
Special Weapons however it is no match versus a true aerodyne fighter such as the Crayven Delta.
Electro Dagger The Electro Dagger sends forth an extremely concentrated
Special Weapons
electro discharge that is designed to penetrate heavy
Fragmentation Torpedo The fragmentation torpedo is specifically designed to take
armor. 3 charges.
out enemy infantry and light vehicles. 3 charges.
Electro Field Electro Field is an area effect variant of the Electro
Solar Torpedo The Solar Torpedo’s main function is to totally annihilate
Dagger designed to wipe out concentrations of enemy
enemy structures. It is not very useful versus terradynes
infantry. 3 charges.
due the torpedo’s extremely slow velocity. 2 charges.
Equipment
Equipment
Protector Shield Protects the aerodyne against all incoming enemy fire
Protector Shield Protects the aerodyne against all incoming enemy fire
when activated. 3 charges.
when activated. 3 charges.
Image Intensifier Improves view range when activated. 3 charges.
Perception Increases the probability of detecting stealthy or cloaked
units. 3 charges.
Image Intensifier Improves view range when activated. 3 charges.

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Order Fighter Aerodyne - OA3/AN-9000 “Draco” Massive Entertainment PROJECT MANAGEMENT & QA
LEAD
Firepower Great Armor Medium DIRECTOR & LEAD GAME DESIGN- Peter Kullgard
ER
Health Medium Speed Great Martin Walfisz QA TEAM
View range Medium Stealth Low Peter Kullgard
LEAD SOFTWARE ENGINEER Martin Persson
Perception Low Tech level 5 Dan Andersson Richard Hultgren
Carl Fransson
The Order’s answer to the Delta TECHNICAL DIRECTOR
Fredrik Jansson
fighter is the OA3/AN-9000 Mats Grahm
“Draco” and it is considered to be GAME STORY
ART DIRECTOR
a worthy opponent. Marcus Skyler
Tobias Strömvall
As a fighter craft its main objective Henrik Sebring
is to eliminate enemy fighter aero- LEAD MISSION DESIGNER Martin Walfisz
dynes and attack aerodynes. Henrik Sebring
MANUAL CONTENT
The Draco’s weapon system cannot
engage ground targets and must GAME DESIGN Henrik Sebring
rely on other units to take out Martin Walfisz Marcus Skyler
enemy Anti-Air capable units. Henrik Sebring
ADDITIONAL ART
The Draco is crewed by a pilot and
a gunner, both in direct contact SOFTWARE ENGINEERING Magnus Larsson
with the Field Commander’s APC. Dan Andersson Jonas Dahlin
Johannes Norneby
The Draco is primarily armed with PR COORDINATOR
Martin Rystrand
Air-To-Air Dell-Hugh RV4 Plasma Anne Eckles
Daniel Ljungberg
Missiles. When the missiles are
launched, a mechanism in the war- FINANCES
3D ENGINE DEVELOPMENT
head generates a powerful energy Mats Melander
Mats Grahm
field, filing a particle confinement Niklas Hansson
with plasma that is released upon SPECIAL THANKS TO
detonation. It takes a second or two Christian Pérez
ART
for the missile to generate the plasma, making the weapon system not entirely Susan Lewis (ThinkBIG)
Tobias Strömvall
efficient for extreme close aerial combat. The gunner can however arm the missiles Paul Grace
Thomas Bengtsson
before they are launched but due to the hazards of having armed plasma missiles Jeff Lee
Orhan Karagöz
in the launch tubes, this highly unusual form of attack is only used by truly suicidal Magnus Nilsson
Joakim Månsson
pilots. Sven Jansson
Glenn Kristoffersen
Most weapons easily penetrate the Draco Light Polysteel-15 armor, which is also
Tomas Althén
considered to be Draco’s main weakness. MISSION DESIGN Arne Borg
Henrik Sebring Johan “Bepp” Ramestam
Special Weapons Per Edman Andreas “Diktator” Selling
Improved Plasma Missile An improved and more powerful Air-to-Air Plasma Niklas Larsson Christian Franzén
missile. 3 charges. Åsa Wiebe
Anders Olsson
Equipment Stefan Sylvén
Johan Persson
Protector Shield Protects the aerodyne against all incoming enemy fire Fredrik Nilsson
when activated. 3 charges. MUSIC & AUDIO EFFECTS Patrik Berander
Image Intensifier Improves view range when activated. 3 charges. Ola Strandh John Tillberg
Cpt. Björn Kullgard

82 -- GROUND CONTROL FIELD COMMANDER’S HANDBOOK -- -- GROUND CONTROL FIELD COMMANDER’S HANDBOOK -- 83
0 11 CREDITS 11 CREDITS 0

Mathias Malmqvist Sr. Public Relations Manager LeAnn Koehnen Chris Lee Ryan Watson
Elizabeth Lindau Genevieve Ostergard Lisa Dyson Michael Grant Craig Bradford
Ronnie Nilsson Public Relations Coordinator Huck Liggett
Patrik Nilsson KA2 Kellie Hobin Talent Paymaster HARDWARE COMPATIBILITY
Chefen KA2 The Talent Fund, Half-Moon Bay, CA. Compatibility Lab Manager
The Swedish Armed Forces PACKAGE DESIGN Cast of Characters Pat Callahan
MarCom Manager Sarah Parker Jennifer Hale
For Sierra Studios Justin Kirby Deacon Stone Dee Baker
Creative Services Annie-1 Allison Levine Compatibility Lab Technicians
Senior Vice President Orlena Yeung Ghost Andre Ware Brad Rosenthal
J. Mark Hood Enrica Hayes Tasia Valenza Eric Leaf
BlueSpark Studios Paladin Magnus Gregg Berger
David Brzozowski Cardinal Aegeri Philip Clarke SUPPORT STAFF
DEVELOPMENT
Dien Duong Sergeant Cole Nathan Carlson Corp. Product Certification
Producer
Game Manual Major Thomas David Jeremiah Matthew Kangas
Jeff Pobst
Cheryl Sweeney Bishop Delendre Mark Klastorin Tech. Support Manager
Assistant Producer
“M” Nick Guest Brian Moss
Bernadette Pryor
[Link] NETWORKING Tech. Support Lead
Producer Additional Voice Acting Tracy Green
CINEMATIC DIRECTION
Ross Perez Anne Eckles
Directing & Editing
Engineers Lina Ehn LOCALIZATION
Jim Carey
Mike Nicolino Producer
Additional Direction Squad & Dropship Voices
Erik De Bonte Barry Kehoe
Jeff Pobst Dee Baker Gregg Berger
Lee Olds Engineering Lead
Nathan Carlson Philip Clarke Sean Forsyth
MARKETING Noel Wade
Nick Guest Jennifer Hale Engineering
Vice President Marketing Brian Rothstein
Nick Jameson David Jeremiah Stephen Forsyth
Jim Veevaert Len Skiena
Mark Klastorin Joyce Kurtz Joanne Russel
Director of Marketing Dean Webster
Allison Levine Michael McGaharn QA Lead
Koren Buckner Quality Assurance
Daran Norris Anneliza Scott Sean Moran
Associate Product Manager Eric Harman
Tasia Valenza Andre Ware Graphics Lead
Marc Tardif David Cain
David Fleming
Marketing Producer QUALITY ASSURANCE
DIALOGUE RECORDING Audio
Glenn Oliver QA Manager
Voice Directing & Casting Bill Sweeney
Web Editor Gary Stevens
Jeff Pobst ROW Producer
Guy Welch QA Supervisor
Voice Recording Specialist Warren Wright
Marketing Info. Manager Ken Eaton
Ingrid Pelzer Ben Houge QA Lead
Voices Recorded at SPECIAL THANKS
Marketing Info. Assistant Chris Mason
Hollywood Recording Services Hubert Jolly
Jelaine Kraetsch QA Testers
Hollywood, CA Dave Grenewetzki
European Brand Manager Chad Martin Danny Harrison
Voice Recording Engineer Dave Williamson
Djamil Kamal Dan Nations Quang Pham
Alex Triujeque Ralph Giuffre
Erinn Hamilton Lester Stocker
Voice Casting Agency Suki Hayre
PUBLIC RELATIONS Phil Kuhlmey Joe Easter
The Voicecaster, Burbank, CA Brad Nelson
Public Relations Manager Zach Hays Dave Thomas II
Voice Casting Agents Emmanuel Schalit
Hillary Crowley Dave Johnson Mark Storie
Martha Mayakis Kelly Zmak
Brian Theissen Brian Burnett

84 -- GROUND CONTROL FIELD COMMANDER’S HANDBOOK -- -- GROUND CONTROL FIELD COMMANDER’S HANDBOOK -- 85
0 11 CREDITS 12 TECHNICAL SUPPORT 0

Fiona O’Carroll CUSTOMER SERVICES


Mark Iverson
Michael Fuller
Doug Lombardi
Technical Support Tel: (0118) 920 9111
Adam Fossa Fax: (0118) 987 5603
Christine Smith
Tassie Medlin
Patricia Rice Lines open 24 hrs, 365 days a year, using our automated technical support attendant. This system includes
answers to all commonly posed questions and problems with our new and major titles. It is set up in a friendly and
Beth Freeman
easy to use menu system that you navigate through using a touch tone telephone. If the answer to your question
Patricia Smith
is not in our automated system, then you will be transferred to a technician between the hours of 9am and 5pm
Ground Control Beta Testers Monday to Friday.

VERY SPECIAL THANKS TO Here are some key-presses that will allow you to navigate through our automated attendant. Note that these are the
Spouses and families (for (most of them) still being there despite us ignoring standard letter assignments that are given to UK telephones so if your phone has letters on the keypad, please use
them during crunch time) them instead:
The Offspring for Pretty Fly (for a White Guy)
2: 3: 4: 5: 6: 7: 8: 9: 0:
Everyone at the Squad Leader photo session A, B, C D, E, F G, H, I J, K, L M, N, O P, R, S T, U, V W, X, Y Q, Z
PC for providing beer at desparate times
Kauren
Before you call our technical support lines, please check that you have read the Readme file included on the game
Baugen disk #1. You may well find a very quick answer to the problem that you are facing as these files contain answers
Husqvarna to most common problems. If the answer is not here, make sure you have precise details of any error message that
Laserdome you receive, and details regarding the specifications of your computer before you call us, as this will help us in
Food at Palermo/Petros/Piaff/Brunnen/The Chinese place giving you a faster and more efficient service.
Cillas Bafe
Coca Cola If you would prefer to write to us, please send your mail to the following address:
The coffee machine (yes, it also makes chocolate!)
Brutal-Akademien
Vivendi Universal Interactive Publishing UK Ltd.
Slitz Customer Services / Mail Order / Tech Support Department
Massive Mobile 2 Beacontree Plaza
...and everyone else who helped out! THANKS! Gillette Way
Reading • Berkshire
Uses Bink Video, Copyright © 1997-2000 by RAD Game Tools, Inc.
RG2 0BS
United Kingdom

Sierra UK Web site


[Link]
UK Website includes technical support, mail order, chat rooms, product information, game demos and
much, much more.

Hintline Number
0891 660 660
Price - 60p per min at all times - Max call length - 5 minutes - Max call charge - £3.00

86 -- GROUND CONTROL FIELD COMMANDER’S HANDBOOK -- -- GROUND CONTROL FIELD COMMANDER’S HANDBOOK -- 87

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