Category U - Unguided citizens traced to these locations
Cult 'temple'
Professor Klein's current location
Seek and destroy - category U - Unguided citizens
Mission update: eliminate cultists -
Professor Klein detected - persuade the professor -
Protect Professor Klein - Evacuate -#syndicate & church map screen text
#syndicate & church map screen title
#UTOPIA
#syndicate map screen headings
Dropsite
UTOPIA Identkeys
Infra-structure
Dialect
Commerce
Toxicity
#church maps screen headings
Pilgrimage
Heathens
Geography
Tongue
Material Riches
Legacy
#city data
London
21.13 M
Post-industrial
Low English
Software Engineering, Financial Services
Chemical Waste, Human Effluent
Detroit
10.98 M
Complex Urban
New American
Vehicle Manufacture
Heavy Industrial, Radioactive Waste
Hong Kong
17.55 M
Complex Urban
Indo-Chinese
Memory Plastics
Light Industrial
Beijing
38.89 M
Ultra-Metropolitan
Proto-Mandarin
Plastics Fabrication, Hardware Manufacture
Radioactive Waste, Human Effluent
Vienna
6.99 M
Simple Urban
C.C.E. (Common Central European)
Mineral Re-processing
Light Industrial
Geneva
7.65 M
Simple Urban
C.C.E. (Common Central European)
Water Detoxification, Air Re-processing
Radioactive Waste
Salzburg
9.27 M
Complex Urban
Neu-Slavik
Vegetative Regeneration
Light Industrial
Singapore
21.71 M
Ultra-Metropolitan
Pseudo-Malay
Water Detoxification, Hardware Manufacture
Human Effluent, Heavy Industrial
Phoenix
13.26 M
Complex Urban
American Continental Interior
Power Generation
Radioactive Waste
Rome
10.92 M
Post-Industrial
Low Latin
Consumer Durables
Heavy Industrial
Al Manamah
10.98 M
Complex Urban
New Arabic
Fuel Refining, Mineral Processing
Chemical Waste
New York
25.24 M
Post Industrial
High English
Weaponry Manufacture
Ultra-Heavy Industrial, Radioactive Waste, Human Effluent
Santiago
7.81 M
Complex Urban
Neu-Spanish
Rubber Production
Chemical Waste
Buenos Aires
15.71 M
Ultra Metropolitan
Modul
Foodstuff Manufacture
Heavy Industrial, Human Effluent
Cape Town
10.27 M
Complex Urban
Afrikaans (Ancient)
Mineral Processing
Heavy Industrial
Adelaide
8.7 M
Simple Urban
Sub English
Brewing, Animal Husbandry
Chemical Waste, Animal Effluent
Christchurch
4.9 M
Simple Urban
Idiom Bahasa
Clothing Fabrication, Foodstuff Preparation
Chemical Waste
Reykjavik
4.37 M
Simple Urban
Demi-Scando
Water Detoxification, Air Re-processing
Radioactive Waste
Moscow
16.54 M
Complex Urban
Moldav
Clothing Fabrication, Distilling
Radioactive Fallout, Human Effluent
Tokyo
16.70 M
Ultra-Metropolitan
Neo-Japanese
Hi-Tech Manufacture, Financial Services
Heavy Industrial
Bangkok
24.37 M
Ultra-Metropolitan
Pseudo-Thai
Simulant Manufacture, Tourism
Chemical Waste, Human Effluent
Honolulu
7.01 M
Simple Urban
New American
Water Detoxification, Air Re-processing
Light Industrial
Johannesburg
15.64 M
Complex Urban
Afrikaans (Ancient)
Mineral Processing
Heavy Industrial
Cairo
3.16 M
Simple Urban
New Arabic
Historical Artefacts, Tourism
Chemical Waste
New Delhi
28.73 M
Ultra-Metropolitan
Proto-Hindustani
Intelligent Clothing
Heavy Industrial, Chemical Waste, Human Effluent
Sevastopol
9.26 M
Complex Urban
Moldav
Distilling
Radioactive Fallout
Tripoli
8.73 M
Complex Urban
Arabic (Ancient)
Fuel Refining
Radioactive Fallout
Riyadh
2.03 M
Simple Urban
New Arabic
Fuel Refining
Heavy Industrial
Colombo
3.35 M
Simple Urban
New Sinhalese
Water Detoxification, Air Re-processing
Radioactive Waste
Colombo Orbit Station
0.0001 M
Experimental
EuroCorp Technical Multi-State Code
Interstellar Transport, Microgravitic Manufacture
Nil
Matochkin Shar
0.017 M
Simple Urban
Proto-Moldav
Air Re-processing
Light Industrial
Voss
0.023 M
Sub-Simple Urban
Omni Scando
Forestry
Light Industrial
Omsk
0.48 M
Simple Urban
Russian (Ancient)
Distilling
Radioactive Fallout
Beirut
0.75 M
Sub-Sub-Simple Urban
New Arabic
Weaponry Manufacture
Chemical Waste, Human Effluent
Ulan Bator
0.274 M
Sub-Simple Urban
Mongol-Chinese
Ore Extraction
Radioactive Fallout
Seoul
6.5 M
Complex Urban
United Korean
Chemical Processing, Vehicle Manufacture
Chemical Waste, Heavy Industrial
Hanoi
3.3 M
Simple Urban
Zonal Mandarin
Animal Husbandry, Vegetative Re-processing
Animal Effluent, Chemical Waste
Manila
8.5 M
Complex Urban
Zonal Mandarin
Furniture Manufacture
Light Industrial
Freetown
0.18 M
Sub-Simple Urban
Idiom Afrikaans
Ore Processing
Light Industrial
Monrovia
0.65 M
Sub-Simple Urban
Idiom Afrikaans
Distilling
Light Industrial
Lagos
1.25 M
Simple Urban
Idiom Afrikaans
Ore Extraction
Heavy Industrial
Nairobi
2.3 M
Simple Urban
Neutral Somali
Animal Husbandry, Tanning
Light Industrial
Port Moresby
0.93 M
Sub-Simple Urban
Idiom Bahasa
Ore Extraction
Chemical Waste
Anchorage
2.2 M
Complex Urban
Ameriskimo
Water Detoxification
Chemical Waste
Vancouver
3.5 M
Complex Urban
Lingvo Pseud
Magnetic Processing
Heavy Industrial
Nuuk
0.065 M
Municipality
Demi-Scando
Air
Low Radioactive
Georgetown
0.08 M
Sub-Simple Urban
Idiom Spania
Mineral Extraction
Chemical Waste
Lima
3.4 M
Complex Urban
Idiom Spania
Weaponry Manufacture
High Radioactive Waste, Heavy Industrial
Sao Paulo
18.9 M
Ultra-Metropolitan
Portuguese (Ancient)
Mineral Extraction
Radioactive Waste, Light Industrial
#Names.txt
#Contains all city drop names in the Miss***.txt [a,b..] order.
#This file's time stamp succeeds all earlier variations.
#Changed by Ben to mission order
1.Executive Alert
2.Missionary
3.Friendly Persuasion
4.Where Is Wisdom?
5.Sack of Rome
6.Sack Of Rome
7.Dark Angels In The Architecture
8.Duplicity
9.The Special Agent
10.A Meeting Of Minds
11.Serpent's Egg
12.A Mote In God's Eye
13.Audacity
14.The Levellers
15.Rain Of Terror
16.Armour Of The Gods
17.Foundations
18.Deconstruction
19.Day Of The Damned
20.Exodus
21.Phoenix In Flames
22.Fusion
23.Bring Him Back Alive
24.Edge Of Darkness
25.Walkabout
26.Forbidden Knowledge
27.Test Of Faith
28.The Hive
29.Lost Minds
30.
31.Heretics
32.
33.Not One Of Us
34.Open Re-Bullion
35.Taken To Taks
36.Deep Mind
37.Guru
38.EuroLore
39.Soul Crusader
40.Deadly Harvest
41.
42.
43.
44.Powermonger
45.Retribution
46.
47.
48.Harbinger
49.Detroit Drop-Outs
50.Secrets
51.Conversions
52.Watcher
53.Establish The Link
54.
55.Body Matters
56.Interloper
57.Head Hunt
58.Semi-Automatic
59.Missing Link
60.
61.
62.
63.
64.
65.
66.
67.
68.
69.
70.
71.Recapture
72.Divine Light
73.Donation
74.Re-Alignment
75.
76.
77.
78.
79.
80.
81.
82.
83.Slowdive
84.Confrontation
85.The Dead Zone
86.
87.Fallen Among Thieves
88.High Sierra
89.
90.
91.
92.Arab Agenda
93.
94.
95.
96.
97.
98.
99.
100.Revelations
101.Church Of The Poisoned Mind
102.Cataclysm
103.
104.Tokyo Fuseki
[SYNDICATE PLAYER]
[WEAPONS]
UZI
Forged from the chaos of mid 20th century street-fighting, the energy pellet modified Uzi 9mm machine gun is still the basis of EuroCorp operations tech. It's an inexpensive and lightweight backup for agents dealing with cases of dropout psychosis.
MINIGUN
Throughout the New Calendar syndicate deployment of inertia-damped chain gunners has become more commonplace. This 20mm plasma capsule firing, torque stabilised version has a foam alloy barrels to reduce mass and production costs.
ELECTRON MACE
This is a typical example of the Church's revolutionary scientific thinking. Simply put, it's a kind of lightning whip. We've never made such devices practical; the energy input required was always prohibitive. This device uses a sophisticated system of subatomic levers to ensure the absolute minimum possible drain on a personal power pack, yet it can still be overcharged. Impressive technology indeed.
PULSE LASER
This laser makes use of the base TriSodium 89 gas (developed circa -20 NC). The weapon can be overcharged by delaying trigger release. In critical close quarters situations, the energy supply can be overcharged at the rate of ten times per minute.
PLASMA LANCE
Electron annihilation techniques have led to the development of this powerful weapon. It uses a monopolar focus to project a beam-structured field which converts atmospheric molecules into plasma. Solid matter is vapourised on contact with the plasma, releasing even more energy. The field can wreak utter devastation over a considerable distance. Overcharge the monopolar focus for more effective results against dense or tempered materials.
LAUNCHER
Designed to face the challenge of New Calendar cyber-proliferation, this rocket launcher fires a homing grenade which releases a spray of cluster-bomblets on impact. Rocket guidance features target-seek gyro-stabilization.
NUCLEAR GRENADE
Stressed Techium in this thermonuclear device's casing dampens blast products, keeping the chain reaction within a tightly contained area. A custom isotope core ensures radiation levels drop to within tolerance levels moments after the explosion. These advancements enable a detonator to be enclosed in a hand-held casing for the first time. Nevertheless, the blast's effective radius demands attention be paid to safety.
PERSUADERTRON
A standard issue utility for seizing the higher level brain functions of citizens equipped with UTOPIA CHIPs. Although very low power and lightweight, the Persuadertron's historical significance should not be under-estimated, as it was instrumental in bringing about EuroCorp's global domination. Persuaded subjects follow the controlling agent without question, to the extent of equipping themselves for combat and engaging in hostilities without fear.
FLAMER
Retro-research recommends this short-range, hand-held napalm jet. When activated, the weapon squirts ignited petroleum jelly. In contact with organic matter, the napalm sticks and burns fiercely. A highly effective crowd control solution.
DISRUPTER
This close-proximity device activates a resonant ion wave which interferes with CHIP programming of those caught in the wavefront. Put simply, this has the effect of rendering persuaded individuals un-persuaded once more. The disrupter would prove most effective against a persuadertron user, where the ion wave would attack the signal at source, reverting all the targets persuaded followers to their previously un-persuaded state.
PSYCHO GAS
Research into the narcotic properties of the Creation planet fungus have yielded the active ingredient of this dangerous hallucinogenic. The hand-held canister contains a mixture of fungal spores and an oxidising agent which is released in a cloud, causing psychotic behaviour in anyone within it. This weapon provides a useful diversionary tactic when the number of hostiles is too great for other forms of neutralization, though results are unpredictable.
KNOCKOUT GAS
Gas masks are no protection against this hand grenade, as it contains an asphyxiating nerve agent. The cloud emitted on detonation renders all personnel in the area unconscious for a limited time.
ION MINE
A proximity triggered, electromagnetic pulse mine. Equipment caught in the pulse's field is temporarily, or even permanently, disabled and the electrical mechanisms of organic tissue are burned out. Conductors such as vehicles, street furniture and cyborgs take most of the charge. Can affect persuaded status of anyone caught in its area of effect.
HIGH EXPLOSIVE
With an impressive area of effect and enough explosive power to inflict terminal damage on vehicles and do serious damage to buildings, this is a basic but effective weapon. Place at will in a strategic position in the mission zone and withdraw your agents to a safe distance. High Explosive's detonation is triggered by a timer.
LONG RANGE RIFLE
The new LR Rifle uses monopolar sled technology to accelerate high calibre depleted uranium ammunition to Mach 3.2. The sled's capacitors completely discharge in a single shot and must be fully recharged before firing again but accuracy and operational range are unequalled by other delivery systems. In keeping with the design spec, the rate-of-fire sacrifice buys on-the-fly re-calibration, making this the optimal sniper's weapon.
SATELLITE RAIN
Every satellite in UTOPIA's network of geo-synchronous orbital platforms is equipped with a stockpile of tungsten-uranium alloy rods on a steerable mounting. When these rods are launched, the process of atmospheric re-entry heats them to the point at which they liquefy, producing a plasma rain with true battlefield potential. We can now successfully over-ride the system lockouts triggered by Harbinger. By transmitting re-initialisation protocols, the system can be placed at your agents' disposal. This can be done using a hand-held activator but caution should be exercised; the cost of firing this system is extremely high.
GRAVITON GUN
Twin graviton prisms in a Noxon-filled chamber act as a catalyst for a chain reaction which inverts the strong molecular force along a path defined by gravitic polarisation. The chain reaction begins when the trigger is pressed and is contained in the Noxon chamber, where it builds up until the trigger is released. Targeted matter is ripped apart molecule by molecule. The weapon may cause collateral damage as it emits tendrils of excess energy.
RAZOR WIRE
This titanium-steel alloy wire is fashioned into a very long, very thin and very sharp spiked coil. Its use prevents access to secure areas by unauthorised civilians and presents a considerable obstacle for even cybernetically enhanced intruders to overcome. Its lethal nature is enhanced by its near invisibility to unmodified eyes.
PERSUADERTRON II
Drennan's on-going research into Church technology has paid off with the development of the Persuadertron II. This device is capable of infiltrating the minds of even the most battle-hardened zealot. Once exposed to its influence, cultists will obey your orders as doggedly as they followed the Church's twisted teachings.
STASIS FIELD
This portable field generator actually alters the rate at which time passes within the field. Held in near-suspended animation, the reaction speed of anyone or anything in the field is negligible, thus making the target much more vulnerable to other forms of attack. The energy required to activate the field is considerable and the timing of its operation should be chosen with care.
CHROMOTAP
In one of the Nine's most esoteric breakthroughs, they have learned how to unlock the electrochemical forces still locked away in the bodies of terminated organisms. The understanding of these mechanisms we now have gives us complete power over them. The Chromotap is based on this technology. It extracts energy from organic matter at the cellular level and transfers it to the device's controller. The Chromotap is especially useful for recharging agents after a firefight, as it can still utilise the cellular energy of casualties.
DISPLACERTRON
Professor Drennan has come up with the goods again. The Displacertron uses a core of ultra-dense matter surrounded by a stroboscopic stasis shell to provide limited access to higher dimensional time. This causes the target to vanish entirely and reappear at a point in the near future. Never has the saboteur been given a more powerful tool.
CERBERUS IFF
This electronic guardian can make a big difference to your agents' defensive actions and attacks. Positioned in an appropriate area and armed with a pulse laser, it takes on sentry duty and will open fire on any unsuspecting hostile target that comes in range until it exhausts its power pack or is destroyed.
MEDIKIT
This multifunction pack can be used to quickly repair the kinds of wounds and damage sustained in combat. The kit comprises a toughened skin graft patch impregnated with anaesthetic and surgical nanobots. Can be used once only.
AUTOMEDIKIT
Like the Medikit, except that this upgraded version is worn by the user, so that it can automatically detect the level of damage sustained. If it drops below a critical level, the AutoMedikit activates itself and conducts accelerated surgical repairs. The AutoMedikit takes a few moments to start working, so a user who is continually sustaining damage might perish before the kit has a chance to work.
TRIGGER WIRE
Similar to Razor Wire, Trigger Wire is an excellent tool for access-prevention. Just a few molecules thick, Trigger Wire is very difficult to see with even the later modification eyes, yet when touched activates multiple explosions along its length.
CLONE SHIELD
Produces a disguise so effective it fools even UTOPIA scanner readouts. The Clone Shield organically alters clothing and an agent's features, turning the user into an ordinary executive for a time. This can be extremely useful to agents on infiltration assignments, as they blend into any executive zone.
[MODS]
LEGS 1
Constructed of a lightweight plasteel core with vat-grown organic outer coating, these artificial legs provide immediate improvement to both an agent's health and top speed. Stamina is also improved, thereby increasing the range an agent fitted with these legs can cover at maximum speed.
LEGS 2
Advances in foam-metal technologies have produced this cybernetic limb system. Legs 2 deliver an impressive boost to speed, stamina and health, which prolong your agents' maximum operational capacity still further.
LEGS 3
Level 3 legs replace the fibre-optic nervous transmission found at lower levels with Super-Synapse memory plastic. The deployment of agents modified with level 3 legs is likely to have a profound impact on combat zone performance.
ARMS 1
With the tungsten tendons and steel sinews of cybernetic arms, your agents will experience an immediate improvement in accuracy when shooting, and a subsequent saving in ammunition. The operational lifespan of an agent equipped with these arms is also lengthened by the characteristic health boost which accompanies cybernetic enhancement.
ARMS 2
The foam-metal manufacturing process is now being successfully applied to precision cybernetics. With less inertia to overcome, these lightweight arms not only deliver a demonstrable improvement to accuracy but to range of throw as well.
ARMS 3
The ultimate in forelimb technology is at your disposal. As our agents are facing increasingly well-equipped punks and cultists, the tangible improvements to combat proficiency these limbs provide will help to sustain our mission objective success rate.
BODY 1
For significantly increased survivability in hostile environments, encase an agent's vital organs in triple-plate titanium alloy. An enhanced body modification provides the single biggest protection from punishment you can give a cyborg. Note that this modification must be fitted in order for the cyborg to support any other mods.
BODY 2
This enhancement uses the honeycombed superstructure of foam-metal, forged in the microgravity of low orbit, to make it lighter than the body prosthetic currently in use and a higher tensile strength. Improved energy reserve is just one of the advantages of a level 2 body upgrade. Operationally, this translates into having more power and being lowering the risk critical damage. With a level 2 body, the way is clear for you to upgrade to level 3 modifications in all other categories.
BODY 3
Memory plastic tendons replace the steel micro-fibres of earlier mods, making the cyborg now significantly tougher than any with lower tech upgrades. Most notably, this enhancement protects an agent from all known nerve gas weapons.
BRAIN 1
It's the ability to make decisions independently of Executive control that differentiates a decisive agent from a dead agent. As the agent is now twice as clever, he's half as likely to get killed. This unit contains diamond processors in a 3D matrix integrated with the cyborg's conventional cognitive biomass. It increases basic perceptions and contains trauma management software to improve the cyborg's ability to withstand otherwise critical damage.
BRAIN 2
Holographic core memory decreases reaction lag and boosts persuadertron range and signal strength. It also increases the cyborg's resistance to attempts to persuade it. This brain model brings perceptual enhancements across the board and further improvements to the trauma software, increasing the cyborg's survivability margin.
BRAIN 3
The apogee of portable artificial intelligence technology. At level 3 a modified brain not only delivers increased health but also guarantees improved targeting accuracy; hit rate and energy efficiency benefits. The cyborg can be exposed to environments which would destroy the biological brain almost instantly; this unit can completely backup the biological data and enable the agent to continue to function.
HARD SKIN
This is a blueprint for cyberskin; a complex cellular weave intended to provide a bullet-resistant epidermis that radically reduces damage from projectile weapons. Development of a pachyderm/steel mesh hybrid and careful cosmetic enhancement produce a substance that is extraordinarily tough but just as flexible as normal, vat-grown cyborg flesh.
FLAME SKIN
This blueprint for cyberskin takes advantage of the latest form of non-toxic asbestos designed for use in spacecraft re-entry. When carrying out operations during firestorm conditions, an agent wearing this skin would suffer far less from incendiary damage than an unprotected counterpart.
ENERGY SKIN
This is blueprint for a cyberskin variant based on hydrocarbon polymer augmented by fibre-optic micro-filaments. This sort of skin should absorb much of the destructive power of energy-based weapon systems. The energy is dispersed from the point of impact around the modified agent's body, and recycled to sustain the skin's protective properties.
STEALTH SKIN
This document describes cutting edge cyberskin technology. Much of it is speculative but it is far from being all bluesky. There's a description of how to build a photomorphic weave to exhibit certain Clone Shield characteristics. We can manufacture this spec. An agent coated in this skin would always appear as a civilian, to any scanner yet developed.
[CHURCH PLAYER]
[WEAPONS]
UZI
Old-fashioned personal defence weapon. The original fired chemically propelled kinetic ammunition. This updated version is more reliable as it draws on a personal energy cell to release each round. Nevertheless, the Uzi is a throwback to another time, and as such we regard it as virtually obsolete. The Church of the New Epoch is working on many vastly superior weapons to offer its Disciples.
MINIGUN
Despite being something of a museum piece, this kinetic-round firing rotary cannon is considerably superior to the Uzi and more effective against the enemies of our faith. Like the Uzi, it has been upgraded to draw personal cell energy. Its shortcomings are bulk and noise but these are outweighed by its range and destructive power. When used in multiples, miniguns are effective against vehicles.
ELECTRON MACE
The Nine have seen the sub-photon structure of light and they have unlocked its secrets. Their holy research has developed an ionic focus which transfers bolts of lightning onto a target. The weapon's range is superior to kinetic energy weapons and it works particularly well on conductive steel.
PULSE LASER
Our scribes have developed an effective weapon based on the conventional laser. TriSodium 89 is injected in the pulse laser's firing chamber where it is lased electrically. The pressure of the gas in the firing chamber can be raised by holding down the trigger, overcharging the weapon and making it more effective in the process.
PLASMA LANCE
This uses the combined energy of accelerated electrons to fire a stream of unstable energy along a magnetic carrier wave. A significant advance for the Church, and one that proves the value of the teachings held by the Nine.
LAUNCHER
An implosion grenade is fired towards the target, and uses its own guidance to ensure detonation on impact. Launchers use monopolar accelerator sleds to ensure an impressive range, and those who are targeted can seldom evade the gyro-homing system. This superb weapon is also useful for creating area fire. The auto-reload time does leave our holy Acolytes temporarily vulnerable.
NUCLEAR GRENADE
The light of faith will be seen for miles when a nuclear grenade is detonated in the Church's name. Use with care, Apostle - the devastation this weapon creates is considerable. Be sure to retreat from the area in which it falls. Also, note its effectiveness against structures and groups. To use this device against a single enemy would be tantamount to blasphemy.
INDOCTRINATOR
Our congregation grows with every day. Some souls, though, resist the path of truth we offer. Thus we have the Indoctrinator. It seeds in the minds of those disbelievers everything we know to be true in an instant. How could any resist this avalanche of knowledge and wisdom?
FLAMER
Those who oppose the path of righteousness can expect to burn for all eternity. These magnox flame-throwers are their first taste of that. They don't have anything like the range of energy or even kinetic weapons, but they have their uses, in crowds for example. They also inspire the fear and submission that we seek.
DISRUPTER
This small, convenient unit de-persuades its target or the target's persuaded followers with the minimum of fuss. Although the Disrupter is not a real alternative to the weapons of destruction provided by our scientists and benefactors, it is magnificently subversive.
PSYCHO GAS
Distilled from an alien fungoid narcotic, Psycho Gas is the ideal weapon for causing large-scale havoc. Fired into a group of civilians, it will instantly provoke an uncontrollable riot. This will force the authorities to expend their energies regaining control, leaving your holy Acolytes to get on their mission.
KNOCKOUT GAS
This censer produces a cloud which lays low any unprotected targets who are touched by it. Simplicity is welcome wherever it can be effective.
ION MINE
Triggered by enemy activity in the vicinity, the Ion Mine sends out tendrils of electrical energy in all directions and is extremely effective against enemies of the faith in a vehicle or on foot. This device is triggered by target proximity. Its discharge will also affect the CHIP status of those caught by it.
HIGH EXPLOSIVE
A conventional mine which uses a time delay fuse embedded in a directed detonation charge. A handy weapon to use against tanks or other armoured vehicles.
LONG RANGE RIFLE
Our divine work will sometimes call for the elimination of individuals rather than the liquidation of larger groups. The Long Range Rifle fires uranium-depleted kinetic rounds with great accuracy long distances. Few body armour components can withstand the pressure-shock of these advanced shells. Usually one shot will drop a target, and you can make good your escape unseen.
SATELLITE RAIN
We can acquire launch codes for many of the geo-stationary satellites which hang above our planet but the computing costs involved in cracking the Syndicate's encrypted security lock-outs are high. When you activate a strike, within a few seconds, the nearest satellite will target your designated position and fire down bolts of tungsten-uranium alloy which superheat in the atmosphere and cause massive destruction all around the area.
GRAVITON GUN
This device is the most destructively powerful the Nine could make mobile. The graviton gun can unleash enough energy to reduce a mountain to boulders. Behold, the wrath of the Nine!
RAZOR WIRE
A coil of high-tensile wire with counter-spun barbs. Razor Wire is hard to detect, especially in combat situations. Place it at strategic points and the opposition will do themselves great harm as they blunder into the wire strands. A weapon which has stood the test of time well.
STASIS FIELD
Only true deities could bring such a device as this into being. As you activate it, a dome of atomically stable sub-temporal space is created. Known through the centuries as witch-time when it naturally occurs, this has the effect of slowing dramatically any one or anything caught in the dome. It is a sight to pray for.
CHROMOTAP
Our scientists have unravelled more of the arcane secrets of the Codex and built a device which will export the natural electrochemical forces contained within the cells of any organic structure. This saps the energy of anything living or dead, as long as its cellular structure has not been destroyed. Praise the Nine for their vision, Acolyte.
DISPLACERTRON
The Codex has given us this. Using witch-time still further, you can now transport enemies to other temporal planes. Effectively a time-slip, this is perfect for vanishing a target. It can be used on your own team, but caution is advised; the effects are not fully understood.
CERBERUS IFF
A sentry drone upon which a high-powered laser is fitted. A thermo-motion detector built into the base is connected to an identkey reader, and any non-recognised movement it picks up is fired upon. These sentry units are most effective in open areas with a wide field of view.
MEDIKIT
Believe in the Church and it will take care of you. When one or more of your Disciples is injured in the holy war against EuroCorp, using this unit will restore health and fitness. Such a device demonstrates the care and understanding on which the Church of the New Epoch is founded.
AUTOMEDIKIT
An advanced restoration unit which will take care of your wounds and injuries without distracting a member of your team. An invaluable addition to any equipment pack for operatives spreading the word of faith in the Cataclysm.
TRIGGER WIRE
A booby-trap which, when set in the required place, will destroy any who venture through the molecular cable spread between two points. Unwittingly, the foe will set off a blast which will render them no further impediment to the cause of our spreading religion.
CLONE SHIELD
This device will render one of your team invisible to detection. They will look to EuroCorp and others just like a harmless executive, and will be able to walk through fire-control zones where our Acolytes would surely be unable to tread. The perfect disguise, and extremely useful for covert operations in the name of the Church.
[MODS]
LEGS 1
Our time is upon us. We must not squander it. Every nanosecond is sacred. Your Acolytes must act with haste and vigour. By removing their mortal flesh and replacing it with this wondrous work of technology, as described in the teachings of the Codex, you give them more of both.
LEGS 2
May the lessons of the fractal psalms always enlighten us. Secrets of the cosmos have been unlocked to create materials in ways denied within the well of gravity. By judicious use of your funds, we have used such rare substances to create these superior leg prosthetics.
LEGS 3
To save a soul, one must first invest the highest technology in it. Blessed are those then who walk on terra firma with the holy purpose in their stride. Let them embody everything the Church stands for; outfit your Acolytes with the finest works of the Nine.
ARM 1
May your aim always be true. To this end, cybernetic arm enhancements are a significant aid to accuracy. The extra armour it provides your Acolytes also contributes to their survivability. Acolytes with arm prosthetics can also throw objects further.
ARM 2
It is our way to bind machine and man. If one improves the man then one should also improve the machine. The new construction techniques these arm mods employ improve on all the benefits cybernetic arms bring to your Acolytes. Give thanks to the Nine.
ARM 3
Now the Cataclysm is nigh, only the strongest speak. The massive weapons we use require massive strength to operate. With these arms your Acolytes will wield the means to our victory and possess the might to lay low all who would seek to prevent the Cataclysm.
BODY 1
The path of the faithful is marked by continual cybernetic enhancement. Thus the journey to salvation begins here. This sophisticated artificial torso, which increases the stamina and health of a disciple, also serves as the anchor for other prosthetics.
BODY 2
The soul may be indestructible but the body is not. If too many of your Acolytes are making the ultimate sacrifice, bless them with these lightweight, foam-metal clad, chest and respiratory systems.
BODY 3
A time of great change is coming; such a time as demands that great forces are brought to bear. A disciple modified with this sophisticated, holy fabric fears no evil. Your enhanced brethren will even be able to venture through clouds of nerve gas and remain unharmed.
BRAIN 1
As our mission continues, the challenge to our activities becomes greater. Increase your Acolyte's perception and health and the masses will prostrate themselves. Thus shall the Church of the New Epoch be known.
BRAIN 2
Know thine enemy disciple, and know him at extreme range, so that you may prepare the cleansing of him. The Nine have turned their attention to the demands on our Acolytes, as they prepare the way for the Catclysm. Improve your Acolytes' minds with new brains.
BRAIN 3
The mind of god is the mind of a machine. For heightened awareness beyond the limits of biological means alone, equip your Acolytes with the ultimate in mobile Artificial Intelligence. With understanding comes great power. Embody this understanding and embrace the power.
HARD SKIN
On occasion, our EuroCorp foe does create some innovative technology. From this cyberskin blueprint we can produce a better epidermis than traditional plaskin. A lining of molecule weave suspended in anti-shock microfoam will make Acolytes who wear it almost invincible to kinetic energy rounds.
FLAME SKIN
Heat is one enemy of the combatant. Our foe has concerned itself and found the solution described in these documents. Using space industry fabrics, they have a working blueprint of a cyberskin which can make our Acolytes resistant to flame and thermal energy.
ENERGY SKIN
Even the Nine were impressed with the concept behind these research findings. Using some Codex technology - perverted by their inferior understanding - EuroCorp were close to weaving spectral sink technology into a cyberskin, thus shielding their agents from the full effects of electromagnetic weapons. Interesting. We can now finish their work and employ this knowledge for ourselves.
STEALTH SKIN
Ever more accursed, EuroCorp do not give up trying to compete with our vastly superior technology. Nevertheless, these documents indicate they have come up with something special. These are the instructions for making a cyberskin with a certain Clone Shield property; specifically, this skin continually reflects the signal of a civilian executive to UTOPIA's scanners, thereby concealing a threat until it enters visual range. We could use this technique ourselves.
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\hMessage Type: DIRECT\n
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Priority: 3\n
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Message begins:\n
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\c2Orders\n
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Tokyo: Armed Category U - Unguided citizens reported in violation of behaviour codes. Quell disorder.\n
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UTOPIA architect Professor Klein has been traced by Netscan. Re-persuade the professor to come and work for us once more.\n
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Additional: zealot members of the New Epoch cult have been detected in this area. As our inventory does not include a persuadertron, it will be necessary to relieve the zealots of theirs.\n
\c5\n
The effects of the cult's Harbinger virus on the Tokyo's UTOPIA node are making continuous Netscan feed impossible. No further information is available.\n
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\c4EuroCorp Core 0-1-0/171261/26D: London Artificial Intelligence, UTOPIA\n