MANUAL PART 1 ************* As you can probably imagine, a game as huge as U.F. has many rules and so many instructions are required. Hopefully these files will make understanding the game a little easier. In this section we will cover the platoons, missiles and area effect. PLATOONS: In all, there are 28 different platoons in U.F. each with its own uniqe stats, strengths and weaknesses. First I should explain the abbreviations used to do with the stats. MA : MOVEMENT ALLOWANCE = How far a particular platoon can move each turn. SH : SHEILD = How many points of sheild a particular platoon has when it is at its maximum. WS : WEAPON STRENGTH = Maximum points of sheild knocked off a platoon when current platoon fires. RA : WEAPON RANGE = Maximum distance a particular platoon can fire. CO : COST = What that platoon costs to buy. BM : BLOOD MONEY = What the platoon is worth when you kill it. (Usually better platoons are worth more) MX : MAXIMUM = Maximum number of that type of platoon available. EX : EXPLOSION = Size of explosion when platoon dies. O.K. - now that's done we can move on to the platoons themselves. 1:INFANTRY MA SH WS RA CO BM MX EX : = 1 20 10 1 1 1 20 Well, the stats say it all. This platoons main asset is the fact that it's cheap. 2:HEAVY INFANTRY MA SH WS RA CO BM MX EX : = 2 40 20 1 2 1 15 A slightly better version of the standard infantry - you get a bod twice as good for twice the price. 3:PSYCHO INFANTRY XXX XXXXX MA SH WS RA CO BM MX EX : XX=XX 3 20 50 1 2 1 10 XXXXX XXX These poor chaps have a slight disadvantage - they only get to fire once, namely because they have nuclear explosives strapped to their heads and enjoy nutting people. 4:GRENADE INFANTRY XXX MA SH WS RA CO BM MX EX : X=X 2 30 30 4 2 1 8 XXX Very useful platoons to have, because they throw grenades over hedges and buildings and always get a direct hit and the grenades explode with an area effect (see below). 5:PROTECTOR INFANTRY X MA SH WS RA CO BM MX EX : X=X 3 50 20 0 3 1 5 X Strange little bods with sheilds - stick 'em in front of yer HQ as a last resort to absorb bullets. 6:TACTICAL INFANTRY MA SH WS RA CO BM MX EX : = 4 40 30 4 3 1 15 These guys are truely wicked. Bung some in a personel carrier, drive into enemy territory and let 'em out again - BANG BANG KERSPLAT THUNK. 7:PERSONEL CARRIER XXXXX XXXXX MA SH WS RA CO BM MX EX : XX=XX 10 80 30 0 5 10 7 XXXXX XXXXX A very necessary piece of equipment if you're planning on having some little guys. Don't let it die with bods in or they'll die too. 8:BRIDGE BUILDER X MA SH WS RA CO BM MX EX : X=X 6 50 20 8 1 1 10 X Cool for all those ocean crossings if you can't fly. They make bridges out of themselves so unfortunately only get to fire once. 9:HOVER BIKE X MA SH WS RA CO BM MX EX : X=X 4 30 25 1 2 2 10 X They're cheap and they fly - what else would you want to spend 2 quid on? Flying means it can go over hedges, craters and mines without being stopped or killed. 10:WARP BIKE X X MA SH WS RA CO BM MX EX : = 8 20 15 2 3 2 5 X X Wow! It's another flying bike, but this one's a bit faster. 11:LAND SPEEDER X MA SH WS RA CO BM MX EX : X=X 6 25 20 2 4 2 6 X A bit expensive for what you're getting, but they're pretty good backup in a flying team. 12:MINI TANK MA SH WS RA CO BM MX EX : = 4 40 30 2 2 1 5 They don't cost a lot and they kill stuff - YES YES YES YES ooooh NO! 13:JET TANK X XXX MA SH WS RA CO BM MX EX : XX=XX 6 50 40 3 5 5 5 XXX X JOY! I think I'm in love! It flies and kills stuff in a big way. Easily the best of all the flying platoons so buy Buy BUY! 14:LONG RANGE TANK X X XXX MA SH WS RA CO BM MX EX : X=X 3 60 35 7 5 5 3 XXX X X It's a tank. But it's a really cool tank that shoots people from miles away buy a couple or be eternally damned. 15:WAR TRAX X X MA SH WS RA CO BM MX EX : XX=XX 4 50 30 4 7 6 5 X X Guaranteed to kick some ass, but a bit on the costly side. 16:BOUNCE GUN X XXX MA SH WS RA CO BM MX EX : XX=XX 2 30 35 5 3 3 3 XXX X Now this is smart. You've got to buy one of these because they're so utterly wicked. Basically, you fire, and the first shot automatically gets a direct hit - then it bounces in a random direction at a random distance - twice! It goes over hedges and buildings. Oh yeah, its an area effect weapon as well. (see below) 17:POWER PHASER X X X XXX MA SH WS RA CO BM MX EX : XX=XX 1 40 40 6 8 6 3 XXX X X X I really don't like this platoon, but it looks good when it blows up! 18:BIG SHHOTY GUN X X X XXX MA SH WS RA CO BM MX EX : XX=XX 3 80 40 8 6 5 2 XXX X X X I think the name says it all really. It's big, it shoots things and it's a gun. But what a jolly nice gun it is. Seriously - buy one and find out for yourself. 19:LAS CANNON X X X X MA SH WS RA CO BM MX EX : = 2 40 30 8 4 4 8 X X X X These are well useful as backup in your attacking force they don't move too much but they do fire a lot. 20:PLASMA ROBOT XXXXX XXXXX MA SH WS RA CO BM MX EX : XX=XX 2 40 50 5 6 3 3 XXXXX XXXXX A more mobile version of big brother the plas mortar don't get in it's way or you may find your face all over the floor. 21:PLAS MORTAR XXXXX XXXXX MA SH WS RA CO BM MX EX : XX=XX 1 60 50 10 10 10 1 XXXXX XXXXX If you can hit stuff when it's 10 squares away from you then good luck this is the one for you. Well worth the money. Oh, it fires over the top of hedges and buildings and stuff. 22:TRACTION CANNON XXX MA SH WS RA CO BM MX EX : X=X 0 80 35 10 7 7 5 XXX If stationary things are what you're after - then this is a definite contender. But I think it's a bit cack personally. 23:TURRET GUN X MA SH WS RA CO BM MX EX : X=X 0 50 40 6 4 3 4 X This is a much cooler version than the traction cannon - it's cheaper, and it has an area effect (see below). Ideal for protecting your HQ from oncomming troops. 24:MINE LAYER XXX XXXXX MA SH WS RA CO BM MX EX : XX=XX 5 40 50 3 12 4 3 XXXXX XXX Just the thing to finish off your perfect army. Basically, it lays mines which are visable in your turn but are invisable in the enemies turn and if you step on one you die instantly. Or if you lay one on top of a platoon it dies instantly too. You can also clear mines by planting one on top of another - this destroys both mines. "He's big, he's round - he bounces on the ground he's Mr Minelayer!" 25:DEATH ROLLER X X X XXX MA SH WS RA CO BM MX EX : XX=XX 6 80 40 6 30 15 11 XXX X X X The Death Roller is a complete party animal. Instead of firing a weapon, he fires himself up to 6 squares in the enemies direction and crushes them - killing them instantly. Easily worth spending 30 quids on. "He's fat, he's square - he doesn't really care he's Mr Death Roller!" 26:MISSILE SILO MA SH WS RA CO BM MX EX : = 2 60 30 0 8 10 3 It's a big missile launcher, but it's really crap unless you buy some missiles. But all missiles automatically get a direct hit and can be fired over hedges and buildings. Missiles are shared between silos ie all missile silos you own can use any missile you own. When this sucker blows up, all the missiles you own go in random directions at random distances - so watch out! Missile details are below. 27:MEDIC DROID X X X X MA SH WS RA CO BM MX EX : = 8 80 20 1 20 15 2 X X X X A helpful little chappy who comes up along side you and restores your shield - isn't that nice. It's good to keep one handy near your HQ to stop it dying. 28:HEADQUARTERS XXXXX XXXXX MA SH WS RA CO BM MX EX : XX=XX 0 80 50 0 0 20 1 XXXXX XXXXX The most vulnerable platoon on the battle field because it sits there and gets shot at a lot. Unfortunately, you have GOT to have one - but at least it doesn't cost anything. 29:BOB X X MA SH WS RA CO BM MX EX : = 1 40 30 0 0 5 0 X X Bob is a lovely little guy who appears in a lot of missions, he can move a little and is controlled by both players (unless he's in a personel carrier). You may have to kill him or save him but whatever happens he will always be the right dude for the gig. 30:MERCENARY INFANTRY XXX MA SH WS RA CO BM MX EX : X=X 3 50 30 3 0 6 0 XXX Mercenaries are bad news. The will kill anything near to them and are deadly accurate. Don't worry too much about this guy too much - worry about his mates! 31:MERCENARY GUN X XXX MA SH WS RA CO BM MX EX : XX=XX 1 60 40 6 0 10 0 XXX X It doesn't move very far but it's lethal - it's best to move a few bods in at once and make sure it's dead. 32:MERCENARY TANK XXXXX XXXXX MA SH WS RA CO BM MX EX : XX=XX 7 70 40 8 0 15 0 XXXXX XXXXX If you see one of these, RUN! Keep out of this things way at all costs because it moves and fires lots - however it is worth 15 quids if you can kill it. Phew! That's it for platoons, now on to missiles: MISSILES: 1:SMOKE X X WS RA CO MX EX : XXXXX 0 10 1 5 X X Any platoon under a smoke missile suffers a penalty of ½ WS and ½ RA. They can however move out of the smoke to fire. At the start of each player's turn, each block of smoke will randomly move, disperse or remain stationary. If you fire through smoke the penalties still apply. 2:CRATER WS RA CO MX EX : X 0 6 6 10 Crater missiles simply leave a crater on the square which they hit. This is very useful for immobilising any enemy which is affected by craters. 3:FRAGMENT X XXX WS RA CO MX EX : XXXXX 40 5 2 10 XXX X A very powerful close range missile with area effect (see below). 4:VIRUS X WS RA CO MX EX : XXX 0 10 3 5 X All infantry caught under a virus missile automatically die, and any other platoon is paralised until the virus moves or disperses (see SMOKE). 5:HOLOCAUST WS RA CO MX EX : X 50 10 10 10 This is the deadliest of all the missiles. Buy some now and you too will get a blood lust and kill Kill KILL! 6:BLASTER X XXX WS RA CO MX EX : XXXXX 10 8 1 10 XXX X It''s another missile really. It doesn't do much damage. But it doesn't cost a lot and has area effect (see below). 7:NUKE X XXX WS RA CO MX EX : XXXXX 20 6 3 10 XXX X Erm... It's another missile. It costs a bit more and does a bit more damage, and it's got area effect (see below). 8:FIREFLY WS RA CO MX EX : X 20 10 2 10 What can I say... AREA EFFECT: Area effect is when a platoon fires a bullet / bomb / missile which explodes on impact. Every square under the explosion receives the same amount of damage and the explosion looks a little like this: X XXX XXXXX XXX X ...and that's it really.