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On this Page:
The Story
Inventory
Augmentations
Ammunition
Cheats
Review

The Story
The future is here, and the world is a dangerous and chaotic place. Terrorists operate openly, killing thousands; drugs, disease and pollution kill even more. The world's economies are close to collapse and the gap between the insanely wealthy and the desperately poor has grown to the size of the Grand Canyon. Worst of all, an ages old conspiracy bent on world domination has decided that the time is right to emerge from the shadows and take control. No one believes they exist. No one but you.


Inventory
Combat Knife

Ammo type(s): N/A
Base damage: 5
Clip size: N/A
Rate of Fire: N/A
Reload time: N/A
Recoil: 0.0
Base Accuracy: 50%
Acc. range: N/A
Max. range: N/A
Mass: 10 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Low-Tech

An ultra-high carbon stainless steel knife.


Crowbar

Ammo type(s): N/A
Base damage: 6
Clip size: N/A
Rate of Fire: N/A
Reload time: N/A
Recoil: 0.0
Base Accuracy: 50%
Acc. range: N/A
Max. range: N/A
Mass: 15 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Low-Tech

A crowbar. Hit someone or something with it. Repeat.


Baton

Ammo type(s): N/A
Base damage: 7
Clip size: N/A
Rate of Fire: N/A
Reload time: N/A
Recoil: 0.0
Base Accuracy: 50%
Acc. range: N/A
Max. range: N/A
Mass: 10 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Low-Tech

A hefty looking baton, typically used by riot police and national security forces to discourage civillian resistance.


Riot Prod

Ammo type(s): Prod Charger
Base damage: 15
Clip size: 4 RDS
Rate of Fire: SINGLE, 1.0 RDS/SEC
Reload time: 3.0
Recoil: 0.0
Base Accuracy: 75%
Acc. range: 5 FT
Max. range: 5 FT
Mass: 10 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Low-Tech

The riot prod has beed extensively used by security forces who wish to keep what remains of the crumbling peace and have found the prod to be a valuble tool. Its short range tetanizing effect is most effective when applied to the torso or when the subject is taken by surprise.


Pepper Gun

Ammo type(s): Pepper Cartridge
Base damage: 0
Clip size: 100 RDS
Rate of Fire: AUTO, 13.3 RDS/SEC
Reload time: 4.0 SEC
Recoil: 0.0
Base Accuracy: 65%
Acc. range: 6 FT
Max. range: 6 FT
Mass: 7 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Low-Tech

The pepper gun will accept a number of commercially available riot control agents in cartridge form and disperse them as a fine aerosol mist that can cause blindness or blistering a short-range.


Throwing Knife

Ammo type(s): N/A
Base damage: 15
Clip size: N/A
Rate of Fire: N/A
Reload time: N/A
Recoil: 0.0
Base Accuracy: 55%
Acc. range: N/A
Max. range: N/A
Mass: 10 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Low-Tech

A favorite weapon of assassins in the Far East for centuries, throwing knives can be deadly when wielded by a master but are more generally used when it becomes desirable to send a message. The mesage is useually 'Your death is coming on swift feet.'


Sword

Ammo type(s): N/A
Base damage: 10
Clip size: N/A
Rate of Fire: N/A
Reload time: N/A
Recoil: 0.0
Base Accuracy: 50%
Acc. range: N/A
Max. range: N/A
Mass: 20 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Low-Tech

A rather nasty-looking sword.


Dragon's Tooth Sword

Ammo type(s): N/A
Base damage: 100
Clip size: N/A
Rate of Fire: N/A
Reload time: N/A
Recoil: 0.0
Base Accuracy: 50%
Acc. range: N/A
Max. range: N/A
Mass: 20 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Low-Tech

The true weapon of a modern warrior, the Dragon's Tooth is not a sword in the traditional sense, but a nano technologically constructed blade that is dynamically 'forged' on command into a non-eutactic solid. Nanoscale whetting devices insure that the blade is both unbreakable and lethally sharp.


Pistol

Ammo type(s): 10mm Ammo
Base damage: 14
Clip size: 6 RDS
Rate of Fire: SINGLE, 1.6 RDS/SEC
Reload time: 2.0 sec
Recoil: 0.30
Base Accuracy: 65%
Acc. range: 150 FT
Max. range: 300 FT
Mass: 10 LBS
Laser sight: NO
Scope: NO
Silencer: N/A
Skill: Weapons: Pistol

A standard 10mm pistol.


Stealth Pistol

Ammo type(s): 10mm Ammo
Base damage: 8
Clip size: 10 RDS
Rate of Fire: SINGLE, 6.6 RDS/SEC
Reload time: 1.5 sec
Recoil: 0.10
Base Accuracy: 60%
Acc. range: 150 FT
Max. range: 300 FT
Mass: 10 LBS
Laser sight: NO
Scope: NO
Silencer: YES
Skill: Weapons: Pistol

The stealth pistol is a variant of the standard 10mm pistol with a larger clip and integrated silencer designed for wet work at very close ranges.


Mini-Crossbow

Ammo type(s): Darts
                          Tranquilizer Darts
                          Flare Darts
Base damage: 25
Clip size: 4 RDS
Rate of Fire: SINGLE, 1.2 RDS/SEC
Reload time: 2.0 SEC
Recoil: 0.0
Base Accuracy: 60%
Acc. range: 50 FT
Max. range: 100 FT
Mass: 15 LBS
Laser sight: NO
Scope: NO
Silencer: N/A
Skill: Weapons: Pistol

The mini-crossbow was secifically developed for espionage work, and accepts a range of dart types (normal, tranquilizer, or flare) that can be changed depending upon the mission requirements.


PS20

Ammo type(s): N/A
Base damage: 25
Clip size: N/A
Rate of Fire: N/A
Reload time: N/A
Recoil: 0.0
Base Accuracy: 100%
Acc. range: 900 FT
Max. range: 1500 FT
Mass: 5 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Pistol

The PS20 is a disposable, plasma-based weapon developed by an unknown security organisation as a next generation stealth pistol. Unfortunately, the necessity of maintaining a small physical profile restricts the weapon to a single shot. Despite its limited functionality, the PS20 can be lethal at close range.


Sniper Rifle

Ammo type(s): 30.06 Ammo
Base damage: 25
Clip size: 6 RDS
Rate of Fire: SINGLE, 0.6 RDS/SEC
Reload time: 2.0 SEC
Recoil: 0.40
Base Accuracy: 75%
Acc. range: 1800 FT
Max. range: 3000 FT
Mass: 30 LBS
Laser sight: NO
Scope: YES
Silencer: NO
Skill: Weapons: Rifle

The military sniper rifle is the superior tool for the interdiction of long-range targets. When coupled with the proven 30.06 round, a marksman can achieve thight groupings at better than 1 MOA (mminute of angle) depending on enviromental conditions.


Sawed-off Shotgun

Ammo type(s): 12 gauge Buckshot shells
                          12 gauge Sabot shells
Base damage: 25
Clip size: 4 RDS
Rate of Fire: SINGLE, 3.3 RDS/SEC
Reload time: 3.0 SEC
Recoil: 0.50
Base Accuracy: 70%
Acc. range: 75 FT
Max. range: 150 FT
Mass: 15 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Rifle

The sawed-off, pump-action shotgun features a truncated barrel resulting in a wide spread at close range and will accept either buckshot or sabot shells.


Assault Rifle

Ammo type(s): 7.62x51mm Ammo
                          20mm HE Ammo
Base damage: 3
Clip size: 30 RDS
Rate of Fire: Auto, 10.0 RDS/SEC
Reload time: 3.0 SEC
Recoil: 0.50
Base Accuracy: 65%
Acc. range: 300 FT
Max. range: 600 FT
Mass: 30 LBS
Laser sight: NO
Scope: N/A
Silencer: NO
Skill: Weapons: Rifle

The 7.62x51mm assult rifle is designed for close-quarters combat, utilizing a shortened barrel and 'bullpup' design for increased maneuverability. An additional underhand 20mm HE launcher increases the rifles effectiveness against a variety of targets.


Assault Shotgun

Ammo type(s): 12 gauge Buckshot shells
                          12 gauge Sabot shells
Base damage: 20
Clip size: 12 RDS
Rate of Fire: Auto, 1.4 RDS/SEC
Reload time: 4.5 SEC
Recoil: 0.70
Base Accuracy: 60%
Acc. range: 75 FT
Max. range: 150 FT
Mass: 20 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Rifle

The assault shotgun (sometimes referred to as a 'street sweeper') combines the best traits of a normal shotgun with a fully automatic feed that can clear an area of hostiles in a matter of seconds. Particulary effective in urban combat, the assault shotgun accepts either buckshot or sabot shells.


Guided Explosive Projectile (GEP) Gun

Ammo type(s): Rockets
                          WP Rockets
Base damage: 300
Clip size: 1 RDS
Rate of Fire: SINGLE, 0.5 RDS/SEC
Reload time: 2.0 SEC
Recoil: 1.0
Base Accuracy: 75%
Acc. range: 900 FT
Max. range: 1500 FT
Mass: 50 LBS
Laser sight: N/A
Scope: NO
Silencer: N/A
Skill: Weapons: Heavy

The GEP gun is a relatively recent invention in the field of armaments: a portable, shoulder mounted launcher that can fire rockets and laser guide them to their target with pin point accuracy. While suitable for high-threat combat situations, it can be bulky for those agents who have not grown familiar with it.


Flamethrower

Ammo type(s): Napalm Canister
Base damage: 2
Clip size: 100 RDS
Rate of Fire: Auto, 10.0 RDS/SEC
Reload time: 5.5 SEC
Recoil: 0.0
Base Accuracy: 55%
Acc. range: 20 FT
Max. range: 20 FT
Mass: 40 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Heavy

A portable flame thrower that discards the old and highly dangerous backpack fuel dilivery system in favor of pressurized canisters of napalm. Inexperieced agents will find that a flamethrower can be difficult to maneuver, however.


Plasma Rifle

Ammo type(s): Plasma Clip
Base damage: 105
Clip size: 12 RDS
Rate of Fire: Single, 2.0 RDS/SEC
Reload time: 2.0 SEC
Recoil: 0.30
Base Accuracy: 70%
Acc. range: 900 FT
Max. range: 1500 FT
Mass: 50 LBS
Laser sight: NO
Scope: NO
Silencer: N/A
Skill: Weapons: Heavy

An experimental weapon that is currently being produced as a series of one-off prototypes, the plamsa gun superheats slugs of magnetically-doped plastic and accelerates the resulting gas-liquid mix using an array of linear magnets. The resulting plasma stream is deadly when used against slow-moving targets.


Light Anti-Tank Weapon (LAW)

Ammo type(s): N/A
Base damage: 100
Clip size: N/A
Rate of Fire: N/A
Reload time: N/A
Recoil: 1.0
Base Accuracy: 70%
Acc. range: 900 FT
Max. range: 1500 FT
Mass: 50 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Heavy

The LAW provides cheap, dependable anti-armor capability in the form of an integrated one-shot rocket and delivery system, though at the expense of any laser guidance. Like other heavy weapons, the LAW can slow agents who have not trained with it extensively.


Lightweight Attack Munitions (LAM)

Ammo type(s): N/A
Base damage: 50
Clip size: N/A
Rate of Fire: N/A
Reload time: N/A
Recoil: 0.0
Base Accuracy: 50%
Acc. range: N/A
Max. range: N/A
Mass: 5 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Demolition

A multi-functional explosive with electronic priming system that can be either thrown or attached to any surface with its polyhesive backing and used as a proximity mine.

<UNATCO OPS FILE NOTE SC093-BLUE> Disarming a proximity devise should only be attempted with the proper demolitions training. Trust me on this. --Sam Carter <END NOTE>


Gas Grenade

Ammo type(s): N/A
Base damage: 0
Clip size: N/A
Rate of Fire: N/A
Reload time: N/A
Recoil: 0.0
Base Accuracy: 50%
Acc. range: N/A
Max. range: N/A
Mass: 5 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Demolition

Upon detonation the gas grenade releases a large amount of CS (a military-grade 'tear gas' agent) over its area of effect. CS will cause irritation to all exposed mucous membranes leading to temporary blindness and uncontrolled coughing. Linke a LAM, gas grenades can be attached to any surface.


Electromagnetic Pulse (EMP) Grenade

Ammo type(s): N/A
Base damage: 0
Clip size: N/A
Rate of Fire: N/A
Reload time: N/A
Recoil: 0.0
Base Accuracy: 50%
Acc. range: N/A
Max. range: N/A
Mass: 5 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Demolition

The EMP grenade creates a localized pulse that will temporarily disable all electronics within its area of effect, including cameras and security grids.

<UNATCO OPS FILE NOTE JR134-VIOLET> While nanotech augmentations are largely unaffected by EMP, experiments have shown that it will cause the spontaineous dissipation of stored bioelectric energy. --Jaime Reyes <END NOTE>


Scramble Grenade

Ammo type(s): N/A
Base damage: 0
Clip size: N/A
Rate of Fire: N/A
Reload time: N/A
Recoil: 0.0
Base Accuracy: 50%
Acc. range: N/A
Max. range: N/A
Mass: 5 LBS
Laser sight: N/A
Scope: N/A
Silencer: N/A
Skill: Weapons: Demolition

The detonation of a GUARDIAN scramble grenade broadcasts a short-range, polymorphic broadband assault on the command frequencies used by almost all bots manufactured since 2028. The ensuing electronic storm causes bots within its radius of effect to indisriminately attack other bots untill command control can be re-established. Like a LAM, scramble grenades can be attached to any surface.


Lockpick

A disposable lockpick. The tension wrench is steel, but appropriate needles are formed from fast congealing polymers.

<UNATCO OPS FILE NOTE AJ006-BLACK> Here's what they don't tell you: despite the product literature you can use a standard lockpick to bypass all but the most high-class nanolocks. --Alex Jacobson <END NOTE>


Multitool

A disposable electronics tool. By using the electromagnetic resonance detection and frequency modulation to dynamically alter the flow of current through a circuit, skilled agents can use the multitool to manipulate code locks, cameras, autogun turrets, alarms, or other security systems.


Bioelectric Cell

A bioelectric cell provides efficent storage of energy in a form that can be utillized by a number of different devices.

<UNATCO OPS FILE NOTE JR289-VIOLET> Augmented agents have been equipped with an interface that allows them to transparently absorb energy from bioelectric cells. --Jaime Reyes <END NOTE>

Recharges 25 Energy Units.


Medkit

A first-aid kit.

<UNATCO OPS FILE NOTE JR095-VIOLET> The nanomachines of an augmented agent will automatically matabolize the contents of a medkit to efficiently heal damaged areas. An agent with medical training could greatly expedite this process. --Jaime Reyes <END NOTE>

Use to heal critical body parts, or use on character screen to direct healing at a certain body part.


Candy Bar

'CHOC-O-LENT DREAM. IT'S CHOCOLATE! IT'S PEOPLE IT'S BOTH! (tm) 85% Recycled Material.'


Soy Food

Fine print 'Seasoned with nanoscale mecano chemical generators, this TSP (textured soy protein) not only tastes good but also self-heats when its package is opened.'


Soda

The can is blank except for the phrase 'PRODUCT PLACEMENT HERE'. It is unclear weather this is a name or an invitation.


Forty

'COLD SWEAT forty ounce malt liquor. Never let 'em see your COLD SWEAT.'


Wine

A nice bottle of wine.


Liquor

The label is torn off but it looks like some of the good stuff.


Cigarettes

'COUGHING NAILS --When you've just got to have a cigarette.'


Zyme Vial

A vial of zyme, brewed up in some basement lab.


Flare

A flare.


Fire Extinguisher

A chemical fire extinguisher.


Binoculars

A pair of military binoculars.


Tech Goggles

Tech goggles are used by many special ops forces throughout the world under a number of different brand names, but they all provide some form of portable light amplification in a disposable package.


Hazmat Suit

A standard hazardous materials suit that protects against a full range of enviromental hazards including radiation, fire, biochemical toxins, electricity, and EMP. Hazmat suits contain an intergrated bacterial oxygen scrubber that degrades over time and thus should not be reused.


Ballistic Armor

Ballistic armor is manufactured from electrically sensitive polymer sheets that intrinsically react to the violent impact of a bullet or an explosion by 'stiffening' in response and absorbing the majority of the damage. These polymer sheets must be charged before use; after the charge has dissipated they lose their reflexive properties and should be discarded.


Thermoptic Camo

Integrating woven fiber-optics and an advanced computing system, thermoptic camo can render an agent invisible to both humans and bots by dynamically refracting light and radar waves; however, the high power drain makes it impractical for more then short-term use, after which the circuitry is fused and it becomes useless.


Rebreather

A disposable chemical scrubber that can extract oxygen from water during brief submerged operations.


Weapon Modification (Accuracy)

When clamped to the frame of most projectile weapons, a harmonic balancer will dampen the vertical motion produced by firing a projectile, resulting in increased accuracy.

<UNATCO OPS FILE NOTE SC108-BLUE> Almost any weapon that has a significant amount of vibration can be modified with a balancer; I've even seen it work with the mini-crossbow and a prototype plasma gun. --Sam Carter <END NOTE>

Drag over weapon to upgrade. Weapons highlighted in GREEN can be upgraded with this mod.


Weapon Modification (Clip)

An extended magazine that increases clip capacity beyond the factory default.

Drag over weapon to upgrade. Weapons highlighted in GREEN can be upgraded with this mod.


Weapon Modification (Reload)

A speed loader greatly decreases the time required to reload a weapon.

Drag over weapon to upgrade. Weapons highlighted in GREEN can be upgraded with this mod.


Weapon Modification (Laser)

A laser targeting dot eliminates any inaccuracy resulting from the inability to visually gauge a projectiles point of impact.

Drag over weapon to upgrade. Weapons highlighted in GREEN can be upgraded with this mod.


Weapon Modification (Range)

By lubricating the firing path with synthetic synovial fluid, the drag on fired projectiles is greatly reduced with consequent increase in range.

<UNATCO OPS FILE NOTE SC111-BLUE> Coating the primary valve system of a flamethrower or plasma gun in synovial lubricant and then over-presuring the delivery system will also result in an increase in range. Little trick I learned during field testing. --Sam Carter <END NOTE>

Drag over weapon to upgrade. Weapons highlighted in GREEN can be upgraded with this mod.


Weapon Modification (Recoil)

A stock cushioned with polycellular shock absorbing material will significantly reduce perceived recoil.

Drag over weapon to upgrade. Weapons highlighted in GREEN can be upgraded with this mod.


Weapon Modification (Scope)

A telescopic scope attachment provides zoom capability and increases accuracy against distant targets.

Drag over weapon to upgrade. Weapons highlighted in GREEN can be upgraded with this mod.


Weapon Modification (Silencer)

A silencer will muffle the muzzle crack caused by rapidly expanding gases left in the wake of a bullet leaving the gun barrel

<UNATCO OPS FILE NOTE SC108-BLUE> Obviosly a silencer is only effective with firearms. --Sam Carter <END NOTE>

Drag over weapon to upgrade. Weapons highlighted in GREEN can be upgraded with this mod.


Ambrosia Vial

The only known vaccine against the 'Grey Death.' Unfortunatly, it is quickly metabolized by the body making its effects temporary at best.


Augmentation Canister

An augmentation canister teems with nanoscale macanocarbon ROM modules suspended in a carrier serum. When injected into a compatible host subject, these modules augment an individual with extra-sapient abilities. However, proper programming of augmentations must be conducted by a medical robot, otherwise terminal damage may occur. For more information, plese see 'Face of the New Man' by Kelley Chance

Can only be installed with the help of a MedBot.


Augmentation Upgrade Canister

An augmentation upgrade canister contains highly specific nanomechanisms that, when combined with a previously programed module, can increase the efficiency of an installed augmentation . Because no programming is required, upgrade canisters may be used by trained agents in the field with minimal risk.

Must be used on Augmentations Screen.


Augmentations
Default:
IFF

Automatic friend or foe identification uses advanced heuristic algorithms to associate visible objects with known threat catogories.

Targeting reticle highlights RED over enimies, and GREEN over allies and neutrals.

NO UPGRADES

Energy Rate: 0 Units/Minute

[Always Active]


Light

Bioluminescent cells within the retina provide coherent illumination of the agent's field of view.

NO UPGRADES

Energy Rate: 10 Units/Minute


Infolink

One-way micro-transceiver array allows agents in the field to receive messages from Control, and to store and later retrieve relevant maps, conversations, and notes.

<UNATCO OPS FILE NOTE JR133-VIOLET> This is top of the line all the way, so don't expect any upgrades. --Jaime Reyes <END NOTE>

NO UPGRADES

Energy Rate: 0 Units/Minute

[Always Active]


Arms:
Combat Strength

Sorting rotors accelerate calcium ion concentration in the sarcorplasmic reticulum, increasing an agent's muscle speed several-fold and multiplying the damage they inflict in melee combat.

TECH ONE: The effectiveness of melee weapons is increased slightly.

TECH TWO: The effectiveness of melee weapons is increased moderately.

TECH THREE: The effectiveness of melee weapons is increased significantly.

TECH FOUR: Melee weapons are almost instantly lethal.

Energy Rate: 20 Units/Minute


Microfibral Muscle

Muscle strength is amplified with ionic polymeric gel myofibrils that allow the agent to push and lift extrodinarily heavy objects.

TECH ONE: Strength is increased slightly.

TECH TWO: Strength is increased moderately.

TECH THREE: Strength is increased significantely.

TECH FOUR: An agent is inhumanly strong.

Energy Rate: 20 Units/Minute


Legs:
Speed Enhancement

Ionic polymeric gel myofibrils are woven into the leg muscles, increasing the speed at which an agent can run and climb, the height they can jump, and reducing the damage they receive from falls.

TECH ONE: Speed and jumping are increased slightly, while fallling damage is reduced.

TECH TWO: Speed and jumping are increased moderately, while fallling damage is further reduced.

TECH THREE: Speed and jumping are increased significantly, while fallling damage is substantially reduced.

TECH FOUR: An agent can run like the wind and leap from the tallest building.

Energy Rate: 40 Units/Minute


Run Silent

The necessary muscle movements for complete silence when walking or running are determined continuously with reactive kinematics equations produced by embedded nanocomputers.

TECH ONE: Sound made while moving is reduced slightly.

TECH TWO: Sound made while moving is reduced moderately.

TECH THREE: Sound made while moving is reduced significantly.

TECH FOUR: An agent is completely silent.

Energy Rate: 40 Units/Minute


Subdermal (1):
EMP Shield

Nanoscale EMP generators partially protect individual nanites and reduce bioelectrical drain by canceling incoming pulses.

TECH ONE: Damage from EMP attacks is reduced slightly.

TECH TWO: Damage from EMP attacks is reduced moderately.

TECH THREE: Damage from EMP attacks is reduced significantly.

TECH FOUR: An agent is nearly invulnerable to damage from EMP attacks.

Energy Rate: 10 Units/Minute


Ballistic Protection

Monomolecular plates reinforce the skin's epithelial membrane, reducing the damage an agent recieves from projectiles and bladed weapons.

TECH ONE: Damage from projectiles and bladed weapons is reduced slightly.

TECH TWO: Damage from projectiles and bladed weapons is reduced moderately.

TECH THREE: Damage from projectiles and bladed weapons is reduced significantly.

TECH FOUR: An agent is nearly invulnerable to damage from projectiles and bladed weapons.

Energy Rate: 60 Units/Minute


Subdermal (2):
Cloak

Subdermal pigmentation cells allow the agent to blend with their surrounding enviroment, rendering them efectively invisible to observation by organic hostiles.

TECH ONE: Power drain is normal.

TECH TWO: Power drain is reduced slightly.

TECH THREE: Power drain is reduced moderately.

TECH FOUR: Power drain is reduced significantly.

Energy Rate: 300 Units/Minute


Radar Transparency

Radar-absorbent resin augments epithelial proteins; microprojection units distort agent's visual signature. Provides highly effective concealment from automated detection systems -- bots, camerat, turrets.

TECH ONE: Power drain is normal.

TECH TWO: Power drain is reduced slightly.

TECH THREE: Power drain is reduced moderately.

TECH FOUR: Power drain is reduced significantly.

Energy Rate: 300 Units/Minute


Torso (1):
Aqua Lung

Soda lime exostructures imbedded in the aveoli of the lungs convert CO2 to O2, extending the time an agent can remain underwater.

TECH ONE: Lung capacity is extended slightly.

TECH TWO: Lung capacity is extended moderately.

TECH THREE: Lung capacity is extended significantly.

TECH FOUR: An agent can stay underwater indefinitely.

Energy Rate: 10 Units/Minute


Enviromental Resistance

Induced keratin production strengthens all epithelial tissues and reduces the agent's vulnerability to radiation and other toxins.

TECH ONE: Toxic resistance is increased slightly.

TECH TWO: Toxic resistance is increased moderately.

TECH THREE: Toxic resistance is increased significantly.

TECH FOUR: An agent is nearly invulnerable to damage from toxins.

Energy Rate: 20 Units/Minute


Torso (2):
Regeneration

Programmable polymerase automatically directs construction of proteins in injured cells, restoring an agent to full health over time.

TECH ONE: Healing occurs at a normal rate.

TECH TWO: Healing occurs at a slightly faster rate.

TECH THREE: Healing occurs at a moderately faster rate.

TECH FOUR: Healing occurs at a significantly faster rate.

Energy Rate: 120 Units/Minute


Energy Shield

Polyanilene capacitors below the skin absorb heat and electricity, reducing the damage recieved from flame, electrical, and plasma attacks.

TECH ONE: Damage from energy attacks is reduced slightly.

TECH TWO: Damage from energy attacks is reduced moderately.

TECH THREE: Damage from energy attacks is reduced significantly.

TECH FOUR: An agent is nearly invulnerable to damage from energy attacks.

Energy Rate: 40 Units/Minute


Torso (3):
Synthetic Heart

This synthetic heart circulates not only blood but a steady concentration of mechanochemical power cells, smart phagocytes, and liposomes containing prefab diamonoid machine parts, resulting in upgraded performance for all installed augmentations.

<UNATCO OPS FILE NOTE JR133-VIOLET> However, this will not enhance any augmentation past its maximum upgrade level. --Jaime Reyes <END NOTE>

NO UPGRADES

Energy Rate: 100 Units/Minute


Power Recirculator

Power consumption for all augmentations is reduced by polyanilene circuits, plugged directly into cell membranes, that allow nanite particles to interconnect electronically without leaving their host cells.

TECH ONE: Power drain of augmentations is reduced slightly.

TECH TWO: Power drain of augmentations is reduced moderately.

TECH THREE: Power drain of augmentations is reduced.

TECH FOUR: Power drain of augmentations is reduced significantly.

Energy Rate: 10 Units/Minute


Cranial:
Aggressive Defense System

Aerosol nanoparticles are released upon the detection of objects fitting the electromagnetic threat profile of missiles and grenades; these nanoparticles will prematurely detonate such objects prior to reaching the agent.

TECH ONE: The range at which incoming rockets and grenades are detonated is short.

TECH TWO: The range at which detonation occurs is increased slightly.

TECH THREE: The range at which detonation occurs is increased moderately.

TECH FOUR: Rockets and grenades are detonated almost before they are fired.

Energy Rate: 10 Units/Minute


Spy Drone

Advanced nanofactories can assemble a spy drone upon demand which can then be remotely controlled by the agent untill released or destroyed, at which point a new drone will be assembled. Further upgrades equip the spy drones with better armor and a one-shot EMP attack.

TECH ONE: The drone can take little damage and has a very light EMP attack.

TECH TWO: The drone can take minor damage and has a light EMP attack.

TECH THREE: The drone can take moderate damage and has a medium EMP attack.

TECH FOUR: The drone can take heavy damage and has a strong EMP attack.

Energy Rate: 150 Units/Minute


Eyes:
Targeting

Image-scaling and recognition provided by multiplexing the optic nerve with doped polyacetylene 'quantum wires' not only increases accuracy, but also delivers limited situational info about a target.

TECH ONE: Additional increase in accuracy and general target information.

TECH TWO: Additional increase in accuracy and more target information.

TECH THREE: Additional increase in accuracy and specific target information.

TECH FOUR: Additional increase in accuracy and telescopic vision.

Energy Rate: 40 Units/Minute


Vision Enhancement

By bleaching selected rod photoreceptors and saturating them with metarhodopsin XII, the 'nightvision' present in most nocturnal animals can be duplicated. Subsequent upgrades and modifications add infravision and sonar-resonance imaging that effectively allows an agent to see through walls.

TECH ONE: Nightvision

TECH TWO: Infravision

TECH THREE: Close range sonar imaging

TECH FOUR: Long range sonar imaging

Energy Rate: 40 Units/Minute


Ammunition
Prod Charger

A portable charging unit for the riot prod.


Pepper Cartridge

'ANTIGONE pepper spray will incapacitate your attacker in UNDER TWO SECONDS. ANTIGONE -- better BLIND then DEAD. NOTE: Keep away from children under the age of five. Contents under pressure.'


10mm Ammo

With their combination of high stopping power and low recoil, pistols chambered for the 10mm round hame become sidearms of choice for paramilitary forces around the world.


Darts

The mini-crossbow dart is a favored weapon for many 'wet' operations; however silent kills riquire a high degree of skill.


Tranquilizer Darts

A mini-crossbow dart tipped with a succinylcholine-variant that causes complete skeletal muscle relaxation, effectively incapacitating a target in a non-lethal manner.


Flare Darts

Mini-crossbow flare darts use a slow-burning incediary device, ignited on impact, to provide illumination of a targeted area.


30.06 Ammo

Its high velocity and accuracy have made sniper rifles using the 30.06 round the preferred tool for individuals requireing 'one shot, one kill' for over fifty years.


7.62x51mm Ammo

The 7.62x51mm (NATO) round was chiefly used by anti-terrorist units equipped with assault rifles for close-quarters combat until its widespread adoption among national security forces requiring enhanced combat responsiveness made it ubiquitous.


20mm HE Ammo

The 20mm high explosive round complements the standard 7.62x51mm assault rifle by adding the capability to clear small rooms, fox holes, and blind corners using an underhand launcher.


12 Gauge Buckshot Shells

Standard 12 gauge shotgun shell; very effective for close quarters combat against soft targets, but useless against body armor.


12 Gauge Sabot Shells

A 12 gauge shotgun shell surrounding a solid core of tungsten that can punch through all but the thickest hardened steel armor at close range; however its ballistic profile will result in minimal damage to soft targets.


Rockets

A gyroscopically stabilized rocket with limited onboard guidance systems for in-flight cource corrections. Engineered for use with the GEP gun.


WP Rockets

The white phosphorus rocket or 'wooly peter' was designed to expand the mission profile of the GEP gun. While it does minimal damage upon detonation, the explosion will spread a cloud of particularized white phosphorus that ignites immediately upon contact with the air.


Napalm Canister

A pressurised canister of jellied gasoline for use with flamethrowers

<UNATCO OPS FILE NOTE SC080-BLUE> The canister is double walled to minimize accidental detonation caused by stray bullets during a firefight. --Sam Carter <END NOTE>


Plasma Clip

A clip of extruded, magnetically-doped plastic slugs that can be heated and delivered with devastating effect using the plasma gun.


Cheats
Okay, first you need to enable cheats! To do this you will have to add the "Talk" command.
Open C:\DeusEx\System (by default) and find the "User.ini" file (C:\DeusEx\System\User.ini).
Now add the "t=Talk" command to the key binding lists, find "T=" and add "talk".
There are two lists: [Extension.InputExt] and [Engine.Input].
Okay, start up Deus Ex and hit T to get the talk promt. Backspace "say " and type "set DeusEx.JCDentonMale bCheatsEnabled True" to enable cheats.

Okay now to activate the cheats press “T”, backspace "say ", type in the code and press “T” again to activate (remembering to backspace say each time, otherwise the command will be spoken).

god   -   God mode on/off
invisible   -   invisibility on/off
behind view 1/0   -   Third-person view on/off (example: behind view 1)
fly   -   Fly mode
ghost   -   No clip mode
walk   -   Deactivates fly or no clip mode
iamwarren   -   Warrens EMP field
tantalus   -   Kill current target
legend   -   Deus Ex: Behind The Curtain (secret menu)
allskillpoints   -   Max skill points
allammo   -   Max ammo
allaugs   -   All basic augmentations (max level too)
allhealth   -   Max health
allenergy   -   Max bio-electric energy
allcredits   -   10000 credits
allimages   -   Summons all images
allweapons   -   Summons all weapons
summon X   -   Summon object X (example: summon WeaponNanoSword / summon ScientistFemale)
spawnmass X #   -   Summon # or object X (example: spawnmass VialAmbrosia 13)
NOTE: For more object names look up graphics in the Deus Ex Editor (go to official site to get it!)


Review

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These pictures n Nano Augmentations are products of


Ion Storm

and


Eidos Interactive