All players in a game control a human soldier in first-person, referred to as a "troop." Troops are broken into 3 combat figures: Stamina, focus, and power. All three max out at 100 by default. Stamina has a single property: If it reaches zero, you die, requiring a revert in order to continue play. If your troop is out of combat, meaning they have not fired a weapon or taken damage for 5 seconds, they will regain stamina at a rate of 2 per second. TurboMeds give all troops a method to quickly restore stamina, but at a heavy cost in focus. Stamina can be conserved through the use of body armor. Armor comes in various weights, which reduce damage taken at the expense of movement speed and focus capacity. Body armor doesn't reduce all types of damage equally. Most damage has a set amount of damage reduced by the body armor. "Deflectable" damage has body armor reduction counted twice, meaning 25% reduction from armor will become a 43% reduction. "Penetrating" damage ignores body armor and always deals the full amount. Focus powers natural abilities, which can be equipped regardless of the user's current equipment. Focus regenerates every second, the rate being equal to the number of seconds since your focus last decreased. In other words, after 1 second of not using any focus, you will gain 1 focus, after 2 seconds, you will gain 2 additional focus, etc. Focus falling below 10 causes the Disorientation ailment. Power powers technological abilities, which are equipped based the current loadout. Power regenerates at a rate of 1 per second, which is increased to 3 per second if the user links to a control point. However, linking creates a vulnerability to sabotage. Powered armor is a special type of armament that can be created at control points. Powered armor turns a player into a veritable walking tank, but they are prone to a variety of specialized counterattacks. Large powered armor is not capable of being reverted, allowing opposing teams to salvage them if they are destroyed. Material is a resource required for the creation of defense kits and powered armor. Material is always gained by "salvaging" it from either destroyed objects, or various scrapped objects around the world. Salvaging causes a continuous power drain until 100% of an object's value has been salvaged, and different objects salvage at different rates, mostly proportional to the object's value. In order to salvage an object, the player must use their Salvager to deconstruct it. If a player is damaged while operating the Salvager, the Salvager may not be activated for 5 seconds. Warp Pikes can be used to salvage objects without attending them, tagging an object while equipped with Warp Pikes will cause it to salvage over 15 seconds. To keep material from becoming unavailable, almost all mobile objects capable of being salvaged will be destroyed after a period of time. When they are destroyed, their material value will be added to all remaining objects in play, proportional to their current value. This includes tactical strikes that require material to build ammunition. Power is used for creating new powered armor, for repairing platforms, for powering certain special abilities, and for respawning troops. Any time a troop is killed, a "revert" must be performed to warp them back through time to a state where they were alive. Reverts require a very large amount of power (40P) and troops will respawn with focus at 20 and the weapons they were carrying when they died. Players can also teleport ("port") between allied control points. Porting costs 20P and takes 5 seconds. This can be done from any location on the map with a Port Beacon. Using power for construction requires 1P for every 3M of the item's cost. All construction takes 5 seconds. Abilities are broken down into two categories: Natural abilities and technological abilities. Natural abilities require a set amount of focus to activate and will drain that amount when activated. Technological abilities require power to activate, but may also cause a drain in focus. "Sabotage" abilities are a subclass of natural abilities which all require being next to a control point when activated and require standing still and not taking damage for 5 seconds to succeed. Troops can also construct tactical weapons in the field and redeploy them with warp pikes. Air Command Relays allow any airstrike to be called from their active location, but preparing an airstrike costs material and must be done 30 seconds before the strike is ready. Artillery platforms are limited to one type of strike each, but allow for more specialized attacks and are often unstoppable. Airstrikes are broken down into Bombings and AGM Strikes. Bombings are immune to countermeasures and jamming, but are expensive and unable to lock on to moving targets. AGM Strikes are prone to jamming and countermeasures and carry a smaller payload, but are inexpensive and can lock on to targets. Artillery is broken down into Shellings, Rocket Artillery, and Missile Strikes. Shellings allow repeated bombardment of an area and are immune to jamming and countermeasures. ABRAs are prone to countermeasures, but are immune to jamming and affect an extremely large area. Missile Strikes are prone to jamming and countermeasures, but are inexpensive and have very low designation times. Status effects: Crippled - Reduces movement speed and jump height by 50%. Disoriented - Reduces movement speed and jump height by 25%, doubles accuracy penalty and scope wobble. Disorientation does not stack with itself or Crippled. Shocked - When a troop is afflicted with a Shock effect, they will lose the entire Shock amount from their Focus, even if that drops it below zero. Focus will be regained every second relative to the duration and amount of the effect, up to the amount of Focus lost when the effect expires. For example, "60F Shock for 30 seconds" means the victim will lose 60F, then gain 2F/sec for 30 seconds. Demoralized - Disables expertise and all focus abilities. Ignited - Causes 7% stamina loss per second and disables all weapons and tech abilities. Does not stack. Powered armor is immune to ignite. Overloaded - Power usage disrupted by an EMP weapon. This has different effects based on the target it is used on: - Structures take high damage over time. - Powered armor takes high damage over time, have their movement speed reduced by 33% and Jet Boosters weakened. Weakened jet boosters do not produce thrust to outpower gravity. - Troops will fail power-consuming abilities and weapon fires 50% of the time, which consumes the power requirement anyway. A troop that dies while overloaded has a 50% chance to not be revivable with field revert. Caged - Frozen using a temporal cage device. Immune to all damage, unable to perform any actions, immune to all effects except Field Revert. Using Field Revert on a Caged target will remove the Caged effect. Countermeasures are APS-based, meaning they physically destroy incoming missile attacks. Jamming will send missiles off-course, but will not affect unguided rocket attacks. Defense systems can also be constructed and relocated with warp pikes. Defense systems can be subjected to most platform sabotages, and consume 1P every 2 seconds each. If power reaches zero, all defense systems will become inactive for 10 seconds. Defense systems can also be remotely toggled to and from passive mode, which causes them to consume 1P every 10 sec instead, but prevents them from working otherwise. Reactivating a defense system in passive mode takes 15 seconds. Most defense systems can self-repair, but cost 4P/sec of additional power while doing so. Troops at any given time have an equipment set referred to as a "loadout" which consists of three slots, each of which can be used for a weapon, a device, or a weapon upgrade. All troops come with a salvage kit, and a MetaBooster. Devices serve a variety of roles, such as assisting sabotage operations, some act as weapons. Upgrades are weapon-specific augmentations. Loadout equipment consumes between 0 and 3 weight units, being classified as light, medium, heavy, or very heavy respectively. The standard maximum weight is 3 units, though this can be increased in several ways. Carrying your full weight capacity incurs a slight penalty in accuracy, movement speed, and focus regeneration. Body armor strength/weight can also be changed during loadout. All maps have a number of control points scattered around them. Control points serve several roles, which vary in effectiveness: Constructing new powered armor, constructing defense systems, changing loadout, providing repairs, providing power, providing ammunition refills, and allowing power links. Aiming any weapon is subject to accuracy penalty, which causes shots to aim somewhat off-target. Accuracy penalty increases for most weapons every time it is fired, and is reduced slightly while crouching. Weapons with scopes raise the penalty when the viewfinder is moved, an effect referred to as "scope wobble." Accuracy penalty decreases steadily at all times, but most weapons have a base penalty. It is consequently key to avoid exhaustion and to utilize focus abilities to improve aim on longer shots. Ammunition types are shared across some weapons. Any weapon that uses a type will automatically provide the troop wielding it with 4 magazines of ammunition for it. This amount can be increased to 8 with an Ammo Pack assistive device. Players can carry up to three focus abilities, which can be switched any time your focus is above 75. Some weapons will provide an additional focus ability and/or a power ability. Focus abilities drain a fixed amount of focus, and have some beneficial effect on the user. Additionally, all players have a MetaBooster, which restores health at a heavy cost in focus. Power abilities utilize a weapon or device to channel your power to perform some action. Some weapons require power simply to fire. One final selection available to players is an "expertise". Expertises come in several flavors, most notably promoting specific styles of play, providing bonuses that improve combat effectiveness in other ways, and providing defense to specific tactics. Sample weapons: Assault Rifle (Heavy - 5.56) - Accurate rifle with 3-round burst and single-shot firing modes. Missile Launcher (Very Heavy - Guided Missile) - Missile launcher designed to deal heavy damage to defense systems with minimal aiming. Ineffective against troops. Prone to jamming and countermeasures. 4 missiles per magazine. Visual Targetting - While active, allows missiles to be fired using a visual guidance system. Visually-guided missiles are prone to countermeasures, but can not be jammed. Rocket Launcher (Very Heavy - Rocket) - Rocket launcher designed to deal heavy damage to vehicles and defense systems and splash damage to troops. Prone to countermeasures. Incendiary Rockets - While active, rockets explode into a gelatinized fuel mixture. Troops are Ignited for 4 seconds. Marksman Rifle (Medium - 5.56) - Accurate, semi-automatic medium-range scoped rifle with average damage. Very inaccurate outside of the scope view. Sniper Rifle (Heavy - 7.62) - Accurate, bolt-action, long-range scoped rifle with very high damage. Very inaccurate outside of the scope view. Rail Rifle (Heavy - .50 RCC) - Accurate, auto-reloading, medium-to-long- range scoped rifle with high penetrating damage. Leaves a green oxide trail when it fires and costs 8P per shot, but is penetrating. Ghost Mode - While active, eliminates the oxide trail. Concussion Gun (Medium) - Close-range sonar weapon. Does no damage to vehicles, platforms or defense systems. Troops take moderate, penetrating damage and lose 10-15 focus depending on distance. Costs 80P per shot. Shotgun (Medium - Buckshot) - Close-range shotgun. Causes heavy, deflectable damage. Grenade Launcher (Heavy - Frag Shell) - Launches grenades that arc and explode on contact, dealing heavy deflectable damage. EMP Grenades - While active, grenades cause Overloaded status for 10 seconds, deal only minor deflectable damage against troops and heavy penetrating damage against defense systems. Tunneller (Very Heavy - 30mm Sabot) - A medium-range weapon which uses the metal chassis of constructs to create a magnetic field that essentially guides a large sabot round through it at high speeds. Causes heavy, penetrating damage. Can also be used as a sniper weapon against troops. 4 shots per loadout. Costs 200P per shot. Designator (Medium) - Laser targetting system for tactical strikes. SMG (Medium - 9mm) - Moderately-accurate automatic weapon that deals light deflectable damage. Pistol (Light - 9mm) - Moderately-accurate semi-automatic weapon that deals light deflectable damage. Frag Grenades (Light) - Throwable timed explosive charges that deal heavy deflectable damage to all troops within the blast radius. Stun Grenades (Light) - Throwable timed explosive that causes no damage, but Disorients all troops in the blast radius for 10 seconds. Charge Rod (Light) - A short-range (1 meter) weapon that consumes 20P per shot, but will instantly kill troops. Sample devices: Ammo Belt (Light) - Doubles ammunition capacity. Field Materializer (Light) - Adds power ability Warp Ammo (25P) which restores one magazine of ammunition for each weapon on yourself or an ally troop. Shaped Charge Kit (Light) - Demolish takes 5 seconds and the blast radius is halved. Grid Analyzer (Light) - All power-related sabotage abilities take 5 seconds. TurboMed (Medium) - Adds power ability TurboMed (250P 8-sec cycle) which restores 5 stamina per second for 7 seconds. Can be targetted on yourself or any nearby ally. This effect can be combined with MetaBooster. Radar Targetting System (Light) - Renders all tactical strikes immune to jamming. Adaptive Virus (Light) - Doubles power drain caused by Power Diversion sabotage. Hydraulic Brace (Light) - Cancels all speed penalties from body armor and heavy ammunition, reduces scope wobble while moving by 50%. Port Beacon (Medium) - Adds power ability Remote Port (500P) which ports the troop to any allied control point. Shifter (Medium) - Adds power ability Shift, which causes 10P/sec drain while active and removes the troop partially from this dimension, allowing them to move at double speed, rendering them invisible, immunizing them to damage, allowing them to pass through many objects, and preventing them from performing any actions other than movement. If it ends while the troop is overlapping an object they could pass through, the troop is killed. If power reaches 0 while this ability is active, it ends. Shift can not be activated if less than 30P is available. Troops can not perform any actions other than movement for 3 seconds after a shifter is deactivated. Warp Pikes (Medium) - Allows vehicles and defense kits to be remotely deployed. Vehicles and defense kits manufactured by a player can be pre-tagged during creation, or any vehicle or defense kit can be tagged if nearby. Other players can mark their vehicles and defense kits as untaggable to prevent malicious use. Once an object is tagged, power ability Remote Deploy (500P) becomes available, which places a warp pike that ports the tagged object to the pike's location after 10 seconds. Pikes are destroyed if struck by a vehicle, but are otherwise immune to all forms of damage. Scrambler (Medium) - Adds power ability Local Scramble (50P) which causes the Desynced status effect on all enemies within 15 meters. Charge Amplifier (Light) - Allows the Charge Rod to disable constructs for 3 seconds. Sample focus abilities: MetaBooster - Restores 5 stamina per second for 7 seconds, but causes 40F Shock for 30 seconds. Can not be used below 25% focus. All troops have the MetaBooster ability. StimPack (Free) - Restores 30F, but causes you to lose 4F/sec second for the next 10 seconds. StimPacks may be stacked. Last Stand (Free) - Restores 40F, and 25 stamina. For 10 seconds, you are Demoralized, immune to Disorientation, and lose 200% of damage taken as Focus. Sprint (10F) - Increases movement speed by 25% for 10 seconds. Endure (20F) - Increases stamina by 48 and causes 3 stamina loss per second for the next 16 seconds. Brace (15F) - For 5 seconds, damage you take is reduced by 50%, but you are unable to fire and your movement speed is halved. Demoralizing Brutality (10F) - The next time you kill another troop within 5 seconds, all enemy players within 10 meters of that player lose 25F and are Demoralized for 20 seconds. Dismantle (20F) - The next salvage performed within 5 seconds consumes twice as much power and completes in half the time. Concentrate (20F) - Gain 2 focus per second for the next 20 seconds. Field Revert (10F/250P) - Requires an equipped TurboMed. Field reversion brings an allied troop back to life at 100% stamina and 50% focus. Troops that die within 6 seconds of being field reverted can not be field reverted, and must perform a full revert. Demolish (20F) - Sabotage. Control point will explode after 5 seconds. Power Diversion (25F) - Sabotage. The control point's owner's power is transfered to you at a rate of 20P/sec for the next 30 seconds. Blackout (25F) - Sabotage. All enemies within a wide radius of the control point are unable to use or regenerate power for 10 seconds. Power Spike (25F) - Sabotage. For 20 seconds, all enemies within a wide radius of the control point take 35 penetrating damage and are disoriented for 5 seconds any time they use power. Hijack (35F) - Platform Sabotage. Transfers control of a platform, powered armor, or defense system to you. Using this on powered armor will eject its current driver and cause you to become the driver. If there is no safe ground for the ejected driver nearby, the driver dies. Crippling Shots (25F) - For 5 seconds, any damage you deal to enemy troops causes that troop to be Crippled for 5 seconds. Concussive Attacks (25F) - For 5 seconds, any troops that you damage with explosives or shockwaves are Disoriented for 5 seconds, and any Disorientation-causing weapons you use have their Disorientation durations increased by 5 seconds. Temporal Cage (20F/300P) - Requires an equipped Shifter. Cages a targetted enemy troop or construct for 10 seconds. Sample expertises: Hardiness - Damage effects that exceed 10% of your maximum stamina lose 50% of their effectiveness past the 10% mark. For example, if a shot would cause 50% of your stamina to be depleted, instead you would lose 30%. This effect is disabled while Brace is active. Inspiration - All allies except yourself within 10 meters gain 4 stamina and 4 focus per second and suffer shock for half of the normal duration. No player can be inspired by more than one ally at a time. You also become immune to Demoralize. Heavy Weapons Specialist - Damage with explosive and magnetic weapons increased by 25%, missile weapons take 50% less time to lock on, missiles have a 50% chance to ignore jamming, your weight capacity is increased by 1. Marksmanship - Scope wobble is reduced by 25%, accuracy penalty is reduced by 50% while firing using iron sights and by 25% while firing any other way. Ruthlessness - Killing an enemy troop awards you with 30F. Brutality - Damage dealt to troops causes them to also lose 20% of that damage in focus. Explosive weapons cause an additional 5F loss to any affected troops. Killing a troop also causes Demoralization for 10 seconds to any troops within 10 yards. Subterfuge - Your light and medium weapons deal 25% more damage, your sabotage abilities activate instantly but have a 5-second cooldown. Logistics - Your warp abilities, including warp pikes, take 50% less time to perform. Precision - Your tactical strikes are immune to countermeasures and take 50% less time to activate. Space-Time Technician - Your warp and reversion abilities, including field reverts, use 50% less power. The cooling period for field reverts you perform is reduced by 50%. Athleticism - Your running speed is increased by 15%, your jump height is increased by 15%, and your focus costs are reduced by 15%. Sample airstrikes: Carpet Bomb (Bombing - 40M) - Drops 10 bombs over a medium area that deals heavy penetrating damage in the blast radius. Thermobaric Bomb (Bombing - 60M) - Drops a single airburst bomb that deals massive penetrating damage in the blast radius, and Disorients all troops within the blast radius regardless of line-of-sight to the explosion for 10 seconds. AT-AGM (Missile Strike - 10M) - Deals heavy penetrating damage in a small blast radius, optimal for precision-elimination of enemy constructs. HARM (Missile Strike - 10M) - Deals heavy penetrating damage in a small blast radius, ignores jamming and has a 50% chance to resist countermeasures, but can only be launched at jammers. Sample artillery: EMP Airburst (ABRA - 50M) - Disables all constructs in a large radius for 15 seconds, and Desyncs all troops in the same radius for 30 seconds. Tactical Nuclear Airburst (ABRA - 80M) - Causes massive penetrating damage in a large radius. Deals 50% damage to targets not in line of sight and Disorients troops regardless of line of sight for 10 seconds. HE Shelling (Shelling - 25M) - Fires a volley of 10 shells, each dealing massive deflectable damage in a small blast radius. Gas Shelling (Shelling - 25M) - Fires a volley of 5 shells, each of which leaves a gas cloud that causes Disorientation for 10 seconds. Sample powered armor abilities: Jet Booster (3P/sec) - Allows the powered armor to fly, but allows missile strikes to be targetted at it for as long as the ability is active and for 5 seconds after deactivating it. High Jump (6P) - Causes the user to jump four times their normal jump height. Sample powered armor equipment: Countermeasures (Light) - Allows the use of active countermeasures to eliminate incoming missile strikes. Countermeasure charges cost 5M each. Jammer (Light) - Automatically jams incoming missile strikes. Heavy Rail Rifle (Heavy - .50 RCC) - Same as Rail Rifle, but instead of Ghost Mode, has the Overcharge Shot ability. Overcharge Shot (+10P) - Movement speed is reduced by 50% for 3 seconds. After 3 seconds, fires a single shot for extremely high penetrating damage. Heavy Cannon (Heavy - HE Shell) - Fires explosive shells a long distance that deal heavy damage. Vulcan Cannon (Heavy - .50 Chainlink) - Fires medium-damage rounds at an extremely high rate of fire. Sample powered armor: Hornet (20M) - Small, no armor. High Jump, Jet Booster, Countermeasures, Jammers. Paladin (50M) - Large, high armor, always targettable. Countermeasures, Jammers, Heavy Rail Rifle, Heavy Cannon. Reduces run speed by 25% and jump height by 50%. Falcon (50M) - Large, high armor. Jet Booster, Countermeasures, Jammers, Vulcan Cannon. Sample defense kits: EM Pylon (10M) - Jamming structure, will automatically jam any missiles that pass near the pylon. APS Battery (20M) - Countermeasure structure, contains 4 APS countermeasures that will attempt to destroy any missile approaching its general area. AP Turret (30M) - Heavy anti-infantry defense. Does extreme deflectable damage to single targets. Tunneller Turret (20M) - Operates similar to the Tunneller weapon. Will not fire on enemy troops, but deals heavy damage to powered armor. Also active in the field are various offensive and defensive platforms. These platforms can provide strategic advantages in the form of automated defenses, interference, support, or tactical strikes. Platforms are either operational or wrecked. The only way to gain control of a platform is to either use Hijack on it, or wreck it and then repair it. Stationary defenses can be built near a platform, but require twice as much power upkeep as ones built near a control point. Some platforms grant Field Abilities, a special form of power ability that operate on the closest available platform with that ability ready. Field abilities sometimes require material as well. Sample weapon platforms: Satellite Uplink (45M) - May be charged, which diverts 1P/sec to the uplink. Once 60P has been diverted, the field ability Microwave Strike (10P) is granted, which uses the Designator to fire a beam from space that deals a tremendous amount of damage over 10 seconds. Tactical Nuke Launcher (45M) - May construct Tactical Nukes (60M/30P). If a tactical nuke is armed, the owner is granted the field ability Nuclear Strike (25P), which launches the missile at the Designator target. Everything in the blast radius takes a heavy amount of damage. It also leaves radiation that causes penetrating damage to any troops in the area for 20 seconds. The missile itself leaves wreckage that takes twice the normal amount of time to salvage. If the launcher is destroyed while containing a nuke, it will spill radiation for up to 20 seconds (depending on how far along construction the nuke was). If a nuke's construction is cancelled, it will leave contained wreckage that the launcher will salvage. The launcher may not construct another nuke until the cancelled one is salvaged. Fleet Contact (20M) - Grants two field abilities: Tactical Strike (20P, 20-second cycle), which launches an unjammable missile at a random vehicle, platform, or control point near the target point. Does not require a Designator. The other is Cluster Bomb (45P) which drops a large amount of bomblets on a target point and does require a Designator. Weather Pylon (20M) - Adds field ability Lightning Strike. (30P, 30-second cycle), which forces a lightning strike at a random object near a location indicated by a Designator. The power of the strike varies based on how far away it is from the pylon. At ranges of 80 meters or less, lightning strikes are instantly fatal to troops (unless they have Brace or Hardiness) and any bot except the Goliath. Lightning Strikes will not execute on players that are crouching. Sample support platforms: SAM Site (20M) - Causes any air strikes made within a large radius of the site to have a 75% chance to fail. EMI Emitter (35M) - Every 15 seconds, enemy vehicles within a medium radius of the platform have a 30% chance to be deactivated for 5 seconds. Phase Inverter (20M) - Friendly missiles within a medium radius of the platform have a 50% chance to resist jamming. Wind Stabilizer (20M) - Friendly troops and bots within a medium radius have scope wobble and weapon inaccuracy reduced by 30%. Ionization Catalyst (30M) - Friendly troops within a large radius require 30% less time and 30% less power to salvage. Noise Projector (25M) - All focus abilities used by enemies in a medium radius require 20% more focus and sabotage operations take twice as long. Sample defensive platforms: Arc Tower (30M) - Destroys incoming missiles in a medium radius with a strong electrical arc. Destroying missiles causes the platform to shut down for a time period equal to the power cost of destroying it. Nuclear missiles require 15P to destroy (at which point the wreckage will fall), air strike missiles require 10P to destroy, regular missiles require 3P. Cluster bombs can not be destroyed. Defense Platform (20M) - Fires missiles at incoming bots in a medium radius and bullets at troops in a short radius. Control Scheme: Several actions are defaulted to hotkeys: 1 - Sidearm 2 - First weapon 3 - Second weapon 4 - Focus ability 1 5 - Focus ability 2 6 - Focus ability 3 7 - First slot's PA 8 - Second slot's PA 9 - Field ability 0 - Select active field ability