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Players
Dash - Status Bar
Weapons
Armor
Ammo
Power ups
Game Modes
Players
The current player is selected from within the server menu. To activate the server menu, press the [esc] key during gameplay

| UMC Light Player Profile
Class: | Light Infantry
Name: | Jane DOA Wilson
Rank: | Lieutenant
Height: | 69 Inches
Weight: | 130 Pounds
Speed: | Fast
Defense: | Very Weak
Weapons: | .50 pistol Shotgun with Energy Shield Healing Grenades
Melee: | Fists
Special: | Healing grenade

| UMC Sniper Player Profile
Class: | Scout Sharpshooter
Name: | Shaun Patrick
Rank: | Lieutenant
Height: | 70 inches
Weight: | 140 pounds
Speed: | Below Average
Defense: | Weak
Weapons: | Silenced .45 Pistol UMC Sniper Rifle G4 Nerve Gas
Melee: | Knives
Special: | Assassination, gas mines

| UMC Medium Player Profile
Class: | Medium Infantry
Name: | Jack Fielding
Rank: | Sargeant First Class
Height: | 72 Inches
Weight: | 225 Pounds
Speed: | Average
Defense: | Average
Weapons: | .45 Pistol Riotgun Fragmentation Grenades Flash Grenades
Melee: | Fists
Special: | Good balanced player

| UMC Heavy Player Profile
Class: | Heavy Infantry
Name: | Lee Brown
Rank: | Grunt
Height: | 89 Inches
Weight: | 425 Pounds
Speed: | Slow
Defense: | High
Weapons: | .50 pistol Quad Barrel Shotgun Minigun Flashbang/Fragmentation
Melee: | King Hit
Special: |

| UMC Mech Player Profile
Class: | Heavy Mech Infantry
Name: | Rawhead
Rank: | Lieutenant
Height: | 125 Inches
Weight: | 1050 Pounds
Speed: | Very slow
Defense: | Very High
Weapons: | Built-in Rocket Launcher Built-in Minigun
Melee: | Dual fist
Special: | Base Defence

| MOB Light Player Profile
Class: | Light Infantry
Name: | Crimson Chastity
Rank: | MOB Lieutenant
Height: | 67 Inches
Weight: | 125 Pounds
Speed: | Fast
Defense: | Very Weak
Weapons: | .50 pistol Shotgun Healing Grenades
Melee: | Fists
Special: | Healing grenade

| MOB Sniper Player Profile
Class: | Assassin
Name: | Brick Top
Rank: | Special Mob Forces
Height: | 70 Inches
Weight: | 145 Pounds
Speed: | Below Average
Defense: | Weak
Weapons: | Silenced .45 Pistol Sniper Rifle C4 explosive Charges
Melee: | Knives
Special: | Sniper and explosive specialist

| MOB Medium Player Profile
Class: | Medium Infantry
Name: | Chan Lee
Rank: | MOB Cell Leader
Height: | 73 Inches
Weight: | 225 Pounds
Speed: | Average
Defense: | Average
Weapons: | .50 pistol Dual Ingram machineguns Incendiary grenades
Melee: | Dual Escrima sticks
Special: |

| MOB Heavy Player Profile
Class: | Heavy Infantry
Name: | Brutus the Bartender
Rank: | MOB Thug
Height: | 82 Inches
Weight: | 520 Pounds
Speed: | Slow
Defense: | High
Weapons: | .50 pistol Quad Barrel Shotgun Mini-gun Incendiary grenades
Melee: | Deadly Knockout punch
Special: |

| MOB Mech Player Profile
Class: | Heavy Mech Infantry
Name: | Krogen
Rank: | MOB AI
Height: | 123 Inches
Weight: | 1200 Pounds
Speed: | Slow
Defense: | High
Weapons: | Inbuilt rocket launcher Inbuilt minigun
Melee: | Dual fist
Special: | Base Defence

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Dash - Status Bar
| Ammo Dash Component Top Left - Primary Weapon Ammo Top Right - Primary Ammo Clip Bottom Left - Secondary Ammo Bottom Right - Secondary Ammo Clip

| Armor Dash Component Left - Armor level - 200 max Right- Armor - Head, Body, Left\Right Leg
| Health and Stamina Dash Component Centre - Health - 200 max Left (blue area)- Stamina - 200 max
| Score Dash Component Top Left - Kills Top Right - Deaths Bottom - Ranking/Score

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Weapons
| Punch Primary - Left Punch Secondary - Right Punch
| Dual Escrima sticks Primary - Left Attack Secondary - Right Attack
| Knife Primary - Knife Attack Secondary - Knife throw
| Pistol Primary - 16 points damage, 0.01 second fire rate Secondary - No Secondary fire
| Pistol with silencer Primary - 16 points damage, 0.01 second fire rate Secondary - No Secondary fire
| Shotgun Primary - 9 x 6 points damage, 0.8 second fire rate Secondary - Protective Shield Explodable - Yes
| Riotgun Primary - 15 points damage, 0.1 second fire rate Secondary - Gas Grenade, 10 points stamina damage Explodable - Yes
| Haw90 Primary - Rocket Projectile high local damage Secondary - Grenade Launcher, high local damage Explodable - Yes
| Snipergun Primary - 80 points damage, 1.0 second fire rate Secondary - Stamina Shank, 0.2 second fire rate Explodable - Yes
| Assassin Snipergun Primary - 100 points damage, 0.5 second fire rate Secondary - 50 points damage, 0.15 second fire rate Explodable - Yes
| Flamethrower Primary - Flamethrower, Barbecuing Secondary - Flameball Projectile Explodable - Yes
| Duel Ingrams Primary - 14 points Damage, 0.08 second fire rate Secondary - Second Ingram Explodable - Yes
| C4 Explosives Primary - Place explosive Secondary - Detonate explosive Explodable - Yes
| Grenades Primary - Thrown Item Secondary - Non UMC Light Player - Framentation UMC Medium Player - Flash
MOB Medium Player - Incendiary
Explodable - Yes

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Armor
| Head Armor 50 Point Armor Protection Explodable - No
| Heavy Head Armor 50 Point Armor Protection 50 Point Gas Protection Explodable - No
| Body Armor 100 Point Armor Protection Explodable - No
| Leg Armor 25 Point per Leg Armor Protection Explodable - No

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Ammo
| Fuel Based Ammo 50 Flamethower Explodable - Yes
| 12 gage Ammo 20 Shotgun Explodable - Yes
| 45mm Ammo Pistol - 15 Riotgun - 50 Explodable - Yes
| Rockets Haw90 - 8 Grenade/Gas Grenades - 4 Explodable - Yes
| Energy Weapons 10 Snipergun Shotgun Shield Explodable - Yes

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Power Ups
| Nanoheal15 20 point health increase Explodable - Yes
| Nanoheal100 100 point health increase Explodable - Yes
| Nanostam15 25 point stamina increase Explodable - Yes
| Nanostam100 100 point stamina increase Explodable - Yes
| Nanoboost 5 point health increase 10 point stamina increase Explodable - Yes
| M.A.D. - Multiple Amplified Damage 25 seconds of 4 x Increased weapon damage Explodable - Yes

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Game Modes
| Deathmatch The objective of Deathmatch is basic, kill all other players, you gain a single point for each player you kill. Your points are tallied on the scoreboard and the first player to reach the score limit (default is 10 points) wins the map.

If the timelimit is set (default is 0 minutes) and none of the players reach the score limit before the time limit has elapsed, the player with the most points will win the map.

If the time limit is set and there is no score limit the game will continue until the time has expired, and the player with most points will win the map.

If both time limit and score limit are set the map will end when either the score limit is reached or the time limit is reached, whichever comes first.

You will lose a point if you kill yourself, blow yourself up, fall from a large height or are killed from hazardous environments.

| Team Deathmatch The objective of Team Deathmatch similar to that of Deathmatch but the players are divided into the UMC and MOB teams, which each team's objective is to kill players on the opposite team. If Team Damage is on (default is on) you can still damage your own teammates, so caution must be used during battles to avoid killing your teammates, doing so will subtract a point from your score (default penalty is 1 point).

The players points are added onto their respective team's total score, and the team who reaches the score limit first wins the map. Scoring works the same as Deathmatch in relation to time and score limits.

| Capture the Flag In Capture the Flag your aim is to defend your flag while attempting to capture the enemy's flag. You score points by capturing your enemies flag and returning it to your flag. Doing this gives you points for your team (default is 20 points).

If you capture your enemy's flag and your teams flag has also been stolen, you must retrieve your flag before you can score. You also gain points to your teams score by killing your enemies.

Your team can win a level if your team has either gained a configurable number of points, or if the time limit is reached and your team has the most number of points.

If the time limit is set to "0" the level will only finish once the score limit has been reached, if the score limit is set to "0" the level will only finish when the time limit has expired.

| Tactical - Extermination In Extermination the objective is to kill all the players on your opposing team. Once a player is killed in extermination, they don't respawn until the next round. The round doesn't end until all the players on one team are killed, leaving the remaining team the victors, or until the time limit has expired in which case the round is a tie and no points are awarded.

The map ends when the Rounds Per Level limit is reached (Default is 5 rounds), and the team with the most rounds won, wins.

| Tactical - Assault In Assault the objective is to either attack or defend a particular target/s (press the help key during the game to view the target and objective run down, default key is F1). The attacking team's players are each issued a bomb which must be placed on the target/s, once placed the bomb must be detonated using the secondary fire mode, once pressed the bomb will count down. In order for the defending team to disable the bomb, the player who planted the bomb must be killed.

If the player who planted the bomb switches weapons after starting the count down sequence, the bomb will disable and need to be detonated again.

If the bomb count down completes the bomb will detonate and destroy the target it was placed near.

The attacking team will win the round when one of the targets are destroyed, or if they kill of the the defending players.

The defending team will win the round if they defend the targets for the round time limit, or if they kill all of the attacking players.

The targets can also be shot with most weapons to destroy them also, however it requires a large amount of damage to do so.

| Tactical - Escape / Infiltration The Escape and Infiltration scenarios involve either escorting or assassinating a specific character before he\she reaches one of the designated locations in the level (the locations are defined in the in game help pages, Default key is F1)

The Escorting team must escort the VIP to one of the positions alive to win the round. The Assassinating team must kill the VIP before he/she reaches one of the defined locations.

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| © 2002 4D Rulers Software, Inc.