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Post by JPController on Aug 3, 2004 16:58:33 GMT -5
As the Marine, you are the last surviving member of your squad. Your mission was to explore and investigate the Atmosphere Processor, then destroy it. You were to remain as guard inside the APC... until your squad were brutally massacred by forces unknown. Your mission is now to survive and follow the instructions beamed down to you from your mission commander from his support ship in low orbit.
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Post by JPController on Aug 3, 2004 17:02:53 GMT -5
5. MARINE EQUIPMENT
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HEALTH
Health is displayed as green numerals in the top right of your screen. When you are damaged, your screen will flash red from the sides. Your health can be replenished from healthpacks your comrades have dropped in various levels of the Atmosphere Processor.
ARMOR
Armor protects you from both acid blood and other forms of damage. It is displayed beneath the health numerals as a percentage. You may don extra armor if you find it.
IMAGE INTENSIFIER
All Colonial Marines are equipped with image intensification optics. Once activated your vision is augmented for low light conditions, thus allowing you to see even in pitch darkness. You may use the Intensifier at will, although it does temporarily burn-out if you are near a strong light source (such as your weapon firing).
FLARES
You come equipped with small phosphorus flares that you may throw to light your way. These will stick to any surface and provide a strong yet temporary light, as well as a deal of smoke. Flares and your Image Intensifier naturally do not mix well.
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6. MARINE WEAPONS
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PULSERIFLE (slot 1)
A Colonial Marine's standard weapon, combining a powerful assault rifle with an under and over grenade launcher. It carries 99 rounds in the magazine - watch for reloads! The number of grenades it can carry are limited - look for your companion's old pulserifles for reloads. The PulseRifle is less accurate if you are moving whilst firing.
SMARTGUN (slot 2)
A mobile Colonial Marine's most powerful weapon, the SmartGun is a masterpiece of technology. Mounted on a gyroscopic harness, it literally aims itself, targeting the centre of mass. It is linked to the marine's Head Up Display - once it has acquired a target the recticle turns red and begins to track. To fully use a SmartGun, the operator must watch where the gun wishes to move and lead it manually - this drastically decreases aiming time. Smartguns are less useful against smaller, more agile targets. The smartgun is belt-fed from a large magazine mounted on the harness, so rarely runs out of ammunition. Care should be taken as the armour piercing bullets from the SmartGun will deal with most targets in an explosive manner - short bursts will be sufficient to deal with almost any foe.
FLAMETHROWER (Slot 3)
The Flamethrower is specifically designed as a close-combat weapon for the clearing of areas. It is somewhat inaccurate, but the jet of napalm will eventually kill anything it ignites. Keep the jet trained on a target to inflict more direct damage. The flamethrower runs out of fuel in a very short space of time - short controlled bursts are the most economical method of firing.
WARNING! The napalm fired from the flamethrower is dangerous - do NOT run forwards whilst firing (walking is OK) else you will set yourself on fire. Additionally, it is possible that the napalm will 'bounce' off a surface and back onto the user. However, nothing is more effective than the flamethrower when exterminating vermin.
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