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------------===========================================------------
DARK REIGN: THE FUTURE OF WAR
Units & Buildings FAQ v1.40 (Apr 18 2001)
Written by K.Teoh (kteoh85@yahoo.com)
http://www.geocities.com/kteoh85
For: PC (Windows)
[Viewing Instructions]
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-------------------------------------------------------------------------------
Dark Reign: The Future of War is (c) Activision and (c) Auran.
All other names are (c) of their respective owners.
-------------------------------------------------------------------------------
Unpublished Work Copyright (c) 2000-2001, K.Teoh.
I wrote this FAQ and it took lots of hard work, so don't even think of ripping,
plagiarising or modifying it (else your conscience haunts you).
DISCLAIMER:
This FAQ is for personal and private use only. It cannot be modified and may
not be reproduced in any non-electronic form such as CD-ROMs, magazines, books,
etc. You may print it out but you may use it only in your home. Do NOT attempt
to use it for profitable purposes. Violation of the above statements will only
result in conditions implicating yourself.
-------------------------------------------------------------------------------
This FAQ may only appear on my website(see above) and the following sites:
-GameFAQs ( http://www.gamefaqs.com )
-About.com guide to Video Game Strategies ( http://vgstrategies.about.com )
-Cheat Empire ( http://home.planetinternet.be/~twuyts )
**If you got this FAQ from somewhere other than the sites listed above, please
report it to me (send me the URL of the site where you got the FAQ from).
-------------------------------------------------------------------------------
**Sending Mail
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If you are sending me any mail, please make sure you put "(insert FAQ name)" as
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-------------------------------------------------------------------------------
I REVISION HISTORY (please also read WHAT'S NEW)
V1.35 (Apr 18 2001)
-Section arrangement changed
-Revised most of the text
v1.30 (Apr 12 2001)
-Changed contact info
-Minor changes
v1.21 (Mar 03 2000)
-New host (my own site)
-New section (5.0) - Unit Hotkeys
v1.13 (Feb 16 2000)
-New host
v1.12 (Feb 16 2000)
-Added ASCII art title
-Corrected placement of section 2.4
-Split Common Buildings-Bridges into 3 different entries
v1.00 (Feb 15 2000)
-First version of this FAQ.
-------------------------------------------------------------------------------
II AUTHOR'S NOTE
Well, I'm not the kind suited to doing lengthy walkthroughs so I ended doing
this Units FAQ. Dark Reign has been released for a few years now, and a sequel
is underway. I know some people who have yet to complete the game, and I know
there are players out there who need help.
In the game (and also the help file), units info is just a short description,
mainly depicting its story. What I wrote is not that, but more info that you
won't get in the game, like stats and weapon types, effectiveness, etc.
*This FAQ only covers the original game, not the expansion pack (maybe later?).
So now that I've explained what is in the FAQ, don't come asking about how to
complete any level.
*The Freedom Guard will quite often be addressed as FG
*Occasionally, the Imperium will be addressed as IMP
Lastly, if there's anything you have that you would like to contribute, feel
free to send it in.
-------------------------------------------------------------------------------
III WHAT'S NEW
Section arrangement has been changed so its easier to find a particular section
and I have revised most of the text.
Other than that, nothing real worth was added.
-------------------------------------------------------------------------------
TABLE OF CONTENTS
Key: * - New section
+ - Contains additions, has been modified
I REVISION HISTORY
II AUTHOR'S NOTE
III WHAT'S NEW
::UNITS::
1.0 COMMON UNITS
2.0 FREEDOM GUARD UNITS
(2.1) Infantry
(2.2) Vehicles
3.0 IMPERIUM UNITS
(3.1) Infantry
(3.2) Vehicles
::BUILDINGS::
4.0 COMMON BUILDINGS
5.0 FREEDOM GUARD BUILDINGS
(5.1) Standard
(5.2) Base Defence
6.0 IMPERIUM BUILDINGS
(6.2) Standard
(6.2) Base Defence
7.0 TOGRAN UNITS AND BUILDINGS
8.0 MOVEMENT TYPES
9.0 WEAPON TYPES
10.0 UNIT HOTKEYS
END CREDITS
-Contributors
=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=
:::::::::::
:: UNITS ::
:::::::::::
This section contains information about the units in Dark Reign.
Below is a description of how I arrange the details and information:
The format for unit descriptions is as follows:
"Name" (name of unit - as appears in game)
Cost: (cost to produce unit)
Move Type: (how it moves, refer to section 8)
Speed: Slow/Medium/Fast (general movement speed - on normal ground)
-------------------------------------------------------------------------------
Armor: Light/Medium/Heavy (strength of armor generally - vehicles only,
different weapons affect armor in varying degrees)
Weapon: (what it uses for attack - taken from 'Archive' in game and help files)
Type: (type of weapon attack, refer to section 9)
Special: (special abilities if available)
Task: (purpose)
Good VS: (what type of enemy it's good against
- support units not included as anything can destroy them easily
- buildings not included unless extremely effective)
> (some things I added in, comments, etc)
==================
1.0 COMMON UNITS
==================
This section lists the common units available to both sides.
Construction Rig
Cost: 300
Move Type: Walker
Speed: Slow
Armor: Light
Weapon: -
Type: -
Special: -
Task: Building construction
Good VS: -
>Your tool for making a base. Construction Rigs are consumed in the building
process. Selling the building will return you that Rig. Guard these at all
costs, no matter how many you have.
*NOTE: Building a Camera Tower does not consume a Rig.
Freighter
Cost: 1000
Move Type: Wheeled
Speed: Slow
Armor: Heavy
Weapon: -
Type: -
Special: -
Task: Resource collection
Good VS: -
>An important tool if you want to survive. Without this, you'll be dry and no
credits will be available for you to build anything. Protect it!
Hover Freighter
Cost: 1500
Move Type: Hover
Speed: Fast
Armor: Heavy
Weapon: Back-mount laser cannon
Type: Laser
Special: -
Task: Resource collection
Good VS: Infantry
>Just the same as the Freighter, except that its a bit stronger and can defend
itself (although useless when faced with tremendous force). Can hover, so it
doesn't waste time going around water trying to get back to base.
Water Contaminator
Cost: 10000
Move Type: Tracked
Speed: Slow
Armor: Medium
Weapon: Water contaminator
Type: Special
Special: -
Task: Destroying water springs
Good VS: Water springs
>If the enemy seems to have a continuous cash flow, you can stop it by sucking
dry the enemy's cash source - water springs. Guard these well and bring them
close, then watch the enemy go bankrupt.
Base Mover
Cost: -
Move Type: Tracked
Speed: Slow
Armor: Medium
Weapon: -
Type: -
Special: -
Task: Building transfer
Good VS: -
>You will get this when you use the 'Pack/Unpack' option in the Special menu
(certain buildings only). Lets you 'move' your buildings to other locations
which are safer during an enemy attack. Unless you badly want/need to move
a building, don't do it as it takes too long.
Infiltrator
Cost: 1000
Move Type: Walker
Speed: Medium
Armor: -
Weapon: -
Type: -
Special: Morph into enemy infantry
Task: Special ops
Good VS: -
>The Infiltrator will spy on your enemies. Morph into any enemy infantry then
proceed to the enemy's HQ or production buildings. Once in, you can steal
plans or if you entered the HQ, see the enemy's version of the minimap. If you
enter the Taelon Power Plant or Water Launch Pad to gain information about the
enemy's resources.
=========================
2.0 FREEDOM GUARD UNITS
=========================
This section contains the details for units available when playing on the side
of the Freedom Guard.
-----------------
(2.1) FG Infantry
-----------------
The Freedom Guard's infantry comes in all types, very diversified to say the
least. Different units are suitable on different occasions, so choose wisely
and don't be afraid to mix the units together. All infantry can climb to the
top of certain hills but at a slower rate.
Raider
Cost: 150
Move Type: Walker
Speed: Slow
Armor: -
Weapon: Dobek heavy laser rifle
Type: Laser
Special: Phase
Task: Light attack, Harassment
Good VS: Infantry
>Standard infantry, you will be using these a lot, especially when you're just
building up. Raiders are good only against other weaker units, and even then
you should group them up to minimise damage.
Mercenary
Cost: 300
Move Type: Walker
Speed: Slow
Armor: -
Weapon: 10J shoulder-mount rail gun
Type: Rail
Special: Phase
Task: Attack, Harassment
Good VS: Light-armor vehicles, Heavy-armor vehicles
>Stronger infantry that packs a decent punch against vehicles. Useful in the
earlier levels, but still important later. Particularly useful when getting
rid of pesky light vehicles. They can take on tanks, but to a lesser extent.
These die against infantry, since rail weapons only work good on armor.
Sniper
Cost: 700
Move Type: Walker
Speed: Medium
Armor: -
Weapon: 10J side-fitted rail gun
Type: Rail (Needle)
Special: Morph into plants
Task: Sniping
Good VS: Infantry
>Needle rail only works on infantry, and when it works, it works wonders. Most
of the time these ladies kill in one shot. Stay away fro vehicles, this 'Rail'
is different (read section 9).
Scout
Cost: 300
Move Type: Walker
Speed: Medium
Armor: -
Weapon: -
Type: -
Special: Morph into plants
Task: Reconnaisance, Artillery spotter
Good VS: -
>Fastest infantry and used for scouting the area. Plant disguise only work if
you stay still.
TIP: If you have lots of spare credits, build a bunch of Scouts and use the
'scout' option.
Field Medic
Cost: 500
Move Type: Walker
Speed: Slow
Armor: -
Weapon: -
Type: -
Special: Healing
Task: Medical
Good VS: -
>Keep a few of these stationed around your base and also some together with any
attack group containing infantry. They're bound to keep your men alive longer.
Vital unit in the game.
Mechanic
Cost: 500
Move Type: Walker
Speed: Slow
Armor: -
Weapon: -
Type: -
Special: Repair
Task: Repairing ground vehicles
Good VS: -
>Mechanics are worth as much as the Field Medics, so you always keep them close
to vehicles. Important in the later levels.
Saboteur
Cost: 800
Move Type: Walker
Speed: Slow
Armor: -
Weapon: Explosives
Type: -
Special: Morph into plants
Task: Sabotage
Good VS: Standard buildings
>Get them close to an enemy building and let them to do their job. In moments,
the building's strength will be reduced to half.
NOTE: Multiple Saboteurs are pointless - the building's strength won't go down
below half this way.
Martyr
Cost: 600
Move Type: Walker
Speed: Medium
Armor: -
Weapon: Concussive plasma detonator
Type: Plasma
Special: -
Task: Kamikaze
Good VS: Infantry, Vehicles
>Kamikaze troops that pack more than a punch. Has a short area effect so be
careful if you have units close by. Serious damage to weaker units, but the
stronger ones also don't last long against 2 or 3 Martyrs.
TIP: Don't send Martyrs in groups. The first blast will usually kill the ones
behind before they reach the target. Instead, send unit by unit towards
target in short time intervals.
-----------------
(2.2) FG Vehicles
-----------------
Early in the game, your reliance on vehicles is little. But as the game moves
on, vehicles are a must. Vehicles will form the mass of your attack force.
Spider Bike
Cost: 500
Move Type: Wheeled (Special)
Speed: Fast
Armor: Medium
Weapon: 30J Berrik rail guns (dual)
Type: Rail
Special: -
Task: Light attack, Reconnaisance, Harassment
Good VS: Light-armor vehicles
>Spider Bikes are versatile and will become anyone's favourite. A sure unit in
any attack force. Their usefulness is close to unlimited. Hit and run tactics
should be utilised when using these.
Rapid Armored Transport (RAT)
Cost: 450
Move Type: Wheeled
Speed: Slow
Armor: Medium
Weapon: -
Type: -
Special: Transport
Task: Infantry transport
Good VS: -
>Able to transport a maximum of 5 infantry (including Construction Rig) to
almost anywhere, except water and higher grounds. The only non-hover FG unit
capable of traversing water (slowly).
TIP: Load a few RATs with Raiders/Mercenaries, then quickly move to enemy
areas and then release your troops. Best used in groups with at least 3
RATs and some vehicle support.
Skirmish Tank
Cost: 600
Move Type: Tracked
Speed: Medium
Armor: Medium
Weapon: Arclaunch missile launchers (twin)
Type: Missile
Special: -
Task: Attack
Good VS: Infantry, Vehicles
>Able to shoot both ground and air units. Multi purpose unit. Good balance of
defence and firepower.
TIP: In the few early levels, set these tanks to go around your base. That way
your defence is fully static.
Tank Hunter
Cost: 700
Move Type: Tracked
Speed: Medium
Armor: Light
Weapon: Fieldwall Spitcharger
Type: Electroshock
Special: -
Task: Attack
Good VS: Vehicles
>Powerful tank, good when paired with the Skirmish Tank. Drawbacks include lack
of armor and range. They do good damage to infantry too, but only if not in
groups. Gets overwhelmed pretty easily.
Phase Tank
Cost: 600
Move Type: Tracked
Speed: Medium
Armor: Light
Weapon: Newell heavy laser cannons
Type: Laser
Special: Phase
Task: light attack, ambush
Good VS: Infantry, Light armor vehicles
>Nice fire rate, and the lasers are more powerful. Grouped, effective against
infantry. With loads of these, you can probably destroy tougher units too.
Flak Jack
Cost: 500
Move Type: Walker
Speed: Slow
Armor: Light
Weapon: Hailstorm chaff launchers (twin)
Type: Chaff
Special: -
Task: Air defence
Good VS: Flyers
>Mobile air defence units. Able to be positioned anywhere to protect your base
in places where you cannot build air defence sites. Also include them in your
attack forces. Though its harder for them to keep up, they can navigate a wide
variety of terrain.
Triple Rail Hover Tank
Cost: 1300
Move Type: Hover
Speed: Medium
Armor: Heavy
Weapon: 50J Berrik rail guns (triple)
Type: Rail
Special: -
Task: Heavy attack
Good VS: Vehicles
>The ultimate weapon of destruction for the Freedom Guard. The triple rail guns
will cut down any armor awfully quick. Does good damage against infantry too
but is overwhelmed by groups of them.
TIP: Mix in Skirmish Tanks and Flak Jacks to provide some extra firepower plus
air support. Remember, Triple Rails can't shoot up.
Hellstorm Artillery
Cost: 1100
Move Type: Tracked
Speed: Slow
Armor: Medium
Weapon: K900 Range Warden howitzer
Type: Artillery
Special: -
Task: Long range bombardment
Good VS: Infantry, Buildings
>Death from above and far away! The Hellstorm works as its name says, bringing
significant damage to any units near the impact point of its shells. A few of
these can bring a building down easily, but takes some time. Shells are less
powerful than the SCARAB's, but shell speed is faster.
TIP: Gather a few Hellstorms and target an area (spread target points a bit)
to 'deny' an area. The almost continuous bombardment will pose a major
problem to about anything.
Sky bike
Cost: 800
Move Type: Flyer
Speed: Fast
Armor: Light
Weapon: Stip mini-missile launchers
Type: Missile
Special: -
Task: Light attack, Reconnaisance, Harassment
Good VS: Infantry
>Fast and sleek, these Sky Bikes are air versions of the Spider Bike, but does
less damage per shot. Effective as hit-and-run, so keep them moving and
reload as quickly as possible.
Outrider
Cost: 1400
Move Type: Flyer
Speed: Fast
Armor: Heavy
Weapon: Boardog missiles
Type: Missile
Special: -
Task: Attack
Good VS: Vehicles
>This is something that likens to a flying Skirmish Tank, though more powerful.
Outriders that continually reload and pour damage are used properly. Keep them
away from concentrated air defence areas though.
Shockwave
Cost: 4000
Move Type: Tracked
Speed: Slow
Armor: Medium
Weapon: Shockwave
Type: Seismic wave
Special: -
Task: Base destroyer
Good VS: Ground units/buildings within hitzone
>Who said earthquakes were bad? Well, not entirely. With the coveted Shockwave,
shake the enemy to bits in seconds. Protect it at all costs, production time
is worse than its power.
Phase Runner
Cost: - (comes together with Phasing Facility)
Move Type: Underground
Speed: Slow
Armor: -
Weapon: -
Type: -
Special: Transport
Task: Infantry/Vehicle transport
Good VS: -
>Your other choice of transportation other than the RAT. Better in a sense that
you can do great ambushes with this, as you can release units almost anywhere
without the runner being attacked (fancy the centre of the enemy's base?)
You can load vehicles in it.
====================
3.0 IMPERIUM UNITS
====================
This section contains the details for units available when playing on the side
of the Imperium.
------------------
(3.1) IMP Infantry
------------------
The Imperium's infantry don't come in so many types as the Freedom Guard, but
they are more powerful in a general sense.
Guardian
Cost: 150
Move Type: Walker
Speed: Slow
Armor: -
Weapon: Issue 5 standard laser rifle
Type: Laser
Special: -
Task: Light attack
Good VS: Infantry
>Standard police units (according to story), they are no different than Raiders
(other than side and appearance). If those to engage, it will depend on who
shot the other first, as both have the same amount of health. Use in groups.
Bion
Cost: 350
Move Type: Walker
Speed: Slow
Armor: Light
Weapon: Heavy plasma rifle
Type: Plasma
Special: -
Task: Attack
Good VS: Infantry, Light armor vehicle
>Powerful and multi purpose infantry. In small groups, can take on some weaker
vehicles. Has limited anti-air capabilities, but good at anything else.
Exterminator
Cost: 500
Move Type: Hover
Speed: Medium
Armor: Light
Weapon: Roll-lock disalunion grenades
Type: Poly-acid
Special: -
Task: Attack
Good VS: Vehicles
>Its the Exterminator that does not go for insects, but instead armor. The acid
they use eat through vehicles so quickly, you won't notice in some cases.
Extremely deadly against vehicles if used in groups. Extremely worthless when
against infantry.
Suicide Zombie
Cost: - (produced by Hostage Taker)
Move Type: Walker
Speed: Medium
Armor: -
Weapon: Concussive plasma detonator
Type: Plasma
Special: -
Task: Kamikaze
Good VS: Infantry, Vehicles
>Since the Imperium does not seem to have many volunteers for kamikaze duty,
they have turned to forceful means of coming out with a area-destruction unit.
They are of equal strength to the Freedom Guard's Martyr.
------------------
(3.2) IMP Vehicles
------------------
The Imperium relies more on vehicles than infantry, which is why Imperium
vehicles are much stronger and work well in almost any situation. Almost all
are hover propelled, so that is where the advantage AND disadvantage lies.
Scout Runner
Cost: 500
Move Type: Hover
Speed: Medium
Armor: Medium
Weapon: DF Set laser cannon
Type: Laser
Special: -
Task: Light attack, Reconnaisance, Harassment
Good VS: Infantry
>Basic vehicle for basic tasks, doesn't fare well against anything other than
infantry. Though on the same production level as the Spider Bike, run from
them if you see one.
Invader Troop Transport
Cost: 600
Move Type: Hover
Speed: Medium
Armor: Light
Weapon: DF Set heavy laser rifle
Type: Laser
Special: Transport
Task: Infantry transport
Good VS: Infantry
>Identical to the FG's RAT except that it has a laser gun to defend itself, and
moves faster (hover).
TIP: Load a few RATs with Raiders/Mercenaries, then quickly move to enemy
areas and then release your troops. Best used in groups with at least 3
RATs and some vehicle support.
Plasma Tank
Cost: 600
Move Type: Hover
Speed: Medium
Armor: Heavy
Weapon: 3000P plasma cannon
Type: Plasma
Special: -
Task: Attack
Good VS: Infantry, Light armor vehicles
>The main workhorse of the Imperium, used a lot. Very, very balanced unit.
Combine with other units to get a good attack force.
Amper
Cost: 500
Move Type: Walker
Speed: Slow
Armor: Light
Weapon: Biodarts
Type: Biotoxin
Special: -
Task: Support
Good VS: Infantry
>This mechanical female from hell walks on three legs and injects infantry with
a special biotoxin that makes target unit invincible for a short time. If the
unit is cured at a Hospital, the effect disappears. If left intoxicated, the
unit will die when time is up.
TIP: You can inject enemy infantry too, though make sure their medics aren't
there to cure, or else.
Mobile Air Defence (MAD)
Cost: 800
Move Type: Hover
Speed: Medium
Armor: Light
Weapon: Orbitran Stingers
Type: Bladed orb
Special: -
Task: Air defence
Good VS: Flyers
>Cuts down pesky enemy air units. Ideal for protecting Imperium tanks as well
as any other ground-only units. Fast and able to keep up with the attack force
but cannot go to certain places which the Flak Jack can.
Recon Drone
Cost: 400
Move Type: Flyer
Speed: Medium
Armor: Light
Weapon: -
Type: -
Special: -
Task: Reconnaisance, Artillery spotter
Good VS: -
>The ultimate reconnaisance unit in Dark Reign. It flies, so you'll get the map
revealed in no time (have a bunch of drones). Very weak, so be careful. It is
better to sacrifice it once you're done with it, some unit might follow it
back to your base.
Shredder
Cost: 700
Move Type: Hover
Speed: Medium
Armor: Medium
Weapon: Modified quarrysaw
Type: Blades
Special: -
Task: Slaughter
Good VS: Infantry
>Slaughter those infantry in seconds with the Shredder! Used in groups, they
become a mobile slaughterhouse. A single unit will die to infantry groups
though. Bring some along with your attack forces.
TIP: To flush out remaining infantry, use the 'Search and Destroy' option.
Hostage Taker
Cost: 600
Move Type: Wheeled
Speed: Medium
Armor: Heavy
Weapon: Vivisector
Type: Converter
Special: Convert
Task: Infantry conversion
Good VS: Infantry
>Run over any infantry and wait awhile for it to convert the enemy unit over to
your side. But, as a walking ticking zombie, ready to explode.
Tachion Tank
Cost: 1500
Move Type: Hover
Speed: Medium
Armor: Heavy
Weapon: 5000G tachion cannon
Type: Tachion
Special: Self-destruct
Task: Heavy attack
Good VS: Infantry, Vehicles
>The best tank available on the Imperium side, credits aside. Though powerful
against ground units, its open to attack from the sky. Have a few MADs around
with Tachions. The self-destruct feature is useful, but usually last-ditch.
SCARAB
(Self Contained Armored Ranged Artillery Battery)
Cost: 1300
Move Type: Hover
Speed: Slow
Armor: Medium / Extreme (shielded mode)
Weapon: Tarl-lined heavy strike cannon
Type: Artillery
Special: Shield
Task: Long range bombard
Good VS: Infantry, Buildings
>Artillery unit just like the Hellstorm but comes with its own self-shield.
You cannot move or fire while shielded. The SCARAB's shells are more powerful
than the Hellstorm's, but move slower.
TIP: Gather a few SCARABs and target an area (spread target points a bit) to
'deny' an area. The almost continuous bombardment will pose a major
problem to about anything.
Cyclone
Cost: 1500
Move Type: Flyer
Speed: Fast
Armor: Medium
Weapon: Wat T2 neutron cannon
Type: Neutron
Special: -
Task: Attack
Good VS: Infantry, Vehicles
>Devastating damage from the sky, but still as a flyer, gets shot down easily.
Swarms of these pretty much overruns small groups of units. Provide frequent
reloading to ensure maximum efficiency.
TIP: To flush out hiding enemy forces (usually to complete mission objectives)
set Cyclones on 'Search and Destroy'.
Sky Fortress
Cost: 2500
Move Type: Flyer
Speed: Slow
Armor: Heavy
Weapon: Ariax plasma compressor
Type: Plasma
Special: -
Task: Base destroyer
Good VS: Buildings
>This is one is a bit too much, it can take down most buildings in 2 to 3 shots
but of course, due to it long reload, it should be used to complement other
forces. Unless you have a few of these, which changes the scenario totally.
:::::::::::::::
:: BUILDINGS ::
:::::::::::::::
This section explains about the various buildings available in Dark Reign.
Below is a description of how I arrange and detail the bits of info.
The format for building descriptions is as follows:
[Standard]
"Name" (name as appears in game)
Armor: Light/Medium/Heavy (strength of building generally)
Cost: (how much credits is needed to build/upgrade)
Task: (primary purpose)
Upgrade: (what it becomes when upgraded)
> (some things I added in, comments, etc)
[Base Defence]
"Name" (name as it appears in game)
Armor: Light/Medium/Heavy (strength of building generally)
Cost: (how much credits is needed to build)
Weapon: (weapon used by building for base defence)
Type: (type of weapon used, refer to section 4)
Good VS: (what the weapon is good against)
> (some things I added in, comments, etc)
======================
4.0 COMMON BUILDINGS
======================
These are the buildings available to all sides.
Water Launch Pad
Armor: Medium
Cost: 2500
Task: Water Storage (for credits)
Upgrade: -
>A necessity for building a base. Comes with a freighter so you can start your
water collecting. Best built close and around water springs for maximum
efficiency.
Taelon Power Generator
Armor: Medium
Cost: 2200
Task: Base power
Upgrade: -
>Yet another necessity for a base, as it provides power to ensure that the base
runs at maximum efficiency. Without it the consequences are, very bad. Your
building, repairing, and production speed is greatly reduced. On top of that,
the mini-map will not function.
Camera Tower
Armor: Light
Cost: 200
Task: Static reconnaisance
Upgrade: -
>Get some almost permanent line of sight of a particular area with the Camera
Tower. It is much better than placing units because it's sight range is more.
Still, have some support nearby.
Field Hospital
Armor: Light
Cost: 500
Task: Healing
Upgrade: -
>The Freedom Guard has the advantage of the Medic, but the Imperium will have
to stick with only this. Very fragile, yet placing it deep in the base won't
do much good for your injured army. Balance the location with speed (within
quick reach) and protection.
Repair Station
Armor: Light
Cost: 800
Task: Repair
Upgrade: -
>The Freedom Guard have the Mechanics which can do on-the-spot repairs for any
damaged vehicles, but the Imperium will have to rely on these stations to make
vehicles fully-repaired. As I said for the Field Hospital, balance speed of
location and protection.
Small Horizontal Bridge
Armor: Medium
Cost: 100
Task: Bridge
Upgrade: -
>Build bridges and have a nicer day moving across water. Units that are not
hover types will die instantly if they are ON the bridge (parts above water)
when the bridge gets destroyed.
Small Vertical Bridge
Armor: Medium
Cost: 100
Task: Bridge
Upgrade: -
>Same as Small Horizontal Bridge.
Bridge Junction
Armor: Medium
Cost: 150
Task: Bridge
Upgrade: -
>Same as the other two bridges, but costs more and takes a wee bit longer to
build. This junction type is wider, therefore best used for wider water areas.
Or if playing a multiplayer map with plenty of water space, try building
'platforms' using bridges and junction types.
Rearming Deck
Armor: Medium
Cost: 1000
Task: Flyer reload
Upgrade: -
>Flying units carry limited ammunition (with exception to the Sk Fortress) so
you need to rearm them with fresh ammunition. Flyers return to replenish their
supply automatically after using up all ammunition.
TIP: If your flyers are not on active duty, rearm them anyway if they have
used anything. This allows full loads to be carried, maximising damage on
their runs. Full loads affect nothing.
=============================
5.0 FREEDOM GUARD BUILDINGS
=============================
This section lists the various buildings available to the Freedom Guard.
-----------------
(5.1) FG Standard
-----------------
These buildings are components of your base, most of them are very important.
Without these , you cannot build a base.
Headquarters 1
Armor: Medium
Cost: 750
Task: Base prerequisite
Upgrade: Headquarters 2
>You need this to make Construction Rigs, therefore protect it well. Build a
few so you can rest assured that if one gets destroyed, you still have others
as reserve. Without a HQ, the mini-map doesn't function.
Headquarters 2
Armor: Medium
Cost: 1000
Task: Base prerequisite
Upgrade: Headquarters 3
>Upgraded Headquarters. Same as Headquarters 1, except that this is stronger
and enables higher level units to be built.
Headquarters 3
Armor: Heavy
Cost: 1250
Task: Base prerequisite
Upgrade: -
>Upgraded Headquarters. Same as Headquarters 2, except that this is stronger
and enables certain units/buildings to be built.
Training Facility 1
Armor: Medium
Cost: 1500
Task: Infantry production
Upgrade: Training Facility 2
>Produces your infantry. Build a few and spread the queue load so efficiency
is better.
Training Facility 2
Armor: Heavy
Cost: 750
Task: Infantry production
Upgrade: -
>Upgraded Training Facility. Same as Training Facility 1, except that this is
stronger and enables higher level units to be produced.
Assembly Plant 1
Armor: Medium
Cost: 2200
Task: Vehicle production
Upgrade: Assembly Plant 2
>Produces your vehicles. Build a few and spread the queue load so efficiency
is better.
Assembly Plant 2
Armor: Heavy
Cost: 2500
Task: Vehicle production
Upgrade: -
>Upgraded Assembly Plant. Same as Assembly Plant 1, except that this building
is stronger and enables higher level vehicles to be built.
Phasing Facility
Armor: Medium
Cost: 1200
Task: Enable phasing
Upgrade: Phasing Facility 2
>Once you build this, certain units will have the ability to phase.
Phasing Facility 2
Armor: Medium
Cost: 1200
Task: Enable Phase Runner
Upgrade: -
>Upgrading the Phase Facility gives you a Phase Runner, which is detailed
in the Units section. Other than that there's no difference unless you want
more building strength.
---------------------
(5.2) FG Base Defence
---------------------
These buildings have mounted weapons and are used to defend your base. These
buildings fire extremely slow when power level is at yellow or red.
Laser Turret
Armor: Light
Cost: 500
Weapon: Heavy repeating laser cannon
Type: Laser
Good VS: Infantry
>Basic base defence weapon, still useful in the later levels, as it kills off
infantry with ease. Can shoot skywards but does insignificant damage.
TIP: Place these near Heavy Rail Platforms to ward off infantry, therefore
keeping the rail guns free for any vehicles.
Heavy Rail Platform
Armor: Heavy
Cost: 1700
Weapon: Gatling heavy-rail cannons (two)
Type: Rail
Good VS: Vehicles
>The best defence you can build, highly dangerous to enemy vehicles. Since it's
rail weapon based, its rather weak against infantry.
TIP: Place Laser Turrets close by to ward off infantry.
Air Defence Site
Armor: Medium
Cost: 1000
Weapon: Rapid anti-air laser cannon
Type: Laser
Good VS: Flyers
>Air defence sites protect your base from flyer attacks. Put near the other
base defence buildings or keep some units close to protect it.
TIP: Put these not only on the borders of your base, but also put a few within
the base, spreaded out.
========================
6.0 IMPERIUM BUILDINGS
========================
This section lists the various buildings available to the Imperium side.
------------------
(6.1) IMP Standard
------------------
These buildings are components of your base, most of them are very important.
Without these buildings, you cannot do a lot of things.
Headquarters 1
Armor: Medium
Cost: 750
Task: Base prerequisite
Upgrade: Headquarters 2
>You need this to make Construction Rigs, therefore protect it well. Build a
few so you can rest assured that if one gets destroyed, you still have others
as reserve. Without a HQ, the mini-map doesn't function.
Headquarters 2
Armor: Medium
Cost: 1000
Task: Base prerequisite
Upgrade: Headquarters 3
>Upgraded Headquarters. Same as Headquarters 1, except that this is stronger
and enables higher level units to be built.
Headquarters 3
Armor: Heavy
Cost: 1250
Task: Base prerequisite
Upgrade: -
>Upgraded Headquarters. Same as Headquarters 2, except that this is stronger
and enables certain units/buildings to be built.
Training Facility 1
Armor: Medium
Cost: 1500
Task: Infantry production
Upgrade: Training Facility 2
>Produces your infantry. Build a few and spread the queue load so efficiency
is better.
Training Facility 2
Armor: Heavy
Cost: 750
Task: Infantry production
Upgrade: -
>Upgraded Training Facility. Same as Training Facility 1, except that this is
stronger and enables higher level units to be produced.
Assembly Plant 1
Armor: Medium
Cost: 2200
Task: Vehicle production
Upgrade: Assembly Plant 2
>Produces your vehicles. Build a few and spread the queue load so efficiency
is better.
Assembly Plant 2
Armor: Heavy
Cost: 2500
Task: Vehicle production
Upgrade: -
>Upgraded Assembly Plant. Same as Assembly Plant 1, except that this building
is stronger and enables higher level vehicles to be built.
Temporal Gate
Armor: Medium
Cost: 1800
Task: Unit transport
Upgrade: -
>Unlike the Invader Troop Transport, this Temporal Gate can send your units to
ANYWHERE on the map, which is very helpful for certain levels. The drawback is
it can carry only 3 units at a time, and needs to recharge after every use.
Rift Creator
Armor: Heavy
Cost: 8000
Weapon: Rift creator
Type: Rift
Good VS: Anything
>Once fully charged, the Rift Creator can release a swirling vortex at any spot
that you have line of sight on.
TIP: Freighter-Vortex trick - Use Freighters to enter the enemy base, just
order it to move, then once you see enemy buildings, release vortex.
Multiple freighters should get you deeper into the base.
----------------------
(6.2) IMP Base Defence
----------------------
These buildings have mounted weapons and are used to defend your base. These
buildings fire extremely slow when power level is at yellow or red.
Plasma Turret
Armor: Light
Cost: 500
Weapon: Heavy repeating plasma cannon
Type: Plasma
Good VS: Infantry, Light armor vehicles
>Similar to the FG's Laser Turret, but better as its also effective against
light armor vehicles.
TIP: Place these near your Neutron Accelerators to ward off infantry which
wastes its firepower.
Neutron Accelerator
Armor: Heavy
Cost: 1700
Weapon: Heavy neutron cannon
Type: Neutron
Good VS: Infantry, Vehicles
>Great base defence that defends well against both infantry and vehicles.
TIP: Place Plasma Turrets close by to ward off infantry, which wastes Neutron
Accelerator's firepower.
Air Defence Site
Armor: Medium
Cost: 1000
Weapon: Rapid-firing bladed orb launcher
Type: Bladed orb
Good VS: Flyers
>Similar to the FG's Air Defence Site, but this one shoulds bladed orbs instead
of powerful lasers. Takes up more building space, no noticeable difference in
weapon effectiveness.
==============================
7.0 TOGRAN UNITS AND BUILDINGS
==============================
The Togran side have access to ALL units and buildings, which include common,
Freedom Guard and Imperium. Putting the same info here would be a complete
waste of effort and time.
Therefore, please refer to the appropriate sections.
====================
8.0 MOVEMENT TYPES
====================
This section lists the movement types and their explanations.
Walker
>Ground-based, walks using foot (infantry) or articulated limbs (machinery).
Moderate speed on normal terrains, slows down when travelling across swamps or
climbing up steep slopes. Walkers can climb the highest slopes, but cannot
traverse water.
Wheeled & Tracked
>Both are for vehicles, ground-based. Cannot traverse water. Cannot climb steep
slopes, gains some speed when travelling on roads/paths.
Hover
>Anti-gravity system to lift unit just above ground. Travels with no speed loss
or gain over most terrains. Crosses water and swamps easily, but unable to
climb moderate slopes.
Flyer
>No terrain limitations. Line of sight is sometimes limited because of certain
extra-high map features.
Underground
>Special phasing technology allows the Phase Runner (only unit capable of
underground movement) to move to anywhere on the map.
==================
9.0 WEAPON TYPES
==================
This section contains information about the various weapon types.
Laser
>Great against infantry, insignificant damage to others.
Plasma
>Versatile weapon, effective against infantry and vehicles. Can shoot skywards.
Rail
>Special electro-magnet propelled projectiles along a rail at high speeds.
Very good against to armor but mostly worthless against infantry.
Rail (Needle)
>Different type of rail weapon, highly effective against infantry, but its
virtually worthless against armor.
Missile
>Versatile weapon, different effectiveness to anything depending on missile
type. Can shoot skywards.
Artillery
>High impact, area effect weapon. Good against infantry and buildings, but less
against vehicles. Area damage depends on how close unit is to point of impact.
Tachion
>Very versatile weapon, has slight area effect. Good against any ground unit.
Neutron
>Good for anything, more effective against armor.
Electroshock
>Same as neutron, good for anything, and has extra effectiveness against armor.
Poly-Acid
>Strictly an anti-armor weapon, Does worthless damage against anything else.
Chaff
>Anti-air weapon. Causes lingering damage (short while), meaning unit is slowly
damaged after being shot.
Biotoxin
>For infantry, makes them invincible for a limited time, which, if uncured by
the Field Hospital, unit will die. Can be used against enemy infantry with the
same conditions.
Bladed Orb
>Air defence weapon.
Blades
>Every infantry unit's nightmare. Destroys infantry units instantly.
Converter
>Converts enemy infantry into Suicide Zombies. Takes a while to fully convert
enemy.
Seismic Wave (SUPER WEAPON)
>Causes massive destruction along its wide path. Use with caution, it could
backfire and turn against you.
Rift (SUPER WEAPON)
>Weapon technology created by the Imperium, it creates a vortex that sucks in
anything within its reach. Tremendous damage.
===================
10.0 UNIT HOTKEYS
===================
This section lists all the possible hotkeys that can be used for units.
The details are put in this way:
hotkey press list (what to press)
> (description of hotkey)
---
Ctrl + n (must have unit(s) selected)
>Create tactical group, where n is group number (0-9).
0 - 9
>Call up tactical group (must have group assigned to number to select group)
(have selected units first) Shift + drag select/click unit(s)
>Add group of units to currently selected group of unit(s)
Alt + click any unit
>Selects all units of clicked unit type that are visible on current game window
(what you can see for that part of the map you're viewing). E.g. press Alt and
click on any Raider, will select all Raiders within current view.
Ctrl + Alt + click any unit
>Same like hotkey above (Alt + click any unit), but this way you'll be able to
select ALL units of that type no mater where they are on the map.
=============
END CREDITS
=============
I would like to extend my thanks to:
Hosting of this FAQ:
-GameFAQs ( http://www.gamefaqs.com )
-About.com guide to Video Game Strategies ( http://vgstrategies.about.com )
-Cheat Empire ( http://home.planetinternet.be/~twuyts )
Auran & Activision
(www.auran.com & www.activision.com respectively)
Incredible thanks for making this great game.
Kao Megura
-For advice, and for being a great example to all FAQ writers
------------
Contributors
------------
(none)
(Got anything you want to contribute? Send it to me)
=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=
Thank you for reading this FAQ. I hope you benefited from this FAQ and also did
enjoy reading it.
If you have anything you would like added to this FAQ (especially if it helps
the FAQ to be as complete as possible) feel free to contact me. Please follow
the set guidelines in **Sending Mail (at the beginning of this FAQ).
DARK REIGN: THE FUTURE OF WAR
Units & Buildings FAQ v1.40 (Apr 18 2001)
Written by K.Teoh (kteoh85@yahoo.com)
http://www.geocities.com/kteoh85
Unpublished Work Copyright (c) 2000-2001, K.Teoh.
[ E N D O F F A Q ]
|/ \|
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|=/ | | | | | | | | \== | \=== | |
| T H E F U T U R E O F W A R |
|\ /|
------------===========================================------------
DARK REIGN: THE FUTURE OF WAR
Units & Buildings FAQ v1.40 (Apr 18 2001)
Written by K.Teoh (kteoh85@yahoo.com)
http://www.geocities.com/kteoh85
For: PC (Windows)
[Viewing Instructions]
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-------------------------------------------------------------------------------
Dark Reign: The Future of War is (c) Activision and (c) Auran.
All other names are (c) of their respective owners.
-------------------------------------------------------------------------------
Unpublished Work Copyright (c) 2000-2001, K.Teoh.
I wrote this FAQ and it took lots of hard work, so don't even think of ripping,
plagiarising or modifying it (else your conscience haunts you).
DISCLAIMER:
This FAQ is for personal and private use only. It cannot be modified and may
not be reproduced in any non-electronic form such as CD-ROMs, magazines, books,
etc. You may print it out but you may use it only in your home. Do NOT attempt
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result in conditions implicating yourself.
-------------------------------------------------------------------------------
This FAQ may only appear on my website(see above) and the following sites:
-GameFAQs ( http://www.gamefaqs.com )
-About.com guide to Video Game Strategies ( http://vgstrategies.about.com )
-Cheat Empire ( http://home.planetinternet.be/~twuyts )
**If you got this FAQ from somewhere other than the sites listed above, please
report it to me (send me the URL of the site where you got the FAQ from).
-------------------------------------------------------------------------------
**Sending Mail
*Send in comments/suggestions, fanmail, or anything associated with this FAQ to
my email address (kteoh85@yahoo.com). Please do not send any irrelevant mail,
asking about something which is available in this FAQ, or something totally out
of the perspective of this FAQ. All junk will be deleted.
If you are sending me any mail, please make sure you put "(insert FAQ name)" as
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If you're submitting any info that you think may be helpful, please do include
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-------------------------------------------------------------------------------
I REVISION HISTORY (please also read WHAT'S NEW)
V1.35 (Apr 18 2001)
-Section arrangement changed
-Revised most of the text
v1.30 (Apr 12 2001)
-Changed contact info
-Minor changes
v1.21 (Mar 03 2000)
-New host (my own site)
-New section (5.0) - Unit Hotkeys
v1.13 (Feb 16 2000)
-New host
v1.12 (Feb 16 2000)
-Added ASCII art title
-Corrected placement of section 2.4
-Split Common Buildings-Bridges into 3 different entries
v1.00 (Feb 15 2000)
-First version of this FAQ.
-------------------------------------------------------------------------------
II AUTHOR'S NOTE
Well, I'm not the kind suited to doing lengthy walkthroughs so I ended doing
this Units FAQ. Dark Reign has been released for a few years now, and a sequel
is underway. I know some people who have yet to complete the game, and I know
there are players out there who need help.
In the game (and also the help file), units info is just a short description,
mainly depicting its story. What I wrote is not that, but more info that you
won't get in the game, like stats and weapon types, effectiveness, etc.
*This FAQ only covers the original game, not the expansion pack (maybe later?).
So now that I've explained what is in the FAQ, don't come asking about how to
complete any level.
*The Freedom Guard will quite often be addressed as FG
*Occasionally, the Imperium will be addressed as IMP
Lastly, if there's anything you have that you would like to contribute, feel
free to send it in.
-------------------------------------------------------------------------------
III WHAT'S NEW
Section arrangement has been changed so its easier to find a particular section
and I have revised most of the text.
Other than that, nothing real worth was added.
-------------------------------------------------------------------------------
TABLE OF CONTENTS
Key: * - New section
+ - Contains additions, has been modified
I REVISION HISTORY
II AUTHOR'S NOTE
III WHAT'S NEW
::UNITS::
1.0 COMMON UNITS
2.0 FREEDOM GUARD UNITS
(2.1) Infantry
(2.2) Vehicles
3.0 IMPERIUM UNITS
(3.1) Infantry
(3.2) Vehicles
::BUILDINGS::
4.0 COMMON BUILDINGS
5.0 FREEDOM GUARD BUILDINGS
(5.1) Standard
(5.2) Base Defence
6.0 IMPERIUM BUILDINGS
(6.2) Standard
(6.2) Base Defence
7.0 TOGRAN UNITS AND BUILDINGS
8.0 MOVEMENT TYPES
9.0 WEAPON TYPES
10.0 UNIT HOTKEYS
END CREDITS
-Contributors
=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=
:::::::::::
:: UNITS ::
:::::::::::
This section contains information about the units in Dark Reign.
Below is a description of how I arrange the details and information:
The format for unit descriptions is as follows:
"Name" (name of unit - as appears in game)
Cost: (cost to produce unit)
Move Type: (how it moves, refer to section 8)
Speed: Slow/Medium/Fast (general movement speed - on normal ground)
-------------------------------------------------------------------------------
Armor: Light/Medium/Heavy (strength of armor generally - vehicles only,
different weapons affect armor in varying degrees)
Weapon: (what it uses for attack - taken from 'Archive' in game and help files)
Type: (type of weapon attack, refer to section 9)
Special: (special abilities if available)
Task: (purpose)
Good VS: (what type of enemy it's good against
- support units not included as anything can destroy them easily
- buildings not included unless extremely effective)
> (some things I added in, comments, etc)
==================
1.0 COMMON UNITS
==================
This section lists the common units available to both sides.
Construction Rig
Cost: 300
Move Type: Walker
Speed: Slow
Armor: Light
Weapon: -
Type: -
Special: -
Task: Building construction
Good VS: -
>Your tool for making a base. Construction Rigs are consumed in the building
process. Selling the building will return you that Rig. Guard these at all
costs, no matter how many you have.
*NOTE: Building a Camera Tower does not consume a Rig.
Freighter
Cost: 1000
Move Type: Wheeled
Speed: Slow
Armor: Heavy
Weapon: -
Type: -
Special: -
Task: Resource collection
Good VS: -
>An important tool if you want to survive. Without this, you'll be dry and no
credits will be available for you to build anything. Protect it!
Hover Freighter
Cost: 1500
Move Type: Hover
Speed: Fast
Armor: Heavy
Weapon: Back-mount laser cannon
Type: Laser
Special: -
Task: Resource collection
Good VS: Infantry
>Just the same as the Freighter, except that its a bit stronger and can defend
itself (although useless when faced with tremendous force). Can hover, so it
doesn't waste time going around water trying to get back to base.
Water Contaminator
Cost: 10000
Move Type: Tracked
Speed: Slow
Armor: Medium
Weapon: Water contaminator
Type: Special
Special: -
Task: Destroying water springs
Good VS: Water springs
>If the enemy seems to have a continuous cash flow, you can stop it by sucking
dry the enemy's cash source - water springs. Guard these well and bring them
close, then watch the enemy go bankrupt.
Base Mover
Cost: -
Move Type: Tracked
Speed: Slow
Armor: Medium
Weapon: -
Type: -
Special: -
Task: Building transfer
Good VS: -
>You will get this when you use the 'Pack/Unpack' option in the Special menu
(certain buildings only). Lets you 'move' your buildings to other locations
which are safer during an enemy attack. Unless you badly want/need to move
a building, don't do it as it takes too long.
Infiltrator
Cost: 1000
Move Type: Walker
Speed: Medium
Armor: -
Weapon: -
Type: -
Special: Morph into enemy infantry
Task: Special ops
Good VS: -
>The Infiltrator will spy on your enemies. Morph into any enemy infantry then
proceed to the enemy's HQ or production buildings. Once in, you can steal
plans or if you entered the HQ, see the enemy's version of the minimap. If you
enter the Taelon Power Plant or Water Launch Pad to gain information about the
enemy's resources.
=========================
2.0 FREEDOM GUARD UNITS
=========================
This section contains the details for units available when playing on the side
of the Freedom Guard.
-----------------
(2.1) FG Infantry
-----------------
The Freedom Guard's infantry comes in all types, very diversified to say the
least. Different units are suitable on different occasions, so choose wisely
and don't be afraid to mix the units together. All infantry can climb to the
top of certain hills but at a slower rate.
Raider
Cost: 150
Move Type: Walker
Speed: Slow
Armor: -
Weapon: Dobek heavy laser rifle
Type: Laser
Special: Phase
Task: Light attack, Harassment
Good VS: Infantry
>Standard infantry, you will be using these a lot, especially when you're just
building up. Raiders are good only against other weaker units, and even then
you should group them up to minimise damage.
Mercenary
Cost: 300
Move Type: Walker
Speed: Slow
Armor: -
Weapon: 10J shoulder-mount rail gun
Type: Rail
Special: Phase
Task: Attack, Harassment
Good VS: Light-armor vehicles, Heavy-armor vehicles
>Stronger infantry that packs a decent punch against vehicles. Useful in the
earlier levels, but still important later. Particularly useful when getting
rid of pesky light vehicles. They can take on tanks, but to a lesser extent.
These die against infantry, since rail weapons only work good on armor.
Sniper
Cost: 700
Move Type: Walker
Speed: Medium
Armor: -
Weapon: 10J side-fitted rail gun
Type: Rail (Needle)
Special: Morph into plants
Task: Sniping
Good VS: Infantry
>Needle rail only works on infantry, and when it works, it works wonders. Most
of the time these ladies kill in one shot. Stay away fro vehicles, this 'Rail'
is different (read section 9).
Scout
Cost: 300
Move Type: Walker
Speed: Medium
Armor: -
Weapon: -
Type: -
Special: Morph into plants
Task: Reconnaisance, Artillery spotter
Good VS: -
>Fastest infantry and used for scouting the area. Plant disguise only work if
you stay still.
TIP: If you have lots of spare credits, build a bunch of Scouts and use the
'scout' option.
Field Medic
Cost: 500
Move Type: Walker
Speed: Slow
Armor: -
Weapon: -
Type: -
Special: Healing
Task: Medical
Good VS: -
>Keep a few of these stationed around your base and also some together with any
attack group containing infantry. They're bound to keep your men alive longer.
Vital unit in the game.
Mechanic
Cost: 500
Move Type: Walker
Speed: Slow
Armor: -
Weapon: -
Type: -
Special: Repair
Task: Repairing ground vehicles
Good VS: -
>Mechanics are worth as much as the Field Medics, so you always keep them close
to vehicles. Important in the later levels.
Saboteur
Cost: 800
Move Type: Walker
Speed: Slow
Armor: -
Weapon: Explosives
Type: -
Special: Morph into plants
Task: Sabotage
Good VS: Standard buildings
>Get them close to an enemy building and let them to do their job. In moments,
the building's strength will be reduced to half.
NOTE: Multiple Saboteurs are pointless - the building's strength won't go down
below half this way.
Martyr
Cost: 600
Move Type: Walker
Speed: Medium
Armor: -
Weapon: Concussive plasma detonator
Type: Plasma
Special: -
Task: Kamikaze
Good VS: Infantry, Vehicles
>Kamikaze troops that pack more than a punch. Has a short area effect so be
careful if you have units close by. Serious damage to weaker units, but the
stronger ones also don't last long against 2 or 3 Martyrs.
TIP: Don't send Martyrs in groups. The first blast will usually kill the ones
behind before they reach the target. Instead, send unit by unit towards
target in short time intervals.
-----------------
(2.2) FG Vehicles
-----------------
Early in the game, your reliance on vehicles is little. But as the game moves
on, vehicles are a must. Vehicles will form the mass of your attack force.
Spider Bike
Cost: 500
Move Type: Wheeled (Special)
Speed: Fast
Armor: Medium
Weapon: 30J Berrik rail guns (dual)
Type: Rail
Special: -
Task: Light attack, Reconnaisance, Harassment
Good VS: Light-armor vehicles
>Spider Bikes are versatile and will become anyone's favourite. A sure unit in
any attack force. Their usefulness is close to unlimited. Hit and run tactics
should be utilised when using these.
Rapid Armored Transport (RAT)
Cost: 450
Move Type: Wheeled
Speed: Slow
Armor: Medium
Weapon: -
Type: -
Special: Transport
Task: Infantry transport
Good VS: -
>Able to transport a maximum of 5 infantry (including Construction Rig) to
almost anywhere, except water and higher grounds. The only non-hover FG unit
capable of traversing water (slowly).
TIP: Load a few RATs with Raiders/Mercenaries, then quickly move to enemy
areas and then release your troops. Best used in groups with at least 3
RATs and some vehicle support.
Skirmish Tank
Cost: 600
Move Type: Tracked
Speed: Medium
Armor: Medium
Weapon: Arclaunch missile launchers (twin)
Type: Missile
Special: -
Task: Attack
Good VS: Infantry, Vehicles
>Able to shoot both ground and air units. Multi purpose unit. Good balance of
defence and firepower.
TIP: In the few early levels, set these tanks to go around your base. That way
your defence is fully static.
Tank Hunter
Cost: 700
Move Type: Tracked
Speed: Medium
Armor: Light
Weapon: Fieldwall Spitcharger
Type: Electroshock
Special: -
Task: Attack
Good VS: Vehicles
>Powerful tank, good when paired with the Skirmish Tank. Drawbacks include lack
of armor and range. They do good damage to infantry too, but only if not in
groups. Gets overwhelmed pretty easily.
Phase Tank
Cost: 600
Move Type: Tracked
Speed: Medium
Armor: Light
Weapon: Newell heavy laser cannons
Type: Laser
Special: Phase
Task: light attack, ambush
Good VS: Infantry, Light armor vehicles
>Nice fire rate, and the lasers are more powerful. Grouped, effective against
infantry. With loads of these, you can probably destroy tougher units too.
Flak Jack
Cost: 500
Move Type: Walker
Speed: Slow
Armor: Light
Weapon: Hailstorm chaff launchers (twin)
Type: Chaff
Special: -
Task: Air defence
Good VS: Flyers
>Mobile air defence units. Able to be positioned anywhere to protect your base
in places where you cannot build air defence sites. Also include them in your
attack forces. Though its harder for them to keep up, they can navigate a wide
variety of terrain.
Triple Rail Hover Tank
Cost: 1300
Move Type: Hover
Speed: Medium
Armor: Heavy
Weapon: 50J Berrik rail guns (triple)
Type: Rail
Special: -
Task: Heavy attack
Good VS: Vehicles
>The ultimate weapon of destruction for the Freedom Guard. The triple rail guns
will cut down any armor awfully quick. Does good damage against infantry too
but is overwhelmed by groups of them.
TIP: Mix in Skirmish Tanks and Flak Jacks to provide some extra firepower plus
air support. Remember, Triple Rails can't shoot up.
Hellstorm Artillery
Cost: 1100
Move Type: Tracked
Speed: Slow
Armor: Medium
Weapon: K900 Range Warden howitzer
Type: Artillery
Special: -
Task: Long range bombardment
Good VS: Infantry, Buildings
>Death from above and far away! The Hellstorm works as its name says, bringing
significant damage to any units near the impact point of its shells. A few of
these can bring a building down easily, but takes some time. Shells are less
powerful than the SCARAB's, but shell speed is faster.
TIP: Gather a few Hellstorms and target an area (spread target points a bit)
to 'deny' an area. The almost continuous bombardment will pose a major
problem to about anything.
Sky bike
Cost: 800
Move Type: Flyer
Speed: Fast
Armor: Light
Weapon: Stip mini-missile launchers
Type: Missile
Special: -
Task: Light attack, Reconnaisance, Harassment
Good VS: Infantry
>Fast and sleek, these Sky Bikes are air versions of the Spider Bike, but does
less damage per shot. Effective as hit-and-run, so keep them moving and
reload as quickly as possible.
Outrider
Cost: 1400
Move Type: Flyer
Speed: Fast
Armor: Heavy
Weapon: Boardog missiles
Type: Missile
Special: -
Task: Attack
Good VS: Vehicles
>This is something that likens to a flying Skirmish Tank, though more powerful.
Outriders that continually reload and pour damage are used properly. Keep them
away from concentrated air defence areas though.
Shockwave
Cost: 4000
Move Type: Tracked
Speed: Slow
Armor: Medium
Weapon: Shockwave
Type: Seismic wave
Special: -
Task: Base destroyer
Good VS: Ground units/buildings within hitzone
>Who said earthquakes were bad? Well, not entirely. With the coveted Shockwave,
shake the enemy to bits in seconds. Protect it at all costs, production time
is worse than its power.
Phase Runner
Cost: - (comes together with Phasing Facility)
Move Type: Underground
Speed: Slow
Armor: -
Weapon: -
Type: -
Special: Transport
Task: Infantry/Vehicle transport
Good VS: -
>Your other choice of transportation other than the RAT. Better in a sense that
you can do great ambushes with this, as you can release units almost anywhere
without the runner being attacked (fancy the centre of the enemy's base?)
You can load vehicles in it.
====================
3.0 IMPERIUM UNITS
====================
This section contains the details for units available when playing on the side
of the Imperium.
------------------
(3.1) IMP Infantry
------------------
The Imperium's infantry don't come in so many types as the Freedom Guard, but
they are more powerful in a general sense.
Guardian
Cost: 150
Move Type: Walker
Speed: Slow
Armor: -
Weapon: Issue 5 standard laser rifle
Type: Laser
Special: -
Task: Light attack
Good VS: Infantry
>Standard police units (according to story), they are no different than Raiders
(other than side and appearance). If those to engage, it will depend on who
shot the other first, as both have the same amount of health. Use in groups.
Bion
Cost: 350
Move Type: Walker
Speed: Slow
Armor: Light
Weapon: Heavy plasma rifle
Type: Plasma
Special: -
Task: Attack
Good VS: Infantry, Light armor vehicle
>Powerful and multi purpose infantry. In small groups, can take on some weaker
vehicles. Has limited anti-air capabilities, but good at anything else.
Exterminator
Cost: 500
Move Type: Hover
Speed: Medium
Armor: Light
Weapon: Roll-lock disalunion grenades
Type: Poly-acid
Special: -
Task: Attack
Good VS: Vehicles
>Its the Exterminator that does not go for insects, but instead armor. The acid
they use eat through vehicles so quickly, you won't notice in some cases.
Extremely deadly against vehicles if used in groups. Extremely worthless when
against infantry.
Suicide Zombie
Cost: - (produced by Hostage Taker)
Move Type: Walker
Speed: Medium
Armor: -
Weapon: Concussive plasma detonator
Type: Plasma
Special: -
Task: Kamikaze
Good VS: Infantry, Vehicles
>Since the Imperium does not seem to have many volunteers for kamikaze duty,
they have turned to forceful means of coming out with a area-destruction unit.
They are of equal strength to the Freedom Guard's Martyr.
------------------
(3.2) IMP Vehicles
------------------
The Imperium relies more on vehicles than infantry, which is why Imperium
vehicles are much stronger and work well in almost any situation. Almost all
are hover propelled, so that is where the advantage AND disadvantage lies.
Scout Runner
Cost: 500
Move Type: Hover
Speed: Medium
Armor: Medium
Weapon: DF Set laser cannon
Type: Laser
Special: -
Task: Light attack, Reconnaisance, Harassment
Good VS: Infantry
>Basic vehicle for basic tasks, doesn't fare well against anything other than
infantry. Though on the same production level as the Spider Bike, run from
them if you see one.
Invader Troop Transport
Cost: 600
Move Type: Hover
Speed: Medium
Armor: Light
Weapon: DF Set heavy laser rifle
Type: Laser
Special: Transport
Task: Infantry transport
Good VS: Infantry
>Identical to the FG's RAT except that it has a laser gun to defend itself, and
moves faster (hover).
TIP: Load a few RATs with Raiders/Mercenaries, then quickly move to enemy
areas and then release your troops. Best used in groups with at least 3
RATs and some vehicle support.
Plasma Tank
Cost: 600
Move Type: Hover
Speed: Medium
Armor: Heavy
Weapon: 3000P plasma cannon
Type: Plasma
Special: -
Task: Attack
Good VS: Infantry, Light armor vehicles
>The main workhorse of the Imperium, used a lot. Very, very balanced unit.
Combine with other units to get a good attack force.
Amper
Cost: 500
Move Type: Walker
Speed: Slow
Armor: Light
Weapon: Biodarts
Type: Biotoxin
Special: -
Task: Support
Good VS: Infantry
>This mechanical female from hell walks on three legs and injects infantry with
a special biotoxin that makes target unit invincible for a short time. If the
unit is cured at a Hospital, the effect disappears. If left intoxicated, the
unit will die when time is up.
TIP: You can inject enemy infantry too, though make sure their medics aren't
there to cure, or else.
Mobile Air Defence (MAD)
Cost: 800
Move Type: Hover
Speed: Medium
Armor: Light
Weapon: Orbitran Stingers
Type: Bladed orb
Special: -
Task: Air defence
Good VS: Flyers
>Cuts down pesky enemy air units. Ideal for protecting Imperium tanks as well
as any other ground-only units. Fast and able to keep up with the attack force
but cannot go to certain places which the Flak Jack can.
Recon Drone
Cost: 400
Move Type: Flyer
Speed: Medium
Armor: Light
Weapon: -
Type: -
Special: -
Task: Reconnaisance, Artillery spotter
Good VS: -
>The ultimate reconnaisance unit in Dark Reign. It flies, so you'll get the map
revealed in no time (have a bunch of drones). Very weak, so be careful. It is
better to sacrifice it once you're done with it, some unit might follow it
back to your base.
Shredder
Cost: 700
Move Type: Hover
Speed: Medium
Armor: Medium
Weapon: Modified quarrysaw
Type: Blades
Special: -
Task: Slaughter
Good VS: Infantry
>Slaughter those infantry in seconds with the Shredder! Used in groups, they
become a mobile slaughterhouse. A single unit will die to infantry groups
though. Bring some along with your attack forces.
TIP: To flush out remaining infantry, use the 'Search and Destroy' option.
Hostage Taker
Cost: 600
Move Type: Wheeled
Speed: Medium
Armor: Heavy
Weapon: Vivisector
Type: Converter
Special: Convert
Task: Infantry conversion
Good VS: Infantry
>Run over any infantry and wait awhile for it to convert the enemy unit over to
your side. But, as a walking ticking zombie, ready to explode.
Tachion Tank
Cost: 1500
Move Type: Hover
Speed: Medium
Armor: Heavy
Weapon: 5000G tachion cannon
Type: Tachion
Special: Self-destruct
Task: Heavy attack
Good VS: Infantry, Vehicles
>The best tank available on the Imperium side, credits aside. Though powerful
against ground units, its open to attack from the sky. Have a few MADs around
with Tachions. The self-destruct feature is useful, but usually last-ditch.
SCARAB
(Self Contained Armored Ranged Artillery Battery)
Cost: 1300
Move Type: Hover
Speed: Slow
Armor: Medium / Extreme (shielded mode)
Weapon: Tarl-lined heavy strike cannon
Type: Artillery
Special: Shield
Task: Long range bombard
Good VS: Infantry, Buildings
>Artillery unit just like the Hellstorm but comes with its own self-shield.
You cannot move or fire while shielded. The SCARAB's shells are more powerful
than the Hellstorm's, but move slower.
TIP: Gather a few SCARABs and target an area (spread target points a bit) to
'deny' an area. The almost continuous bombardment will pose a major
problem to about anything.
Cyclone
Cost: 1500
Move Type: Flyer
Speed: Fast
Armor: Medium
Weapon: Wat T2 neutron cannon
Type: Neutron
Special: -
Task: Attack
Good VS: Infantry, Vehicles
>Devastating damage from the sky, but still as a flyer, gets shot down easily.
Swarms of these pretty much overruns small groups of units. Provide frequent
reloading to ensure maximum efficiency.
TIP: To flush out hiding enemy forces (usually to complete mission objectives)
set Cyclones on 'Search and Destroy'.
Sky Fortress
Cost: 2500
Move Type: Flyer
Speed: Slow
Armor: Heavy
Weapon: Ariax plasma compressor
Type: Plasma
Special: -
Task: Base destroyer
Good VS: Buildings
>This is one is a bit too much, it can take down most buildings in 2 to 3 shots
but of course, due to it long reload, it should be used to complement other
forces. Unless you have a few of these, which changes the scenario totally.
:::::::::::::::
:: BUILDINGS ::
:::::::::::::::
This section explains about the various buildings available in Dark Reign.
Below is a description of how I arrange and detail the bits of info.
The format for building descriptions is as follows:
[Standard]
"Name" (name as appears in game)
Armor: Light/Medium/Heavy (strength of building generally)
Cost: (how much credits is needed to build/upgrade)
Task: (primary purpose)
Upgrade: (what it becomes when upgraded)
> (some things I added in, comments, etc)
[Base Defence]
"Name" (name as it appears in game)
Armor: Light/Medium/Heavy (strength of building generally)
Cost: (how much credits is needed to build)
Weapon: (weapon used by building for base defence)
Type: (type of weapon used, refer to section 4)
Good VS: (what the weapon is good against)
> (some things I added in, comments, etc)
======================
4.0 COMMON BUILDINGS
======================
These are the buildings available to all sides.
Water Launch Pad
Armor: Medium
Cost: 2500
Task: Water Storage (for credits)
Upgrade: -
>A necessity for building a base. Comes with a freighter so you can start your
water collecting. Best built close and around water springs for maximum
efficiency.
Taelon Power Generator
Armor: Medium
Cost: 2200
Task: Base power
Upgrade: -
>Yet another necessity for a base, as it provides power to ensure that the base
runs at maximum efficiency. Without it the consequences are, very bad. Your
building, repairing, and production speed is greatly reduced. On top of that,
the mini-map will not function.
Camera Tower
Armor: Light
Cost: 200
Task: Static reconnaisance
Upgrade: -
>Get some almost permanent line of sight of a particular area with the Camera
Tower. It is much better than placing units because it's sight range is more.
Still, have some support nearby.
Field Hospital
Armor: Light
Cost: 500
Task: Healing
Upgrade: -
>The Freedom Guard has the advantage of the Medic, but the Imperium will have
to stick with only this. Very fragile, yet placing it deep in the base won't
do much good for your injured army. Balance the location with speed (within
quick reach) and protection.
Repair Station
Armor: Light
Cost: 800
Task: Repair
Upgrade: -
>The Freedom Guard have the Mechanics which can do on-the-spot repairs for any
damaged vehicles, but the Imperium will have to rely on these stations to make
vehicles fully-repaired. As I said for the Field Hospital, balance speed of
location and protection.
Small Horizontal Bridge
Armor: Medium
Cost: 100
Task: Bridge
Upgrade: -
>Build bridges and have a nicer day moving across water. Units that are not
hover types will die instantly if they are ON the bridge (parts above water)
when the bridge gets destroyed.
Small Vertical Bridge
Armor: Medium
Cost: 100
Task: Bridge
Upgrade: -
>Same as Small Horizontal Bridge.
Bridge Junction
Armor: Medium
Cost: 150
Task: Bridge
Upgrade: -
>Same as the other two bridges, but costs more and takes a wee bit longer to
build. This junction type is wider, therefore best used for wider water areas.
Or if playing a multiplayer map with plenty of water space, try building
'platforms' using bridges and junction types.
Rearming Deck
Armor: Medium
Cost: 1000
Task: Flyer reload
Upgrade: -
>Flying units carry limited ammunition (with exception to the Sk Fortress) so
you need to rearm them with fresh ammunition. Flyers return to replenish their
supply automatically after using up all ammunition.
TIP: If your flyers are not on active duty, rearm them anyway if they have
used anything. This allows full loads to be carried, maximising damage on
their runs. Full loads affect nothing.
=============================
5.0 FREEDOM GUARD BUILDINGS
=============================
This section lists the various buildings available to the Freedom Guard.
-----------------
(5.1) FG Standard
-----------------
These buildings are components of your base, most of them are very important.
Without these , you cannot build a base.
Headquarters 1
Armor: Medium
Cost: 750
Task: Base prerequisite
Upgrade: Headquarters 2
>You need this to make Construction Rigs, therefore protect it well. Build a
few so you can rest assured that if one gets destroyed, you still have others
as reserve. Without a HQ, the mini-map doesn't function.
Headquarters 2
Armor: Medium
Cost: 1000
Task: Base prerequisite
Upgrade: Headquarters 3
>Upgraded Headquarters. Same as Headquarters 1, except that this is stronger
and enables higher level units to be built.
Headquarters 3
Armor: Heavy
Cost: 1250
Task: Base prerequisite
Upgrade: -
>Upgraded Headquarters. Same as Headquarters 2, except that this is stronger
and enables certain units/buildings to be built.
Training Facility 1
Armor: Medium
Cost: 1500
Task: Infantry production
Upgrade: Training Facility 2
>Produces your infantry. Build a few and spread the queue load so efficiency
is better.
Training Facility 2
Armor: Heavy
Cost: 750
Task: Infantry production
Upgrade: -
>Upgraded Training Facility. Same as Training Facility 1, except that this is
stronger and enables higher level units to be produced.
Assembly Plant 1
Armor: Medium
Cost: 2200
Task: Vehicle production
Upgrade: Assembly Plant 2
>Produces your vehicles. Build a few and spread the queue load so efficiency
is better.
Assembly Plant 2
Armor: Heavy
Cost: 2500
Task: Vehicle production
Upgrade: -
>Upgraded Assembly Plant. Same as Assembly Plant 1, except that this building
is stronger and enables higher level vehicles to be built.
Phasing Facility
Armor: Medium
Cost: 1200
Task: Enable phasing
Upgrade: Phasing Facility 2
>Once you build this, certain units will have the ability to phase.
Phasing Facility 2
Armor: Medium
Cost: 1200
Task: Enable Phase Runner
Upgrade: -
>Upgrading the Phase Facility gives you a Phase Runner, which is detailed
in the Units section. Other than that there's no difference unless you want
more building strength.
---------------------
(5.2) FG Base Defence
---------------------
These buildings have mounted weapons and are used to defend your base. These
buildings fire extremely slow when power level is at yellow or red.
Laser Turret
Armor: Light
Cost: 500
Weapon: Heavy repeating laser cannon
Type: Laser
Good VS: Infantry
>Basic base defence weapon, still useful in the later levels, as it kills off
infantry with ease. Can shoot skywards but does insignificant damage.
TIP: Place these near Heavy Rail Platforms to ward off infantry, therefore
keeping the rail guns free for any vehicles.
Heavy Rail Platform
Armor: Heavy
Cost: 1700
Weapon: Gatling heavy-rail cannons (two)
Type: Rail
Good VS: Vehicles
>The best defence you can build, highly dangerous to enemy vehicles. Since it's
rail weapon based, its rather weak against infantry.
TIP: Place Laser Turrets close by to ward off infantry.
Air Defence Site
Armor: Medium
Cost: 1000
Weapon: Rapid anti-air laser cannon
Type: Laser
Good VS: Flyers
>Air defence sites protect your base from flyer attacks. Put near the other
base defence buildings or keep some units close to protect it.
TIP: Put these not only on the borders of your base, but also put a few within
the base, spreaded out.
========================
6.0 IMPERIUM BUILDINGS
========================
This section lists the various buildings available to the Imperium side.
------------------
(6.1) IMP Standard
------------------
These buildings are components of your base, most of them are very important.
Without these buildings, you cannot do a lot of things.
Headquarters 1
Armor: Medium
Cost: 750
Task: Base prerequisite
Upgrade: Headquarters 2
>You need this to make Construction Rigs, therefore protect it well. Build a
few so you can rest assured that if one gets destroyed, you still have others
as reserve. Without a HQ, the mini-map doesn't function.
Headquarters 2
Armor: Medium
Cost: 1000
Task: Base prerequisite
Upgrade: Headquarters 3
>Upgraded Headquarters. Same as Headquarters 1, except that this is stronger
and enables higher level units to be built.
Headquarters 3
Armor: Heavy
Cost: 1250
Task: Base prerequisite
Upgrade: -
>Upgraded Headquarters. Same as Headquarters 2, except that this is stronger
and enables certain units/buildings to be built.
Training Facility 1
Armor: Medium
Cost: 1500
Task: Infantry production
Upgrade: Training Facility 2
>Produces your infantry. Build a few and spread the queue load so efficiency
is better.
Training Facility 2
Armor: Heavy
Cost: 750
Task: Infantry production
Upgrade: -
>Upgraded Training Facility. Same as Training Facility 1, except that this is
stronger and enables higher level units to be produced.
Assembly Plant 1
Armor: Medium
Cost: 2200
Task: Vehicle production
Upgrade: Assembly Plant 2
>Produces your vehicles. Build a few and spread the queue load so efficiency
is better.
Assembly Plant 2
Armor: Heavy
Cost: 2500
Task: Vehicle production
Upgrade: -
>Upgraded Assembly Plant. Same as Assembly Plant 1, except that this building
is stronger and enables higher level vehicles to be built.
Temporal Gate
Armor: Medium
Cost: 1800
Task: Unit transport
Upgrade: -
>Unlike the Invader Troop Transport, this Temporal Gate can send your units to
ANYWHERE on the map, which is very helpful for certain levels. The drawback is
it can carry only 3 units at a time, and needs to recharge after every use.
Rift Creator
Armor: Heavy
Cost: 8000
Weapon: Rift creator
Type: Rift
Good VS: Anything
>Once fully charged, the Rift Creator can release a swirling vortex at any spot
that you have line of sight on.
TIP: Freighter-Vortex trick - Use Freighters to enter the enemy base, just
order it to move, then once you see enemy buildings, release vortex.
Multiple freighters should get you deeper into the base.
----------------------
(6.2) IMP Base Defence
----------------------
These buildings have mounted weapons and are used to defend your base. These
buildings fire extremely slow when power level is at yellow or red.
Plasma Turret
Armor: Light
Cost: 500
Weapon: Heavy repeating plasma cannon
Type: Plasma
Good VS: Infantry, Light armor vehicles
>Similar to the FG's Laser Turret, but better as its also effective against
light armor vehicles.
TIP: Place these near your Neutron Accelerators to ward off infantry which
wastes its firepower.
Neutron Accelerator
Armor: Heavy
Cost: 1700
Weapon: Heavy neutron cannon
Type: Neutron
Good VS: Infantry, Vehicles
>Great base defence that defends well against both infantry and vehicles.
TIP: Place Plasma Turrets close by to ward off infantry, which wastes Neutron
Accelerator's firepower.
Air Defence Site
Armor: Medium
Cost: 1000
Weapon: Rapid-firing bladed orb launcher
Type: Bladed orb
Good VS: Flyers
>Similar to the FG's Air Defence Site, but this one shoulds bladed orbs instead
of powerful lasers. Takes up more building space, no noticeable difference in
weapon effectiveness.
==============================
7.0 TOGRAN UNITS AND BUILDINGS
==============================
The Togran side have access to ALL units and buildings, which include common,
Freedom Guard and Imperium. Putting the same info here would be a complete
waste of effort and time.
Therefore, please refer to the appropriate sections.
====================
8.0 MOVEMENT TYPES
====================
This section lists the movement types and their explanations.
Walker
>Ground-based, walks using foot (infantry) or articulated limbs (machinery).
Moderate speed on normal terrains, slows down when travelling across swamps or
climbing up steep slopes. Walkers can climb the highest slopes, but cannot
traverse water.
Wheeled & Tracked
>Both are for vehicles, ground-based. Cannot traverse water. Cannot climb steep
slopes, gains some speed when travelling on roads/paths.
Hover
>Anti-gravity system to lift unit just above ground. Travels with no speed loss
or gain over most terrains. Crosses water and swamps easily, but unable to
climb moderate slopes.
Flyer
>No terrain limitations. Line of sight is sometimes limited because of certain
extra-high map features.
Underground
>Special phasing technology allows the Phase Runner (only unit capable of
underground movement) to move to anywhere on the map.
==================
9.0 WEAPON TYPES
==================
This section contains information about the various weapon types.
Laser
>Great against infantry, insignificant damage to others.
Plasma
>Versatile weapon, effective against infantry and vehicles. Can shoot skywards.
Rail
>Special electro-magnet propelled projectiles along a rail at high speeds.
Very good against to armor but mostly worthless against infantry.
Rail (Needle)
>Different type of rail weapon, highly effective against infantry, but its
virtually worthless against armor.
Missile
>Versatile weapon, different effectiveness to anything depending on missile
type. Can shoot skywards.
Artillery
>High impact, area effect weapon. Good against infantry and buildings, but less
against vehicles. Area damage depends on how close unit is to point of impact.
Tachion
>Very versatile weapon, has slight area effect. Good against any ground unit.
Neutron
>Good for anything, more effective against armor.
Electroshock
>Same as neutron, good for anything, and has extra effectiveness against armor.
Poly-Acid
>Strictly an anti-armor weapon, Does worthless damage against anything else.
Chaff
>Anti-air weapon. Causes lingering damage (short while), meaning unit is slowly
damaged after being shot.
Biotoxin
>For infantry, makes them invincible for a limited time, which, if uncured by
the Field Hospital, unit will die. Can be used against enemy infantry with the
same conditions.
Bladed Orb
>Air defence weapon.
Blades
>Every infantry unit's nightmare. Destroys infantry units instantly.
Converter
>Converts enemy infantry into Suicide Zombies. Takes a while to fully convert
enemy.
Seismic Wave (SUPER WEAPON)
>Causes massive destruction along its wide path. Use with caution, it could
backfire and turn against you.
Rift (SUPER WEAPON)
>Weapon technology created by the Imperium, it creates a vortex that sucks in
anything within its reach. Tremendous damage.
===================
10.0 UNIT HOTKEYS
===================
This section lists all the possible hotkeys that can be used for units.
The details are put in this way:
hotkey press list (what to press)
> (description of hotkey)
---
Ctrl + n (must have unit(s) selected)
>Create tactical group, where n is group number (0-9).
0 - 9
>Call up tactical group (must have group assigned to number to select group)
(have selected units first) Shift + drag select/click unit(s)
>Add group of units to currently selected group of unit(s)
Alt + click any unit
>Selects all units of clicked unit type that are visible on current game window
(what you can see for that part of the map you're viewing). E.g. press Alt and
click on any Raider, will select all Raiders within current view.
Ctrl + Alt + click any unit
>Same like hotkey above (Alt + click any unit), but this way you'll be able to
select ALL units of that type no mater where they are on the map.
=============
END CREDITS
=============
I would like to extend my thanks to:
Hosting of this FAQ:
-GameFAQs ( http://www.gamefaqs.com )
-About.com guide to Video Game Strategies ( http://vgstrategies.about.com )
-Cheat Empire ( http://home.planetinternet.be/~twuyts )
Auran & Activision
(www.auran.com & www.activision.com respectively)
Incredible thanks for making this great game.
Kao Megura
-For advice, and for being a great example to all FAQ writers
------------
Contributors
------------
(none)
(Got anything you want to contribute? Send it to me)
=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=
Thank you for reading this FAQ. I hope you benefited from this FAQ and also did
enjoy reading it.
If you have anything you would like added to this FAQ (especially if it helps
the FAQ to be as complete as possible) feel free to contact me. Please follow
the set guidelines in **Sending Mail (at the beginning of this FAQ).
DARK REIGN: THE FUTURE OF WAR
Units & Buildings FAQ v1.40 (Apr 18 2001)
Written by K.Teoh (kteoh85@yahoo.com)
http://www.geocities.com/kteoh85
Unpublished Work Copyright (c) 2000-2001, K.Teoh.
[ E N D O F F A Q ]