Starship troopers saved games


















Once we are inside the station, I will make a fresh assessment of the situation. Your team is to protect me at all times, and assist any survivors we may find there. That was a near thing, Lieutenant. I was glad to have your people at my back. The loss of Hydra station has been a grievous setback to millions of Terran refugees.

However, we must not give up the fight. I intend to discover how the arachnids located Hydra base. Perhaps they have some psychic ability to sniff out our secrets. Or perhaps we harbor a traitor in our ranks. I intend to seek Colonel Holland's opinion on this. I will leave you now to return to your Company. Remember: you may not discuss your last mission with anyone, not even your divisional commander. Terran morale has taken a beating with the loss of Europa and other outer ring colonies to the bugs.

The bugs are relentless in their assaults upon fragile Terran habitats. We cannot compete with the bugs' ability to adapt to hostile environments. Increasingly, Terran citizenry are becoming alarmed, as the bugs strike closer to home. The MI propaganda machine has gone into overdrive. Terran networks are now saturated with positive media, showing victories not defeats, heroes not caskets. Good morning, Lieutenant, your platoon has been chosen for a very special assignment.

Command HQ is in need of positive images of Terran civilians reclaiming their lives in the wake of the war. People have been too focused upon what we have lost, and not what we have won back. MI media want to turn around the public's perception of this conflict. Consequently, the Audie Murphy is in orbit around New Wellington.

NW was evacuated eight months ago after a particularly vicious arachnid assault. New satellite surveillance has indicated that the bugs have been slow to. Command HQ have decided the time is right for us to strike back, and retake New Wellington.

Your team will deploy at the civilian settlement of Huntonville. It is a small farming settlement, south of the major areas of arachnid devastation. Tac recon reports a minimal arachnid surface presence, and a very limited tunnel network. Your primary objective will be to sweep your mission sector clean of arachnids and to destroy any tunnel entrances.

You must take a Combat Engineer to repair any structural damage caused by the bugs. Once you have give the all clear, we will send transports down containing settlers previously evacuated from Huntonville.

You are to assist Major Munroe and provide escort to the settlers as they return to their farms. The loss of Major Munroe or the deaths of any settlers will compromise the viability of this mission. We need happy families, not corpses, Lieutenant.

Well done, Lieutenant, your report makes everything clear. Your team performed brilliantly under, shall we say, "challenging" conditions. I don't know if he will ever win any awards but it can't but help Major Munroe's career to be filmed alongside one of the best platoons in the whole MI. As for the settlers, Command HQ plan to establish a planetary garrison to clean up the last of the bugs. Those people will be able to live peaceful lives, eventually.

TFT Audie Murphy is now en route. It's yet another evacuation. Your platoon should rest up for the next few weeks. Terran morale has shown a marked improvement in the wake of the propaganda drive, particularly after the demonstration to the public of new weapons technology.

Public opinion has now swung towards a renewed offensive against the bugs, and victory seems within our grasp. The situation at the war front, however, remains unchanged. The bugs assault a new settlement every few weeks, and the MI still battle to keep them in check. These new super weapons will never replace the Mobile Infantry, because wherever the bugs strike, we are there are on the ground to meet them!

Good morning, Lieutenant, The Audie Murphy is presently in orbit around Centennia, a mining colony in the Vegan system. The arachnid invasion has been ongoing for three weeks.

The bug numbers are strong in the south, thankfully the majority of Terran settlements are in the north. MI 1 st Division are responsible for evacuating these settlements. Command HQ are testing their new evac. I have had confirmation that Fleet will be deploying new "Nova" class warheads once the evacuation is complete. Regarding the evacuation, your reputation for handling tough assignments has recommended your team for the following detail. Four hours ago, we received a rescue request from a strike team trapped in one of the southern mountain ranges.

Fleet liaison was initially unaware that any operation was being conducted on the southern continent. From the mission logs, we have learnt that troopers from J Company are involved in a covert assignment, authorized by Major Bishop of Internal Security Services.

Your team will deploy in the southern alpine region of Centennia Prime. You are to contact and assist the trapped strike team, commanded by Sergeant Nixon, of 3rd Platoon, J Company.

Once you have relieved the strike team, you are to assist them to complete their original objectives. You must make contact with the commander of Terran research facility on Nine Cloud Mountain, and co-ordinate the evacuation of personnel from the base.

Well done, Lieutenant, the loss of Nine Cloud Mountain base is a major setback, but I believe that we can win back Centennia. As we broke orbit, Fleet destroyers deployed a barrage of "Nova" class warheads against the arachnid controlled areas.

MI 6th Division will then move in to clean up the mess. Command HQ is growing concerned over the lack of progress with the Brain bug. Colonel Holland is adamant that a breakthrough is imminent, but he has published no new findings in over six months. The bugs however seem more accurate in their targeting of Terran settlements, seem more determined to disrupt Terran industry. The MI are beginning to run low on veteran troops.

While there is no current shortage of fresh recruits, experienced troopers are needed for tough assignments. New technology is being rapidly prototyped to maximize their survival rate in the field. With courage and ingenuity, we will beat the bugs! I am sorry to have called you away from your company, but I need people I can trust on this mission. As I owe you my life, I wish to be completely candid with you as to the nature of my investigations.

I have been assembling evidence of what I believe to be a high-level leak in. Terran security. I believe that my suspicions have been validated by the invasion of Axel 6, the planet we are currently orbiting. Axel 6 is a another mining colony, of little strategic value to the bugs. Axel 6 is also home to one of our oldest research facilities, Grigori Outpost. The location of this base, as with the others, was a classified secret to all but the chief officers of Terran R'n'D.

Presently, the only officer in this group who is in direct contact with the bugs is Colonel Holland. My inference is this: Colonel Holland, who has been working in seclusion with the Brain bug for the last eighteen months, has compromised the security of each major research operation. However, until I can prove these allegations, I must ask you to keep my suspicions secret, even from your own troops.

We will deploy in the vicinity of the Grigori Outpost, and assist with the evacuation of base personnel. Tac-Recon report that arachnid bombardment of the surface has caused a nearby volcano to become active. Your team is to provide escort for me as we travel through the mission sector. We are to contact the base commander, Colonel Chaplin and assist with the evacuation.

Chaplin once worked with Holland, but transferred here to take command of this facility. Information from Colonel Chaplin may help me prove my suspicions. That was a tough assignment, Lieutenant, I couldn't have done it without your team. Since our return I have learnt much from Colonel Chaplin about Holland. All that I can say for now is that it has confirmed my worst fears. I am about to present my case before a closed session of the Terran Security Council. Whatever happens, you must keep the secrets that I have shared with you locked away until such a time as Holland can be brought to justice.

Command HQ now believes that Colonel Holland's methods have become unsound. On Holland's orders Operational Cakewalk was instigated. Three regiments were sent to Planet P to capture more arachnid Brains. Not one trooper made it back alive! Serious allegations have now been voiced by the Terran Council. Colonel Holland, for unknown reasons, has elected not to respond. The MI are stretched to their limit as arachnid assaults continue without any clear pattern.

Somehow the bugs are becoming more accurate in their targeting of Terran settlements. Orbital defense satellites around Terra itself are destroying at least one egg cluster a week. We must never give up the fight! Good morning, Lieutenant, the Xenophon has just entered an occluded orbit above Edenwell, third planet in the Canopus system.

I carry with me a warrant for the arrest of Colonel Holland. After my testimony before the Terran Security Council, the councilors voted unanimously to bring Holland in for questioning.

As the Colonel has not responded to any communique in the last week, we must surmise that he is aware of our plans. In addition to this, a jamming satellite is interfering with our sensor array. Tac-Recon are unable to. The only image of the mission area we have was taken shortly after the base was constructed. There is an MI garrison stationed here. Unless they grant us free passage, we must assume that they are in league with Holland.

If they try to stop us, you are authorized to use lethal force. Those pillbox structures are special arachnid containment units. If we do not find Holland in his base then he will no doubt be skulking in one of those pens.

Our orders are clear, we are to arrest Holland. We must be cautious though. Holland is a powerful psychic, and will no doubt try to resist arrest. I will rely on your team to watch my back at all times. As for the Brain bug, it must be destroyed. His selfless sacrifice in the fight against theBrain bug will be an inspiration for all Terran citizens. While it chokes me to praise a traitor, I can only reinforce the sentiments of the Terran council. People are not ready to confront the reality of Holland's treachery.

All Terrans must unite in common cause against the bugs, rather than allow the truth of Holland's betrayal to tear us apart. I wish you and your team well in the future, Lieutenant.

Let us both pray that the war will be over soon. Command HQ are now faced by the realization that the Terran Federation is rapidly running low on resources. During the time it takes to train just one trooper, the bugs are able to hatch another thousand warriors. Given the current rate of resource expenditure, the Terran Federation can only continue the fight for another twelve months. The memorial service for Colonel Holland has changed public opinion in favor of a renewed assault against the bugs.

It appears the bugs take prisoners too. We're going down into bugtown, and we're taking our Troopers back! You should be familiar with our current theatre of operations. The Audie Murphy is in orbital formation above Planet P, as preparations begin for the big push. Six months ago, on Holland's orders, Operation Cakewalk was instigated. Capture teams were sent below to capture further members of the arachnid intelligence caste.

The Operation was a disaster, the bugs knew we were coming. Three entire regiments vanished without a trace, deep within bugtown. In early August, surveillance satellites detected a faint comms signal emanating from beneath the surface. The message was SOS. Even though this may be a trap, Command HQ has decided to attempt the rescue.

The MI leave no one behind! Your strike team is on rescue detail. You will descend approximately meters beneath Planet P. A recon team has mapped a route to a ventilation tunnel close by the source of the distress signal. You will need to use a Scale One Nova Bomb to blast your way through the tunnel wall.

Make sure you assign a Nova Bomb to a member of your Strike Team. While you search the mission sector, marauder teams will conduct diversionary skirmishes. This will hopefully divert the bugs' attention from your activities.

You are to liberate any Terran POWs you encounter. Be on the look out for any MI's under psychic compulsion. Under Article 15, you are authorized to use lethal force if they threaten the viability of your mission. Just make sure you bring our people home Lieutenant, or at worst, their dogtags. Once you have swept through the mission sector, we'll have a scout team there to lead you out. Welcome back, Lieutenant, your report makes for chilling reading.

It is clear from Sgt. Peatree's testimony that there was no way to bring those troopers home. Your team has acted entirely in accord with Article 15 of the Terran Military code, there was nothing else that you could do. The troopers' dogtags which you recovered will be forwarded to their families.

They will be posthumously awarded the Badge of Valor, for their bravery. I know that we can count on your discretion in this situation. Rest well, Lieutenant, you've earned it. With resources stretched to their limit, Command HQ is now determined to mount a big push against the Bugs. After nearly two years of conflict, Terran strategists have developed a watertight doctrine to defeat the bugs once and for all.

It relies upon new 'secret' weapons which are still being developed. One of these weapons involves an alien technology discovered some five years ago on Planet G. Planet G is located within the boundary of the AQZ, and our spy satellites indicate that bugs have invaded. This technology must be returned to Terran control. We must liberate Planet G at any price! Good evening, Lieutenant, we are uncomfortably near the boundary of the AQZ.

The Audie Murphy is in orbit about a classified world, known only as Planet G. Planet G has been under federal scrutiny since the Ambrose expedition discovered remnants of an unknown alien civilization five years ago. This pre-war survey team detected unique spatial properties associated with the buildings in the island chain. In summary, what Ambrose discovered was that the four islands are part of a temple complex. Altar stones within the complex are capable of instantly transporting a person to different points within the island chain.

The strategic value of this teleporter technology is immeasurable. Command HQ believe that it will prove essential in the Big Push. Twenty eight days ago, spy satellites detected an arachnid eggfall.

The temple complex is now controlled by the bugs. Command HQ has placed a top priority on the reclamation of Planet G. We needed one of our best teams for the job. You will deploy on the northern island in the chain. Your team will then sweep each island clear of arachnids. You must kill every bug in the mission sector. You will need to use the transport stones in order to move your team from island to island. Professor Ambrose stated in his report that each of the temples must be visited in order to activate certain transport stones.

Once you have cleared all the islands of arachnids, and destroyed the egg cluster on the central island, a tech team will deploy and begin analysis. It has been requested that your team attempt to minimize structural damage to the site. Do not destroy any of the temples! Lieutenant, it looks like there are plenty of bugs down there. Field intelligence recommends the use of nuclear ordinance to clear the egg cluster. Excellent work, Lieutenant. Your platoon has once more distinguished themselves.

With Planet G once more under Terran command, we will soon unravel the secrets of this teleporter technology. For now we must leave it in the hands of the technicians. We are now en route to Sirius, ETA 23 days. The Psychic Academies are being bombarded by egg clusters.

I'll have more details when we arrive. Now that Terran scientists have unraveled the workings of the Ambrose teleporters, Command HQ are now preparing the other new weapon for the Big Push. Special Talents have been undergoing rigorous training at the Sirian Psychic Academy. Presently, the students are completing the last of their training. Drawing upon Colonel Holland's painstaking research into the psychic abilities of the Brain, we have developed our own Terran talents to give us the edge against the bugs.

The psychic troopers will help us hunt down the leaders of the Arachnid Swarm and destroy them once and for all! Good morning, Lieutenant, the Audie Murphy has just established stationary orbit above Sirius 3. Like anyone with FedNet access, you would be aware of the Federal recruitment drive for psychic sensitives.

Sirius 3 is where these "special talents" are trained. Command HQ has been commissioning psychic graduates and sending them into the field with MI strike teams. Provisional feedback is inspiring. These special talents can sense things that we ordinary Terrans are blind to. Rumor has it that top brass believe these talents will be critical in next big push into Klendathu. Two weeks ago a dozen arachnid egg clusters struck Sirius 3. Intelligence believes the bugs, who are innately telepathic, have been drawn by the peculiar psychic resonance of so many special talents.

Thankfully, orbital defense batteries have detected no further egg clusters. Your team will deploy at an airstrip south west of Psychic Academy There, you are trained in the areas of physical fitness, formations, weapons proficiency and simulated combat. The second and fourth options allow you to load saved games - an unfinished campaign and saved game files respectively. The third enlists you in the military and begins a new campaign while the last option provides a means for editing game preferences video, sound and so forth.

When you begin the game, you're given the option to select both your lieutenant profile and your platoon insignia. The default lieutenant is named Johnny but you can change his name and facial profile.

When you are choosing your platoon insignia, you simply choose the symbol you want and name it accordingly. During gameplay, you are briefed on your objectives before every mission. Starship Troopers' developers made a wise decision in adding vocal mission briefings. With sound briefings accompanying the text, you undoubtedly have a clearer idea of the mission requirements. You also have to appoint a strike team before every mission and, if there are specific items required to complete the tasks, you must equip the team members accordingly.

If you so desire, you can auto-select a strike team from the options provided. When you do this, the computer automatically equips all the required items for the mission. This is a very useful attribute since it can be a difficult and confusing process to customize team members on your own. Once the game begins, you're confronted with jaw-dropping graphics and sound.

The game's smooth textures and soft playing music are wonderful additions to the game's atmosphere. The lighting effects in the game are also very nice and the level of detail to which each individual character is rendered is superb. Points and victories contributed to persistently-tracked stats, resulting in regular promotions for skilled players. Both sides could select to fly any one of five ship classes - light, medium, medium heavy and heavy fighters, as well as a carrier ship that could ferry troops to contested planets.

Players could rearm, repair or dock to save their current score at starbases or friendly planets scattered around the arena death reset a player's score to the last saved number. Players could also form teams or "guilds" called squadrons. Five arenas were available, with different objectives for each. The first three required each side to capture all planets in the arena.

Planets were captured by having a player select and pilot the lumbering carrier class ship, pick up troops from their side's home planet and unload them on the target planet ideally with other players providing fighter cover along the way.

The fourth arena required teams to destroy four of the enemy's bases. The fifth arena awarded victory to the side that killed 50 enemy ships.



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