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CONTENTS

GETTING STARTED

INTERFACE SCREENS

MAIN SCREEN

CAMPAIGN MISSIONS SCREEN

NEW ONLINE GAME SCREEN

SCENARIO OPTIONS SCREEN

SEND CHALLENGE SCREEN

MANAGE GAMES SCREEN

SOUND AND VIDEO OPTIONS SCREEN

MAP CREATOR SCREEN

BATTLE INTERFACE

BATTLE OPTIONS SCREEN

HELP SCREENS

PLAYING THE GAME

PLAYING TURNS

THE WEB INTERFACE

CHOOSING YOUR RACE

DEPLOYMENT

THE FIRST GAME TURN

NAVIGATING THE MAP

SELECTING UNITS AND ISSUING ORDERS

MOVING UNITS

MOVEMENT ORDERS

FOLLOWING

PURSUIT

RULES OF ENGAGEMENT

COMBAT

DIRECT FIRE

TERRAIN FIRE

OPPORTUNITY FIRE

ACCURACY AND LINE OF FIRE

GRENADES AND GOO

WEAPON EFFECTS

AMMUNITION AND ENERGY

VISION

WHAT A UNIT CAN SEE

VISION MODE

MAPS AND TERRAIN

BASIC TERRAIN TYPES

DOORS AND DOOR CONTROLS

FORCE FIELDS

SPECIAL UNIT ACTIONS

HEALING AND REPAIRING

RELOADING

SPAWN CONTROL

COMMANDING THE GREYS

THE RACES

LASER MARINES

MACHINA

SPAWN

GREYS

UNIT ATTRIBUTES

WINNING GAMES

SCORING AND VICTORY

THE WORLD LEAGUE

TOURNAMENTS

APPENDIX

CREDITS

Laser Marines

 

Ever since the Machina rebellion the Federation could not rely on sentient robots for defence against the Spawn. The Laser Marines have become the first line of defence for the human race, but they are no ordinary soldiers. They are tough, hard-bitten, veterans trained to fight to the death in defence of human civilisation.
Marines are typically deployed in Laser Squads, including specialised units such as Medics, Snipers and Grenadiers. They are heavily armoured and well equipped, employing the latest Federation technology. The advanced laser weapons employ mini-nuclear reactors as power cells, allowing mobile operation in all environments. They rely on guile, cunning and mobility to defeat their enemies.

COMMANDER

The Marine Commander is an elite soldier, combining physical toughness and advanced weapon skills. He is equipped with the immensely powerful Mark 7 Heavy Laser Cannon (Mk7-HLC), and he has the ability to use this bulky weapon with a reasonable degree of accuracy. Commanders are expensive to deploy and are best used against highly armoured units. Another tactic would be to use his Mk7 to knock through the weaker walls to gain positional advantage. Despite his extremely tough flexi-armour it is best to keep a Medic nearby. A Commander is too valuable to risk on the frontline without backup.

Strengths: very powerful weapon

Weaknesses: costly

GRUNT

The Grunt is the mainstay of the Laser Marine Corp, representing the vast bulk of the combat troops available to the Federation. He is a moderately armoured soldier equipped with a Mark 5 Rapid Firing Laser Gun (Mk5-RFLG). These impressive weapons have a high fire rate but are limited in power and accuracy. They are designed for close quarters combat situations and limited mid-range engagement. The limitations of the power-cell and the high burst rate can often leave the grunt without firepower, but this can be replenished from a nearby Marine HQ.

Strengths: rapid firing weapon

Weaknesses: weak armour and endurance

GRENADIER

The Grenadier is a specialised infantry-artillery unit equipped with a Mark 4 Grenade Launcher (Mk4-GL). This devastating weapon propels a grenade over a short distance before its time fuse triggers the micro-nuclear explosive. A skilled grenadier will be able to deflect grenades round corners to take enemy units by surprise. He can only carry a small quantity of grenades so he will need to have good access to a Marine HQ.

Strengths: excellent for attacking defended positions

Weaknesses: limited range, vulnerable to long range attack, limited ammunition capacity

SNIPER

The Sniper is lightly armoured, and must rely on his excellent spotting ability to stay one step ahead of the enemy. He is equipped with the highly accurate, and very powerful, Mark 9 Laser Sniper Gun (Mk9-LSG). This weapon is deadly at long range, but requires time to aim. A Sniper should be deployed very carefully in order to avoid close combat situations, and should use any available cover, such as windows or low walls. The key to using a Sniper effectively is good deployment early in the battle.

Strengths: excellent at long range, powerful weapon

Weaknesses: very weak armour and endurance

MEDIC

Medics are battlefield surgeons and engineers equipped with hi-tech repair kits. They can restore injured Marines to combat capability through the use of stimulants, nano-bots, robotic implants and blood transfusions. These specialists are exceptionally brave, but they should be kept away from the frontline if possible. They are equipped with the highly efficient Mark 2 Laser Pistol (Mk2-LP) but it is unlikely to be used accurately.

Strengths: heals other units

Weaknesses: inaccurate and low powered weapon

MARINE HQ

The Marine HQ is an automated, fortified repository for power cells and grenades. It is deployed in advance positions by combat engineers prior to engaging the enemy, and will allow any Marine to retrieve a fresh supply of ammunition. Although it is not indestructible, it will never let its contents be accessed by enemy forces. Destruction of a Marine HQ will result in a large explosion making close range attack inadvisable.

Strengths: necessary for reloading ammunition

Weaknesses: large, static target that needs protection

 

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