List of Crusader equipment

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This is a list of weapons and equipment featured in the Origin Systems Crusader games. Objects that appear in only one game are notated appopriately.

Contents

[edit] Weapons

A large amount of the equipment of Crusader games is made up by weapons. These are organized in two categories depending on the type of ammunition they use: projectile weapons use physical projectiles just like modern weapons, while energy weapons are futuristic guns, consuming battery power instead of magazines and emitting highly-concentrated beams or bolts. Reloading projectile weapons requires the player to have at least one magazine for his weapon, since most weapons use their own characteristic type of ammunition and magazine (some weapons however share the magazines and ammo). On the other hand energy weapons are powered off the player's character personal energy (see Batteries in the Personal equipment section) and will fire until the battery is depleted.

[edit] Projectile weapons

  • BA-40 "Patriot" pistol: A .40 caliber, semi-automatic pistol, made of ballistic-grade plastics (thus resulting a lighter weapon than might be expected). This weapon is featured only in No Remorse. It is issued to security operatives. On the "Mama's Boy" and "Weekend Warrior" difficulty settings, this weapon has infinite ammunition. It is the starting weapon for the player character in No Remorse.
  • BA-41 "Peacemaker" pistol: A variant of the Patriot, the Peacemaker fires the same ammunition and is fed with the BA-40 magazine, though it can also mount a 30-round "banana" mag. Aside from its larger capacity, the most relevant difference with the Patriot lies in the BA-41's ability to fire two-round bursts. This weapon is featured only in No Remorse.
  • RP-22 "Conciliator" rifle: A .30-cal lightweight assault weapon firing frictionless, caseless bullets in two-round bursts, the Conciliator was not intended for military use, but has gained popularity for its easy handling (due to an entirely ballistics-grade plastics construction) and low price. The RP-22 shares the same ammunition as the RP-32, mounting a 60-round magazine. This weapon is featured only in No Remorse.
  • RP-32 "Pacifist" assault rifle: This rifle is a fully automatic version of the RP-22, and the standard-issue weapon for WEC infantry. The RP-32 uses the same rounds as the Conciliator, but in a three-round burst instead. The Pacifist rifle is the only weapon the Captain starts with in No Regret. On the "Mama's Boy" and "Weekend Warrior" difficulty settings, this weapon has infinite ammunition in No Regret.
  • SG-A1 "Conformer" shotgun: An anti-personnel weapon usually issued to urban security units for riot control, the Conformer fires a 13-gram fragmenting shell from a 12-round magazine. When the Silencer fires from a standing position, he must manually chamber another shell (requiring another mouseclick or keyboard toggle), but while crouching the weapon operates semi-automatically in that the chambering motion is integrated into the firing motion.
  • AC-88 "Reaper" riot gun: This full-auto shotgun fires more than twice as fast as the Conformer. It is an extremely effective anti-personnel weapon (the manual touts its ability to "control" crowds of civilians), but it is not well-suited for fighting mechs. The AC-88 uses the same 12-round magazines as the SG-A1.
  • AR-7 "Rico" rocket launcher: An experimental weapon firing a low-power canister shell that, immediately after discharge, ablates to release three self-propelled micro-missiles spreading in a "fan" formation. The Rico's unique shells come in 8-round magazines designed specifically for this weapon. While painful to use at close range, its power, splash damage, and rapid rate of fire make it an excellent weapon against snipers, for "recon by fire" applications, fighting large groups of enemies, and to take out hard-to-reach security equipment (cameras, automated turrets, off-screen shield generators, etc.).
  • GL-303 grenade launcher: This devastating weapon is widely employed by WEC military forces and police or anti-terrorist units. The GL-303 fires a streamlined, 9.2 centimeter rocket-propelled grenade combining concussion damage with limited incendiary capabilities. It uses a 10-round magazine.
  • BK-16 "Crystallizer" molecular inhibitor: Still in the experimental stage, this gun is probably the most technologically advanced projectile-firing weapon in existence. Upon impact, the low velocity, 12 cm cartridge fired by the BK-16 creates a field that inhibits all molecular motion within an area conforming tightly to the target’s shape; this creates a "freezing" effect comparable to several minutes of exposure to absolute zero. The resulting statues may also be shattered by any other form of damage. The BK-16 is effective both as anti-personnel and anti-mech, but is not very accurate at longer ranges. It uses 10 round clips and is featured only in No Regret.
  • LNR-81 "Liquefier" catalytic rifle: Another experimental weapon, the Liquifier is similar to the BK-16 in that it fires a special cartridge delivering something besides direct damage on contact--a powerful chemical agent. This chemical is a highly classified, wide-spectrum catalyst, designed to break down complex organic molecular bonds and trigger rapid transmutation in alloys and synthetic materials as well. The effects on human and mech targets alike are horrifically destructive. The result of an impact on an unarmored human target is essentially a combination liquefication and evaporation, creating a brief puff of gas and leaving only a small pile of semi-solid matter. The LNR-81 can fire 4 shots a second, is moderately accurate, and uses 10 round magazines. This weapon is featured only in No Regret.

[edit] Energy weapons

  • PA-21 "Arbitrator" laser pistol: The most compact energy weapon available, the PA-21 fires a single pulsed varicolor laser beam, is moderately accurate and consumes 25 energy units (see batteries, below) per shot. It is issued to security operatives assigned to protect sensitive areas and to all WEC military officers. This weapon is featured only in No Remorse.
  • PA-31 "Adjudicator" laser rifle: The Adjudicator is the standard energy rifle of the WEC military forces, used by infantry and special forces alike. The PA-31 fires the same kind of laser beam of the PA-21, but is much more accurate and has a faster firing rate than the pistol. Energy consumption is relatively low (35 units per shot in No Remorse; 45 units in No Regret), thus giving the PA-31 stamina.
  • PL-1 "Unifier" plasma rifle: The PL-1 is the only plasma based weapon of the WEC arsenal and it is often used for military commando operations and by police SWAT teams. Featuring a full automatic firing mode, a very high fire rate at 12 shots/sec., and extreme accuracy, the Unifier is an excellent choice against every kind of target, be it enemy personnel, mechs or security devices. This rifle's only real weakness is its energy drain (only 45 units per shot in No Remorse, but 80 units in No Regret).
  • EM-4 "Vortex" EMP rifle: Developed as an anti-servomech weapon, the EM-4 has also proven effective against personnel, who suffer a fate not unlike electrocution. (In No Remorse, its effect on personnel was negligible; likely to make it seem less over-specialized, it was made nearly as deadly against personnel in No Regret.) The electromagnetic pulse emitted by the Vortex is capable of disabling a mech that is directly hit for a few precious seconds, allowing the user to switch to a more potent weapon and destroy it. The EM-4 has very poor accuracy and its refire delay is fairly high; in addition, it consumes quite a lot of power (135 energy units per shot in No Remorse, 200 in No Regret).
  • UV-9 "Pulsar" ultraviolet rifle: Probably the most destructive weapon ever conceived by WEC scientists, the Pulsar is still undergoing trials conducted by special heavy weapons units. The UV-9 fires a pulse of concentrated ultraviolet energy capable of burning all the flesh and organs from an unarmored human target. While each shot requires an immense 250 energy units, the UV-9's accuracy, power, and enlarged area of effect compared to other energy weapons make it very effective against all kinds of threats.
  • XP-5 "Broiler" microwave projector: A recent addition to the WEC arsenal, the XP-5 is still in the prototype range and it has not been officially assigned to any unit so far (though some security turrets may be experimentally equipped with it, and it would be possible to raid an on-site weapons lab to gain access to the weapon). This weapon fires an intense and tightly focused microwave pulse that can severely damage both human and mechanized targets. The Broiler features medium accuracy and rate of fire, and consumes 125 power units per shot. This weapon is featured only in No Regret.

[edit] Demolition equipment

  • DetPac: DetPacs are the standard issue satchel charges of the WEC. After planting one of these explosives detonation can be remotely triggered; however, the range of its detonator is limited to 50 meters in open terrain, and much less indoor or in rough or in heavily forested areas. A DetPac weighs less than 1 kg, making it an easy task to carry up to 10 of these devices. Note that if the key to detonate a DetPac is pressed, any DetPcs within range, including those the character has never touched, will detonate, so long as they are actually present (and not, for example, inside an unopened footlocker).
  • Limpet Mine: Mostly used as an anti-personnel mine, this explosive can be planted to any reasonably flat, firm surface. Limpet mines will detonate when any moving object enters within a range of half a meter from them. Since each mine weighs less than 0.3 kg, a total of 10 limpet mines can be carried by a single soldier.
  • Spider Bomb: This explosive device is equipped with a set of mechanical legs and comes with a hand held joystick to guide it towards the desired target. Spider bombs are very useful to destroy turrets or blow up mechs and enemy troops from a concealed position without the risk of being exposed to return fire. Some WEC security cameras can trigger the release of a spider bomb and guide it home to a target; getting any sort of obstacle directly between you and the spider bomb will suffice to evade them. In No Regret, many soldiers, including some LMC guards, will know to fire at spider bombs.
  • Spider Mine: A variant of the spider bomb, this device is not guided by a joystick; instead it is equipped with a proximity sensor. Once set, a spider mine waits for an enemy to approach, then homes in and moves into position to detonate. The spider mine also possesses shields that make it impossible to destroy, although its line of sight is fairly easy to fool. Some WEC security cameras can trigger the release of a spider mine; these can be evaded by remaining out of line of sight. This weapon is featured only in No Regret.
  • Pocket Betty: Often used as defensive munition to soften up large number of troops or mechs, the pocket Betty requires a manual detonation. When activated it releases four "minelets" to a distance of about 3 meters that explode upon impact.
  • Mine-Det: A very useful disposable device that can be employed to blow up any kind of mine, as well as spider bombs and spider mines. This gadget is featured only in No Regret.
  • Disrupter: This device can be used to booby-trap teleporter platforms. Placed nearby an active pad, a disrupter scrambles the teleporter signal causing the death of the incoming personnel. It is useful to block teleporter access to a given area or to take care of possible waves of reinforcements teleporting in. This gadget is featured only in No Regret.
  • BlastPac: More powerful than a DetPac, a BlastPac is a high-explosive device used to blow up heavily armored equipment; they generally cannot be used in-game except to blow up mission-specific objects or structures, such as the thermal coupler in mission 1 of No Remorse. Its detonator is connected to a timer which automatically activates when the BlastPac is placed. BlastPacs appear only in No Remorse.
  • FusionPac: As BlastPacs are to DetPacs, FusionPacs are to BlastPacs. A FusionPac is effectively a small thermonuclear bomb, and as such cannot be used in-game unless dictated by mission requirements--its only appearance and usage in-game are the seventh mission of No Remorse, where it is used to destroy a stockpile of nerve gas (its area effect is such that the character must leave the facility entirely before it goes off or perish), and the sixth mission of No Regret, where it is planted to destroy a di-cor ore separator. Its detonation is timer controlled.

[edit] Personal equipment

  • Ionic Shield: This is a personal shield generator that creates a field of charged ions around the wearer, capable of deflecting ballistic projectiles by absorbing their kinetic energy. Since it is powered by a personal battery, it consumes energy for each shot deflected. The protection offered by an ionic shield is useless against any energy weapons and certain advanced projectiles. It is often used by police as well as riot-control units and can be belt- or shoulder-mounted. Graphically, an ionic shield will display tiny white "bubbles" when the wearer is struck.
  • Plasma Shield: The plasma generator envelopes the user into an energy field capable of deflecting standard projectiles and absorbing most energy bolts. It requires a personal battery for its functioning, from which it will absorb energy each time it protects from a shot. The BK-16 and LNR-81 cartridges, as well as the beams emitted by the UV-9 and the XP-5, can effectively penetrate the defensive field of a plasma shield. Plasma generators may be worn in a web-worn harness or built into a rigid armor suit. A plasma shield's visual reaction to the wearer being shot is similar to that of an ionic shield, but the "bubbles" are red.
  • Graviton Shield: This experimental equipment is the most advanced personal shield generator ever built. It protects the wearer from all kinds of projectile and energy attacks by surrounding him into what is essentially a localized space-time distortion. Only an unstructured force (such as that of an explosion or vaporous chemical) can penetrate this "bubble". While it is extremely effective, it also requires a massive power source drain from the battery used to run it; the prohibitive power requirements restrict it to VIP protection and high-priority missions. It must be built into a special vest (worn under normal clothing) or rigid armor. An active graviton shield is unmistakable, visually speaking--a sphere or bubble of white energy, encompassing the wearer entirely, briefly flickers every time it stops a shot.
  • Radiation Shield: Unlike the other shields, this device does not nullify enemy weapons fire, but instead counteracts the effects of dangerous radiations like those emitted by radioactive minerals such as Di-corellium or by nuclear-power generators. It requires a personal battery to be powered. This device is featured only in No Regret. An active radiation shield that is actually in a radioactive area will periodically emit a visible bubble around the user, similar to the graviton shield, but red.
  • EMP Inhibitor: A defensive device capable of emitting a high-powered electro-magnetic pulse similar in effects to the beam of the EM-4 Vortex. When activated it will briefly incapacitate all mechs within 10 meters, but is very energy-intensive. It’s usually used for infiltration, sabotage and other commando-style operations.
  • Datalink: A hand-held device which is often built into combat armor or suits (the Silencer's is installed in the right forearm of his uniform), the datalink enables its user to send and receive encrypted, tight-focus satellite communications. It can also playback pre-recorded briefings and hold other tactical information. The Silencer always has this equipment on his person; he cannot lose it, damage it, destroy it, use it up, or otherwise be unable to use it.
  • Medikit: This is a disposable electronic field dressing, which seals wounds, injects anesthetics, stimulants, antibiotics and anti-shock medications. It is also effective at countering the effects of several common respiratory and contact toxins. It is self powered. Any soldier can carry up to 10 medikits. Game literature notes that they are more meant to keep a soldier conscious and alert, as opposed to actually healing wounds, and due to their intensive nature may result in long-term side-effects with repeated use, but the Silencer, at least, experiences no ill effects.
  • VIR Chip: An optional enhancement to visual imaging devices, like the faceplate of standard combat armor, which allows the user to see normally invisible infrared beams. This device is featured only in No Regret.
  • Data-Pick: A disposable intrusion device useful to override keycard readers, keypads and similar locks. Useful to enter restricted areas when blowing up doors is not an option and keycards, entry codes, and other methods of entry cannot be found or used. This device is featured only in No Regret. The Silencer can carry up to ten.
  • Energy Cubes: These devices are single-use, non-rechargeable energy storage units used to power up personal batteries when their charge is running low or it has been expended. The amount of energy an energy cube can replenish corresponds to 1/3 of the maxium charge of the personal battery used (833.333... for the chemical battery, 1666.666... for the fission battery, and 3333.333... for the fusion battery).
  • Batteries: Personal batteries are vital to run off a number of devices such as energy weapons, personal shield generators and other artifacts. They can be reloaded by using energy cubes. There a three different types of batteries used: chemical batteries are the less powerful with a maximum charge of 2500 power units, fission batteries on the other hand hold a maximum charge of 5,000 power units while the powerful fusion batteries have a maximum charge of 10,000 power units.

[edit] References

  • In-game literature for Crusader - No Remorse
  • In-game literature and datafile (RESIST.TXT) for Crusader - No Regret
  • Tyler M., Frase T., McCubbin C. (1995) Origin's official guide to Crusader - No Remorse, Origin Systems, Inc. ISBN 0-929373-26-X
  • McCubbin C., Frase T. (1996) Origin's official guide to Crusader - No Regret, Prima Publishings ISBN 0-76150925-9

[edit] See also