#LyX 1.3 created this file. For more info see http://www.lyx.org/
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\layout Title

TREMULOUS 1.1.0
\layout Standard


\begin_inset LatexCommand \tableofcontents{}

\end_inset 


\layout Section

Introduction
\layout Standard

Tremulous is a first person shooter featuring two opposing teams, humans
 and aliens.
 Both teams are able to build structures such as spawn points, which are
 vital to their victory.
 The goal of Tremulous is to eliminate the opposing team and all of their
 spawn points.
\layout Standard

Each team in Tremulous differs fundamentally from the other.
 The aliens are class based, with two classes initially available: the alien
 team's builder, known as the Granger, and the Dretch, the weakest offensive
 alien.
 The aliens are awarded frags for killing their foes which may be used to
 evolve into stronger classes, capable of greater and more varied maneuvers.
 In contrast the human team is upgrade based, receiving credits for kills
 that may be exchanged at an Armoury structure for new weapons, armour and
 equipment.
 Two such upgrades are available for free: a rifle and a construction kit,
 used for building structures.
\layout Standard

During a game of Tremulous, each team occupies one of three stages of developmen
t.
 These stages are reached by accruing more than a specific total number
 of kills by the whole team.
 Each new stage unlocks new classes, upgrades and buildable structures.
 If one team reaches a stage significantly earlier than the other team it
 stands a better chance of defeating the opposing team.
\layout Standard

Section 
\begin_inset LatexCommand \ref{sec:Game}

\end_inset 

 details the content of the game including the various controls that are
 used to play.
 Section 
\begin_inset LatexCommand \ref{sec:Technical}

\end_inset 

 describes some technical aspects of how Tremulous works.
 It is not necessary to read this section in order to play the game.
\layout Section


\begin_inset LatexCommand \label{sec:Game}

\end_inset 

Game
\layout Subsection

Aliens
\layout Standard

Two classes are available upon joining the alien team: the Dretch and the
 Granger.
 As you gain kills, you may use your earned frags to evolve into higher
 classes with the 
\noun on 
Use Structure/Evolve
\noun default 
 button.
 The alien team is mostly limited to melee attacks and must use stealth
 and speed to defeat the longer range humans.
 All aliens automatically regenerate health at a slow rate.
\layout Subsubsection

Classes
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Granger
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename granger.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 0
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="3">
<features>
<column alignment="left" valignment="top" rightline="true" width="0">
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Ability
\end_inset 
</cell>
<cell multicolumn="1" alignment="left" valignment="top" bottomline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Control
\end_inset 
</cell>
<cell multicolumn="2" alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Build
\end_inset 
</cell>
<cell multicolumn="1" alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Primary Attack
\end_inset 
</cell>
<cell multicolumn="2" alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Destroy Structure
\end_inset 
</cell>
<cell multicolumn="1" alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Deconstruct Structure
\noun default 
 on an alien structure
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 

 
\layout Standard

The 
\emph on 
Granger
\emph default 
 is the alien team's builder class.
 
\noun on 
Primary Attack
\noun default 
 will bring up a menu of structures available for building.
 After selecting a structure a glowing outline of it will appear.
 When this outline is green you can use the 
\noun on 
Primary Attack
\noun default 
 button to place it.
 The outline changes to red when the structure cannot be placed in its current
 location.
 To cancel placing the structure press the 
\noun on 
Secondary Attack
\noun default 
 button.
 To remove a placed structure use the 
\noun on 
Deconstruct Structure
\noun default 
 button.
 After building or deconstructing a structure a timer will appear in the
 lower right corner of the screen.
 Until this timer expires you cannot create or destroy another building.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
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\begin_inset Text

\layout Standard


\emph on 
Advanced Granger
\end_inset 
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\begin_inset Text

\layout Standard

\end_inset 
</cell>
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<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

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\begin_inset Graphics
	filename agranger.jpg
	scale 85

\end_inset 


\end_inset 
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<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 0
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 2
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="6" columns="2">
<features>
<column alignment="left" valignment="top" rightline="true" width="0">
<column alignment="left" valignment="top" width="0">
<row bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Ability
\end_inset 
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<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Control
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Build
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Primary Attack
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Slash
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Secondary Attack
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Lob Projectile
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Activate Upgrade
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Destroy Structure
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Deconstruct Structure 
\noun default 
on an alien structure
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Wallwalk
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Crouch
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Advanced Granger
\emph default 
 becomes available at no cost when the alien team reaches stage two.
 In addition to the 
\emph on 
Granger's
\emph default 
 abilities, the 
\emph on 
Advanced Granger
\emph default 
 can move faster, jump higher, walk on walls and attack with a slash or
 by lobbing small projectiles with the 
\noun on 
Activate Upgrade
\noun default 
 button.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
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\begin_inset Text

\layout Standard


\emph on 
Dretch
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename dretch.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 0
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" rightline="true" width="0">
<column alignment="left" valignment="top" width="0">
<row bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Ability
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Control
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Bite
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Touch a human
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Wallwalk
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Crouch
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Dretch
\emph default 
 is the alien team's weakest offensive class.
 Its only attack is to make forward contact with a human player or human
 defensive structure.
 The amount of damage dealt to a human depends on what armour they were
 wearing and where they were hit, with headshots resulting in the most damage.
 
\emph on 
Dretches
\emph default 
 can also wallwalk; toggle it by pressing the 
\noun on 
Crouch
\noun default 
 button.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Basilisk
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename basilisk.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 1
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="4" columns="2">
<features>
<column alignment="left" valignment="top" rightline="true" width="0">
<column alignment="left" valignment="top" width="0">
<row bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Ability
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Control
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Slash
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Primary Attack
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Grab
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Touch a human
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Wallwalk
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Crouch
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Basilisk
\emph default 
 attacks by using the 
\noun on 
Primary Attack
\noun default 
 button.
 It can also grab human players by making contact with them at close range.
 This freezes humans in place and, if they're not wearing a 
\emph on 
Battlesuit
\emph default 
, restricts their ability to turn.
 The 
\emph on 
Basilisk
\emph default 
 can also wallwalk; toggle it by pressing the 
\noun on 
Crouch
\noun default 
 button.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Advanced Basilisk
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename abasilisk.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 2
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 2
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="5" columns="2">
<features>
<column alignment="left" valignment="top" rightline="true" width="0">
<column alignment="left" valignment="top" width="0">
<row bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Ability
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Control
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Slash
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Primary Attack
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Gas
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Secondary Attack
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Grab
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Touch a human
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Wallwalk
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Crouch
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

In addition to the 
\emph on 
Basilisk's
\emph default 
 abilities, the 
\emph on 
Advanced Basilisk
\emph default 
 can spray a cloud of noxious gas that will disorient and poison affected
 human players.
 Humans equipped with a 
\emph on 
Battlesuit
\emph default 
 are immune to gas.
 Use this ability with the 
\noun on 
Secondary Attack
\noun default 
 button.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Marauder
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename marauder.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 2
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" rightline="true" width="0">
<column alignment="left" valignment="top" width="0">
<row bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Ability
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Control
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Bite
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Primary Attack
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Wall Jump
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Jump into a wall while holding down 
\noun on 
Jump
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Marauder
\emph default 
 attacks with the 
\noun on 
Primary Attack
\noun default 
 button and has the ability to rebound off walls.
 To use this ability jump towards a wall and hold down the 
\noun on 
Jump
\noun default 
 button.
 When you hit the wall you will be propelled upward and in the direction
 opposite of the wall.
 As long as you continue hitting walls you will continue wall jumping.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Advanced Marauder
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename amarauder.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 3
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 2
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="4" columns="2">
<features>
<column alignment="left" valignment="top" rightline="true" width="0">
<column alignment="left" valignment="top" width="0">
<row bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Ability
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Control
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Bite
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Primary Attack
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Zap
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Secondary Attack
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Wall Jump
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Jump into a wall while holding down 
\noun on 
Jump
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

In addition to the 
\emph on 
Marauder's
\emph default 
 abilities, the 
\emph on 
Advanced Marauder
\emph default 
 can use a chain lightning attack.
 To use this, press the 
\noun on 
Secondary Attack
\noun default 
 button while aiming at a nearby human or human structure.
 If it connects the electric shock will jump to up to two other nearby targets
 doing full damage to the first, half damage to the second and one third
 damage to the third over a period of one second provided the attacker stays
 within range.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Dragoon
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename dragoon.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 3
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" rightline="true" width="0">
<column alignment="left" valignment="top" width="0">
<row bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Ability
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Control
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Bite
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Primary Attack
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Pounce
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Hold down 
\noun on 
Secondary Attack
\noun default 
 briefly then release
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Dragoon
\emph default 
 attacks by either biting with the 
\noun on 
Primary Attack
\noun default 
 button or pouncing with 
\noun on 
Secondary Attack
\noun default 
.
 To pounce, first hold down the 
\noun on 
Secondary Attack
\noun default 
 button to charge up, then release to leap forward and damage anything that
 gets in the way.
 While charging you will be unable to jump normally and will move at a reduced
 rate.
 Aim up a little to fly further when pouncing.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Advanced Dragoon
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename adragoon.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 4
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 3
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="4" columns="2">
<features>
<column alignment="left" valignment="top" rightline="true" width="0">
<column alignment="left" valignment="top" width="0">
<row bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Ability
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Control
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Bite
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Primary Attack
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Pounce
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Hold down 
\noun on 
Secondary Attack
\noun default 
 briefly then release
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Shoot Barb
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Activate Upgrade
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

In addition to the 
\emph on 
Dragoon's
\emph default 
 abilities, the 
\emph on 
Advanced Dragoon
\emph default 
 can fire long ranged spiked barbs with the 
\noun on 
Activate Upgrade
\noun default 
 button.
 Up to three of these barbs may be held in reserve and they regenerate automatic
ally over time.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Tyrant
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename tyrant.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 5
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 3
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="4" columns="2">
<features>
<column alignment="left" valignment="top" rightline="true" width="0">
<column alignment="left" valignment="top" width="0">
<row bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Ability
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Control
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Slash
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Primary Attack
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Trample
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Hold down 
\noun on 
Secondary Attack
\noun default 
 briefly then release
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Healing Aura
\end_inset 
</cell>
<cell alignment="left" valignment="top" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Stand close to teammates to increase their regeneration rate
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Tyrant
\emph default 
 attacks by either slashing with the 
\noun on 
Primary Attack
\noun default 
 button or trampling with 
\noun on 
Secondary Attack
\noun default 
.
 To trample, first hold down the 
\noun on 
Secondary Attack
\noun default 
 button while moving forward to charge up, then release to run at high speed
 for a short time, damaging anything in your path.
 The 
\emph on 
Tyrant
\emph default 
 also has a healing aura that will double the regeneration rate of lower
 class aliens within range.
\layout Subsubsection

Structures
\layout Standard

All alien structures must be built in proximity to an 
\emph on 
Egg
\emph default 
 or an 
\emph on 
Overmind
\emph default 
.
 All alien structures require the presence of an
\emph on 
 Overmind
\emph default 
 to function.
 All alien structures create `creep' around their bases that slows human
 movement.
 When destroyed, alien structures explode in a shower of acid harmful to
 humans.
 All structures may be built on level floors and when 
\emph on 
Advanced Grangers
\emph default 
 become available some structures may also be built on walls and ceilings.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Overmind
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename overmind.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Sentience: 0
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Overmind
\emph default 
 is the collective consciousness that controls all the alien structures
 in a map and enables aliens to evolve into higher forms.
 There can only be one 
\emph on 
Overmind
\emph default 
 and it must be alive before any other structures can be built.
 If the 
\emph on 
Overmind
\emph default 
 is destroyed then all structures besides 
\emph on 
Eggs
\emph default 
 cease to function and every alien loses the ability to upgrade their class
 until a new 
\emph on 
Overmind
\emph default 
 is built.
 The 
\emph on 
Overmind
\emph default 
 has a limited amount of `sentience' which is distributed amongst every
 other structure built, each having its own cost.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Egg
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename egg.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Sentience: 10
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Egg
\emph default 
 is the most basic and important alien structure; it is from these that
 aliens spawn into the game.
 They are also the only structure that continues to function in the absence
 of an 
\emph on 
Overmind
\emph default 
.
 
\emph on 
Eggs
\emph default 
 may be built on ceilings.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Acid Tube
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename acidtube.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Sentience: 8
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard


\emph on 
Acid Tubes
\emph default 
 are the primary defensive structure for the alien team.
 When approached by a human they eject lethal acid in all directions, even
 over other structures.

\emph on 
 Acid Tubes
\emph default 
 may be built on walls and ceilings.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard

Barricade
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename barricade.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Sentience: 10
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard


\emph on 
Barricades
\emph default 
 are used to obstruct corridors and doorways, hindering human movement and
 line-of-sight.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Trapper
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename trapper.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Sentience: 8
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 2
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard


\emph on 
Trappers
\emph default 
 fire a blob of adhesive spit at any human in their line of sight, freezing
 them in place and, if they're not wearing a 
\emph on 
Battlesuit
\emph default 
, restricts their ability to turn.

\emph on 
 Trappers 
\emph default 
 may be built on walls and ceilings, and are rarely effective when built
 on floors.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard

Booster
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename booster.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Sentience: 12
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 2
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

Any alien that touches a 
\emph on 
Booster
\emph default 
 is provided with a poison enhancement on all their melee attacks for a
 limited time.
 Poison causes victims to lose health steadily over time unless they use
 a
\emph on 
 Medkit
\emph default 
 or visit a 
\emph on 
Medistation
\emph default 
.
 Poison does not work against humans equipped with a 
\emph on 
Battlesuit
\emph default 
.
 The 
\emph on 
Booster
\emph default 
 will also double the regeneration rate of any nearby aliens with the exception
 of
\emph on 
 Tyrants
\emph default 
.
 The healing aura of a
\emph on 
 Tyrant
\emph off 
 
\emph default 
i
\emph off 
s not 
\emph default 
cumulative
\emph off 
 with the healing effect of boosters.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Hovel
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename hovel.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Sentience: 0
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 3
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard


\emph on 
Hovels
\emph default 
 are armored shells that 
\emph on 
Grangers
\emph default 
 may hide in should the need arise.
 There can only be one Hovel.
 They may be entered and exited with the 
\noun on 
Use Structure/Evolve
\noun default 
 button.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Hive
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename hive.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Sentience: 12
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 3
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard


\emph on 
Hives
\emph default 
 house millions of tiny insectoid aliens.
 When a human approaches the structure the insects attack.
 
\emph on 
Hives
\emph default 
 may be built on ceilings.
\layout Subsection

Humans
\layout Subsubsection

Weapons
\layout Standard

Humans may spawn with either the 
\emph on 
Construction Kit
\emph default 
 or the 
\emph on 
Rifle
\emph default 
.
 As credits are earned, humans may sell their old upgrades and purchase
 new ones at an 
\emph on 
Armoury
\emph default 
 structure.
 Ammo may be refilled for normal weapons at 
\emph on 
Armouries
\emph default 
, or at 
\emph on 
Reactors
\emph default 
 and 
\emph on 
Repeaters
\emph default 
 for energy weapons, all at no cost.
 Players may only carry one weapon at a time, excluding the 
\emph on 
Blaster
\emph default 
.
 In general the humans rely on long range weapons to make up for their lack
 of mobility relative to the alien team.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Construction Kit
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename ckit.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 0
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Construction Kit
\emph default 
 is the humans' method of building structures.
 The 
\noun on 
Primary
\noun default 
 
\noun on 
Attack
\noun default 
 button will bring up a menu of structures available for building.
 After selecting a structure, a glowing outline of it will appear.
 When this outline is green, pressing the 
\noun on 
Primary Attack
\noun default 
 button will place it.
 When the outline is red, the structure cannot be placed in its current
 location.
 To cancel placing the structure, press the 
\noun on 
Secondary Attack
\noun default 
 button.
 To remove a placed structure, use the 
\noun on 
Deconstruct Structure
\noun default 
 button.
 After building or deconstructing a structure, a timer will show up in the
 lower right corner of the screen.
 Until this timer expires, you cannot create, destroy or repair any structures.
 Damaged structures may otherwise be repaired with the 
\noun on 
Secondary Attack
\noun default 
 button.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Advanced Construction Kit
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename ackit.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 0
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 2
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

At stage two an upgraded 
\emph on 
Construction Kit
\emph default 
 becomes available that allows the building of more advanced structures.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Blaster
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename blaster.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 0
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Blaster
\emph default 
 is the human team's standard issue backup weapon.
 All players spawn with one automatically and may not exchange it for another
 weapon.
 The 
\emph on 
Blaster
\emph default 
 fires a weak projectile and uses no ammo.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Rifle
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename rifle.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 0
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Rifle
\emph default 
 is the human team's most basic weapon and is available from spawning.
 It rapidly fires moderately accurate shots with clip sizes of 30.
 Up to 6 extra clips may be carried at a time.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Pain Saw
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename psaw.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 100
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Pain Saw
\emph default 
 is a powerful melee weapon that emits a steady electric hum when in use.
 It uses no ammunition.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Shotgun
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename shotgun.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 150
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Shotgun
\emph default 
 fires 8 pellets at a wide angle and is thus best used in close quarters.
 It holds 8 shots per clip and 3 extra clips may be carried at a time.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Las Gun
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename lasgun.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 250
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Las Gun
\emph default 
 is similar to the 
\emph on 
Rifle
\emph default 
 but is more powerful, accurate, slower to fire and uses no clips.
 It is an energy weapon and so must be refilled at a 
\emph on 
Reactor
\emph default 
 or 
\emph on 
Repeater
\emph default 
.
 It can hold up to 200 cells at a time, or 300 with a 
\emph on 
Battery Pack
\emph default 
.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Mass Driver
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename mdriver.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 350
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Mass Driver
\emph default 
 fires powerful, accurate shots at a slow rate of fire.
 It is an energy weapon and holds 5 shots per clip, or 7 with a 
\emph on 
Battery Pack
\emph default 
.
 Up to 4 extra clips may be carried at a time.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Chaingun
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename chaingun.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 400
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Chaingun
\emph default 
 is a powerful, wildly inaccurate rapid-fire weapon.
 It holds up to 300 bullets at a time and is best used when crouching to
 reduce its kickback.
 Humans equipped with a 
\emph on 
Battlesuit 
\emph default 
do not experience this kickback.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Pulse Rifle
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename prifle.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 400
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 2
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Pulse Rifle
\emph default 
 is an energy weapon that fires projectiles at high speeds.
 It holds up to 50 cells per clip, or 75 with a 
\emph on 
Battery Pack
\emph default 
.
 Up to 4 extra clips may be carried at a time.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Grenade
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename grenade.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 200
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 2
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Grenade
\emph default 
 is a hand held explosive device.
 It is thrown for a short distance by using the 
\noun on 
Activate Upgrade
\noun default 
 button.
 After a brief delay it will explode and cause tremendous damage to anything
 in its area of effect.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Flamethrower
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename flamer.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 450
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 3
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Flamethrower
\emph default 
 is a short range incendiary weapon.
 It holds up to 150 shots at a time and can easily damage the careless wielder.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Lucifer Cannon
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename lcannon.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 600
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 3
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Lucifer Cannon
\emph default 
 is the human team's most devastating weapon.
 It is an energy weapon that can hold up to 90 cells at a time, or 135 with
 a 
\emph on 
Battery Pack
\emph default 
.
 By holding down the 
\noun on 
Primary Attack
\noun default 
 button, a player may charge up a powerful, slow moving projectile with
 splash damage.
 The longer the attack is charged the more powerful the projectile and the
 more ammo used.
 If the attack is charged for too long the weapon will explode, damaging
 the player.
 The 
\noun on 
Secondary Attack 
\noun default 
button fires a smaller projectile that requires no charging.
\layout Subsubsection

Upgrades
\layout Standard

Human players may equip themselves with any number of the following upgrades,
 with a few exceptions: the 
\emph on 
Jet Pack
\emph default 
 and 
\emph on 
Battery Pack
\emph default 
 may not be used together and the 
\emph on 
Battlesuit
\emph default 
 may not be used with the 
\emph on 
Jet Pack
\emph default 
, 
\emph on 
Battery Pack
\emph default 
, 
\emph on 
Light Armour
\emph default 
, or 
\emph on 
Helmet
\emph default 
.
 Only one of any type of upgrade may be carried at a time.
 Upgrades that do not grant an intrinsic effect must be selected in the
 player's inventory with the 
\noun on 
Next Upgrade
\noun default 
 and 
\noun on 
Previous Upgrade
\noun default 
 buttons and then activated with the 
\noun on 
Activate Upgrade
\noun default 
 button.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Light Armour
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename larmour.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 70
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard


\emph on 
Light Armour
\emph default 
 grants the wearer improved defense to the torso and leg areas.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Helmet
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename helmet.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 90
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 2
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Helmet
\emph default 
 improves the defense of the wearer's head and also displays a radar that
 shows the relative positions of nearby enemies and enemy structures.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="2" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Medkit
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 0
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard


\emph on 
Medkits
\emph default 
 are a free holdable given to every human upon spawning and refilled at
\emph on 
 Medistations
\emph default 
 to players with full health.
 They may not be refilled or exchanged at
\emph on 
 Armouries
\emph default 
.
 When used with the
\noun on 
 Activate Upgrade
\noun default 
 button,
\emph on 
 Medkits
\emph default 
 immediately begin restoring health at a slow rate, gradually speeding up
 until all damage incurred before the
\emph on 
 Medkit
\emph default 
 was activated is healed.
 Additionally, if a human is poisoned, using a
\emph on 
 Medkit
\emph default 
 will cure the poison and confer a 30 second immunity to poison.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Battery Pack
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename battpack.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 100
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Battery Pack
\emph default 
 increases the maximum ammo capacity of energy weapons by 50%.
 It may not be used in conjunction with the 
\emph on 
Jet Pack
\emph default 
.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Jet Pack
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename jetpack.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 120
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 2
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Jet Pack
\emph default 
 grants the wearer the power of slow but unlimited flight.
 When activated with the 
\noun on 
Activate Upgrade
\noun default 
 button, a player may ascend or descend using the 
\noun on 
Jump
\noun default 
 or 
\noun on 
Crouch
\noun default 
 buttons, respectively.
 The 
\emph on 
Jet Pack
\emph default 
 ceases to function if there is no operational 
\emph on 
Reactor 
\emph default 
present.
 Additionally it temporarily cuts out if the player receives any damage.
 The 
\emph on 
Jet Pack
\emph default 
 may not be used in conjunction with the 
\emph on 
Battery Pack
\emph default 
.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Battlesuit
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename bsuit.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Cost: 400
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 3
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Battlesuit
\emph default 
 provides a significant defensive boost to the wearer's entire body.
 Due to this coverage, the 
\emph on 
Battlesuit
\emph default 
 may not be used in conjunction with any other wearable upgrade (
\emph on 
Light Armour
\emph default 
, 
\emph on 
Helmet
\emph default 
, 
\emph on 
Battery Pack
\emph default 
, and 
\emph on 
Jet Pack
\emph default 
).
 Players are also prevented from crouching while wearing Battlesuits.
\layout Subsubsection

Structures
\layout Standard

All human structures must be built in proximity to a 
\emph on 
Reactor
\emph default 
 or a 
\emph on 
Repeater
\emph default 
.
 With 
\emph on 
Telenodes
\emph default 
 as the only exception, all structures require the presence of a working
 
\emph on 
Reactor
\emph default 
 to function.
 All human structures explode in a powerful blast harmful to anything within
 their radius when destroyed.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Reactor
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename reactor.jpg
	scale 75

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Power: 0
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Reactor
\emph default 
 is the power source for all human structures in a map.
 There may only be one 
\emph on 
Reactor
\emph default 
, and it must be present before any structures other than
\emph on 
 Repeaters
\emph default 
 can be built.
 If the 
\emph on 
Reactor
\emph default 
 is destroyed then all structures besides 
\emph on 
Telenodes
\emph default 
 cease to function.
 The 
\emph on 
Reactor
\emph default 
 has a limited amount of power which is distributed among every other structure
 built, each having its own cost.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Telenode
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename telenode.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Power: 10
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Telenode
\emph default 
 is the most basic and fundamental human structure; it is from these that
 humans spawn into the game.
 They are also the only structure that continues to function in the absence
 of a
\emph on 
 Reactor
\emph default 
.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Machine Gun Turret
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename turret.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Power: 8
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Machine Gun Turret
\emph default 
 is the primary defensive structure for the human team.
 While they have a clear line of sight to an alien within their range, they
 will track and fire at the alien until it is dead.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Tesla Generator
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename tesla.jpg
	scale 80

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Power: 10
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 3
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard


\emph on 
Tesla Generators
\emph default 
 are a defensive structure that will unconditionally hit any target within
 their range and line of sight with an electrical surge.
 To be built and function, a 
\emph on 
Tesla Generator
\emph default 
 requires the presence of a 
\emph on 
Defense Computer
\emph default 
 somewhere in the map.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Armoury
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename armoury.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Power: 10
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Armoury
\emph default 
 is an essential part of every human base, allowing upgrades beyond the
 basic spawning equipment to be bought and exchanged.
 It is the sole means of human advancement.
 To use an 
\emph on 
Armoury
\emph default 
, approach it and press the 
\noun on 
Use Structure/Evolve
\noun default 
 button.
 Ammo for non-energy weapons may also be acquired at no cost from an 
\emph on 
Armoury
\emph default 
 by using the 
\noun on 
Buy Ammo
\noun default 
 button.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Defense Computer
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename dcc.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Power: 8
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 2
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard


\emph on 
Defense Computers
\emph default 
 coordinate the attacks of 
\emph on 
Machine Gun Turrets
\emph default 
, preventing them from firing at a single target when multiple targets are
 available.
 They are also required for the production of 
\emph on 
Tesla Generators
\emph default 
.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Medistation
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename medistat.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Power: 8
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 1
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The 
\emph on 
Medistation
\emph default 
 provides the only means for humans to heal themselves.
 By standing on one, a human will quickly regenerate health up to their
 maximum of 100.

\emph on 
 Medistations
\emph default 
 will also refill
\emph on 
 Medkits
\emph default 
 to humans with full health.
 Only one person may use a 
\emph on 
Medistation
\emph default 
 at a time.
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="3" columns="2">
<features>
<column alignment="left" valignment="top" width="0">
<column alignment="right" valignment="top" width="0">
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\emph on 
Repeater
\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell multicolumn="1" alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard


\begin_inset Graphics
	filename repeater.jpg
	scale 85

\end_inset 


\end_inset 
</cell>
<cell multicolumn="2" alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Power: 0
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Stage: 2
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard


\emph on 
Repeaters
\emph default 
 serve as power distributors that may be built anywhere not already powered,
 even when no 
\emph on 
Reactor
\emph default 
 is present.
 Any other structure may be built in proximity to a working 
\emph on 
Repeater
\emph default 
 as if it were a 
\emph on 
Reactor
\emph default 
.
 If a 
\emph on 
Repeater
\emph default 
 powers nothing for 90 seconds, it will automatically self destruct.
\layout Section


\begin_inset LatexCommand \label{sec:Technical}

\end_inset 

Technical
\layout Subsection

Bindings
\layout Standard
\align center 

\begin_inset  Tabular
<lyxtabular version="3" rows="22" columns="3">
<features islongtable="true">
<column alignment="block" valignment="top" rightline="true" width="4cm">
<column alignment="block" valignment="top" rightline="true" width="4cm">
<column alignment="block" valignment="top" width="5.5cm">
<row bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Name in menu
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

Binding
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Function
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Primary Attack
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
+attack
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Use primary attack function.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Secondary Attack
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
+button5
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Use secondary attack function.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Previous Upgrade
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
weapprev
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

As human, preselect the previous upgrade in your inventory.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Next Upgrade
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
weapnext
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

As human, preselect the next upgrade in your inventory.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Activate Upgrade
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
+button2
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

As human, activate the current preselected inventory item.
 Also used for some alien abilities.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Reload
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
reload
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

As human, reload the selected weapon.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Buy Ammo
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
buy ammo
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

As human, buy ammo from an 
\emph on 
armoury
\emph default 
, 
\emph on 
repeater
\emph default 
 or 
\emph on 
reactor
\emph default 
.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Use Medkit
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
itemact medkit
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

As human, activate your 
\emph on 
Medkit
\emph default 
.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Use Structure/Evolve
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
+button7
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

As human, use the structure in front of the player.
 As alien, evolve into a different class.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Deconstruct Structure
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
deconstruct
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

As a builder class, deconstruct the structure in front of the player cleanly.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\noun on 
Sprint
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
boost
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Run faster.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

--
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
destroy
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

As a builder class, destroy the structure in front of the player.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

--
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
itemact <item>
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

If held, activate the specified item.
 For weapons this will select them.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

--
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
itemdeact <item>
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

If held, deactivate the specified item.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

--
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
itemtoggle <item>
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

If held, toggle the state of the specified item.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

--
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
sell <item>
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

If held and within range of an 
\emph on 
armoury
\emph default 
, sell the specified item.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

--
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
sell weapons
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

If within range of an 
\emph on 
armoury
\emph default 
, sell all weapons.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

--
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
sell upgrades
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

If within range of an 
\emph on 
armoury
\emph default 
, sell all upgrades.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

--
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
buy <item>
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

If within range of an 
\emph on 
armoury
\emph default 
 and sufficiently wealthy, buy the specified item.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

--
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
class <class>
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Given sufficient kills, evolve to the specified class.
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

--
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard


\series bold 
build <structure>
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

As a builder class, build the specified structure.
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard


\series bold 
<item>
\series default 
 -- 
\emph on 
blaster, rifle, ckit, ackit, shotgun, lgun, prifle, mdriver, flamer, chaingun,
 lcannon, psaw, gren, medkit, jetpack
\layout Standard


\series bold 
<class>
\series default 
 -- 
\emph on 
builder, builderupg, level0, level1, level1upg, level2, level2upg, level3,
 level3upg, level4
\layout Standard


\series bold 
<structure>
\series default 
 -- 
\emph on 
eggpod, barricade, booster, acid_tube, hive, trapper, overmind, hovel, telenode,
 medistat, mgturret, tesla, dcc, arm, reactor, repeater
\layout Subsection

Particle System
\layout Standard

Files matching the pattern scripts/*.particle are loaded as particle system
 description files.
 Each .particle file can contain an arbitrary number of discrete particle
 systems, much like a .shader file can house many shaders.
 A particle system is declared by a name followed by curly braces within
 which the functionality of the particle system is defined.
 For example:
\layout LyX-Code

aShinyNewParticleSystem { }
\layout Standard

Inside the particle system declaration are placed up to four particle ejectors.
 Ejectors are identified by the keyword ejector and curly braces:
\layout LyX-Code

aShinyNewParticleSystem
\layout LyX-Code

{
\layout LyX-Code

  ejector { }
\layout LyX-Code

  ejector { }
\layout LyX-Code

  thirdPersonOnly
\layout LyX-Code

}
\layout Standard

The thirdPersonOnly keyword may be used to specify that the particle system
 is not visible from the first person if it relates to that client.
 The role of the particle ejector is to create some number of new particles
 at a defined rate.
 These attributes are controlled by the following parameters:
\layout Itemize


\emph on 
count <number>|infinite
\emph default 
 - the number of particles this ejector will spawn.
\layout Itemize


\emph on 
delay <msec>
\emph default 
 - the delay in msec before the ejector starts spawning.
\layout Itemize


\emph on 
period <initial> <final> <variance>
\emph default 
 - the period between particle ejections.
\layout Standard

It is perfectly acceptable to have an initial period of zero.
 In this case the number of particles specified by the count keyword will
 be ejected at once.
 It is not permissible to have count infinite and a period of zero for obvious
 reasons.
\layout Standard

At ejection time each ejector creates up to four new particles based on
 templates.
 These are specified in the ejector section using the particle keyword:
\layout LyX-Code

aShinyNewParticleSystem
\layout LyX-Code

{
\layout LyX-Code

  ejector
\layout LyX-Code

  {
\layout LyX-Code

    particle { }
\layout LyX-Code

    particle { }
\layout LyX-Code

    count 50
\layout LyX-Code

    delay 0
\layout LyX-Code

    period 0 - 0
\layout LyX-Code

  }
\layout LyX-Code

}
\layout Standard

Each particle template has a number of attributes:
\layout Itemize


\emph on 
shader <fps>|sync <shader1> <shader2> ...
 <shaderN>
\emph default 
 - this specifies the shaders to use for the particle.
 The frame rate can be set to a static rate or the 
\emph on 
sync
\emph default 
 parameter can be used in which case the frame rate will be synchronised
 to the lifetime of the particle such that the first frame is displayed
 on birth and the last frame is displayed immediately before death.
\layout Itemize

model <model1> <model2> ...
 <modelN> - use one of the specified models as the particle.
 This cannot be used in conjunction with the shader keyword.
\layout Itemize

modelAnmation <firstFrame> <numFrames> <loopFrames> <fps>|sync - animation
 parameters to use when model particles are employed.
\layout Itemize


\emph on 
displacement <x> <y> <z> <variance>
\emph default 
 - a static displacement about the attachment point.
 The 
\emph on 
variance
\emph default 
 parameter specifies a random displacement in all axes.
\layout Itemize


\emph on 
normalDisplacement <displacement>
\emph default 
 - for particle systems that have their normal set (impact particle systems
 for example) this specifies the magnitude of a displacement along the normal.
\layout Itemize


\emph on 
velocityType static|static_transform|tag|cent|normal
\emph default 
 - this specifies how the particle will compute its initial velocity.
 
\emph on 
static
\emph default 
 means it is specified statically in the .particle file, 
\emph on 
static_transform means the same, except that it is transformed by the orientatio
n matrix of what it is attached to, tag
\emph default 
 means the velocity is in the direction of the tag it is attached to, 
\emph on 
cent
\emph default 
 means the velocity is in the direction of the cent it is attached to and
 
\emph on 
normal
\emph default 
 means the velocity is in the direction of the particle system normal.
\layout Itemize


\emph on 
velocityDir linear|point
\emph default 
 - this specifies whether the initial velocity is computed as a simple direction
 or as the direction towards a secondary point (defined by 
\emph on 
velocityPoint
\emph default 
 or dynamically through 
\emph on 
velocityType cent
\emph default 
).
\layout Itemize


\emph on 
velocity <x> <y> <z> <variance>
\emph default 
 - for when 
\emph on 
velocityType
\emph default 
 
\emph on 
static
\emph default 
 is present this specifies the direction.
 The 
\emph on 
variance
\emph default 
 here is specified in degrees e.g.
 "~5" - up to 5 degrees deviation.
\layout Itemize


\emph on 
velocityMagnitude <magnitude>
\emph default 
 - the magnitude of the velocity.
\layout Itemize


\emph on 
velocityPoint <x> <y> <z> <variance>
\emph default 
 - for when 
\emph on 
velocityType static
\emph default 
 and 
\emph on 
velocityDir point
\emph default 
 are present this specifies the point to move towards.
\layout Itemize


\emph on 
parentVelocityFraction <fraction>
\emph default 
 - for when the particle system is attached to a cent this specifies the
 fraction of the cent's velocity that is added to the particle's velocity.
\layout Itemize


\emph on 
accelerationType static|static_transform|tag|cent|normal
\emph default 
 - this specifies how the particle will compute its acceleration.
 
\emph on 
static
\emph default 
 means it is specified statically in the .particle file, 
\emph on 
static_transform means the same, except that it is transformed by the orientatio
n matrix of what it is attached to,
\emph default 
 
\emph on 
tag
\emph default 
 means the acceleration is in the direction of the tag it is attached to,
 
\emph on 
cent
\emph default 
 means the acceleration is in the direction of the cent it is attached to
 and 
\emph on 
normal
\emph default 
 means the acceleration is in the direction of the particle system normal.
\layout Itemize


\emph on 
accelerationDir linear|point
\emph default 
 - this specifies whether the acceleration is computed as a simple direction
 or as the direction towards a secondary point (defined by 
\emph on 
accelerationPoint
\emph default 
 or dynamically through 
\emph on 
accelerationType cent
\emph default 
).
\layout Itemize


\emph on 
acceleration <x> <y> <z> <variance>
\emph default 
 - for when 
\emph on 
accelerationType
\emph default 
 static is present this specifies the direction.
 The 
\emph on 
variance
\emph default 
 here is specified in degrees e.g.
 "~5" - up to 5 degrees deviation.
\layout Itemize


\emph on 
accelerationMagnitude <magnitude>
\emph default 
 - the magnitude of the acceleration.
\layout Itemize


\emph on 
accelerationPoint <x> <y> <z> <variance>
\emph default 
 - for when 
\emph on 
accelerationType static
\emph default 
 and 
\emph on 
accelerationDir point
\emph default 
 are present this specifies the point to move towards.
\layout Itemize


\emph on 
bounce <fraction>|cull
\emph default 
 - the fraction of velocity that is reflected when a particle collides.
 If this is set to 0.0 the particle won't collide.
 When 
\emph on 
cull
\emph default 
 is used particles are culled as soon as they collide with objects.
\layout Itemize

bounceMark <count> <radius> <shader> - make a mark at each bounce point
 for up to <count> bounces.
\layout Itemize

bounceSound <count> <sound> - make a sound at each bounce point for up to
 <count> bounces.
\layout Itemize

dynamicLight <delayRadius> <initialRadius> <finalRadius> { <r> <g> <b> }
 - attach a dynamic light to this particle.
\layout Itemize

color <delay> { <ir> <ig> <ib> } { <fr> <fg> <fb> } - color the particle
 where <i.> refers to the initial color component and <f.> refers to the final
 color component.
\layout Itemize


\emph on 
overdrawProtection
\emph default 
 - cull particles that occupy a large amount of screen space.
\layout Itemize


\emph on 
realLight
\emph default 
 - light particles using the lightgrid instead of fullbright.
\layout Itemize


\emph on 
cullOnStartSolid
\emph default 
 - cull particles that are spawned inside brushes.
\layout Itemize


\emph on 
radius <delay> <initial> <final>
\emph default 
 - the radius of the particle throughout its lifetime.
 The 
\emph on 
delay
\emph default 
 parameter specifies the time in msec before radius scaling begins.
 The 
\emph on 
initial
\emph default 
 and 
\emph on 
final
\emph default 
 parameters specify the radii of the particle in quake units.
\layout Itemize


\emph on 
alpha <delay> <initial> <final>
\emph default 
 - the alpha of the particle throughout its lifetime.
 The 
\emph on 
delay
\emph default 
 parameter specifies the time in msec before alpha scaling begins.
 The 
\emph on 
initial
\emph default 
 and 
\emph on 
final
\emph default 
 parameters specify the alpha of the particle where 1.0 is totally opaque
 and 0.0 is totally transparent.
\layout Itemize


\emph on 
rotation <delay> <initial> <final>
\emph default 
 - the rotation of the particle throughout its lifetime.
 The 
\emph on 
delay
\emph default 
 parameter specifies the time in msec before the rotation begins.
 The 
\emph on 
initial
\emph default 
 and 
\emph on 
final
\emph default 
 parameters specify the rotation of the particle in degrees.
\layout Itemize


\emph on 
lifeTime <time>
\emph default 
 - the lifetime of the particle.
\layout Itemize


\emph on 
childSystem <particle system>
\emph default 
 - specifies a particle system to attach to this particle.
\layout Itemize

childTrailSystem <trail system> - specifies a trail system to attach to
 this particle.
\layout Itemize


\emph on 
onDeathSystem <particle system>
\emph default 
 - specifies a particle system to spawn at the point where this particle
 died.
\layout Standard

Except for vector components, 
\emph on 
shader fps ...

\emph default 
 and 
\emph on 
period <initial <final> <variance>
\emph default 
, every value can be specified with a random variance.
 The syntax for this is as follows:
\layout LyX-Code

[value][~variance[%]]
\layout Standard

So the following forms are possible, where random is a random number between
 0.0 and 1.0 inclusive:
\layout LyX-Code

5.0      // 5.0
\layout LyX-Code

5.0~8.0  // 5.0 + ( random * 8.0 )
\layout LyX-Code

5.0~200% // 5.0 + ( random * 5.0 * 200% )
\layout LyX-Code

~7.0     // random * 7.0
\layout Standard

This allows for relatively flexible randomisation of most of the particle's
 parameters.
 For parameters taking an initial and final value, specifying the final
 value as '-' will result in a final value the same as the initial value.
\layout Standard

For the purposes of map based particle systems using 
\emph on 
misc_particle_system
\emph default 
 it is safe to ignore 
\emph on 
velocityType
\emph default 
 and 
\emph on 
accelerationType tag|cent|normal
\emph default 
, 
\emph on 
normalDisplacement
\emph default 
 and 
\emph on 
parentVelocityFraction
\emph default 
 altogether.
\layout Standard

Of course, it is not necessary to specify every parameter documented here
 for every particle system.
 If a parameter is not included it will usually default to zero.
 C/C++ style comments can be used throughout.
 There are an enormous number of possible combinations of particle systems
 parameters and as such it is impractical to test them all.
 For this reason it is possible that certain permutations do not behave
 as expected or wrongly.
 In this case you may have discovered a bug - let us know.
 Having said this when you're having problems with a particle system make
 sure you scroll up the console and check that it compiled OK, I've written
 the parser to be very intolerant of error.
\layout Standard

Here is an example particle system:
\layout LyX-Code

aShinyNewParticleSystem
\layout LyX-Code

{
\layout LyX-Code

  ejector
\layout LyX-Code

  {
\layout LyX-Code

    particle
\layout LyX-Code

    {
\layout LyX-Code

      shader sync shader1 shader2
\layout LyX-Code

      
\layout LyX-Code

      velocityType static
\layout LyX-Code

      velocityDir linear
\layout LyX-Code

      velocityMagnitude 200
\layout LyX-Code

      velocity 0 0 1 ~30
\layout LyX-Code

\layout LyX-Code

      accelerationType static
\layout LyX-Code

      accelerationDir linear
\layout LyX-Code

      accelerationMagnitude 50
\layout LyX-Code

      acceleration 0 0 1 ~0
\layout LyX-Code

\layout LyX-Code

      radius 0 10.0 50.0
\layout LyX-Code

      alpha 0 1.0 1.0
\layout LyX-Code

      rotation 0 ~360 -
\layout LyX-Code

      bounce 0.4
\layout LyX-Code

      lifeTime 1500
\layout LyX-Code

    }
\layout LyX-Code

\layout LyX-Code

    count 50
\layout LyX-Code

    delay 0
\layout LyX-Code

    period 0 - 0
\layout LyX-Code

  }
\layout LyX-Code

}
\layout Subsection

Trail System
\layout Standard

Files matching the pattern scripts/*.trail are loaded as trail system description
 files.
 Each .trail file can contain an arbitrary number of discrete trail systems,
 much like a .shader file can house many shaders.
 A trail system is declared by a name followed by curly braces within which
 the functionality of the trail system is defined.
 For example:
\layout LyX-Code

aShinyNewTrailSystem { }
\layout Standard

Inside the particle system declaration are placed up to four trail beams.
 Beams are identified by the keyword beam and curly braces:
\layout LyX-Code

aShinyNewTrailSystem
\layout LyX-Code

{
\layout LyX-Code

  beam { }
\layout LyX-Code

  beam { }
\layout LyX-Code

  thirdPersonOnly
\layout LyX-Code

}
\layout Standard

The thirdPersonOnly keyword may be used to specify that the trail system
 is not visible from the first person if it relates to that client.
 A trail beam describes the appearance of one element of the trail system:
\layout LyX-Code

\layout Itemize


\emph on 
shader <shader> - the shader to use to texture this beam.
\layout Itemize

segments <number> - the number of quads that make up the beam.
\layout Itemize

width <frontWidth> <backWidth> - the width of the beam at the front and
 back.
\layout Itemize

alpha <frontAlpha> <backAlpha> - the alpha of the beam at the front and
 back.
\layout Itemize

color { <fr> <fg> <fb> } { <br> <bg> <bb> } - the color of the beam at the
 front and back.
\layout Itemize

segmentTime <time> - how long a single segment lasts when the trail is only
 attached at one end.
\layout Itemize

fadeOutTime <time> - how long this beam takes to fade away.
\layout Itemize

textureType [stretch <frontTC> <backTC>]|[repeat [front|back] <repeatLength>]
 - how to texture the beam.
 stretch causes the texture to be stretched from the front to the back using
 the specified texture coordinates.
 repeat causes the texture to be repeated over a specified length either
 from the front or the back.
 
\layout Itemize

model <model1> <model2> ...
 <modelN> - use one of the specified models as the particle.
 This cannot be used in conjunction with the shader keyword.
\layout Itemize

modelAnmation <firstFrame> <numFrames> <loopFrames> <fps>|sync - animation
 parameters to use when model particles are employed.
\layout Itemize


\emph on 
realLight
\emph default 
 - light particles using the lightgrid instead of fullbright.
\layout Itemize

jitter <magnitude> <period> - this specifies a random jitter of the position
 of each beam node by magnitude every period.
\layout Itemize

jitterAttachments - if this is specified the end points of the beam are
 jittered as well as the intervening nodes.
\layout Subsection

Map Rotation System
\layout Standard

The file 
\emph on 
maprotation.cfg
\emph default 
 is used to describe up to 16 map rotations which may be used by a Tremulous
 server.
 In its most simple form, the syntax is as follows:
\layout LyX-Code

mapRotation1
\layout LyX-Code

{
\layout LyX-Code

  map1
\layout LyX-Code

  map2
\layout LyX-Code

  map3
\layout LyX-Code

}
\layout LyX-Code

\layout LyX-Code

mapRotation2
\layout LyX-Code

{
\layout LyX-Code

  map6
\layout LyX-Code

  map3
\layout LyX-Code

  map9
\layout LyX-Code

}
\layout Standard

This specifies two rotations, each consisting of three maps.
 The contents of the cvar 
\emph on 
g_initialMapRotation
\emph default 
 specifies the map rotation to start after the map the server was started
 with has finished.
 It is possible to specify a list of server commands to be run after a map
 has finished:
\layout LyX-Code

mapRotation3
\layout LyX-Code

{
\layout LyX-Code

  map1
\layout LyX-Code

  {
\layout LyX-Code

    set sv_hostname 
\begin_inset Quotes eld
\end_inset 

Just finished map1!
\begin_inset Quotes erd
\end_inset 


\layout LyX-Code

    set g_teamForceBalance 0
\layout LyX-Code

  }
\layout LyX-Code

  
\layout LyX-Code

  map2
\layout LyX-Code

  {
\layout LyX-Code

    set g_teamForceBalance 1
\layout LyX-Code

  }
\layout LyX-Code

\layout LyX-Code

  map3
\layout LyX-Code

}
\layout Standard

Primitive logic is also available:
\layout LyX-Code

mapRotation4
\layout LyX-Code

{
\layout LyX-Code

  map1
\layout LyX-Code

  goto map3
\layout LyX-Code

\layout LyX-Code

  map2
\layout LyX-Code

  if numClients > 8
\layout LyX-Code

    mapRotation3
\layout LyX-Code

\layout LyX-Code

  map3
\layout LyX-Code

  if lastWin aliens
\layout LyX-Code

    mapRotation2
\layout LyX-Code

  
\layout LyX-Code

  if random
\layout LyX-Code

    mapRotation1
\layout LyX-Code

}
\layout LyX-Code

\layout LyX-Code

mapRotation5
\layout LyX-Code

{
\layout LyX-Code

  map1
\layout LyX-Code

  if lastWin humans
\layout LyX-Code

    map4
\layout LyX-Code

  map2
\layout LyX-Code

  map3
\layout LyX-Code

  goto map1
\layout LyX-Code

  map4
\layout LyX-Code

  map5
\layout LyX-Code

}
\layout Standard

The 
\series bold 
goto
\series default 
 keyword is used to unconditionally branch to either another map 
\emph on 
in the current rotation
\emph default 
 or another map rotation entirely.
 The 
\series bold 
if 
\series default 
keyword is used in conjunction with a condition to decide whether or not
 to branch to the specified map or rotation (as with the 
\series bold 
goto
\series default 
 keyword).
 The condition itself can be one of 
\series bold 
numClients <op> <number>
\series default 
, 
\series bold 
lastWin <team> 
\series default 
or 
\series bold 
random
\series default 
, where 
\series bold 
<op>
\series default 
 is 
\series bold 
<
\series default 
, 
\series bold 
>
\series default 
 or 
\series bold 
=
\series default 
 and 
\series bold 
<team>
\series default 
 is 
\series bold 
aliens
\series default 
 or 
\series bold 
humans
\series default 
.
 The 
\series bold 
random
\series default 
 condition simply chooses whether or not to execute the change randomly,
 with each outcome equally likely.
\layout Subsection

Server Administration System (g_admin)
\layout Standard

The Tremulous game code has a built-in administration system which can work
 outside of traditional server console/rcon admin commands.
 Instead of passwords, administration rights are granted on a unique player
 identifier called cl_guid.
 Because of this, day to day administration tasks (like !kick and !mute)
 can easily be shared among a server's regular players without the risk
 of giving those players too much power or having to share passwords.
\layout Standard

Although specific admin rights can be granted to an individual, rights are
 primarily handed through a level system.
 By default there are 6 levels defined (0-5).
 Players with out any admin status are treated as level 0 with various additiona
l rights added to each following level with level 5 having full rights.
 You can change what rights each level has by editing the configuration
 file (see below).
 Levels are referenced by number, but they can also be given names.
 There can up to 32 levels defined.
 The number used to define the level has special significance since rights
 are handled very heirarchically (e.g.
 a level 4 admin can not !mute a level 5 admin since his victim has a higher
 level).
\layout Standard

Administrator rights can granted with !setlevel command so a server operator
 need not leave the game, edit files, restart, or even type a password to
 adjust another player's admin status.
 However, the configuration for this system is contained in an easy to edit
 text file that allows a great deal of flexibility in configuring fine-grained
 access rights for each user and/or access level.
\layout Subsubsection

Quick Start
\layout Standard

To get started, you simply need to ensure that the g_admin cvar is set to
 the name of a writable data file (default is 
\begin_inset Quotes eld
\end_inset 

admin.dat
\begin_inset Quotes erd
\end_inset 

).
 Then connect to the server with your Tremulous client, then run the following
 command in your client console:
\layout LyX-Code

/rcon YOUR_RCON_PASSORD !setlevel YOUR_NAME 5
\layout Standard

By default, the level 5 user is a super-user and has access to all '!' commands.
 From that point you can use the /!help command in your client to familiarize
 yourself with all the commands.
\layout Subsubsection

Related Cvars
\layout Standard


\begin_inset  Tabular
<lyxtabular version="3" rows="5" columns="2">
<features islongtable="true">
<column alignment="left" valignment="top" width="0">
<column alignment="block" valignment="top" leftline="true" width="5.5cm">
<row>
<cell multicolumn="1" alignment="left" valignment="top" usebox="none">
\begin_inset Text

\layout Standard

g_admin <string>
\end_inset 
</cell>
<cell alignment="center" valignment="top" usebox="none">
\begin_inset Text

\layout Standard

Set <string> to the name of the file in the fs_game directory that should
 contain all admin data such as admin definitions and bans.
\layout Standard

If set to a blank string 
\begin_inset Quotes eld
\end_inset 


\begin_inset Quotes erd
\end_inset 

 admin commands will not be available.
\layout Standard

Example:
\layout Standard

set g_admin 
\begin_inset Quotes eld
\end_inset 

admin.dat
\begin_inset Quotes erd
\end_inset 


\layout Standard

Defaults to 
\begin_inset Quotes eld
\end_inset 

admin.dat
\begin_inset Quotes erd
\end_inset 

 (off)
\end_inset 
</cell>
</row>
<row topline="true" bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

g_adminLog <string>
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Set <string> to the name of the file in the fs_game directory that will
 log all '!' commands.
\layout Standard

Defaults to 
\begin_inset Quotes eld
\end_inset 

admin.log
\begin_inset Quotes erd
\end_inset 


\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

g_adminParseSay <integer>
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Set this to non-zero if you want the admin system to accept commands in
 player chat messages.
\layout Standard

Default is 1 (on)
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

g_adminNameProtect <integer>
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Set this to non-zero if you want the admin system to lock each admin's name
 to his cl_guid to prevent imporsonation.
\layout Standard

Default is 1 (on)
\end_inset 
</cell>
</row>
<row>
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

g_adminTempBan
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

Set this to the time a player should be automatically banned
 for when he/she is vote kicked or kicked with the !kick command.
\layout Standard

Default is 2m (two minutes)
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Subsubsection

Data File Format
\layout Standard

All admin authorization, configuration, and ban information is storedin
 the file identified with the g_admin cvar.
 This file is plain text and each of the data elements are seperated by
 blank lines.
 The supported data elements are [level], [admin], [ban], and [command].
 
\layout Standard

The [level] block is used to define which admin rights a user of a particular
 level has.
 For example:
\layout LyX-Code

[level]
\layout LyX-Code

level   = 3
\layout LyX-Code

name    = Level 3 Admin
\layout LyX-Code

flags   = i1ahCpPkmy
\layout Standard

This definition grants all level 3 admins all the commands identified by
 the characters in the flags string (see flags table below).
\layout Standard

The [admin] block is used to define all players with administrative rights
 as identified by their cl_guid.
 These blocks are created/updated/deleted automatically when the !setlevel
 command is used.
 Additionally, these blocks can be used to grant special rights to specific
 users above or below the rights given to that user's [level] definition.
 For example:
\layout LyX-Code

[admin]
\layout LyX-Code

name    = bill
\layout LyX-Code

guid    = 1ABABAA74D54C3D25722E5E21121334
\layout LyX-Code

level   = 3
\layout LyX-Code

flags   = B-ym
\layout Standard

This grants the user bill all the rights of a level 3 user, plus the 'B'
 flag which grants access to the !showbans command.
 It also takes away from bill the !allready (y) command and the !mute and
 !unmute (m) commands.
\layout Standard

The [ban] block is created with the !ban command, removed with the !unban
 command (or when it expires), and modified with the !adjustban command.
 Both the guid and the ip parameters are used for ban enforement.
 The ip parameter can also be used to crudely widen the scope of the IP
 ban.
 For example:
\layout LyX-Code

[ban]
\layout LyX-Code

name    = all !nexterholland@
\layout LyX-Code

guid    = ABCABCABCABCABCABCABCABCABCABCAB
\layout LyX-Code

ip      = 206.248.131.
\layout LyX-Code

reason  = banned by admin
\layout LyX-Code

made    = 04/18/06 19:15:35
\layout LyX-Code

expires = 0
\layout LyX-Code

banner  = Fry 
\layout Standard

This would prevent anyone with an IP address inside of 206.248.131.0/24 or
 with the cl_guid ABCABCABCABCABCABCABCABCABCABCAB from connecting to the
 server.
 The expires field is the UNIX timestamp when the ban is no longer in effect,
 the special case is 0 which means it never expires.
\layout Standard

The [command] block can be used to create simple ! commands.
 The most practial use is to create certain .cfg files which change game
 settings and allow high ranking admins to load up those settings through
 a ! command.
 For example:
\layout LyX-Code

[command]
\layout LyX-Code

command = havefun
\layout LyX-Code

exec = exec fun.cfg
\layout LyX-Code

desc = Load up some crazy settings/commands levels = 4 5
\layout Standard

This would allow all level 4 and 5 admins to run the command !havefun which
 would be similar to running the command 
\begin_inset Quotes eld
\end_inset 

exec fun.cfg
\begin_inset Quotes erd
\end_inset 

 on the server console.
\layout Subsubsection

Admin Flags
\layout Standard

Both the [level] and [admin] blocks have the flags parameter which is a
 string of characters that grant access rights.
 The following table shows the flags for built-in COMMANDS:
\layout Standard


\begin_inset  Tabular
<lyxtabular version="3" rows="22" columns="2">
<features islongtable="true">
<column alignment="center" valignment="top" leftline="true" width="0">
<column alignment="left" valignment="top" leftline="true" rightline="true" width="0">
<row topline="true" bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

FLAG
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

COMMAND
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

a
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!admintest
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

y
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!allready
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

b
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!ban/!unban/!adjustban
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

c
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!cancelvote
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

h
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!help
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

k
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!kick
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

D
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!listadmins
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

i
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!listplayers
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

K
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!lock/!unlock
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

m
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!mute/!unmute
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

e
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!namelog
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

n
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!nextmap
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

V
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!passvote
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

p
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!putteam
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

G
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!readconfig
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

N
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!rename
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

r
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!restart
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

s
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!setlevel
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

B
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!showbans
\end_inset 
</cell>
</row>
<row topline="true" bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

P
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!spec999
\end_inset 
</cell>
</row>
<row bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

C
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

!time
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

The following table shows the flags for RIGHTS:
\layout Standard


\begin_inset  Tabular
<lyxtabular version="3" rows="13" columns="2">
<features islongtable="true">
<column alignment="center" valignment="top" leftline="true" width="0">
<column alignment="left" valignment="top" leftline="true" rightline="true" width="0">
<row topline="true" bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

FLAG
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

RIGHT
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

1
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

cannot be vote kicked
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

3
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

never loses credits/evo for switching teams
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

4
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

can see team chat as a spectator
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

5
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

can switch teams regardless of balance settings
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

6
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

does not need to specify a reason for kick/ban
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

7
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

can call a vote at any time regardless of g_voteLimit
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

8
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

does not need to specify a duration for a ban
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

9
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

can run commands in team chat
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

0
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

inactivity settings do not apply
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

!
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

no ! commands can be used on a player with this flag
\end_inset 
</cell>
</row>
<row topline="true" bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

@
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

does not show up as an admin in the output of !listplayers
\end_inset 
</cell>
</row>
<row topline="true" bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

$
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

sees additional player info in the output of !listplayers
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Standard

In addition, there are 3 special case characters in the flags string:
\layout Standard


\begin_inset  Tabular
<lyxtabular version="3" rows="4" columns="2">
<features islongtable="true">
<column alignment="center" valignment="top" leftline="true" width="0">
<column alignment="block" valignment="top" leftline="true" rightline="true" width="5.5cm">
<row topline="true" bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

FLAG
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

MEANING
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

*
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

signifies ALL commands and rights any flags following this character are
 negated.
 The only exceptions are the ! and @ flags which must be given to individual
 admins explicitly.
\end_inset 
</cell>
</row>
<row topline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

+
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

any flags following this flag will be ADDED.
 this is implied at the beginning of any flags string so it's pretty much
 worthless.
\end_inset 
</cell>
</row>
<row topline="true" bottomline="true">
<cell alignment="center" valignment="top" topline="true" leftline="true" usebox="none">
\begin_inset Text

\layout Standard

-
\end_inset 
</cell>
<cell alignment="center" valignment="top" topline="true" leftline="true" rightline="true" usebox="none">
\begin_inset Text

\layout Standard

any flags following this flag will be REMOVED.
 this is particularly useful if you wish to remove a right from an admin
 that has been given through that admin's [level] definition.
\end_inset 
</cell>
</row>
</lyxtabular>

\end_inset 


\layout Section
\pagebreak_top 
Credits
\layout Standard

Tim 
\emph on 
'Timbo'
\emph default 
 Angus -- Programming and Direction
\layout Standard

Nick 
\emph on 
'jex'
\emph default 
 Jansens -- Mapping, texturing and 2D artwork
\layout Standard

Robin 
\emph on 
'OverFlow'
\emph default 
 Marshall -- Modelling, animation and mapping
\layout Standard

Jan 
\emph on 
'Stannum'
\emph default 
 van der Weg -- Texturing and mapping
\layout Standard

Mike 
\emph on 
'Veda'
\emph default 
 Mcinnerney -- Modelling, animation and texturing
\layout Standard

Gordon 
\emph on 
'Godmil'
\emph default 
 Miller -- Mapping
\layout Standard

'Who-[Soup]' -- Mapping
\layout Standard

Tristan 
\emph on 
'jhrx'
\emph default 
 Blease -- Mapping
\layout Standard

Paul 
\emph on 
'MoP'
\emph default 
 Greveson -- Modelling and texturing
\layout Standard

Chris 
\emph on 
'Dolby'
\emph default 
 McCarthy -- Sound
\layout Subsection*

Special thanks
\layout Standard

Asa 
\emph on 
'Norfenstein'
\emph default 
 Kravets -- Manual content, QA, design and balance suggestions
\layout Standard


\emph on 
'Crylar'
\emph default 
 -- Concept art
\layout Standard

Yves 
\emph on 
'evillair'
\emph default 
 Allaire -- Textures
\layout Standard

Randy 
\emph on 
'ydnar'
\emph default 
 Reddig -- Textures
\layout Standard

Richard 
\emph on 
'R1CH'
\emph default 
 Stanway -- Server hosting
\layout Standard

Stéphane 
\emph on 
'MEGASTeP'
\emph default 
 Peter -- Early test server hosting
\layout Standard

Sourceforge and TARDIS -- Web hosting
\layout Standard

icculus.org -- Subversion hosting
\layout Standard

The contributors to icculus.org/quake3/ -- Various
\layout Standard

Arsonide, Bajoran, Bt, Chamooze, Crylar, Cybernetsam, dzjepp, ectox, Edo,
 evil poop, Excalibur, FroggyQuim, Idle Wild, juice, Kai, kingping, Lava
 Croft, MajorPain, MiDiaN, Molog, Mutemode, Norfenstein, Orc, R1CH, Ratti,
 Ravyn, Salteh, Sandy, SharkDog, slux, Suddien, Supa, Survivor, Swie, sysrq,
 TerrorEast, Tyler, Vitae, Woo -- Beta testers
\layout Subsection*

Also thanks
\layout Standard

babyomen, Carc, djbob, Grim, Grytviken, Gumby, heimdall, Hellbringer, Hentai,
 Mighty_Pea, Psylo, Reaper-1, RR2D02, Saig, Smack, T-bone, The GtkRadiant
 people, The inhabitants of Quake3World, ThePyro, TTimo, ValouR
\layout Standard
\align center 

\noun on 
Tremulous is copyright darklegion development 2005-2006
\the_end
