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    Clan tag

    how do u get the clan tag to work ive tried everything

    sum 1 plz help ive got a cool tag
    .................. i dont sign stuff

    #2
    Did you read the FAQ?
    Sex is evil, evil is a sin, sins are forgiven, so letís begin.

    Comment


      #3
      i cant ive gon over my monthly download limit (1 gig) nad they somehow rendered my downloader so it opens then instantly closses damn isp they said they'll fix it next month
      .................. i dont sign stuff

      Comment


        #4
        Axis FAQ by Meph V1.2


        Disclaimer:
        This FAQ is copyrighted by me, C.Kršuter, aka Meph. It may be
        distributed freely as long as it is kept intact and complete (NO
        EXCERPTS!), and includes this disclaimer. Further, no money may be
        charged for the distribution of the FAQ.
        If you decide to publish this FAQ on a website, drop me a line at
        Mephisto@cyber.soldier.net.


        Version History

        0.1 - Bare essentials, just a list of parts.
        0.2 - Document structured.
        0.3 - Added Level descriptions and weapon comments, also added
        Character Info.
        0.4 - Updated parts data to Axis Version 1.3
        1.0 - First published version of the Axis FAQ; added hidden features
        section
        1.1 - Added Version History, updated the Hidden Features.
        1.2 - Corrected some minor errors.

        This document is optimized for monospaced fonts, such as courier or
        fixedsys. Readability will improve a lot if you use them.


        Table of Contents:

        1.0 Introduction

        2.0 Explanations
        2.1 Head Parts
        2.2 Chest Parts
        2.3 Arm Parts
        2.4 Leg Parts
        2.5 Booster Parts
        2.6 Weapons
        2.7 Characters

        3.0 Characters
        3.1 DOCWA Characters
        3.2 Nitro Characters
        3.3 Cintec Characters
        3.4 BiTron Characters

        4.0 Technical Data
        4.1 Head Parts
        4.2 Chest Parts
        4.3 Arm Parts
        4.4 Leg Parts
        4.5 Booster Parts
        4.6 Weapons
        4.6.1 Handheld Weapons
        4.6.2 Shoulder-Mounted Weapons
        4.6.3 Special Equipment

        5.0 Skirmish Mode
        5.1 Levels

        6.0 Multiplayer Mode
        6.1 Game Modes
        6.2 Levels
        6.2.1 Original Levels
        6.2.2 Map Pack Levels

        7.0 Hidden Features
        7.1 Big Head Mode
        7.2 Hidden Levels
        7.3 Text Colour
        7.4 Clan Tags
        7.5 Chat Macros
        7.6 Toggle Arm Center Interface
        7.7 Toggle In-Game Displays
        7.8 All Parts/Levels Cheat

        1.0 Introduction

        1.1 The Game:

        Axis is a mech-based first-person-shooter, developed by
        Jamie, a korean software developer. The Demo has been around
        for quite some time now, and there are rumours about a planned
        US release by real.com.
        As the original korean manual is very detailed, covering
        nearly every aspect of the game, and cannot possibly be
        properly reproduced in a similar quality for a real.com
        distribution, I decided to write this FAQ to cover the most
        important aspects of the game, as well as to comment on the
        weapons and parts used in building the ARMs (mecha).

        I know that an english version of the manual exists as a
        .doc-File (my compliments to Micheal "Junkyard Dawg" Ferguson
        for a job well done), but it is 28 megabytes in size and as
        such, unsuitable for an online distribution.


        1.2 Getting the Game:

        Hard to do. The game has been distributed in Japan and Korea
        only, making it extremely difficult to get. Jamie has been
        known to send packages to foreign customers, but be prepared
        for exorbitant shipping costs.
        There are rumours about a US-distribution via real.com as
        well as a european release via an yet undecided distributor.
        There also is a company called 'AsiaSoft', seated in the US,
        who specializes in far-east software. The risk of loss when
        ordering it from them is lowest, but they are pricey.


        Please do not mail me for CD-Images, Warez versions or
        similar illegal stuff. I won't answer such questions, but I
        will report you to your ISP instead. You have been warned.

        1.3 Websites:

        http://www.axisarena.net - The official website of Axis
        http://www.jamie.co.kr - Jamie Systems' official website
        http://the-junkyard.net - The largest english-speaking Fansite


        Several other fansites exist, but most often, they are written
        in either japanese or korean.


        2.0 Explanations



        2.1 Head Parts:

        Detection Range:
        Range at which the enemy can be detected/locked-on.

        Detection Angle:
        This number indicates the size of the lock-on circle that
        appears while using guided weapons.

        Hacking Level:
        Basically, electronic warfare; having a lower hacking level
        than the enemy hampers with functions like lock-on, cloaking
        and similar sensor-based issues.

        Lock On Efficiency:
        Affects the lock-on time of guided weapons. Higher levels
        shorten the time required for a lock-on.

        Target Keeping Time:
        The amount of time a target remains locked after a successful
        lock-on attempt, even when losing it.

        Weight:
        Weight in tons.



        2.2 Chest Parts:

        Weight Limit:
        Maximum allowed weight of the ARM. Note that this value can be
        exceeded, although it cripples the ARM's movement values.

        Max Armor:
        Amount of armor points the ARM has.

        Max Shield:
        Amount of shield points the ARM has.



        2.3 Arm Parts:

        Fire Control System:
        Affects weapon accuracy and firing speed. The higher the level,
        the more accurate the weapon's fire will be.

        Capacity for 30mm:
        The maximum amount of 30mm cells the arm can hold.

        Capacity for 60mm:
        The maximum amount of 60mm cells the arm can hold.

        Capacity for E-Pak:
        The maximum amount of E-Pak cells the arm can hold.

        Capacity for Missile:
        The maximum amount of missile cells the the arm can hold.

        Weight:
        Weight in tons.



        2.4 Leg Parts:

        Agility:
        The relative agility of the ARM. A high number indicates the
        ability to perform complex maneuvers.

        Inertia:
        The relative inertia of the ARM. A high number indicates
        problems with changing directions/coming to a stop.

        Speed Correction:
        A modifier to the booster's basic speed value.

        Forward Boost Speed Correction:
        A modifier affecting the forward movement of the ARM with
        engaged boosters. Basically, how fast you can boost forward.

        Sideways Boost Speed Correction:
        A modifier affecting the sideways movement of the ARM with
        engaged boosters. How fast you can boost-strafe.

        Backward Boost Speed Correction:
        A modifier affecting the backward movement of the ARM with
        engaged boosters. How fast you can boost Backward.

        Weight:
        Again, weight in tons.



        2.5 Booster Parts:

        Thrust Type:
        The type of thruster. Most thrusters of the same type have
        similar specifications.

        Active Time:
        The length of time the booster can be used before needing
        to recharge.

        Recharge Time:
        The time needed to completely recharge the booster.

        Delay For Recharge:
        The time that passes before the recharge kicks in.

        Normal Speed:
        The basic speed of the ARM when the booster is NOT engaged.

        Max Speed Fwd/Swd/Bwd:
        Maximum speed in the noted direction with boosters engaged.

        Weight:
        Guess what...weight in tons.




        2.6 Weapons:

        Slot Type:
        The location of the weapon, either shoulder-mounted or
        handheld.

        Bullet Type:
        The type of ammunition needed to fire the weapon.

        Bullet Consumption:
        The amount of ammunition consumed while firing a single
        projectile.

        Fires At The Same Time:
        The number of projectiles fired at one pull of the trigger.

        Damage Type:
        Either impact or energy. Impact weapons deplete the shields
        first, then start lowering the armor. Energy weapons divide
        their damage evenly between shields and armor.

        Damage Point:
        The amount of damage a single projectile inflicts.

        Shooting Range:
        The effective range of the gun in meters.

        Bullet Speed:
        The speed of the projectile. 0 m/s means that the attack
        hits instantaneous.

        Dispersion Angle:
        The maximum angle which the projectiles can deviate from
        their intended flightpath. A good Fire Control Level reduces
        the inaccuracy.

        Hit Range:
        The 'width' of the projectile. Any object within this radius
        is considered hit, taking the weapons damage.

        Splash Damage Range:
        The radius in which the weapon inflicts splash damage upon
        impact.

        Splash Border Damage:
        The amount of damage taken by any target inside the splash
        radius.

        Firing Delay:
        The amount of time between the firings of the weapon.

        Guidance:
        The quality of the weapons internal guidance system. High
        numbers indicate good target tracking abilities, while a zero
        means that the gun must be aimed manually.

        Targeting Time:
        The time needed for the weapon to lock-on to a target.

        Weight
        Again, weight in tons.



        2.7 Characters:

        Name:
        Nickname/Callsign of the Character.

        Corp:
        Corporation the Character works for. Has no impact on gameplay.

        Sex:
        Gender of the Character.

        Age:
        Age of the character in years.

        Bullet Level:
        Damage modifier on weapons that use either 30mm or 60mm cells
        as ammunition.

        Energy Level:
        Damage modifier on weapons that use E-Pak cells as ammunition.

        Bomb Level:
        Damage modifier on weapons that use Rocket cells as ammunition.

        Melee Level:
        Damage modifier on melee weapons. Disfunctional as of version
        1.3, as all melee weapons use one of the 4 ammo types.

        Mobility:
        Modifier on the ARM's agility and inertia.

        Speed:
        Modifier on the ARM's speed values.

        Defense:
        Modifier on the Armor/Shield values of the ARM.

        Scanning:
        Modifier on the scanning range of the head parts.

        Maximum Load:
        Modifier on the maximum weight of the ARM.





        3.0 Characters

        All character data is taken from the Axis retail version 1.3.


        3.1 DOCWA Characters:

        Name: Lynn
        Corp: DOCWA
        Sex: Female
        Age: 24
        Bullet Level: 0%
        Energy Level: 0%
        Bomb Level: 0%
        Melee Level: 0%
        Mobility: 0%
        Speed: 0%
        Defense: 0%
        Scanning: 0%
        Maximum Load: 0%

        Well, she's balanced. No advantages, no drawbacks, ideal
        for experimenting with different weapons. A good choice for
        beginners.



        3.2 Nitro Characters:

        Name: Taxman
        Corp: Nitro
        Sex: Male
        Age: 30
        Bullet Level: +10%
        Energy Level: -10%
        Bomb Level: +5%
        Melee Level: -5%
        Mobility: 0%
        Speed: -7%
        Defense: +10%
        Scanning: 0%
        Maximum Load: 0%

        Good with missiles and projectile weapons, but has reduced
        speed. The added toughness makes more than up for that, though.
        Stick to missiles and projectile weapons, and everything will
        work out just fine.


        Name: Duke
        Corp: Nitro
        Sex: Male
        Age: 27
        Bullet Level: -15%
        Energy Level: +15%
        Bomb Level: -15%
        Melee Level: +5%
        Mobility: +5%
        Speed: +5%
        Defense: -5%
        Scanning: 0%
        Maximum Load: +5%

        The opposite of Taxman, Duke is fast and nimble, and good at
        killing things with energy weapons. The added load capacity
        should be invested into a bigger booster, as you can't
        withstand a lot of damage. Keep moving, and you will prevail.



        Name: Sonien
        Corp: Nitro
        Sex: Female
        Age: 26
        Bullet Level: +13%
        Energy Level: +13%
        Bomb Level: +13%
        Melee Level: 0%
        Mobility: -15%
        Speed: 0%
        Defense: -10%
        Scanning: 0%
        Maximum Load: +5%

        Sonien can dish out a lot of damage, but her ARMs handle very
        sluggish; the defense penalty is also quite severe, making
        her a difficult character to master. Guided weapons seem like
        a good idea.



        3.3 Cintec Characters

        Name: Luu
        Corp: Cintec
        Sex: Female
        Age: 15
        Bullet Level: -10%
        Energy Level: +10%
        Bomb Level: -20%
        Melee Level: +8%
        Mobility: +15%
        Speed: +15%
        Defense: -10%
        Scanning: 0%
        Maximum Load: -5%

        Similar to Duke. Your only valid choice of weapons are energy
        guns, and your bad defense value makes sure you must keep
        moving all teh time to have any success. Best suited for hit
        and run tactics.




        Name: Janus
        Corp: Cintec
        Sex: Female (?)
        Age: 18
        Bullet Level: -20%
        Energy Level: +15%
        Bomb Level: -20%
        Melee Level: +10%
        Mobility: +10%
        Speed: +10%
        Defense: -10%
        Scanning: +30%
        Maximum Load: -5%

        The last of the hit & runners. Like Duke and Luu, Janus relies
        heavily on energy weapons and can, despite her high scanning
        level, use missiles only with limited success. You might want
        to try using homing energy weapons instead.



        Name: Norman
        Corp: Cintec
        Sex: Male
        Age: 29
        Bullet Level: -5%
        Energy Level: +15%
        Bomb Level: -5%
        Melee Level: -10%
        Mobility: +10%
        Speed: 0%
        Defense: -5%
        Scanning: -5%
        Maximum Load: +5%

        A character with odd values; his penalties on projectile guns
        and missiles are not as severe as with the others, but he
        lacks their speed. The higher maximum load is a nice bonus.





        3.4 BiTron Characters

        Name: Morei
        Corp: BiTron
        Sex: Male
        Age: 25
        Bullet Level: +15%
        Energy Level: -15%
        Bomb Level: 0%
        Melee Level: -10%
        Mobility: +8%
        Speed: +8%
        Defense: -5%
        Scanning: -10%
        Maximum Load: 0%

        Morei is very similar to Duke, except that his specialty are
        projectily weapons. He is also one of the few characters that
        can inflict decent damage with missiles. The reduced scanning
        range is a slight drawback, but easily compensated by his
        superior speed and maneuverability.



        Name: Petrovich
        Corp: BiTron
        Sex: Male
        Age: 37
        Bullet Level: 0%
        Energy Level: -10%
        Bomb Level: 0%
        Melee Level: 0%
        Mobility: -12%
        Speed: -10%
        Defense: +20%
        Scanning: -10%
        Maximum Load: +10%

        The Brick. Petrovich can lug around incredible amounts of
        equipment, and the 20% bonus on both shields and armor makes
        sure he'll get a chance to use it. Hard to use properly,
        though, and definitely no choice for beginners.




        4.0 Technical Data

        All technical data is taken from the Axis retail version 1.3.


        4.1 Head Parts

        Name: Millia-Head
        Detection Range: 220 m
        Detection Angle: 15.0'
        Hacking Level: 1
        Lock On Efficiency: 125.0%
        Target Keeping Time: 1.0 s
        Weight: 2.0 T


        Name: Ein-Head
        Detection Range: 250 m
        Detection Angle: 11.0'
        Hacking Level: 2
        Lock On Efficiency: 125.0%
        Target Keeping Time: 1.0 s
        Weight: 2.0 T


        Name: Gilnoah-Head
        Detection Range: 300 m
        Detection Angle: 10.0'
        Hacking Level: 2
        Lock On Efficiency: 100.0%
        Target Keeping Time: 1.5 s
        Weight: 3.0 T


        Name: Fenrir-Head
        Detection Range: 290 m
        Detection Angle: 13.0'
        Hacking Level: 1
        Lock On Efficiency: 142.9%
        Target Keeping Time: 0.5 s
        Weight: 4.0 T


        Name: Harpy-Head
        Detection Range: 300 m
        Detection Angle: 12.0'
        Hacking Level: 0
        Lock On Efficiency: 250.0%
        Target Keeping Time: 2.5 s
        Weight: 3.0 T


        Name: Volvoah-Head
        Detection Range: 200 m
        Detection Angle: 16.0'
        Hacking Level: 2
        Lock On Efficiency: 100%
        Target Keeping Time: 0.5 s
        Weight: 5.0 T


        Name: Niner-Head
        Detection Range: 280 m
        Detection Angle: 9.0'
        Hacking Level: 4
        Lock On Efficiency: 83.3%
        Target Keeping Time: 2.0 s
        Weight: 4.0 T


        Name: Ganesha-Head
        Detection Range: 350 m
        Detection Angle: 12.0'
        Hacking Level: 2
        Lock On Efficiency: 76.9%
        Target Keeping Time: 3.5 s
        Weight: 2.0 T


        Name: Kumara-Head
        Detection Range: 280 m
        Detection Angle: 9.0'
        Hacking Level: 3
        Lock On Efficiency: 100%
        Target Keeping Time: 4.0 s
        Weight: 2.0 T


        Name: Parthia-Head
        Detection Range: 400 m
        Detection Angle: 9.0'
        Hacking Level: 2
        Lock On Efficiency: 166.7%
        Target Keeping Time: 3.0 s
        Weight: 6.0 T


        Name: Baal-Head
        Detection Range: 230 m
        Detection Angle: 12.0'
        Hacking Level: 2
        Lock On Efficiency: 83.3%
        Target Keeping Time: 2.0 s
        Weight: 2.0 T


        Name: Evan-Head
        Detection Range: 100 m
        Detection Angle: 1.0'
        Hacking Level: 5
        Lock On Efficiency: 20.0%
        Target Keeping Time: 0.0 s
        Weight: 5.0 T


        Name: Crassil-Head
        Detection Range: 600 m
        Detection Angle: 11.0'
        Hacking Level: 1
        Lock On Efficiency: 83.3%
        Target Keeping Time: 6.0 s
        Weight: 3.0 T


        Name: Meg-Head
        Detection Range: 600 m
        Detection Angle: 9.0'
        Hacking Level: 1
        Lock On Efficiency: 200.0%
        Target Keeping Time: 0.5 s
        Weight: 3.0 T


        Name: Homa-Head
        Detection Range: 600 m
        Detection Angle: 18.0'
        Hacking Level: 2
        Lock On Efficiency: 40.0%
        Target Keeping Time: 6.0 s
        Weight: 3.0 T


        Name: Homa 2-Head
        Detection Range: 600 m
        Detection Angle: 8.0'
        Hacking Level: 3
        Lock On Efficiency: 125.0%
        Target Keeping Time: 6.0 s
        Weight: 3.0 T


        Name: Von-Head
        Detection Range: 550 m
        Detection Angle: 18.0'
        Hacking Level: 2
        Lock On Efficiency: 83.3%
        Target Keeping Time: 0.5 s
        Weight: 3.0 T


        Name: Bishop-Head
        Detection Range: 1000 m
        Detection Angle: 20.0'
        Hacking Level: 3
        Lock On Efficiency: 166.7%
        Target Keeping Time: 8.0 s
        Weight: 7.0 T


        Name: Sira-Head
        Detection Range: 300 m
        Detection Angle: 15.0'
        Hacking Level: 4
        Lock On Efficiency: 200.0%
        Target Keeping Time: 0.5 s
        Weight: 2.0 T



        4.2 Chest Parts

        Name: Millia-Chest
        Weight Limit: 100.0 T
        Max Armor: 190
        Max Shield: 150


        Name: Ein-Chest
        Weight Limit: 95.0 T
        Max Armor: 150
        Max Shield: 210


        Name: Gilnoah-Chest
        Weight Limit: 105.0 T
        Max Armor: 150
        Max Shield: 180


        Name: Fenrir-Chest
        Weight Limit: 95.0 T
        Max Armor: 190
        Max Shield: 110


        Name: Harpy-Chest
        Weight Limit: 95.0 T
        Max Armor: 180
        Max Shield: 190


        Name: Volvoah-Chest
        Weight Limit: 90.0 T
        Max Armor: 220
        Max Shield: 90


        Name: Niner-Chest
        Weight Limit: 98.0 T
        Max Armor: 190
        Max Shield: 160


        Name: Ganesha-Chest
        Weight Limit: 95.0 T
        Max Armor: 140
        Max Shield: 320


        Name: Kumara-Chest
        Weight Limit: 90.0 T
        Max Armor: 180
        Max Shield: 200


        Name: Parthia-Chest
        Weight Limit: 98.0 T
        Max Armor: 180
        Max Shield: 170


        Name: Baal-Chest
        Weight Limit: 90.0 T
        Max Armor: 260
        Max Shield: 50


        Name: Evan-Chest
        Weight Limit: 70.0 T
        Max Armor: 220
        Max Shield: 200


        Name: Crassil-Chest
        Weight Limit: 80.0 T
        Max Armor: 170
        Max Shield: 300


        4.3 Arm Parts

        Name: Millia-Arm
        Fire Control System: Level 0
        Capacity for 30mm: 150 Cells
        Capacity for 60mm: 150 Cells
        Capacity for E-Pak: 150 Cells
        Capacity for Missile: 90 Cells
        Weight: 17.0 T


        Name: Ein-Arm
        Fire Control System: Level 1
        Capacity for 30mm: 200 Cells
        Capacity for 60mm: 200 Cells
        Capacity for E-Pak: 60 Cells
        Capacity for Missile: 30 Cells
        Weight: 12.0 T


        Name: Gilnoah-Arm
        Fire Control System: Level 1
        Capacity for 30mm: 150 Cells
        Capacity for 60mm: 200 Cells
        Capacity for E-Pak: 120 Cells
        Capacity for Missile: 50 Cells
        Weight: 16.0 T


        Name: Fenrir-Arm
        Fire Control System: Level 1
        Capacity for 30mm: 300 Cells
        Capacity for 60mm: 150 Cells
        Capacity for E-Pak: 100 Cells
        Capacity for Missile: 40 Cells
        Weight: 12.0 T


        Name: Harpy-Arm
        Fire Control System: Level 2
        Capacity for 30mm: 100 Cells
        Capacity for 60mm: 100 Cells
        Capacity for E-Pak: 200 Cells
        Capacity for Missile: 60 Cells
        Weight: 13.0 T


        Name: Volvoah-Arm
        Fire Control System: Level 2
        Capacity for 30mm: 90 Cells
        Capacity for 60mm: 90 Cells
        Capacity for E-Pak: 90 Cells
        Capacity for Missile: 150 Cells
        Weight: 14.0 T


        Name: Niner-Arm
        Fire Control System: Level 3
        Capacity for 30mm: 150 Cells
        Capacity for 60mm: 300 Cells
        Capacity for E-Pak: 80 Cells
        Capacity for Missile: 70 Cells
        Weight: 13.0 T


        Name: Ganesha-Arm
        Fire Control System: Level 1
        Capacity for 30mm: 100 Cells
        Capacity for 60mm: 150 Cells
        Capacity for E-Pak: 200 Cells
        Capacity for Missile: 80 Cells
        Weight: 18.0 T


        Name: Kumara-Arm
        Fire Control System: Level 0
        Capacity for 30mm: 180 Cells
        Capacity for 60mm: 180 Cells
        Capacity for E-Pak: 200 Cells
        Capacity for Missile: 10 Cells
        Weight: 11.0 T


        Name: Parthia-Arm
        Fire Control System: Level 2
        Capacity for 30mm: 100 Cells
        Capacity for 60mm: 100 Cells
        Capacity for E-Pak: 250 Cells
        Capacity for Missile: 70 Cells
        Weight: 14.0 T


        Name: Baal-Arm
        Fire Control System: Level 2
        Capacity for 30mm: 180 Cells
        Capacity for 60mm: 180 Cells
        Capacity for E-Pak: 80 Cells
        Capacity for Missile: 150 Cells
        Weight: 11.0 T


        Name: Evan-Arm
        Fire Control System: Level 4
        Capacity for 30mm: 100 Cells
        Capacity for 60mm: 300 Cells
        Capacity for E-Pak: 100 Cells
        Capacity for Missile: 40 Cells
        Weight: 15.0 T


        Name: NT-Classic-Arm
        Fire Control System: Level 1
        Capacity for 30mm: 250 Cells
        Capacity for 60mm: 250 Cells
        Capacity for E-Pak: 250 Cells
        Capacity for Missile: 150 Cells
        Weight: 28.0 T


        Name: Pamela-60-Arm
        Fire Control System: Level 0
        Capacity for 30mm: 60 Cells
        Capacity for 60mm: 400 Cells
        Capacity for E-Pak: 60 Cells
        Capacity for Missile: 20 Cells
        Weight: 15.0 T


        Name: Pamela-30-Arm
        Fire Control System: Level 0
        Capacity for 30mm: 400 Cells
        Capacity for 60mm: 80 Cells
        Capacity for E-Pak: 80 Cells
        Capacity for Missile: 20 Cells
        Weight: 15.0 T


        Name: Pamela-E-Arm
        Fire Control System: Level 0
        Capacity for 30mm: 80 Cells
        Capacity for 60mm: 80 Cells
        Capacity for E-Pak: 400 Cells
        Capacity for Missile: 20 Cells
        Weight: 15.0 T


        Name: Pamela-M-Arm
        Fire Control System: Level 0
        Capacity for 30mm: 80 Cells
        Capacity for 60mm: 80 Cells
        Capacity for E-Pak: 80 Cells
        Capacity for Missile: 400 Cells
        Weight: 15.0 T


        4.4 Leg Parts

        Name: Millia-Leg
        Agility: 9.0
        Inertia: 10.0
        Speed Correction: +10.0%
        Forward Boost Speed Correction: +0.0%
        Sideways Boost Speed Correction: +15.0%
        Backward Boost Speed Correction: -20.0%
        Weight: 16.0 T


        Name: Ein-Leg
        Agility: 12.0
        Inertia: 11.0
        Speed Correction: +10.0%
        Forward Boost Speed Correction: -10.0%
        Sideways Boost Speed Correction: -10.0%
        Backward Boost Speed Correction: +10.0%
        Weight: 13.0 T


        Name: Gilnoah-Leg
        Agility: 8.5
        Inertia: 9.0
        Speed Correction: +10.0%
        Forward Boost Speed Correction: +5.0%
        Sideways Boost Speed Correction: +5.0%
        Backward Boost Speed Correction: +5.0%
        Weight: 14.0 T


        Name: Fenrir-Leg
        Agility: 7.2
        Inertia: 7.9
        Speed Correction: -10.0%
        Forward Boost Speed Correction: +15.0%
        Sideways Boost Speed Correction: +10.0%
        Backward Boost Speed Correction: +15.0%
        Weight: 15.0 T


        Name: Harpy-Leg
        Agility: 8.5
        Inertia: 9.0
        Speed Correction: +0.0%
        Forward Boost Speed Correction: +25.0%
        Sideways Boost Speed Correction: +0.0%
        Backward Boost Speed Correction: -25.0%
        Weight: 15.0 T


        Name: Volvoah-Leg
        Agility: 6.5
        Inertia: 7.0
        Speed Correction: -10.0%
        Forward Boost Speed Correction: +20.0%
        Sideways Boost Speed Correction: +20.0%
        Backward Boost Speed Correction: +20.0%
        Weight: 16.0 T

        Name: Niner-Leg
        Agility: 8.0
        Inertia: 11.0
        Speed Correction: +25.0%
        Forward Boost Speed Correction: -15.0%
        Sideways Boost Speed Correction: -15.0%
        Backward Boost Speed Correction: -15.0%
        Weight: 14.0 T


        Name: Ganesha-Leg
        Agility: 7.0
        Inertia: 7.0
        Speed Correction: +20.0%
        Forward Boost Speed Correction: +5.0%
        Sideways Boost Speed Correction: +5.0%
        Backward Boost Speed Correction: +5.0%
        Weight: 15.0 T


        Name: Kumara-Leg
        Agility: 8.0
        Inertia: 8.0
        Speed Correction: -5.0%
        Forward Boost Speed Correction: +10.0%
        Sideways Boost Speed Correction: -10.0%
        Backward Boost Speed Correction: +10.0%
        Weight: 16.0 T


        Name: Parthia-Leg
        Agility: 7.0
        Inertia: 8.0
        Speed Correction: +10.0%
        Forward Boost Speed Correction: +10.0%
        Sideways Boost Speed Correction: +0.0%
        Backward Boost Speed Correction: +0.0%
        Weight: 13.0 T


        Name: Baal-Leg
        Agility: 7.5
        Inertia: 7.5
        Speed Correction: +45.0%
        Forward Boost Speed Correction: -10.0%
        Sideways Boost Speed Correction: -10.0%
        Backward Boost Speed Correction: -10.0%
        Weight: 16.0 T


        Name: Evan-Leg
        Agility: 8.0
        Inertia: 8.0
        Speed Correction: +37.0%
        Forward Boost Speed Correction: +0.0%
        Sideways Boost Speed Correction: +0.0%
        Backward Boost Speed Correction: +0.0%
        Weight: 15.0 T


        Name: NT-Classic-Leg
        Agility: 10.0
        Inertia: 10.0
        Speed Correction: +0.0%
        Forward Boost Speed Correction: +0.0%
        Sideways Boost Speed Correction: +0.0%
        Backward Boost Speed Correction: +0.0%
        Weight: 15.0 T


        Name: Shelpia-Leg
        Agility: 7.5
        Inertia: 8.0
        Speed Correction: +10.0%
        Forward Boost Speed Correction: +0.0%
        Sideways Boost Speed Correction: +0.0%
        Backward Boost Speed Correction: -10.0%
        Weight: +10.0 T

        Name: BT-Extra-Leg
        Agility: 7.0
        Inertia: 7.5
        Speed Correction: -20.0%
        Forward Boost Speed Correction: +20.0%
        Sideways Boost Speed Correction: +0.0%
        Backward Boost Speed Correction: +20.0%
        Weight: 12.0 T


        Name: Lebe-Leg
        Agility: 7.0
        Inertia: 7.5
        Speed Correction: -25.0%
        Forward Boost Speed Correction: +20.0%
        Sideways Boost Speed Correction: +10.0%
        Backward Boost Speed Correction: +20.0%
        Weight: 15.0 T


        Name: K-Bee-Leg
        Agility: 7.0
        Inertia: 8.0
        Speed Correction: -10.0%
        Forward Boost Speed Correction: +20.0%
        Sideways Boost Speed Correction: -20.0%
        Backward Boost Speed Correction: +10.0%
        Weight: 11.0 T


        Name: Dishfoot-Leg
        Agility: 6.5
        Inertia: 7.5
        Speed Correction: +0.0%
        Forward Boost Speed Correction: +40.0%
        Sideways Boost Speed Correction: .0%
        Backward Boost Speed Correction: +40.0%
        Weight: 15.0 T


        Name: Arachne-Leg
        Agility: 10.0
        Inertia: 10.0
        Speed Correction: -5.0%
        Forward Boost Speed Correction: +0.0%
        Sideways Boost Speed Correction: +25.0%
        Backward Boost Speed Correction: -10.0%
        Weight: 16.0 T



        4.5 Booster Parts

        Name: Millia-Booster
        Thrust Type: Plasma Thrust Engine
        Active Time: 10.0 s
        Recharge Time: 2.0 s
        Delay For Recharge: 0.0 s
        Normal Speed: 170 km/h
        Max Speed Fwd/Swd/Bwd: 460/400/460 km/h
        Weight: 12.0 T


        Name: Ein-Booster
        Thrust Type: Plasma Thrust Engine
        Active Time: 8.0 s
        Recharge Time: 0.5 s
        Delay For Recharge: 0.5 s
        Normal Speed: 280 km/h
        Max Speed Fwd/Swd/Bwd: 450/450/600 km/h
        Weight: 16.0 T


        Name: Gilnoah-Booster
        Thrust Type: Plasma Thrust Engine
        Active Time: 6.0 s
        Recharge Time: 2.0 s
        Delay For Recharge: 0.0 s
        Normal Speed: 200 km/h
        Max Speed Fwd/Swd/Bwd: 500/230/500 km/h
        Weight: 16.0 T


        Name: Fenrir-Booster
        Thrust Type: Ion Thrust Engine
        Active Time: 2.5 s
        Recharge Time: 1.0 s
        Delay For Recharge: 0.0 s
        Normal Speed: 210 km/h
        Max Speed Fwd/Swd/Bwd: 560/480/450 km/h
        Weight: 16.0 T


        Name: Harpy-Booster
        Thrust Type: Ion Thrust Engine
        Active Time: 4.0 s
        Recharge Time: 1.0 s
        Delay For Recharge: 0.1 s
        Normal Speed: 220 km/h
        Max Speed Fwd/Swd/Bwd: 420/480/480 km/h
        Weight: 15.0 T


        Name: Volvoah-Booster
        Thrust Type: Plasma Thrust Engine
        Active Time: 10.0 s
        Recharge Time: 5.0 s
        Delay For Recharge: 0.0 s
        Normal Speed: 170 km/h
        Max Speed Fwd/Swd/Bwd: 650/350/250 km/h
        Weight: 20.0 T


        Name: Niner-Booster
        Thrust Type: Gravity Ion Engine
        Active Time: 10.0 s
        Recharge Time: 1.0 s
        Delay For Recharge: 0.5 s
        Normal Speed: 250 km/h
        Max Speed Fwd/Swd/Bwd: 520/400/440 km/h
        Weight: 17.0 T


        Name: Ganesha-Booster
        Thrust Type: Ion Thrust Engine
        Active Time: 4.0 s
        Recharge Time: 1.5 s
        Delay For Recharge: 0.1 s
        Normal Speed: 210 km/h
        Max Speed Fwd/Swd/Bwd: 540/490/380 km/h
        Weight: 18.0 T


        Name: Kumara-Booster
        Thrust Type: Ion Thrust Engine
        Active Time: 4.0 s
        Recharge Time: 0.5 s
        Delay For Recharge: 0.2 s
        Normal Speed: 290 km/h
        Max Speed Fwd/Swd/Bwd: 450/380/390 km/h
        Weight: 10.0 T


        Name: Parthia-Booster
        Thrust Type: Gravity Ion Engine
        Active Time: 13.0 s
        Recharge Time: 1.0 s
        Delay For Recharge: 0.7 s
        Normal Speed: 250 km/h
        Max Speed Fwd/Swd/Bwd: 480/470/440 km/h
        Weight: 20.0 T


        Name: Baal-Booster
        Thrust Type: Ion Thrust Engine
        Active Time: 7.0 s
        Recharge Time: 4.0 s
        Delay For Recharge: 0.0 s
        Normal Speed: 200 km/h
        Max Speed Fwd/Swd/Bwd: 480/350/350 km/h
        Weight: 18.0 T


        Name: Evan Booster
        Thrust Type: Plasma Thrust Engine
        Active Time: 20.0 s
        Recharge Time: 2.0 s
        Delay For Recharge: 1.0 s
        Normal Speed: 250 km/h
        Max Speed Fwd/Swd/Bwd: 500/460/450 km/h
        Weight: 22.0 T


        Name: Crair-Booster
        Thrust Type: Ion Thrust Engine
        Active Time: 5.0 s
        Recharge Time: 0.2 s
        Delay For Recharge: 0.3 s
        Normal Speed: 200 km/h
        Max Speed Fwd/Swd/Bwd: 430/600/450 km/h
        Weight: 16.0 T


        Name: Kylian-Booster
        Thrust Type: Gravity Ion Engine
        Active Time: 9.0 s
        Recharge Time: 1.0 s
        Delay For Recharge: 0.6 s
        Normal Speed: 180 km/h
        Max Speed Fwd/Swd/Bwd: 850/300/150 km/h
        Weight: 24.0 T


        Name: Granium-Booster
        Thrust Type: Gravity Ion Engine
        Active Time: 5.0 s
        Recharge Time: 3.0 s
        Delay For Recharge: 0.0 s
        Normal Speed: 250 km/h
        Max Speed Fwd/Swd/Bwd: 500/500/480 km/h
        Weight: 18.0 T



        4.6 Weapons:

        4.6.1 Handheld Weapons

        Name: SMG-17 Heavy Pistol
        Slot Type: Hand
        Bullet Type: 30mm
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 1 Round
        Damage Type: Impact
        Damage Point: 46
        Shooting Range: 2000 m
        Bullet Speed: 9000 m/s
        Dispersion Angle: 2.0'
        Hit Range: 1.0 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 250 ms
        Guidance: 0.0'
        Targeting Time: 0.0ms
        Weight: 3.0 T

        More of a machine pistol, actually. Decent damage coupled
        with high accuracy and low weight make this a perfect
        back-up weapon.



        Name: GU-16 Minigun
        Slot Type: Hand
        Bullet Type: 60mm
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 1 Round
        Damage Type: Impact
        Damage Point: 16
        Shooting Range: 400 m
        Bullet Speed: 8000 m/s
        Dispersion Angle: 7.5'
        Hit Range: 0.6 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 66 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 10.0 T

        Spits out a hail of 60mm shells. Due to the poor accuracy,
        it shouldn't be used at longer ranges. Also, installing a
        decent fire control system helps to improve the hit ratio
        by a a large margin.



        Name: PLA-16 Plasma Blaster
        Slot Type: Hand
        Bullet Type: E-Pak
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 1 Round
        Damage Type: Energy
        Damage Point: 17
        Shooting Range: 300 m
        Bullet Speed: 800 m/s
        Dispersion Angle: 2.5'
        Hit Range: 3.5 m
        Splash Damage Range: 20.0 m
        Splash Border Damage: 1
        Firing Delay: 95 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 10.0 T

        Fires small energy charges in rapid succession. Best used
        at close quarters, as the projectiles travel rather slow
        and the splash radius is small.



        Name: ICA-2000 Ion Cannon
        Slot Type: Hand
        Bullet Type: E-Pak
        Bullet Consumption: 6 Cells
        Fires At The Same Time: 1 Round
        Damage Type: Energy
        Damage Point: 125
        Shooting Range: 4500 m
        Bullet Speed: 2500 m/s
        Dispersion Angle: 0.8'
        Hit Range: 1.4 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 1800 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 13.0 T

        Fires a powerful energy beam with incredibly long range.
        The energy-based equivalent of a sniper rifle.


        Name: MH-100 Motor Hammer
        Slot Type: Hand
        Bullet Type: 60mm
        Bullet Consumption: 0 Cells
        Fires At The Same Time: 1 Round
        Damage Type: Impact
        Damage Point: 180
        Shooting Range: 40 m
        Bullet Speed: 0 m/s
        Dispersion Angle: 0.0'
        Hit Range: 3.0 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 450 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 4.0 T

        A melee weapon that consumes no ammo. The damage inflicted
        is very high, making it a useful weapon at close quarters.


        Name: MG-6 Assault Rifle
        Slot Type: Hand
        Bullet Type: 30mm
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 1 Round
        Damage Type: Impact
        Damage Point: 25
        Shooting Range: 2000 m
        Bullet Speed: 9000 m/s
        Dispersion Angle: 1.0'
        Hit Range: 1.0 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 125 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 4.0 T

        Don't be fooled by the relatively low damage. This weapon
        is highly accurate and well suited for sniping. Good at
        close quarters, too, due to the high rate of fire.


        Name: SR-7 Sniper Rifle
        Slot Type: Hand
        Bullet Type: 30mm
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 1 Round
        Damage Type: Impact
        Damage Point: 200
        Shooting Range: 40000 m
        Bullet Speed: 20000 m/s
        Dispersion Angle: 0.7'
        Hit Range: 0.3 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 1900 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 12.0 T

        Fires a single 30mm projectile inflicting huge amounts of
        damage. Long range and high projectile speed make it a
        deadly weapon.


        Name: SPG-5 Burst Gun
        Slot Type: Hand
        Bullet Type: 60mm
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 5 Rounds
        Damage Type: Impact
        Damage Point: 18
        Shooting Range: 400
        Bullet Speed: 1400 m/s
        Dispersion Angle: 0.0'
        Hit Range: 0.6 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 600 ms
        Guidance: 3.3'
        Targeting Time: 1200.0 ms
        Weight: 6.0 T

        A burst-firing gun with lock-on ability; best used outdoors
        while strafing.


        Name: SG-1 Spread Shotgun
        Slot Type: Hand
        Bullet Type: 60mm
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 5 Rounds
        Damage Type: Impact
        Damage Point: 36
        Shooting Range: 400 m
        Bullet Speed: 10000 m/s
        Dispersion Angle: 9.0'
        Hit Range: 0.8 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 800 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 4.0T

        This guns fires several 60mm rounds in a tight spread,
        making it lethal at point-blank and short ranges. Combined
        with the low weight, this makes a good back-up weapon.


        Name: AFA-210 Triple Handcannon
        Slot Type: Hand
        Bullet Type: Rocket
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 3 Rounds
        Damage Type: Impact
        Damage Point: 60
        Shooting Range: 500 m
        Bullet Speed: 500 m/s
        Dispersion Angle: 3.0'
        Hit Range: 1.0 m
        Splash Damage Range: 30.0 m
        Splash Border Damage: 15
        Firing Delay: 1500 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 11.0 T

        This gun fires three projectiles that explode on impact,
        inflicting splash damage.



        Name: THX-200 Arc Light Gun
        Slot Type: Hand
        Bullet Type: E-Pak
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 1 Round
        Damage Type: Energy
        Damage Point: 16
        Shooting Range: 100 m
        Bullet Speed: 0 m/s
        Dispersion Angle: 0.0'
        Hit Range: 0.4 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 80 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 8.0 T

        An energy weapons with an incredibly high rate of fire. Use
        the green beam to mow down your enemies. Range is short,
        though.


        Name: SGA-200 Auto Shotgun
        Slot Type: Hand
        Bullet Type: 60mm
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 3 Rounds
        Damage Type: Impact
        Damage Point: 22
        Shooting Range: 300 m
        Bullet Speed: 8000 m/s
        Dispersion Angle: 10.0'
        Hit Range: 0.1 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 220 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 10.0 T

        An fully automatic shotgun, blanketing the area with huge
        amounts of 60mm shells. Deadly at short range, overkill at
        point blank.



        Name: PB-C5 Plasma Blade
        Slot Type: Hand
        Bullet Type: E-Pak
        Bullet Consumption: 0 Cells
        Fires At The Same Time: 5 Rounds
        Damage Type: Energy
        Damage Point: 45
        Shooting Range: 35 m
        Bullet Speed: 0 m/s
        Dispersion Angle: 0.0'
        Hit Range: 3.0 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 700 ms
        Guidance: 0.0'
        Targeting Time: 0.0'
        Weight: 4.0 T

        Another melee weapon. The lower damage is compensated by
        the high rate of fire. Needs no ammunition, too.


        Name: ICA-3000 Particle Cannon
        Slot Type: Hand
        Bullet Type: E-Pak
        Bullet Consumption: 4 Cells
        Fires At The Same Time: 1 Round
        Damage Type: Energy
        Damage Point: 72
        Shooting Range: 4000 m
        Bullet Speed: 6000 m/s
        Dispersion Angle: 0.0'
        Hit Range: 1.6 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 610 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 13.0 T

        Similar in operation to the ion cannon, this gun emits
        long-ranged energy beams at a decent rate of fire. Lower
        overall damage than the ICA-2000, though.


        Name: SG-18 Hispeed Shotgun
        Slot Type: Hand
        Bullet Type: 60mm
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 3 Rounds
        Damage Type: Impact
        Damage Point: 37
        Shooting Range: 400 m
        Bullet Speed: 10000 m/s
        Dispersion Angle: 7.0'
        Hit Range: 0.8 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 470 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 6.0 T

        Another shotgun. This one fires spreads of 3 60mm slugs at
        a decent rate of fire.


        Name: PB-222 Syncrotron Lance
        Slot Type: Hand
        Bullet Type: E-Pak
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 5 Rounds
        Damage Type: Energy
        Damage Point: 50
        Shooting Range: 40 m
        Bullet Speed: 0 m/s
        Dispersion Angle: 0.0'
        Hit Range: 1.8 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 750 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 8.0 T

        The ultimate melee weapon, surpassing the Plasma Blade in
        every aspect. Unlike the other two, it consumes E-Pak cells
        during use.


        Name: AFH-70 Hand Cannon
        Slot Type: Hand
        Bullet Type: Rocket
        Bullet Consumption: 2 Cells
        Fires At The Same Time: 1 Round
        Damage Type: Impact
        Damage Point: 90
        Shooting Range: 500
        Bullet Speed: 650 m/s
        Dispersion Angle: 0.0'
        Hit Range: 3.0 m
        Splash Damage Range: 50.0 m
        Splash Border Damage: 60
        Firing Delay: 1300 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 8.0 T

        This gun fires a single exploding projectile with a
        considerable splash radius. Firing speed is rather slow.



        Name: RLC-100 Homing Laser
        Slot Type: Hand
        Bullet Type: E-Pak
        Bullet Consumption: 4 Cells
        Fires At The Same Time: 5 Rounds
        Damage Type: Energy
        Damage Point: 14
        Shooting Range: 80 m
        Bullet Speed: 40 m/s
        Dispersion Angle: 0.0'
        Hit Range: 0.5 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 2500 ms
        Guidance: 40.0'
        Targeting Time: 2500 ms
        Weight: 20.0 T

        This gun fires a cluster of homing energy beams. The ammo
        consumption is high, using up 20 E-Pak cells per
        burst. Useful at extreme ranges.



        4.6.2 Shoulder-Mounted Weapons:

        Name: HSM-01 Double Missile Pod
        Slot Type: Shoulder
        Bullet Type: Rocket
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 2 Rounds
        Damage Type: Impact
        Damage Point: 50
        Shooting Range: 500 m
        Bullet Speed: 280 m/s
        Dispersion Angle: 15'
        Hit Range: 2.5 m
        Splash Damage Range: 30.0 m
        Splash Border Damage: 15
        Firing Delay: 1100ms
        Guidance: 7.3'
        Targeting Time: 700.5 ms
        Weight: 5.0 T

        A basic guided-missile launcher that fire two missiles.
        Decent tracking ability, but nothing special.



        Name: AFA-70 Rocket Pod
        Slot Type: Shoulder
        Bullet Type: Rocket
        Bullet Consumption: 2 Cells
        Fires At The Same Time: 1 Round
        Damage Type: Impact
        Damage Point: 100
        Shooting Range: 900 m
        Bullet Speed: 850 m/s
        Dispersion Angle: 1.0'
        Hit Range: 3.0 m
        Splash Damage Range: 30.0 m
        Splash Border Damage: 10
        Firing Delay: 950 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 6.0t

        A shoulder-mounted rocket launcher, firing an unguided
        projectile that inflicts huge amounts of damage.


        Name: AFA-70A Double Rocket Pod
        Slot Type: Shoulder
        Bullet Type: Rocket
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 2 Rounds
        Damage Type: Impact
        Damage Point: 40
        Shooting Range: 400 m
        Bullet Speed: 500 m/s
        Dispersion Angle: 1.0'
        Hit Range: 8.0 m
        Splash Damage Range: 30.0 m
        Splash Border Damage: 40
        Firing Delay: 1300ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 7.0 T

        Similar to the AFA-70, but the splash damage is much higher.
        Fires two projectiles instead of one, too.


        Name: HSM-02 Rapid Fire Missile
        Slot Type: Shoulder
        Bullet Type: Rocket
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 1 Round
        Damage Type: Impact
        Damage Point: 42
        Shooting Range: 600m
        Bullet Speed: 300 m/s
        Dispersion Angle: 25.0'
        Hit Range: 2.5 m
        Splash Damage Range: 30.0 m
        Splash Border Damage: 5
        Firing Delay: 700 ms
        Guidance: 7.3'
        Targeting Time: 1000.5 ms
        Weight: 5.0 T

        This launcher fires guided missiles in rapid succession.


        Name: KSM-01 Multiple Missile Launcher
        Slot Type: Shoulder
        Bullet Type: Rocket
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 4 Rounds
        Damage Type: Impact
        Damage Point: 48
        Shooting Range: 500 m
        Bullet Speed: 300 m/s
        Dispersion Angle: 50.0'
        Hit Range: 2.5 m
        Splash Damage Range: 30.0 m
        Splash Border Damage: 5
        Firing Delay: 1500 ms
        Guidance: 8.7'
        Targeting Time: 1200.2 ms
        Weight: 8.0 T

        Another guided-missile launcher, this one fires 4 missiles
        at once, making it hard to avoid.


        Name: RLC-190 Refraction Beam
        Slot Type: Shoulder
        Bullet Type: E-Pak
        Bullet Consumption: 4 Cells
        Fires At The Same Time: 5 Rounds
        Damage Type: Energy
        Damage Point: 12
        Shooting Range: 80 m
        Bullet Speed: 40m/s
        Dispersion Angle: 0.0'
        Hit Range: 0.5 m
        Splash Damage Range: 0.0 m
        Splash Border Damage: 0
        Firing Delay: 2500 ms
        Guidance: 33.3'
        Targeting Time: 2500.0 ms
        Weight: 8.0 T

        A shoulder-mounted version of the Homing Laser. Like the
        handheld version, ammo consumption is excessive. Should
        only be used in wide, open spaces, as the beams need much
        room to home in properly


        Name: HSM-500 Mid-Range Missile Launcher
        Slot Type: Shoulder
        Bullet Type: Rocket
        Bullet Consumption: 2 Cells
        Fires At The Same Time: 1 Round
        Damage Type: Impact
        Damage Point: 90
        Shooting Range: 2500 m
        Bullet Speed: 800 m/s
        Dispersion Angle: 20.0'
        Hit Range: 4 m
        Splash Damage Range: 30.0 m
        Splash Border Damage: 15
        Firing Delay: 1500 ms
        Guidance: 5.3'
        Targeting Time: 1300.0 ms
        Weight: 8.0 T

        A long-range guided missile, travelling faster than the
        previous models. The guidance is worse, though, so the
        missile can be avoided easier.


        Name: POD-200 Plasma Spreader
        Slot Type: Shoulder
        Bullet Type: E-Pak
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 3 Rounds
        Damage Type: Energy
        Damage Point: 11
        Shooting Range: 500 m
        Bullet Speed: 1200 m/s
        Dispersion Angle: 5.0'
        Hit Range: 3.0m
        Splash Damage Range: 25.0
        Splash Border Damage: 13
        Firing Delay: 210 ms
        Guidance: 0.0'
        Targeting Time: 0.0 ms
        Weight: 7.0 T

        Very similar to the Auto Shotgun, but fires energy
        projectiles with blast radius instead. Useful at close
        distances and confined spaces.


        Name: MGP-201 Gun Pod
        Slot Type: Shoulder
        Bullet Type: 30mm
        Bullet Consumption: 1 Cell
        Fires At The Same Time: 3 Rounds
        Damage Type: Impact
        Damage Point: 18
        Shooting Range: 500 m
        Bullet Speed: 600 m/s
        Dispersion Angle: 0.0'
        Hit Range: 1.5m
        Splash Damage Range: 0 m
        Splash Border Damage: 0
        Firing Delay: 450 ms
        Guidance: 5.3'
        Targeting Time: 1300.0 ms
        Weight: 7.0 T

        A shoulder-mounted version of the Burst Gun. Damage and
        burst size are smaller, but the accuracy is much better.


        4.6.3 Special Equipment:

        Name: BE-EOX E-Pak Extra Magazine
        Function: +100 E-Pak Cells
        Weight: 5.0 T


        Name: SH-4 Forcefield Booster
        Function: Maximum Shield +30%
        Regenerates shield at a rate of 4 points/second
        Weight: 5.0 T


        Name: BE-30X 30mm Extra Magazine
        Function: +100 30mm Cells
        Weight: 5.0 T


        Name: SE-S10 Sensor Array
        Function: Detection Range +100 m
        Hacking Level +3
        Lock On Efficiency +50%
        Target Keeping Time +100%
        Weight: 10.0 T


        Name: BE-60X 60mm Extra Magazine
        Function: +100 60mm Cells
        Weight: 5.0 T


        Name: BE-ROX Extra Rocket Chamber
        Function: +50 Rocket Cells
        Weight: 5.0 T


        Name: TEP-34L Boost Generator
        Function: Booster Active Time +50%
        Booster Recharge Time -10%
        Weight: 15.0 T


        Name: BE-VOX Magazine Expansion
        Function: Ammunition Capacity for all types increased by 30%
        Weight: 5.0T


        Name: BP-2001 Gravity Controller
        Function: Increases ARM weight limit by 20%
        Weight: 0.0 T




        5.0 Skirmish Mode

        5.1 Levels

        Round: 1
        Location: Valhalla
        Game Type: Death Match
        Objective: 10 Frags
        Time: Unlimited
        Allies: None
        Enemies: Duke, Sonien
        Parts gained: Niner-Head
        Niner-Chest
        Niner-Arm
        Niner-Booster
        MG-6 Assault Rifle
        SR-7 Sniper Rifle
        BE-EOX E-Pak Extra Magazine


        Round: 2
        Location: Catacomb
        Game Type: Team Death Match
        Objective: 15 Frags
        Time: Unlimited
        Allies: Lynn
        Enemies: Duke, Sonien
        Parts gained: Niner-Leg
        Ganesha-Head
        Ganesha-Chest
        Ganesha-Arm
        SPG-5 Burst Gun
        SH-4 Forcefield Booster


        Round: 3
        Location: Midgard
        Game Type: Death Match
        Objective: 20 Frags
        Time: Unlimited
        Allies: None
        Enemies: Taxman, Lynn, Janus, Morei
        Parts gained: Ganesha-Leg
        Ganesha-Booster
        Kumara-Head
        Kumara-Arm
        SG-1 Spread Shotgun
        AFA-70 Rocket Pod
        BE-30X 30mm Extra Magazine


        Round: 4
        Location: Jotunheim
        Game Type: Team Death Match
        Objective: 10 Frags
        Time: Unlimited
        Allies: Luu
        Enemies: Morei, Petrovich
        Parts gained: Kumara-Chest
        Kumara-Leg
        Kumara-Booster
        Parthia-Head
        Parthia-Arm
        AFA-210 Triple Handcannon
        SE-S10 Sensor Array


        Round: 5
        Location: Boot Camp
        Game Type: Death Match
        Objective: 15 Frags
        Time: Unlimited
        Allies: None
        Enemies: Janus, Petrovich, Sonien
        Parts gained: Parthia-Chest
        Parthia-Leg
        Parthia-Booster
        Baal-Head
        Baal-Arm
        THX-200 Arc Light Gun
        AFA-70A Double Rocket Pod
        BE-60X 60mm Extra Magazine


        Round: 6
        Location: Centropolis
        Game Type: Team Death Match
        Objective: 30 Frags
        Time: Unlimited
        Allies: Lynn, Morei, Petrovich
        Enemies: Taxman, Duke, Janus, Luu
        Parts gained: Evan-Head
        Evan-Arm
        Baal-Leg
        Baal-Booster
        HSM-02 Rapid Fire Missile
        BE-ROX Extra Rocket Chamber
        TEP-34L Boost Generator


        Round: 7
        Location: Titanforge
        Game Type: Team Death Match
        Objective: 20 Frags
        Time: Unlimited
        Allies: Lynn, Petrovich
        Enemies: Luu, Janus, Norman
        Parts gained: Crassil-Head
        Baal-Chest
        NT-Classic-Arm
        Evan-Leg
        Evan-Booster
        SGA-200 Auto Shotgun
        BE-VOX Magazine Expansion


        Round: 8
        Location: Bloodbath
        Game Type: Team Death Match
        Objective: 20 Frags
        Time: Unlimited
        Allies: Luu
        Enemies: Morei, Petrovich
        Parts gained: Meg-Head
        Pamela-60-Arm
        NT-Classic-Leg
        KSM-01 Multiple Missile Launcher


        Round: 9
        Location: Gigantic-Core
        Game Type: Team Death Match
        Objective: 15 Frags
        Time: Unlimited
        Allies: None!
        Enemies: Lynn, Morei, Petrovich
        Parts gained: Homa-Head
        Evan-Chest
        Shelpia-Leg
        Crair-Booster
        RLC-190 Refraction Beam
        BP-2001 Gravity Controller


        Round: 10
        Location: Hive
        Game Type: Sudden Death
        Objective: 15 Frags
        Time: Unlimited
        Allies: None
        Enemies: Duke, Norman, Petrovich
        Parts gained: Homa-2-Head
        Pamela-30-Arm
        BT-Extra-Leg
        Kylian-Booster
        PB-C5 Plasma Blade


        Round: 11
        Location: Asgard
        Game Type: Death Match
        Objective: 20 Frags
        Time: Unlimited
        Allies: None
        Enemies: Taxman, Duke, Luu, Janus, Morei, Petrovich
        Parts gained: Von-Head
        Pamela-E-Arm
        Lebe-Leg
        Granium-Booster
        ICA-3000 Particle Cannon
        HSM-500 Mid-Range Missile Launcher


        Round: 12
        Location: Abyss
        Game Type: Team Death Match
        Objective: 25 Frags
        Time: Unlimited
        Allies: Lynn, Luu Sonien
        Enemies: Taxman, Duke, Norman, Morei
        Parts gained: K-Bee-Leg
        Pamela-M-Arm
        Crassil-Chest
        POD-200 Plasma Spreader


        Round: 13
        Location: Metropolis
        Game Type: Team Death Match
        Objective: 20 Frags
        Time: Unlimited
        Allies: Lynn, Luu
        Enemies: Taxman, Duke, Sonien
        Parts gained: Dishfoot-Leg
        Bishop-Head
        SG-18 Hispeed Shotgun
        PB-222 Syncrotron Lance


        Round: 14
        Location: Starfield
        Game Type: Death Match
        Objective: 30 Frags
        Time: Unlimited
        Allies: None
        Enemies: Taxman, Duke, Luu, Janus, Norman, Morei, Petrovich,
        Sonien
        Parts gained: Sira-Head (?)
        AFH-70 Hand Cannon
        RLC-100 Homing Laser
        MGP-201 Gun Pod


        Round: 15
        Location: Netsphere
        Game Type: Death Match
        Objective: 20 Frags
        Time: Unlimited
        Allies: None
        Enemies: Siren
        Parts gained: Ending Movie




        6.0 Multiplayer Mode

        6.1 Game Modes

        Death Match:
        Basic All-out combat to the death. All weapons and ammo types
        are allowed. Can also be played in Teams.

        Sudden Death:
        Like deathmatch, but all players have only 10 points of armor,
        no shields, and are equipped with a SR-7 Sniper Rifle with 10
        rounds of ammo. All pick-ups are replaced with single 30mm
        bullets. Can also be played in teams.


        Shotgun Arena:
        All guns are replaced with SG-1 Shotguns; all ammo pick-ups
        are replaced with 60mm ammunition cells. Armor is fixed at 150
        for all participants, while shield strenght starts out with 0.
        Both armor and shield pickups are available. Ammunition
        capacity is also fixed at 100 60mm cells. Can also be played
        in teams.


        Ioncannon Arena:
        Similar to Shotgun Arena, but the weapons are replaced with
        the ICA-6000 Ion Cannon and the ammo pick-ups with E-Paks.
        Armor is fixed at 150. There are only armor pickups available,
        and ammo is limited to 100 E-cells per player. Can be played
        in teams, too.


        Rocket Arena:
        All guns are replaced with AFH-70 Hand Cannons. All ammunition
        is replaced with packs of 5 rocket cells, and the inertia of
        all ARMs is doubled. Both armor and shield pickups are
        available, armor is fixed at 150, and ammunition is again
        limited to 100 cells. Can also be played as team-based version.


        Gladiator:
        The participants weapons are replaced with a MH-100 Motor Hammer
        and a PC-C5 Plasma Blade, resulting in heated melee combat.
        Armor is again fixed at 150, but shield pickups are available.
        Can also be played as team-based event.


        King of the Hill:
        The first player to enter the Arena is the 'King', and receives
        unlimited Overed Boost and Damage Booster. Whoever manages to
        accumulate more frags than the King times becomes the new King
        and the game starts over. Only the King can be damaged by, or
        damage, the players. Killing the King is worth 5 frags. All
        weapons and equipment are available.


        Platoon:
        Like Team Deathmatch, but only killing the Team Leader will
        yield points. The frags gained by killing the leader are
        equivalent to the number of players on his team. Again, there
        are no limits on guns and equipment used.



        6.2 Levels

        6.2.1 Original Levels:


        Valhalla - Orbital Battle Pit

        A network of corridors leading into a central hall; many
        transparent walls enable the combatants to see each other
        from great distances without being able to shoot each
        other.


        Catacomb - Underground Depot

        Maze-like map consisting of 2 levels connected by a central
        shaft. The cramped corridors result in many close-range
        skirmishes.


        Midgard - Hyperspace Transport ATA 742

        A transport ship during hyperspace transfer; the ship can
        be entered through several entrances resulting in
        close-quarter battles, but most combat tends to occur on
        the outside.

        Jotunheim - Palace of Giants

        A two-level central hall with a nice-looking glass dome
        roof; several cooridors branch out, some leading into
        smaller halls while others are just dead-ends.


        Bootcamp - Combat Training Stage

        Large Halls, connected by narrow horizontal and vertical
        hallways. Most of the arena is shrouded in darkness, so
        locating the enemy can pose a problem.


        Centropolis - Orbital Elevator Upper Layer

        A giant space station orbiting earth. The impressive
        superstructure contains many pick-ups, and the station
        can be entered, revealing spacy hangar bays and a large
        central pit area.


        Titan Forge - Arm Factory

        One of the most beautiful levels in the game. I giant
        factory area with numerous towers and many open spaces.
        Long-range weaponry is a must here.


        Blood Bath - Battle Stage

        A giant hall with stalagmite/stalagtite like structures;
        despite the huge size of the hall, most combat is conducted
        at short ranges.


        Gigantic Core - Gigantium Fusion Generator

        Two huge central generator halls with moving structures
        inside connected by narrow hallways. There are several good
        sniping positions located here.


        Mystic Hive - Infected Netsphere Sector

        A creepy level, resembling a Giger-painting. Huge halls
        filled with organic-looking objects connected by wide,
        organic looking hallways. Long-range weaponry is a must.


        Asgard - Orbital Battle Pit

        Similar in design to Valhalla, but without the huge
        central dome. Instead, the corridors connect several
        smaller, darkened halls.


        Abyss - Ressource Extraction Base

        A rather huge mining complex set in a mountainous area.
        Several open areas that are connected by winding canyons.


        Metropolis 3049 - Battle in the City

        A rather large area filled with scyscrapers and floating
        platforms. There are several eastereggs located here,
        most notably pictures of the programmers and several
        rather interesting signs.


        Star Field - Asteroid Massdriver Ruins

        One of the largest Levels in the game. A huge asteroid belt
        filled with floating debris, most of which can be entered.
        A small underground complex exists in the largest of the
        asteroids, where the massdriver was located. Again, long
        range weaponry is a must, as well as good boosters.


        The Netsphere - Core System Kernel

        A virtual-reality arena; basically, just a huge cylinder
        with a central column running through it and a ring running
        along the middle. This is where you face Siren, and
        unfortunately, you can neither run nor hide in this level.


        Musfelheim - Science Facility

        Very similar to the Catacomb level, a network of smaller
        halls and wide corridors.


        Illusion city - Netsphere Database Sector

        Another virtual reality level, consisting of several towers.
        Due to the illusional nature of the level, it is hard to
        tell walls from doorways.


        Green Field - ARM Examination Battlefield

        A huge open area filled with rolling hills and towerlike
        structures. Perfect for long-range combat and chases.


        Judgement Chamber - Netsphere Sector 9218

        Another virtual reality level, but this one looks far more
        solid. A cross-shaped hall with several catwalks and an
        impressive-looking statue in the middle. The theme seems
        to be "heaven and hell".


        Pyromid - the Colosseum.

        A circular-shaped arena with several moving walls revolving
        around the middle. Due to the nature of the level, combat is
        usually short-ranged


        Garuda - Flying Fortress AFB 205

        A huge circular-shaped flying structure with several large
        entry-hatches. Extremely spacious hallways allow for
        long-range combat inside as well as outside.


        ATA-740 Longinus - Assault Carrier

        A level very similar to Midgard. Again, the ship can be
        entered through the numerous hatches, while most combat
        occurs on the outside.


        CUBE, Tubbyland, and Headquarter

        Those are hidden maps; look under section 7.0, Hidden
        Features, for instructions on how to unlock them.

        Cube is a level consisting of several connected cubes which
        only differ in color (If you've seen the film, you will
        know what I mean...)

        Tubbyland is exactly that: your worst nightmare come true.
        The guys at Jamie rebuilt the tubby hill and added a few
        easter eggs.

        Headquarter seems to be a typical room from Jamie's
        headquarters; noteworthy are the many windows blue screens
        that can be seen on the monitors and the behind of some
        employee (any information on who this is would be greatly
        appreciated). The level is quite amusing, because it looks
        like a bunch of overzealous toys are duking it out among
        themselves.


        6.2.2 Mappack Levels

        These levels were distributed over the www.axisarena.net
        website. They are smaller than the original levels, and,
        in my opinion, feel a bit more simple.


        Sanctuary of Agni

        A small temple-like structure with several statues in the
        middle. A few corridors branch off the main hall, but only
        lead back into it.


        Red Myst Colosseum

        A small Colosseum; several rows of catwalks surround a
        central circular arena. Corridors from the catwalks lead
        to hidden bonus items.


        Crimson Field - ARM Examination Battlefield

        A smaller version of the Green Field level, similar in
        design but much smaller in size.


        The Final Round

        An open-air bunker complex, surrounded by a wall. Again,
        nowhere to run or hide, so the resulting combat will be
        very intense.


        Gray Rock Colloseum

        Very similar to the Red Myst Colosseum, just minor
        changes in the layout of the corridors.


        Museum

        A small level best suited for one-on-one combat. It
        consists of a long hall with a statue in the middle and
        two balconys on either end.


        Blast Pit - Weapon Training Center

        Another level consisting of darkened halls. Due to the
        bad lighting, all fighting occurs at short distance.




        7.0 Hidden Features

        7.1 Big Head Mode

        Here is how you can get a big head.
        In chat mode, just enter "give me a big head"
        To return to a normal-sized head, enter "get back my head"


        7.2 Hidden Levels

        To get the hidden maps, you have to enter a special 'room
        name' when setting up a game. These names are:

        Operator Room => Tubbyland
        Developer Room => Cube
        jamiesystem => Headquarter

        The names are case sensitive, so watch your typing.


        7.3 Text Colour

        You can change the colour of the text in the chat window and
        the server browser. Just type "$# NUMBER (0-6)", for example

        $#1 Hello

        The different colours are:

        0 = White 4 = Cyan
        1 = Red 5 = Yellow
        2 = Green 6 = Magenta
        3 = Blue


        7.4 Clan Tags

        Clan Tags are small bitmaps that are displayed besides
        people's names in multiplayer. In order to display one
        yourself, you need a suitable bitmap, 16x24 pixels in size,
        with 16 bit colour depth. A blank tag is provided in the save
        directory of the Axis folder
        (usually C:\Axis\save\clanmark.bmp).

        Once you have a bitmap that suits your taste, rename it to
        match your savegame file.

        If your Character for example is named John, his save file
        will be John.axs . The bitmap's name would then have to be
        John.bmp in order for it to show.


        7.5 Chat Macros

        Chat Macros are incredibly handy, yet criminally underused.
        You can assign a certain phrase (most often a taunt or a
        standard answer) to a Macro.

        The syntax for it looks like this and has to be entered
        in the chat window:

        /1= Bow down before your Master!

        This phrase has now been assigned as a macro. In order to
        recall it, simply type:

        /1

        "Bow down before your Master!" will now appear on the chat
        window. It's much faster than retyping the same taunts over
        and over, and also makes you less of a target as you are
        immobile while typing.

        Only the numbers 0-9 can be assigned as macro positions;
        any higher numbers will not work, despite the manual saying
        otherwise.


        7.6 Toggle Arm Center Interface

        To toggle the Arm Center information off just press
        Ctrl+Alt+M while in the Arm Center Screen. To toggle the info
        back on just press Ctrl+Alt+M again. Useful for screenshots.


        7.7 Toggle In-Game Displays

        While playing, simply press the F11 key to switch between the
        display modes. These modes are:

        HIDDEN MESSAGE BOX MODE - The chat box will be deactivated.

        SCREENSHOT MODE - makes the entire status displays disappear.
        Hitting escape in this mode will NOT bring up the in-game
        menu.

        NORMAL MODE - The default display mode.


        7.8 All Parts/Levels Cheat

        Log in and enter the Skirmish menu. There, press left Ctrl,
        right Alt, and PageUp simultaneously. Then select cancel
        and you will have access to all the parts and skirmish
        levels.

        I recommend the 'hard way', though, as it'll teach you the
        basic skills. The graveyards are full of newbies in shiny
        ARM's that could neither evade nor hit anything. Spare
        yourself the embarrassment of getting blown to oblivion
        over and over and train with the bots first. You will
        become a much worthier opponent that way.
        Sex is evil, evil is a sin, sins are forgiven, so letís begin.

        Comment


          #5
          Dae was that really nessasary? (i know i spell that wrong)
          I mean, he onli needed to know how to put up the clan tag...

          Comment


            #6
            necessary.

            it's the one word i was stumped on since 5th grade.
            -- grey wolf

            v4sw7+8CFHJMPRSUY$hw6/8ln5pr7FOPS$ck6ma7u8FLOw5GVm5l7DGUi20e4t3ABDEFGMNS TVb6DHMORTen7aNs0Br2p-5.62/-4.26g8ACGHMOPRTVZ hackerkey.com

            Comment


              #7
              oh well at least ppl dont hafta download the meph faq now do they oh and thanx ive got the tag thingy figured out now thanx
              .................. i dont sign stuff

              Comment

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