Marine Units...

The best of humanity's fighting men, armed to the teeth and wearing aggressive slogans painted on their armour - "i like jam", "my other starship is a Newbian" etc etc.

All marine units have "mature" taunts that should not be looked at by ladies, the elderly or children under 12. TMBM take no responsibility for any blushing that may occur whilst using the taunt feature.

PULSERIFLE MARINE

Your standard grunt, armed with a formidable M41a Pulse Rifle. The PulseRifle is a mid range automatic rifle with an underslung grenade launcher (special attack). Marines start with 2 grenades and can carry up to 15. do NOT use grenades near your own troops as they are not a precision weapon...

 

SMARTGUNNER MARINE

Armed with a semi-guided assault cannon which has an extremely long range and fires heavier slugs. The only drawback is that smartguns are prone to overheating, and prolonged fire will result in an enforced cessation of operation whilst the barrel cools. A smartgunner's secondary attack uses a single Depleted Uranium round weighing 5 times that of a similar lead round. DU is capable of tearing right through a target and inflicting terrible damage (a favourite trick of mine is to see how many bugs i can nark in one shot). The Smartgunner has 3 DU shots and can carry 5. The ongoing inquiry into the detrimental radiation effects of DU ammo on troops hasn't stopped the millitary from exploiting it's lethal potential.

AUTOGUN

These are automated tripod-mounted sentry cannons. They are only found on Capture The Flag games, and are immobile (but turnable) . They will fire upon all moving targets not transmitting the apropriate IFF signal (i.e. all enemies) They may not be too accurate at tracking a fast moving target but they can cut an enemy force to ribbons in an enclosed space like a corridor. The Autogun has a limited amount of ammunition - 99 rounds. after which it will simply look menacing (still a worthwhile deterrent). The Autogun has a remotely executable self destruct bomb which can be activated by using the special ability key. Ideal for when you opponents decide to rush your guns, and also for when you have lost all other troops (allows you to be eliminated) DETONATING YOUR GUNS IS A LAST RESORT!

INCINERATOR MARINE

These lucky people get to play with Incinerator units. Much the same as present day flamethrowers but spelled differently. the Incinerator marine carries enough Nitrous Oxide for 15 shots, and can carry an additional 15. Secondary fire is a timed Napalm Grenade. These, when fired, will bounce around for 4 seconds and then detonate, showering the target area with liquid fire. The Incinerator is NOT A TOY and can be EXTREMELY DANGEROUS in enclosed spaces - to your own force as well as your enemy. use with caution.

HAMMERGUN MARINE

For those really stubborn stains, this marine packs a twin shouldermounted heavy support cannon, capable of landing two 4 pound shells a shot on an enemy... oooh miles away. carries 30 shells fired in pairs. accuracy varies but is usually adequate. Secondary attack is a devastating salvo of 6 shells in quick succession (but takes a hella long time to reload), can pick up shells from fallen hammergunners. The weight of the Hammergun impedes this marine's movement quite substantially and he must be well guarded or a long way off...

POWERLOADER

Not standard USM issue, but can be found lying about most working facilities and put to good use in squishing the alien. The loader is big and slow, incredibly tough and can pack a punch that would tip over a jeep. The ones you get to play with in ADT are an experimental millitary modification put into testing after an unusual display of it's combat potential by a certain lieutenant Ellen Ripley. These Millitary Modified Loaders also have a secondary attack - the HVED... High Voltage Electrostatic Discharge. The HVED uses the metal frame of the loader coupled with giant capacitors to generate a HUGE voltage which can be released in the form of LIGHTNING! Takes a while to recharge though.

 

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Alien Units...

Children of the strange race men call simply "Alien". Evolved to evil perfection.

WARNING! all alien units have biochemistries based around lethal molecular acid. when they die, explode, or are hit in combat, they bleed. Alien units are of course immune to their own acid, but human units are not so protected.

ALIEN DRONE

The dreaded alien. a lean chinituous killing machine evolved for one purpose - survival. this xenomorph can survive an incredible amount of punishment, can move with startling speed and can tear a hole through plate steel with it's bare hands. it can also pick up objects and throw them at people (secondary attack) - alien body parts leaking acidic blood make for excellent grenades...

ALIEN FACEHUGGER

Do not be fooled by the size of this diminuitive creature. Its combat value is enhanced by the fact that few can see it coming. it's attack does not cause all that much damage, but paralyses the target instead. A swarm of facehuggers can disrupt the most stoical of enemy formations, allowing you to move in and mop up with more substantial forces.

ALIEN PRAETORIAN

Take the universe's most lethal organic killing machine and make it bigger, tougher and more fanatically agressive and we have the alien Praetorian - the queen's elite guard. In addition to it's vicious slap and the ability to throw the severed parts of it's victims at it's intended future victims, the Praetorian can spit acid, though not as accurately as the Aerial drone.

AERIAL DRONE

You really do not want to find this sucker in your soup. A hybrid alien with the ability to fly at speed, and also to spit molecular acid at those unfortunate enough to be caught in the open. prone to being shot down but able to make lightning hit and run attacks. Special ability is the UBERSPIT, which simply discharges the drone's entire acid gland capacity at your foe. Your air force awaits.

ALIEN QUEEN

Possibly the hardest mother in the universe. The mother of the brood, monarch of the hive, huge, ugly, angry and nearly unstoppable. She has an enormous reach with her spindly arms, delivering a lethal claw attack. Her special ability sees her using her massive barbed tail to stab enemies in interesting places.

 

 

Other Units...

DUMBASS COLONIST

This chap is your typical Colonist - a lily livered know-nothing whose only tactical strengths are as cannonfodder. Hunt them in Hunting Games, Kick them in Kick The Colonist, Evacuate them in EVAC, generally mess them up.

RHYNTH

Big dumb space cows, genetically bred for tastier, denser meat and not for ferocity in combat. Offworld ranching has bred a variety of cattle animals, and the rhynth is particular to the backwater ranch world of Ryushi. Some Rhynth have a bit of a gas problem due to their size and the heat of the Ryushi sun, and in rare cases they have been known to go off with quite a pop, divulging the contents of their innards over a wide radius (you'd be amazed at how much millitary hardware and ordnance the appear to consume)